* real life, it's a game engine, and in this engine a planet got all the
* attributes that a fleet got + some additions, so I think the inheritance
* is fully legal from a OOP standpoint. If it isn't, then please correct me ;)
* real life, it's a game engine, and in this engine a planet got all the
* attributes that a fleet got + some additions, so I think the inheritance
* is fully legal from a OOP standpoint. If it isn't, then please correct me ;)
void setPlanetScore(unsigned i);
int roids(std::string type, int tick = 0) const;
void setPlanetScore(unsigned i);
int roids(std::string type, int tick = 0) const;
- void setRoids(std::string type, int number);
+ void setRoids(std::string type, int number, int tick = 0);
+ void takeRoids(std::string type, int number, int tick = 0);
+ void calcOneTick(Planet* friendly, Fleet* Hostile, std::map<std::string, std::map<std::string, int> >& stealfriendly, std::map<std::string, std::map<std::string, int> >& stealhostile, int tick = 0);
+