nil_core/military/unit/impl/
heavy_cavalry.rs1use crate::check_total_resource_ratio;
5use crate::infrastructure::building::BuildingId;
6use crate::infrastructure::building::level::BuildingLevel;
7use crate::infrastructure::requirements::InfrastructureRequirements;
8use crate::military::unit::stats::prelude::*;
9use crate::military::unit::{UnitChunk, UnitChunkSize, UnitId, UnitKind};
10use crate::ranking::score::Score;
11use crate::resources::prelude::*;
12use nil_core_macros::Unit;
13
14#[derive(Unit, Clone, Debug)]
15pub struct HeavyCavalry;
16
17impl HeavyCavalry {
18 pub const ID: UnitId = UnitId::HeavyCavalry;
19 pub const KIND: UnitKind = UnitKind::Cavalry;
20 pub const BUILDING: BuildingId = BuildingId::Stable;
21
22 pub const SCORE: Score = Score::new(6);
23
24 pub const STATS: UnitStats = UnitStats::builder()
25 .attack(AttackPower::new(150))
26 .defense(
27 DefensePower::builder()
28 .cavalry(Power::new(80))
29 .infantry(Power::new(200))
30 .ranged(Power::new(180))
31 .build(),
32 )
33 .ranged_debuff(RangedDebuff::MIN)
34 .base_speed(Speed::new(3.5))
35 .haul(Haul::new(50))
36 .build();
37
38 pub const CHUNK: UnitChunk = UnitChunk {
39 size: UnitChunkSize::new(5),
40 cost: Cost::new(4_750),
41 food_ratio: ResourceRatio::new(0.0),
42 iron_ratio: ResourceRatio::new(0.65),
43 stone_ratio: ResourceRatio::new(0.15),
44 wood_ratio: ResourceRatio::new(0.2),
45 maintenance_ratio: MaintenanceRatio::new(0.005),
46 workforce: Workforce::new(3),
47 };
48
49 pub const INFRASTRUCTURE_REQUIREMENTS: InfrastructureRequirements =
50 InfrastructureRequirements::builder()
51 .stable(BuildingLevel::new(3))
52 .build();
53}
54
55check_total_resource_ratio!(
56 HeavyCavalry::CHUNK.food_ratio,
57 HeavyCavalry::CHUNK.iron_ratio,
58 HeavyCavalry::CHUNK.stone_ratio,
59 HeavyCavalry::CHUNK.wood_ratio
60);