4 uint32_t province_size = state.world.province_size();
5 uint32_t texture_size = province_size + 256 - province_size % 256;
7 std::vector<uint32_t> prov_color(texture_size * 2);
9 state.world.for_each_province([&](dcon::province_id prov_id) {
11 auto nation = fat_id.get_nation_from_province_ownership();
13 if(nation == state.local_player_nation) {
18 if(max_regiments == 0) {
21 }
else if(created_regiments >= max_regiments) {
30 prov_color[i] = color;
31 prov_color[i + texture_size] = color;
pop_satisfaction_wrapper_fat fatten(data_container const &c, pop_satisfaction_wrapper_id id) noexcept
int32_t regiments_created_from_province(sys::state &state, dcon::province_id p)
int32_t regiments_max_possible_from_province(sys::state &state, dcon::province_id p)
constexpr uint16_t to_map_id(dcon::province_id id)
uint32_t pack_color(float r, float g, float b)
std::vector< uint32_t > recruitment_map_from(sys::state &state)