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;
for (map<string, vector<int> >::const_iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
{
- total += i->second[0];
+ if (i->second.size() != 0)
+ total += i->second[0];
}
return total;
{
s_Units = units;
+ /*
+
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;
}
+ */
}
//////////////////////////////////////////////////////////////////////////
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)
+ {
+ if (i->second.size() >= tick)
+ break;
+ tot_score += i->second[tick] * s_Units[i->first].totRes() / 10;
+ }
+
+ return tot_score;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setFleet(string unittype, int number)
+{
+ if (m_Fleet[unittype].size() == 0)
+ {
+ m_Fleet[unittype].push_back(number);
+ return;
+ }
+ m_Fleet[unittype][0] = number;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Fleet::fleet(string unittype, int tick = 0)
+{
+ if (m_Fleet[unittype].size() == 0)
+ return 0;
+
+ return m_Fleet[unittype][tick];
+}
+
+