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.
+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
* \param tick tells the function what tick you want the score from. 0 is
* initial score before the fleet has landed.
*/
- virtual unsigned score(int tick = 0) const;
+ unsigned score(int tick = 0) const;
- void setFleet(std::string unittype, int number);
+ 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;
int m_iETA;
FleetList m_Fleet;
+ FleetList m_BlockedFleet;
+ ResourceList m_Resources;
+
static UnitList s_Units;
static RaceList s_Races;