]> ruin.nu Git - hbs.git/blobdiff - bs/fleet.cpp
The work on the combat algorithm is going forward, nothing worth compiling yet though.
[hbs.git] / bs / fleet.cpp
index 2bd245ba29af67dfc1abadb6a4bdd33f12e35528..97be5aaf867286b7e24d8d178dac634eb9667396 100644 (file)
@@ -29,6 +29,7 @@ Fleet::Fleet()
        m_iETA = 0;
        m_sRace = "Cathaar";
 }
+
 Fleet::~Fleet(){
 }
 
@@ -41,7 +42,7 @@ void Fleet::setName(string sName)
 
 //////////////////////////////////////////////////////////////////////////
 //
-string Fleet::Name() const
+string Fleet::name() const
 {
        return m_sName;
 }
@@ -65,7 +66,7 @@ bool Fleet::setRace(string sRace)
 
 //////////////////////////////////////////////////////////////////////////
 //
-string Fleet::Race() const
+string Fleet::race() const
 {
        return m_sRace;
 }
@@ -75,13 +76,14 @@ string Fleet::Race() const
 /** This function iterates through m_Fleet and adds all numbers together to
  * produce a total.
  */
-int Fleet::NumberOfShips() const
+int Fleet::numberOfShips() const
 {
        int total = 0;
 
        for (map<string, vector<int> >::const_iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
        {
-               total += i->second[0];
+               if (i->second.size() != 0)
+                       total += i->second[0];
        }
 
        return total;
@@ -114,26 +116,29 @@ void Fleet::setUnits(UnitList& units)
 {
        s_Units = units;
 
+       /*
+
        for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); i++)
        {
                cerr << s_Units[(*i).first].Name() << "\t\t"
-                       << s_Units[(*i).first].Race() <<"\t"
-                       << s_Units[(*i).first].Class() << "\t"
-                       << s_Units[(*i).first].Target(0) << "\t"
-                       << s_Units[(*i).first].Target(1) << "\t"
-                       << s_Units[(*i).first].Target(2) << "\t"
-                       << s_Units[(*i).first].Initiative() << "\t"
-                       << s_Units[(*i).first].Agility() << "\t"
-                       << s_Units[(*i).first].WeaponSpeed() << "\t"
-                       << s_Units[(*i).first].Guns() << "\t"
-                       << s_Units[(*i).first].Power() << "\t"
-                       << s_Units[(*i).first].Armor() << "\t"
+                       << s_Units[(*i).first].race() <<"\t"
+                       << s_Units[(*i).first].unitClass() << "\t"
+                       << s_Units[(*i).first].target(0) << "\t"
+                       << s_Units[(*i).first].target(1) << "\t"
+                       << s_Units[(*i).first].target(2) << "\t"
+                       << s_Units[(*i).first].initiative() << "\t"
+                       << s_Units[(*i).first].agility() << "\t"
+                       << s_Units[(*i).first].weaponSpeed() << "\t"
+                       << s_Units[(*i).first].guns() << "\t"
+                       << s_Units[(*i).first].power() << "\t"
+                       << s_Units[(*i).first].armor() << "\t"
                        << s_Units[(*i).first].EMP() << "\t"
-                       << s_Units[(*i).first].TotRes() << "\t"
-                       << s_Units[(*i).first].Fuel() << "\t"
+                       << s_Units[(*i).first].totRes() << "\t"
+                       << s_Units[(*i).first].fuel() << "\t"
                        << s_Units[(*i).first].ETA() << "\t"
-                       << s_Units[(*i).first].Type() << endl;
+                       << s_Units[(*i).first].type() << endl;
        }
+       */
 }
 
 //////////////////////////////////////////////////////////////////////////
@@ -157,3 +162,63 @@ vector<int> Fleet::RacesAllowed() const
        return s_Races[m_sRace];
 }
 
+//////////////////////////////////////////////////////////////////////////
+//
+unsigned Fleet::score(int tick = 0) const
+{
+       unsigned tot_score = 0;
+
+       for (FleetList::const_iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
+       {
+                 if (i->second.size() >= tick)
+                               break;
+                       tot_score += i->second[tick] * s_Units[i->first].totRes() / 10;
+       }
+
+       return tot_score;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setFleet(string unittype, int number)
+{
+       if (m_Fleet[unittype].size() == 0)
+       {
+               m_Fleet[unittype].push_back(number);
+               return;
+       }
+       m_Fleet[unittype][0] = number;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int     Fleet::fleet(string unittype, int tick = 0)
+{
+       if (m_Fleet[unittype].size() == 0)
+               return 0;
+
+       return m_Fleet[unittype][tick];
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::addToThis(std::vector<Fleet*> fleets, int tick = 0)
+{
+       for (UnitList::iterator i = s_Units.begin();  i != s_Units.end(); ++i)
+       {
+               if (m_Fleet[i->first].size() == 0)
+                               m_Fleet[i->first].push_back(0);
+
+               for (vector<Fleet*>::iterator j = fleets.begin(); j != fleets.end(); ++j)
+               {
+               // FIXTHIS!!    m_Fleet[i->first][0] += j->fleet(i->first, tick);
+               }
+       }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void distributeLossesGains(std::vector<Fleet*> fleets, int tick = 0)
+{
+}
+