1 /***************************************************************************
4 begin : Tue Jan 22 2002
5 copyright : (C) 2002 by Michael Andreen
7 ***************************************************************************/
9 /***************************************************************************
11 * This program is free software; you can redistribute it and/or modify *
12 * it under the terms of the GNU General Public License as published by *
13 * the Free Software Foundation; either version 2 of the License, or *
14 * (at your option) any later version. *
16 ***************************************************************************/
22 #include <ext/hash_map>
27 template<typename T> class MyComp { public: bool operator()(T,T) { return false; } };
28 typedef std::map<std::string, std::vector<int> > FleetList;
29 typedef std::map<std::string, UnitType> UnitList;
30 typedef std::map<std::string, std::vector<int> > RaceList;
31 typedef std::map<std::string, std::vector<int> > ResourceList;
32 typedef std::map<std::string, int> ArmorList;
33 //! An abstraction of a fleet and the engine for the battle simulation.
34 /**This class and it's derivates is the engine for the whole battlesystem.
35 * One of the few parts that I plan make fully portable.
36 *\todo LOTS (I think ;)
37 *@author Michael Andreen
45 /**Sets the name that represents this fleet. Might be different a name
46 * like foobar or some coordinates like 1:1:1. The name doesn't have to be
47 * unique, since it's up to the rest of the program to handle that part.
50 void setName(std::string sName);
52 /**Returns the name of this fleet.
55 std::string name() const;
57 /**The race string decides what type of ships this fleet can have.
58 * The values must be feeded into this class.
59 * \param sRace This is just the name of the race. It's case-sensitive.
60 * \return If the race is available this function returns true, if not false
61 * is returned. The race is set in both cases though.
64 bool setRace(std::string sRace);
66 /**Just returns what race this fleet belongs to..
67 * \return The race, represented as a string.
70 std::string race() const;
72 /**Returns the ship races allowed for this fleet.. This is not a hard limit
73 * it's more a indication to the interface what should be shown or not, the
74 * class can still handle all the different shiptypes.
75 * \return a vector of ints that can be used to compare with Unittype::race()
76 * \see Unittype::race()
78 std::vector<int> RacesAllowed() const;
80 /**Returns the total number of ships in this fleet
82 int numberOfShips() const;
84 /**Sets the estimated time of arrival. The time as a single integer,
85 * in relation to the current time. For example if the current time is
86 * 10, and the arrival is at 12, then the eta is 2.
90 /**Return the estimated time of arrival. It's counted from the current time (tick).
95 /**Returns the score. This value is the total resources spent on this fleet
97 * \param tick tells the function what tick you want the score from. 0 is
98 * initial score before the fleet has landed.
100 unsigned score(int tick = 0) const;
102 /**This function is used to set the number of units for a specific tic.
103 * \param untitype the unittype's name, as a std string
104 * \param number the number of ships
105 * \param tick what tick to set for. Tick 0 (before battle) is standard, no
106 * other is hardly used other than inside the engine.
108 void setFleet(std::string unittype, int number, int tick = 0);
109 /**Returns the numbers of units fo a specific type at a specific tick.
110 * \param unittype The shipname, as a std string
111 * \param tick The tick you want to look at, tick 0 (before battle) is default
112 * \return returns the number of units that params specifies.
114 int fleet(std::string unittype, int tick = 0);
116 /**Returns the number of free ships, that is: ships that aren't dead and not
118 * \param unittype The shipname, as a std string
119 * \param tick The tick you want to look at, tick 0 (before battle) is default
120 * \return returns the number of units that params specifies.
122 int freeFleet(std:: string unittype, int tick = 0);
124 /** This function takes the vector with fleets and adds all their units of the
125 * specific tick to the current fleet's first tick. Main usage is for battle
127 * \param fleets a vector with fleet pointers
128 * \param tick an int to specify what tick to use. tick 0 (before battle)
130 * \todo add another tick parameter to specify what tick to use in the
133 void addToThis(std::vector<Fleet*> fleets, int tick = 0);
135 /** This function takes a vector with fleets and distribute all ship losses
136 * between tick 0 and 1 in the current fleet and adds that to the specified
137 * tick in each fleet.
138 * \param fleets a vector with fleet pointers that holds the fleets that's
139 * going to share the losses.
140 * \param tick the tick to add the losses to for the fleets in the vector.
141 * \todo add another tick parameter to specify what tick to use in the
144 void distributeLossesGains(std::vector<Fleet*> fleets, int tick = 0);
146 /** This functions takes the captured roids between tick 0 and 1 in the
147 * current fleet and divides them between the fleets given as param.
148 * \param fleets a vector with Fleet pointers, points to the fleets that
149 * should get parts of the roids.
150 * \param tick the tick to use in the fleets given as argument, when the
151 * roids are handed out.
152 * \todo add another tick parameter to specify what tick to use in the
155 void distributeCappedRoids(std::vector<Fleet*> fleets, int tick = 0);
157 /** Checks through the vector with fleets to see who's in time for the
158 * specified tick and staying long enough so they're not too early.
159 * \param fleets a vector with Fleet pointers to use for the calculations
160 * \param stays the number of ticks the fleets stays, will be obsolee when
162 * \param tick What the current tick is to use for the calculations
163 * \return returns a vector with the fleet that are in time for the battle
164 * and are staying long enough.
165 * \todo add the stays part as a integrated part of each fleet.
167 std::vector<Fleet*> calculateSide(std::vector<Fleet*> fleets, int stays = 0, int tick = 0);
169 /** Kill some ships of the specified type in the current fleet.
170 * \param unittype the name of the unit to kill
171 * \param number how many ships to kill
172 * \param tick what tick they where killed.
174 void killFleet(std::string unittype, int number, int tick = 0);
176 /**Block some ships of the specified type in the current fleet.
177 * \param unittype the name of the unit to block
178 * \param number how many ships to block
179 * \param tick what tick they where blocked.
181 void blockFleet(std::string unittype, int number, int tick = 0);
183 /** Set the resources of the specified type for the tick.
185 * \param type The name of the resource (in pa: metal,
186 * crystal and eonium (+ uninit for roids).
187 * \param number just simply the number of the specified resource.
188 * \param tick what tick to set
191 void setResource(std::string type, int number, int tick = 0);
193 /** Adds a number ot the specified resource type.
194 * \param type The name of the resource (in pa: metal,
195 * crystal and eonium (+ uninit for roids).
196 * \param number just simply the number of the specified resource.
197 * \param tick what tick to set
200 void addResource(std::string type, int number, int tick = 0);
202 /** Looks up the how much of a specific resource type the current fleet has.
204 * Resources is a kinda vague word, in general it's used as roid capping
205 * for hostile fleet and as salvage for friendly.
206 * \param type The name of the resource (in pa: metal,
207 * crystal and eonium (+ uninit for roids).
208 * \param tick what tick to set
209 * \returns simply returns the number of the specific resource this fleet
212 int resource(std::string type, int tick = 0)const;
214 /** This is a little more advanced function. It makes a a number of units
215 * of a specific unittype shoot at the current fleet and calculates the
218 * Atm all calculations are done for tick 0/1
219 * \param unittype The name of the unit that shots at the current fleet.
220 * \param number The number of the specific unittype that shoot.
221 * \param hitunits a map to count the number of killed units, just if the
222 * rest of the program needs it.
223 * \todo add a parameter to specify what tick to calc for and move out as
224 * much of the code as possible because it's kinda crowded atm and lots of
225 * very similar stuff in both the take* functions.
228 void takeShoot(std::string unittype, int number, std::map<std::string, int>& hitunits);
230 /**This is a little more advanced function. It makes a a number of units
231 * of a specific unittype shoot at the current fleet and calculates how
234 * Atm all calculations are done for tick 0/1
235 * \param unittype The name of the unit that shots at the current fleet.
236 * \param number The number of the specific unittype that shoot.
237 * \todo add a parameter to specify what tick to calc for and move out as
238 * much of the code as possible because it's kinda crowded atm and lots of
239 * very similar stuff in both the take* functions.
242 void takeEMP(std::string unittype, int number);
244 /** This function prints out all the ships in the fleet to stderr,
245 * mainly used for debugging.
250 /** This function is used to set the different races used.
251 * \param races a Simple RaceList which holds all the info
253 static void setRaces(RaceList& races);
255 /** This function is used to set all the units used in the game.
256 * \param units This is a simple UnitList holding all info needed.
258 static void setUnits(UnitList& units);
260 /** This function is used to get the list of races used.
261 * \returns it returns a simple RaceList just like the one that set it.
263 static const RaceList& Races();
265 /** This function is used to get the list of all the units in the game
266 * \returns a simple UnitList holding everything.
268 static const UnitList& Units();
278 FleetList m_BlockedFleet;
279 ResourceList m_Resources;
284 static UnitList s_Units;
285 static RaceList s_Races;