#define FLEET_H
#include <map>
+#include <ext/hash_map>
#include <string>
#include <vector>
#include "unittype.h"
+ template<typename T> class MyComp { public: bool operator()(T,T) { return false; } };
+typedef std::map<std::string, UnitType> UnitList;
//!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.
/**Returns the name of this fleet.
* \see setName
*/
- std::string Name();
+ 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();
+ std::string Race() const;
+
+ std::vector<int> RacesAllowed() const;
/**Returns the total number of ships in this fleet
*/
- int NumberOfShips();
+ 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
void setETA(int eta);
/**Return the estimated time of arrival. It's counted from the current time (tick).
*/
- int ETA();
+ int ETA() const;
static void setRaces(std::map<std::string, std::vector<int> >& races);
- static void setUnits(std::map<std::string, UnitType>& units);
+ static void setUnits(UnitList& units);
+
+ static const std::map<std::string, std::vector<int> >& Races();
+ static const UnitList& Units();
protected:
std::string m_sName;
int m_iETA;
std::map<std::string, std::vector<int> > m_Fleet;
- static std::map<std::string, UnitType> s_Units;
+ static UnitList s_Units;
static std::map<std::string, std::vector<int> > s_Races;
};