#include "unittype.h"
template<typename T> class MyComp { public: bool operator()(T,T) { return false; } };
-
+typedef std::map<std::string, std::vector<int> > FleetList;
typedef std::map<std::string, UnitType> UnitList;
+typedef std::map<std::string, std::vector<int> > RaceList;
//!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.
{
public:
Fleet();
- ~Fleet();
+ virtual ~Fleet();
/**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,
/**Returns the name of this fleet.
* \see setName
*/
- std::string Name() const;
+ std::string name() const;
/**The race string decides what type of ships this fleet can have.
* The values must be feeded into this class.
* \return The race, represented as a string.
* \see setRace
*/
- std::string Race() const;
+ std::string race() const;
std::vector<int> RacesAllowed() const;
/**Returns the total number of ships in this fleet
*/
- int NumberOfShips() const;
+ int numberOfShips() const;
/**Sets the estimated time of arrival. The time as a single integer,
* in relation to the current time. For example if the current time is
*/
int ETA() const;
- static void setRaces(std::map<std::string, std::vector<int> >& races);
+
+ /**Returns the score. This value is the total resources spent on this fleet
+ * devided with 10.
+ * \param tick tells the function what tick you want the score from. 0 is
+ * initial score before the fleet has landed.
+ */
+ unsigned score(int tick = 0) const;
+
+ void setFleet(std::string unittype, int number);
+ int fleet(std::string unittype, int tick = 0);
+
+ static void setRaces(RaceList& races);
static void setUnits(UnitList& units);
- static const std::map<std::string, std::vector<int> >& Races();
+ static const RaceList& Races();
static const UnitList& Units();
protected:
std::string m_sName;
std::string m_sRace;
int m_iETA;
- std::map<std::string, std::vector<int> > m_Fleet;
+ FleetList m_Fleet;
static UnitList s_Units;
- static std::map<std::string, std::vector<int> > s_Races;
+ static RaceList s_Races;
};
#endif