/*! This function sets the name for this unittype (ie. interceptor) */
void setName(std::string sName);
/** Returns the name of this unittype */
- std::string Name();
+ std::string Name() const;
/** This functions sets which race this unittype is, the race is represented with a integer. */
void setRace(int iRace);
/** Returns the race this unittype belongs to*/
- int Race();
+ int race() const;
/** Sets the class for the unittype, it's represented as a integer */
- void setClass(std::string sClass);
- std::string Class();
+ void setUnitClass(std::string sClass);
+ std::string unitClass() const;
/** Sets the classes that this unittype targets. a vector is used. */
void setTarget(std::vector<std::string> Target);
* \param index where to place the target. 0 being the default and first place. */
void insTarget(std::string iTarget, int index = 0);
/** Returns all targets from the target list */
- std::vector<std::string> Target();
+ std::vector<std::string> target() const;
/** Returns a specific target
* \param index An index value that represents the target. 0 being the first*/
- std::string Target(int index);
+ std::string target(int index) const;
/** Sets the initiatve, the lower it is the earlier the unit shots */
void setInitiative(int iInit);
- int Initiative();
+ int initiative() const;
/** Sets the agility, the higher it is the harder it is to hit the unit */
void setAgility (int iAgil);
- int Agility();
+ int agility() const;
/** Sets the weaponspeed.. just a simple integer that shows how good it is at hitting things */
void setWeaponSpeed(int iWPSP);
- int WeaponSpeed();
+ int weaponSpeed() const;
/** Sets the number of guns. */
void setGuns(int iGuns);
- int Guns();
+ int guns() const;
/** Sets the how much power the guns have.. or in other words: the damage they do. */
void setPower(int iPower);
- int Power();
+ int power() const;
/** Sets the armor, this is how much damage the unittype can take before it's destroyed */
void setArmor(int iArmor);
- int Armor();
+ int armor() const;
/** Sets the emp resistance, the lower value the easier it is to block it */
void setEMP(int iEMP);
- int EMP();
+ int EMP() const;
/** Sets the resource cost for this unittype. Used for example for score calculation and so on. */
void setTotalResources(int iTR);
/** Returns the number of total resources this unittype cost. */
- int TotRes();
+ int totRes() const;
/** Sets the fuelcost for this unittype */
void setFuel(int iFuel);
/** Returns the fuelcost */
- int Fuel();
+ int fuel() const;
/** Sets the ETA, the speed in a sort of inverted form.. the lower ETA, the faster is the unit */
void setETA(int iETA);
- int ETA();
+ int ETA() const;
/** Sets the type of the unit. What the types do must be specified in the real battle engine (Fleet) though.
* \param iType An integer to symbolise the type. */
void setType(std::string type);
/** What type of ship this is. */
- std::string Type();
+ std::string type() const;
+
protected:
std::string m_sName;
int m_iRace; //!< Not really the race, but an indiaction on what race can use it..