+
+//////////////////////////////////////////////////////////////////////////
+//
+int Planet::roids(std::string type, int tick = 0) const
+{
+ // const... I would like [] as for const types: int ticks = m_Roids[type].size();
+
+ vector<int>const* roids = 0;
+ for (RoidList::const_iterator i = m_Roids.begin(); i != m_Roids.end(); ++i)
+ {
+ if (i->first == type)
+ {
+ roids = &i->second;
+ break;
+ }
+ }
+ if (roids == 0)
+ return 0;
+
+ int ticks = roids->size();
+
+ if( ticks == 0)
+ return 0;
+ if (ticks < tick)
+ return roids->at(ticks);
+ return roids->at(tick);
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Planet::setRoids(std::string type, int number)
+{
+ if (m_Roids[type].size() == 0)
+ m_Roids[type].push_back(number);
+ m_Roids[type][0] = number;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Planet::runBattle(std::vector<Fleet*> friendly, std::vector<Fleet*> hostile)
+{
+ for(int tick = 1; ; ++tick)
+ {
+ //See who's in the battle at the current tick
+ vector<Fleet*> friends = calculateSide(friendly, 6, tick);
+ vector<Fleet*> hostiles = calcualteSide(hostile, 3, tick);
+
+ // No idea to calculate anything if noone is there.. ;)
+ if (hostiles.size() == 0)
+ break;
+
+ Planet allFriends;
+ allFriends.addToThis(friends);
+
+ Fleet allHostiles;
+ allHostiles.addToThis(hostiles);
+
+ calculateOneTick(&allFriends, &allHostiles);
+
+ allFriends.distributeLossesGains(friends, tick);
+ allHostile.distributeLossesGains(friends, tick);
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void calcOneTick(Planet* friendly, Fleet* Hostile)
+{
+}
+