ttrts/game/game.h

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#ifndef _GAME_H_
#define _GAME_H_
#include "unit.h"
#include "gametypes.h"
#include "orders.h"
#include <memory> // unique_ptr and shared_ptr
typedef std::vector< std::shared_ptr<CUnit> > sharedUnitVector_t;
class CTTRTSGame
{
public:
CTTRTSGame( ucoord_t c, ucoord_t r )
: cols (c)
, rows (r)
{
}
// Default dtor
~CTTRTSGame() = default;
// Issue orders to the game, returns non-zero if orders are incorrect
int IssueOrders( player_id_t player, std::string orders );
int IssueOrders( player_id_t player, COrderVector orders );
// Simulate and progress to the next turn
// Returns non-zero if simulation failed
int SimulateToNextTurn();
// Add a unit, nonzero return value indicates error
int AddUnit( std::shared_ptr<CUnit> unit );
// Add a units, nonzero return value indicates error
int AddUnits( sharedUnitVector_t units );
// Get the number of units
inline unsigned int GetNumUnits() const { return m_allUnits.size(); }
// Get unit by index as above (not unit ID)
inline const CUnit& GetUnitByIndex( unsigned int i ) const { return *m_allUnits[i]; }
// Get the number of order
inline unsigned int GetNumOrders() const { return m_orders.size(); }
// Get orders by index as above
inline const COrder& GetOrdersByIndex( unsigned int i ) const { return m_orders[i]; }
private:
// Simulate all movements
bool SimulateMovements();
// Simulate all actions
bool SimulateActions();
// Verify any order
bool VerifyOrder( player_id_t player, COrder& order );
// Vector to store points to all units
sharedUnitVector_t m_allUnits;
// Orders to execute this turn
COrderVector m_orders;
// Dimensions of the game
ucoord_t rows;
ucoord_t cols;
};
#endif //_GAME_H_