//////////////////////////////////////////////////////////////////////////
//
-void distributeLossesGains(std::vector<Fleet*> fleets, int tick = 0)
+void Fleet::distributeLossesGains(std::vector<Fleet*> fleets, int tick = 0)
+{
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+std::vector<Fleet*> Fleet::calculateSide(std::vector<Fleet*> fleets, int stays = 0, int tick = 0)
{
}
{
//See who's in the battle at the current tick
vector<Fleet*> friends = calculateSide(friendly, 6, tick);
- vector<Fleet*> hostiles = calcualteSide(hostile, 3, tick);
+ vector<Fleet*> hostiles = calculateSide(hostile, 3, tick);
// No idea to calculate anything if noone is there.. ;)
if (hostiles.size() == 0)
Fleet allHostiles;
allHostiles.addToThis(hostiles);
- calculateOneTick(&allFriends, &allHostiles);
+ calcOneTick(&allFriends, &allHostiles);
allFriends.distributeLossesGains(friends, tick);
- allHostile.distributeLossesGains(friends, tick);
+ allHostiles.distributeLossesGains(friends, tick);
}
}
//////////////////////////////////////////////////////////////////////////
//
-void calcOneTick(Planet* friendly, Fleet* Hostile)
+void Planet::calcOneTick(Planet* friendly, Fleet* Hostile)
{
}