#include <map>
#include <string>
+#include <vector>
#include "unittype.h"
//!This is the engine for the whole battlesystem.
/**This is the engine for the whole battlesystem.
* One of the few parts that I plan make fully portable.
+ *\todo LOTS (I think ;)
*@author Michael Andreen
*/
-
class Fleet
{
public:
Fleet();
~Fleet();
-private:
- std::string m_Name;
- std::string m_Race;
+ /**Sets the name that represents this fleet. Might be different a name
+ * like foobar or some coordinates like 1:1:1. The name doesn't have to be unique,
+ * since it's up to the rest of the program to handle that part.
+ * \see Name
+ */
+ void setName(std::string sName);
+ /**Returns the name of this fleet.
+ * \see setName
+ */
+ std::string Name();
+
+ /**The race string decides what type of ships this fleet can have.
+ * The values must be feeded into this class.
+ * \param sRace This is just the name of the race. It's case-sensitive.
+ * \return If the race is available this function returns true, if not false is returned. The race is set in both cases though.
+ * \see Race
+ */
+ bool setRace(std::string sRace);
+ /**Just returns what race this fleet belongs to..
+ * \return The race, represented as a string.
+ * \see setRace
+ */
+ std::string Race();
+
+
+protected:
+ std::string m_sName;
+ std::string m_sRace;
std::map<std::string, std::vector<int> > m_Fleet;
- static std::map<std::string, UnitType> m_Units;
+ static std::map<std::string, UnitType> s_Units;
+ static std::map<std::string, std::vector<int> > s_Races;
};
#endif