//Static variables
map<string, vector<int> > Fleet::s_Races;
-map<string, UnitType > Fleet::s_Units;
+UnitList Fleet::s_Units;
Fleet::Fleet()
{
m_iETA = 0;
- m_sRace = "Generic";
+ m_sRace = "Cathaar";
}
Fleet::~Fleet(){
}
//////////////////////////////////////////////////////////////////////////
//
-string Fleet::Name() const
+string Fleet::name() const
{
return m_sName;
}
//////////////////////////////////////////////////////////////////////////
//
-string Fleet::Race() const
+string Fleet::race() const
{
return m_sRace;
}
/** This function iterates through m_Fleet and adds all numbers together to
* produce a total.
*/
-int Fleet::NumberOfShips() const
+int Fleet::numberOfShips() const
{
int total = 0;
//////////////////////////////////////////////////////////////////////////
//
-void Fleet::setUnits(map<string, UnitType>& units)
+void Fleet::setUnits(UnitList& units)
{
s_Units = units;
- for (map<string, UnitType >::iterator i = s_Units.begin(); i != s_Units.end(); i++)
+ /*
+
+ for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); i++)
{
cerr << s_Units[(*i).first].Name() << "\t\t"
- << s_Units[(*i).first].Race() <<"\t"
- << s_Units[(*i).first].Class() << "\t"
- << s_Units[(*i).first].Target(0) << "\t"
- << s_Units[(*i).first].Target(1) << "\t"
- << s_Units[(*i).first].Target(2) << "\t"
- << s_Units[(*i).first].Initiative() << "\t"
- << s_Units[(*i).first].Agility() << "\t"
- << s_Units[(*i).first].WeaponSpeed() << "\t"
- << s_Units[(*i).first].Guns() << "\t"
- << s_Units[(*i).first].Power() << "\t"
- << s_Units[(*i).first].Armor() << "\t"
+ << s_Units[(*i).first].race() <<"\t"
+ << s_Units[(*i).first].unitClass() << "\t"
+ << s_Units[(*i).first].target(0) << "\t"
+ << s_Units[(*i).first].target(1) << "\t"
+ << s_Units[(*i).first].target(2) << "\t"
+ << s_Units[(*i).first].initiative() << "\t"
+ << s_Units[(*i).first].agility() << "\t"
+ << s_Units[(*i).first].weaponSpeed() << "\t"
+ << s_Units[(*i).first].guns() << "\t"
+ << s_Units[(*i).first].power() << "\t"
+ << s_Units[(*i).first].armor() << "\t"
<< s_Units[(*i).first].EMP() << "\t"
- << s_Units[(*i).first].TotRes() << "\t"
- << s_Units[(*i).first].Fuel() << "\t"
+ << s_Units[(*i).first].totRes() << "\t"
+ << s_Units[(*i).first].fuel() << "\t"
<< s_Units[(*i).first].ETA() << "\t"
- << s_Units[(*i).first].Type() << endl;
+ << s_Units[(*i).first].type() << endl;
}
+ */
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//
-const map<string, UnitType>& Fleet::Units()
+const UnitList& Fleet::Units()
{
return s_Units;
}
+//////////////////////////////////////////////////////////////////////////
+//
+vector<int> Fleet::RacesAllowed() const
+{
+ return s_Races[m_sRace];
+}
+//////////////////////////////////////////////////////////////////////////
+//
+unsigned Fleet::score(int tick = 0) const
+{
+ unsigned tot_score = 0;
+
+ for (FleetList::const_iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
+ {
+ tot_score += i->second[tick] * s_Units[i->first].totRes() / 10;
+ }
+
+ return tot_score;
+}