#include "fleet.h"
+typedef std::map<std::string, std::vector<int> > RoidList;
+
/**This class is the implementation of a planet.
*
* Yes I know.. In real life you wouldn't call a planet a fleet, but this isn't
* real life, it's a game engine, and in this engine a planet got all the
* attributes that a fleet got + some additions, so I think the inheritance
* is fully legal from a OOP standpoint. If it isn't, then please correct me ;)
+ *
+ * This class is doing the actual battle simulation (since battles without
+ * planets aren't available in this game).
*@author Michael Andreen
*/
class Planet : public Fleet {
public:
Planet();
- ~Planet();
- unsigned score();
+ virtual ~Planet();
+
+ unsigned planetScore() const;
+ void setPlanetScore(unsigned i);
+
+ int roids(std::string type, int tick = 0) const;
+ void setRoids(std::string type, int number);
+
+ void runBattle(std::vector<Fleet*> friendly, std::vector<Fleet*> hostile);
+
+protected:
+ void calcOneTick(Planet* friendly, Fleet* Hostile);
+
+ unsigned m_iScore;
+ RoidList m_Roids;
+
};
#endif