]> ruin.nu Git - hbs.git/blobdiff - bs/fleet.cpp
changed my internal structure from Fleet to Fleet*
[hbs.git] / bs / fleet.cpp
index 2bd245ba29af67dfc1abadb6a4bdd33f12e35528..cb15df528c6bce726a0f7dd52db026f7d57f5a31 100644 (file)
@@ -41,7 +41,7 @@ void Fleet::setName(string sName)
 
 //////////////////////////////////////////////////////////////////////////
 //
-string Fleet::Name() const
+string Fleet::name() const
 {
        return m_sName;
 }
@@ -65,7 +65,7 @@ bool Fleet::setRace(string sRace)
 
 //////////////////////////////////////////////////////////////////////////
 //
-string Fleet::Race() const
+string Fleet::race() const
 {
        return m_sRace;
 }
@@ -75,7 +75,7 @@ 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;
 
@@ -114,26 +114,29 @@ 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 +160,17 @@ 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)
+       {
+               tot_score += i->second[tick] * s_Units[i->first].totRes() / 10;
+       }
+
+       return tot_score;
+}
+