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nil_core/military/unit/impl/
ram.rs

1// Copyright (C) Call of Nil contributors
2// SPDX-License-Identifier: AGPL-3.0-only
3
4use 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 Ram;
16
17impl Ram {
18  pub const ID: UnitId = UnitId::Ram;
19  pub const KIND: UnitKind = UnitKind::Infantry;
20  pub const BUILDING: BuildingId = BuildingId::Workshop;
21
22  pub const SCORE: Score = Score::new(5);
23
24  pub const STATS: UnitStats = UnitStats::builder()
25    .attack(AttackPower::new(2))
26    .defense(
27      DefensePower::builder()
28        .cavalry(Power::new(50))
29        .infantry(Power::new(20))
30        .ranged(Power::new(20))
31        .build(),
32    )
33    .ranged_debuff(RangedDebuff::MIN)
34    .base_speed(Speed::new(0.5))
35    .haul(Haul::new(0))
36    .build();
37
38  pub const CHUNK: UnitChunk = UnitChunk {
39    size: UnitChunkSize::new(3),
40    cost: Cost::new(2_100),
41    food_ratio: ResourceRatio::new(0.0),
42    iron_ratio: ResourceRatio::new(0.3),
43    stone_ratio: ResourceRatio::new(0.3),
44    wood_ratio: ResourceRatio::new(0.4),
45    maintenance_ratio: MaintenanceRatio::new(0.005),
46    workforce: Workforce::new(8),
47  };
48
49  pub const INFRASTRUCTURE_REQUIREMENTS: InfrastructureRequirements =
50    InfrastructureRequirements::builder()
51      .workshop(BuildingLevel::new(1))
52      .build();
53}
54
55check_total_resource_ratio!(
56  Ram::CHUNK.food_ratio,
57  Ram::CHUNK.iron_ratio,
58  Ram::CHUNK.stone_ratio,
59  Ram::CHUNK.wood_ratio
60);