X-Git-Url: https://ruin.nu/git/?p=hbs.git;a=blobdiff_plain;f=bs%2Ffleet.h;h=74e4e8653404d7e6264aee6d3e646290e8be5e38;hp=95c0c88dffbe53a779afd3557951cc24df045b3e;hb=d1b57a078d3edb148f8b6ec61944a0b852a4bf94;hpb=56b09bf912d2965744e2e78a30fc68d73ebe401c diff --git a/bs/fleet.h b/bs/fleet.h index 95c0c88..74e4e86 100644 --- a/bs/fleet.h +++ b/bs/fleet.h @@ -19,13 +19,19 @@ #define FLEET_H #include +#include #include #include #include "unittype.h" - -//!This is the engine for the whole battlesystem. -/**This is the engine for the whole battlesystem. + 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 @@ -34,7 +40,7 @@ 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, @@ -45,7 +51,7 @@ public: /**Returns the name of this fleet. * \see setName */ - std::string Name() const; + std::string name() const; /**The race string decides what type of ships this fleet can have. * The values must be feeded into this class. @@ -58,11 +64,13 @@ public: * \return The race, represented as a string. * \see setRace */ - std::string Race() const; + std::string race() const; + + std::vector RacesAllowed() const; /**Returns the total number of ships in this fleet */ - int NumberOfShips() const; + 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 @@ -73,20 +81,55 @@ public: */ int ETA() const; - static void setRaces(std::map >& races); - static void setUnits(std::map& units); - static const std::map >& Races(); - static const std::map& Units(); + /**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; - std::map > m_Fleet; + FleetList m_Fleet; + FleetList m_BlockedFleet; + ResourceList m_Resources; + ArmorList m_Armor; + + - static std::map s_Units; - static std::map > s_Races; + static UnitList s_Units; + static RaceList s_Races; }; #endif