X-Git-Url: https://ruin.nu/git/?p=hbs.git;a=blobdiff_plain;f=bs%2Ffleet.h;h=74e4e8653404d7e6264aee6d3e646290e8be5e38;hp=7a2f489e57c3c5858520aa97bfe7ad3c8ba61dd8;hb=d1b57a078d3edb148f8b6ec61944a0b852a4bf94;hpb=cef0ac6862df9a33909e0aa56f89f4c4257cca69 diff --git a/bs/fleet.h b/bs/fleet.h index 7a2f489..74e4e86 100644 --- a/bs/fleet.h +++ b/bs/fleet.h @@ -19,24 +19,117 @@ #define FLEET_H #include +#include #include +#include -/** +#include "unittype.h" + template class MyComp { public: bool operator()(T,T) { return false; } }; +typedef std::map > FleetList; +typedef std::map UnitList; +typedef std::map > RaceList; +typedef std::map > ResourceList; +typedef std::map ArmorList; +//! 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 - *This is the engine for the whole battlesystem. - *One of the few parts that I plan make fully portable. */ - class Fleet { public: Fleet(); - ~Fleet(); + virtual ~Fleet(); + + /**Sets the name that represents this fleet. Might be different a name + * like foobar or some coordinates like 1:1:1. The name doesn't have to be unique, + * since it's up to the rest of the program to handle that part. + * \see Name + */ + void setName(std::string sName); + /**Returns the name of this fleet. + * \see setName + */ + std::string name() const; + + /**The race string decides what type of ships this fleet can have. + * The values must be feeded into this class. + * \param sRace This is just the name of the race. It's case-sensitive. + * \return If the race is available this function returns true, if not false is returned. The race is set in both cases though. + * \see Race + */ + bool setRace(std::string sRace); + /**Just returns what race this fleet belongs to.. + * \return The race, represented as a string. + * \see setRace + */ + std::string race() const; + + std::vector RacesAllowed() const; + + /**Returns the total number of ships in this fleet + */ + int numberOfShips() const; + + /**Sets the estimated time of arrival. The time as a single integer, + * in relation to the current time. For example if the current time is + * 10, and the arrival is at 12, then the eta is 2. + */ + void setETA(int eta); + /**Return the estimated time of arrival. It's counted from the current time (tick). + */ + int ETA() const; + + + /**Returns the score. This value is the total resources spent on this fleet + * devided with 10. + * \param tick tells the function what tick you want the score from. 0 is + * initial score before the fleet has landed. + */ + unsigned score(int tick = 0) const; + + 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 fleets, int tick = 0); + + void distributeLossesGains(std::vector fleets, int tick = 0); + + std::vector calculateSide(std::vector fleets, int stays = 0, int tick = 0); + + 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; + + void takeShoot(std::string unittype, int number, std::map& hitunits); + void takeEMP(std::string unittype, int number); + + void printFleet(); +protected: + + + std::string m_sName; + std::string m_sRace; + int m_iETA; + FleetList m_Fleet; + FleetList m_BlockedFleet; + ResourceList m_Resources; + ArmorList m_Armor; + + -private: - string m_name; - string m_race; - map + static UnitList s_Units; + static RaceList s_Races; }; #endif