ttrts/game/unit.cpp

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#include "unit.h"
#include <map> // for std::map
namespace
{
// Helper function for generating unique unit ids during static init
unit_id_t get_unique_unit_id()
{
static unit_id_t p = 0;
return p++;
}
// Map of visual representation of unit V
typedef std::map< dir_t, unitVis_c > dir_to_vis_map;
// Helper function to get the vis map during static init
const dir_to_vis_map& get_vis_map_V()
{
static const dir_to_vis_map sk_visMap =
{
{dir_t::N,'^'},
{dir_t::E,'>'},
{dir_t::S,'v'},
{dir_t::W,'<'},
};
return sk_visMap;
}
}
// Get a unit from a visual
CUnit GetUnitFromVis( unitVis_c vis )
{
CUnit unit;
unit.setFromVisual(vis);
return unit;
}
// Get a string descriptor of a unit
// "U:[unit_id] T:[team_id] P:[player_id] V:[unit_vis] D:[dir] POS:[pos.x],[pos.y]"
std::string GetStringFromUnit(const CUnit& unit )
{
std::string ret;
ret += "U:";
ret += std::to_string(unit.getID());
ret += " T:";
ret += std::to_string((int)unit.getTeam());
ret += " P:";
ret += std::to_string(unit.getPlayer());
ret += " V:";
ret += (char)unit.getVisual();
ret += " D:";
ret += (char)unit.getDir();
ret += " POS:";
ret += std::to_string(unit.getPos().x);
ret += ",";
ret += std::to_string(unit.getPos().y);
return ret;
}
// Get a unit from a string descriptor
// "U:[unit_id] T:[team_id] P:[player_id] V:[unit_vis] D:[dir] POS:[pos.x],[pos.y]"
CUnit GetUnitFromString(const std::string& _unit )
{
std::string unit = _unit;
CUnit ret;
size_t pos;
// UNIT ID
if( unit.substr(0, 2) != "U:" )
return CUnit();
unit.erase(0, 2); // Erase the U: prefix
pos = unit.find(' ');
if( pos == std::string::npos )
return CUnit();
const unit_id_t id = (unit_id_t)atoi( unit.substr(0,pos).c_str() ); // Grab the ID
ret.setIDForced( id ); // Force set the ID
unit.erase(0, pos+1); // Erase the ID and a space
// TEAM
if( unit.substr(0, 2) != "T:" )
return CUnit();
unit.erase(0, 2); // Erase the T: prefix
pos = unit.find(' ');
if( pos == std::string::npos )
return CUnit();
const Team team = (Team)atoi( unit.substr(0,pos).c_str() ); // Grab the ID
ret.setTeam( team ); // Force set the ID
unit.erase(0, pos+1); // Erase the team and a space
// PLAYER
if( unit.substr(0, 2) != "P:" )
return CUnit();
unit.erase(0, 2); // Erase the P: prefix
pos = unit.find(' ');
if( pos == std::string::npos )
return CUnit();
const player_id_t player = (player_id_t)atoi( unit.substr(0,pos).c_str() ); // Grab the ID
ret.setPlayer( player ); // Force set the ID
unit.erase(0, pos+1); // Erase the player and a space
// VISUAL
if( unit.substr(0, 2) != "V:" )
return CUnit();
unit.erase(0, 2); // Erase the W: prefix
unitVis_c vis = unit[0];
ret.setVisual(vis);
unit.erase(0, 2); // Erase the vis and a space
// DIRECTION
if( unit.substr(0, 2) != "D:" )
return CUnit();
unit.erase(0, 2); // Erase the D: prefix
dir_t dir = (dir_t)unit[0];
ret.setDir(dir);
unit.erase(0, 2); // Erase the ID and a space
// POSITION
if( unit.substr(0, 4) != "POS:" )
return CUnit();
unit.erase(0, 4); // Erase the Pos: prefix
pos = unit.find(',');
if( pos == std::string::npos )
return CUnit();
uvector2 upos;
upos.x = (ucoord_t)atoi( unit.substr(0,pos).c_str() ); // Grab the x
unit.erase(0, pos+1); // Erase the x and the comma
upos.y = (ucoord_t)atoi( unit.c_str() ); // Grab the y from what's left
ret.setPos( upos ); //Set the position
return ret;
}
// Plain constructor
CUnit::CUnit()
: unit_id ( get_unique_unit_id() )
, team_id ( Team::NUM_INVALID )
, unit_vis ( unitVis_invalid )
, player_id ( player_id_invalid )
, dir ( dir_t::S )
, pos ( { ucoord_invalid, ucoord_invalid } )
{
updateMyVisual();
}
// Move constructor
CUnit::CUnit(CUnit&& unit)
: unit_id ( std::move(unit.unit_id) )
, team_id ( std::move(unit.team_id) )
, player_id ( std::move(unit.player_id) )
, unit_vis ( std::move(unit.unit_vis) )
, dir ( std::move(unit.dir) )
, pos ( std::move(unit.pos) )
{
updateMyVisual();
}
// Move asignment operator
CUnit& CUnit::operator=(CUnit&& unit)
{
unit_id = std::move(unit.unit_id) ;
team_id = std::move(unit.team_id) ;
player_id = std::move(unit.player_id) ;
unit_vis = std::move(unit.unit_vis) ;
dir = std::move(unit.dir) ;
pos = std::move(unit.pos) ;
return *this;
}
// Equals operator
bool CUnit::operator==(const CUnit& rhs)
{
return (unit_id == rhs.unit_id)
&& (team_id == rhs.team_id)
&& (player_id == rhs.player_id)
&& (unit_vis == rhs.unit_vis)
&& (dir == rhs.dir)
&& (pos == rhs.pos);
}
// Update the visual representation of the unit
unitVis_c CUnit::updateMyVisual()
{
// Start at invalid
setVisual(unitVis_invalid);
dir_to_vis_map::const_iterator it = get_vis_map_V().find(dir);
// If found set to new vis
if( it != get_vis_map_V().end() )
setVisual(it->second);
return getVisual();
}
// Set the unit from visual
bool CUnit::setFromVisual( const unitVis_c& vis )
{
dir_to_vis_map::const_iterator it;
for( it = get_vis_map_V().begin(); it != get_vis_map_V().end(); it++ )
{
if( it->second == vis )
{
dir = it->first;
updateMyVisual();
return true;
}
}
// No matching direction to visual
return false;
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}
// Turn unit left
dir_t CUnit::turnLeft()
{
switch( dir )
{
case dir_t::N:
dir = dir_t::W;
break;
case dir_t::E:
dir = dir_t::N;
break;
case dir_t::S:
dir = dir_t::E;
break;
case dir_t::W:
dir = dir_t::S;
break;
}
updateMyVisual();
return getDir();
}
// Turn unit right
dir_t CUnit::turnRight()
{
switch( dir )
{
case dir_t::N:
dir = dir_t::E;
break;
case dir_t::E:
dir = dir_t::S;
break;
case dir_t::S:
dir = dir_t::W;
break;
case dir_t::W:
dir = dir_t::N;
break;
}
updateMyVisual();
return getDir();
}
// Turn unit around
dir_t CUnit::turnAround()
{
switch( dir )
{
case dir_t::N:
dir = dir_t::S;
break;
case dir_t::E:
dir = dir_t::W;
break;
case dir_t::S:
dir = dir_t::N;
break;
case dir_t::W:
dir = dir_t::E;
break;
}
updateMyVisual();
return getDir();
}
// Get the co-ordinate infront of the unit
uvector2 CUnit::getInFront() const
{
vector2 delta = vecFromDir(dir);
return pos + delta;
}