#define FLEET_H
#include <map>
+#include <ext/hash_map>
#include <string>
#include <vector>
#include "unittype.h"
-
-//!This is the engine for the whole battlesystem.
-/**This is the engine for the whole battlesystem.
+ 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;
+typedef std::map<std::string, std::vector<int> > ResourceList;
+//! An abstraction of a fleet and the engine for the battle simulation.
+/**This class and it's derivates 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
{
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();
+ 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() 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
+ * 10, and the arrival is at 12, then the eta is 2.
+ */
+ void setETA(int eta);
+ /**Return the estimated time of arrival. It's counted from the current time (tick).
+ */
+ int ETA() const;
+
+
+ /**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 tick = 0);
+ int fleet(std::string unittype, int tick = 0);
+ int freeFleet(std:: string unittype, int tick = 0);
+
+ static void setRaces(RaceList& races);
+ static void setUnits(UnitList& units);
+
+ static const RaceList& Races();
+ static const UnitList& Units();
+
+ void addToThis(std::vector<Fleet*> fleets, int tick = 0);
+
+ void distributeLossesGains(std::vector<Fleet*> fleets, int tick = 0);
+
+ std::vector<Fleet*> calculateSide(std::vector<Fleet*> fleets, int stays = 0, int tick = 0);
+
+ void takeShoot(std::string unittype, int number, std::map<std::string, int>& hitunits);
+ void takeEMP(std::string unittype, int number);
+ void killFleet(std::string unittype, int number, int tick = 0);
+
+ void setResource(std::string type, int number, int tick = 0);
+ int resource(std::string type, int tick = 0)const;
+
protected:
+
+
std::string m_sName;
std::string m_sRace;
- std::map<std::string, std::vector<int> > m_Fleet;
+ int m_iETA;
+ FleetList m_Fleet;
+ FleetList m_BlockedFleet;
+ ResourceList m_Resources;
+
- static std::map<std::string, UnitType> s_Units;
- static std::map<std::string, std::vector<int> > s_Races;
+ static UnitList s_Units;
+ static RaceList s_Races;
};
#endif