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nil_core/infrastructure/building/impl/stable/
mod.rs

1// Copyright (C) Call of Nil contributors
2// SPDX-License-Identifier: AGPL-3.0-only
3
4pub mod recruit_catalog;
5pub mod recruit_queue;
6
7use crate::check_total_resource_ratio;
8use crate::infrastructure::building::{BuildingId, BuildingLevel};
9use crate::infrastructure::queue::InfrastructureQueue;
10use crate::infrastructure::requirements::InfrastructureRequirements;
11use crate::ranking::score::Score;
12use crate::resources::cost::{Cost, ResourceRatio};
13use crate::resources::maintenance::MaintenanceRatio;
14use crate::resources::workforce::{Workforce, WorkforceSource};
15use crate::world::config::WorldConfig;
16use nil_core_macros::Building;
17use recruit_queue::{StableRecruitOrder, StableRecruitQueue};
18use serde::{Deserialize, Serialize};
19
20#[derive(Building, Clone, Debug, Deserialize, Serialize)]
21#[serde(rename_all = "camelCase")]
22#[cfg_attr(feature = "typescript", derive(ts_rs::TS))]
23pub struct Stable {
24  level: BuildingLevel,
25  enabled: bool,
26  recruit_queue: StableRecruitQueue,
27}
28
29impl Stable {
30  pub const ID: BuildingId = BuildingId::Stable;
31
32  pub const MIN_LEVEL: BuildingLevel = BuildingLevel::ZERO;
33  pub const MAX_LEVEL: BuildingLevel = BuildingLevel::new(20);
34
35  pub const MIN_COST: Cost = Cost::new(1_500);
36  pub const MAX_COST: Cost = Cost::new(50_000);
37
38  pub const FOOD_RATIO: ResourceRatio = ResourceRatio::new(0.0);
39  pub const IRON_RATIO: ResourceRatio = ResourceRatio::new(0.3);
40  pub const STONE_RATIO: ResourceRatio = ResourceRatio::new(0.3);
41  pub const WOOD_RATIO: ResourceRatio = ResourceRatio::new(0.4);
42
43  pub const MAINTENANCE_RATIO: MaintenanceRatio = MaintenanceRatio::new(0.005);
44
45  pub const MIN_WORKFORCE: Workforce = Workforce::new(1);
46  pub const MAX_WORKFORCE: Workforce = Workforce::new(150);
47
48  pub const MIN_SCORE: Score = Score::new(20);
49  pub const MAX_SCORE: Score = Score::new(639);
50
51  pub const INFRASTRUCTURE_REQUIREMENTS: InfrastructureRequirements =
52    InfrastructureRequirements::builder()
53      .prefecture(BuildingLevel::new(3))
54      .academy(BuildingLevel::new(1))
55      .build();
56
57  pub fn recruit_queue(&self) -> &StableRecruitQueue {
58    &self.recruit_queue
59  }
60
61  pub(crate) fn recruit_queue_mut(&mut self) -> &mut StableRecruitQueue {
62    &mut self.recruit_queue
63  }
64
65  #[must_use]
66  pub(crate) fn process_queue(&mut self, config: &WorldConfig) -> Option<Vec<StableRecruitOrder>> {
67    if self.enabled {
68      let workforce = self.workforce(config);
69      let orders = self.recruit_queue.process(workforce);
70      (!orders.is_empty()).then_some(orders)
71    } else {
72      None
73    }
74  }
75
76  pub(crate) fn turns_in_recruit_queue(&self, config: &WorldConfig) -> Option<f64> {
77    if self.level > 0u8 {
78      let turn = self.workforce(config);
79      let in_queue = self.recruit_queue.sum_pending_workforce();
80      Some(f64::from(in_queue) / f64::from(turn))
81    } else {
82      None
83    }
84  }
85}
86
87impl WorkforceSource for Stable {}
88
89impl Default for Stable {
90  fn default() -> Self {
91    Self {
92      level: BuildingLevel::ZERO,
93      enabled: true,
94      recruit_queue: StableRecruitQueue::default(),
95    }
96  }
97}
98
99check_total_resource_ratio!(
100  Stable::FOOD_RATIO,
101  Stable::IRON_RATIO,
102  Stable::STONE_RATIO,
103  Stable::WOOD_RATIO
104);