{
if (lvi->text(0) == tr("Friendly"))
{
-// m_FleetView->slotAttacker(false);
+ // m_FleetView->slotAttacker(false);
}
else
{
-// m_FleetView->slotAttacker(true);
+ // m_FleetView->slotAttacker(true);
}
m_FleetViews->raiseWidget(2);
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)
+{
+}
+
static const RaceList& Races();
static const UnitList& Units();
+ void addToThis(std::vector<Fleet*> fleets, int tick = 0);
+
+ void distributeLossesGains(std::vector<Fleet*> fleets, int tick = 0);
+
+ std::vector<Fleet*> calculateSide(std::vector<Fleet*> fleets, int stays = 0, int tick = 0);
+
+
protected:
+
+
std::string m_sName;
std::string m_sRace;
int m_iETA;
//////////////////////////////////////////////////////////////////////////
//
void Planet::runBattle(std::vector<Fleet*> friendly, std::vector<Fleet*> hostile)
+{
+ for(int tick = 1; ; ++tick)
+ {
+ //See who's in the battle at the current tick
+ vector<Fleet*> friends = calculateSide(friendly, 6, tick);
+ vector<Fleet*> hostiles = calcualteSide(hostile, 3, tick);
+
+ // No idea to calculate anything if noone is there.. ;)
+ if (hostiles.size() == 0)
+ break;
+
+ Planet allFriends;
+ allFriends.addToThis(friends);
+
+ Fleet allHostiles;
+ allHostiles.addToThis(hostiles);
+
+ calculateOneTick(&allFriends, &allHostiles);
+
+ allFriends.distributeLossesGains(friends, tick);
+ allHostile.distributeLossesGains(friends, tick);
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void calcOneTick(Planet* friendly, Fleet* Hostile)
{
}
void runBattle(std::vector<Fleet*> friendly, std::vector<Fleet*> hostile);
protected:
+ void calcOneTick(Planet* friendly, Fleet* Hostile);
+
unsigned m_iScore;
RoidList m_Roids;