re-align CTRTSGame class
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1 changed files with 33 additions and 33 deletions
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@ -17,84 +17,84 @@ class CTTRTSGame
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public:
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// Get the game information as a string
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static CTTRTSGame CreateFromString( const std::string& input );
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static CTTRTSGame CreateFromString( const std::string& input );
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// Constructors
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CTTRTSGame( ucoord_t c, ucoord_t r );
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CTTRTSGame(CTTRTSGame&& game);
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// move asignment operator
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CTTRTSGame& operator=(CTTRTSGame&& game);
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CTTRTSGame& operator=(CTTRTSGame&& game);
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// Simulate and progress to the next turn
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// Returns non-zero if simulation failed
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int SimulateToNextTurn();
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int SimulateToNextTurn();
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// Check for a win, returns invalid for no win state reached
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// Note: this function will return invalid a draw was reached
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// best practice would be to call with GetNumUnits() == 0
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Team CheckForWin() const;
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Team CheckForWin() const;
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// Get the game information as a string
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std::string GetStateAsString() const;
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std::string GetStateAsString() const;
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// Issue orders to the game, returns non-zero if orders are incorrect
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int IssueOrders( Team team, const std::string& orders );
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int IssueOrders( Team team, const COrderVector& orders );
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int IssueOrder( Team team, const COrder& order );
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int IssueOrders( Team team, const std::string& orders );
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int IssueOrders( Team team, const COrderVector& orders );
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int IssueOrder( Team team, const COrder& order );
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// Add a units to the game, nonzero return value indicates error
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int AddUnit( CUnit&& unit );
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int AddUnits( CUnitVector&& units );
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int AddUnit( CUnit&& unit );
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int AddUnits( CUnitVector&& units );
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// Get the number of units
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inline unsigned int GetNumUnits() const { return m_OrderUnitPairs.size(); }
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inline unsigned int GetNumUnits() const { return m_OrderUnitPairs.size(); }
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// Get unit and orderby index as above (not unit ID)
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inline const CUnit& GetUnitByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].unit; }
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inline const COrder& GetOrdersByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].order; }
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inline const CUnit& GetUnitByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].unit; }
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inline const COrder& GetOrdersByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].order; }
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// Get a unit by it's ID
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const CUnit& GetUnitByIDConst( unit_id_t id ) const;
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const COrder& GetOrderByIDConst( unit_id_t id ) const;
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const CUnit& GetUnitByIDConst( unit_id_t id ) const;
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const COrder& GetOrderByIDConst( unit_id_t id ) const;
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// Get dimensions
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inline const uvector2 &GetDimensions() const { return dimensions; }
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inline const uvector2& GetDimensions() const { return dimensions; }
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// Set the game name
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// NOTE: Names with spaces not allowed
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inline std::string SetName( const std::string& in ) { return (name = in); }
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inline std::string GetName() const { return name; }
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inline std::string SetName( const std::string& in ) { return (name = in); }
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inline std::string GetName() const { return name; }
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// Set the turn of the game
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inline int SetTurn( int in ) { return (turn = in); }
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inline int GetTurn() const { return turn; }
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inline int SetTurn( int in ) { return (turn = in); }
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inline int GetTurn() const { return turn; }
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// Get a vector of the teams in the current game
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std::vector<Team> GetTeams() const;
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std::vector<Team> GetTeams() const;
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private:
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// Check for a pass through
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static bool CheckForPassThrough( const CUnit& one, const CUnit& two );
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// Verify any order or position - non-zero is error
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int VerifyOrder( Team team, const COrder& order ) const;
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int VerifyPos( uvector2 vec ) const;
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int VerifyOrder( Team team, const COrder& order ) const;
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int VerifyPos( uvector2 vec ) const;
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// Get a units new position after an order
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uvector2 GetNewPosition( const SOrderUnitPair & pair ) const;
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// Check for a pass through
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static bool CheckForPassThrough( const CUnit& one, const CUnit& two );
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uvector2 GetNewPosition( const SOrderUnitPair & pair ) const;
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// Kill all units in list
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void KillAll( std::vector< unit_id_t >& vec );
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void KillAll( std::vector< unit_id_t >& vec );
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// Get unit by unit ID
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CUnit& GetUnitByID( unit_id_t id );
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CUnit& GetUnitByID( unit_id_t id );
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std::string name; // Game Name
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unsigned int turn; // Int to store the current turn
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uvector2 dimensions; // Dimensions of the game
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OrderUnitPairVector m_OrderUnitPairs; // Vector to store all units and orders
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std::string name; // Game Name
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unsigned int turn; // Int to store the current turn
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uvector2 dimensions; // Dimensions of the game
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OrderUnitPairVector m_OrderUnitPairs; // Vector to store all units and orders
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};
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