From 755fe01bf52e295144ab6ddcf4737ad1f83022a0 Mon Sep 17 00:00:00 2001 From: mdiluzio Date: Sun, 21 Dec 2014 10:37:35 +0000 Subject: [PATCH] re-align CTRTSGame class --- source/game/game.h | 66 +++++++++++++++++++++++----------------------- 1 file changed, 33 insertions(+), 33 deletions(-) diff --git a/source/game/game.h b/source/game/game.h index e260d89..636b084 100644 --- a/source/game/game.h +++ b/source/game/game.h @@ -17,84 +17,84 @@ class CTTRTSGame public: // Get the game information as a string - static CTTRTSGame CreateFromString( const std::string& input ); + static CTTRTSGame CreateFromString( const std::string& input ); // Constructors CTTRTSGame( ucoord_t c, ucoord_t r ); CTTRTSGame(CTTRTSGame&& game); // move asignment operator - CTTRTSGame& operator=(CTTRTSGame&& game); + CTTRTSGame& operator=(CTTRTSGame&& game); // Simulate and progress to the next turn // Returns non-zero if simulation failed - int SimulateToNextTurn(); + int SimulateToNextTurn(); // Check for a win, returns invalid for no win state reached // Note: this function will return invalid a draw was reached // best practice would be to call with GetNumUnits() == 0 - Team CheckForWin() const; + Team CheckForWin() const; // Get the game information as a string - std::string GetStateAsString() const; + std::string GetStateAsString() const; // Issue orders to the game, returns non-zero if orders are incorrect - int IssueOrders( Team team, const std::string& orders ); - int IssueOrders( Team team, const COrderVector& orders ); - int IssueOrder( Team team, const COrder& order ); + int IssueOrders( Team team, const std::string& orders ); + int IssueOrders( Team team, const COrderVector& orders ); + int IssueOrder( Team team, const COrder& order ); // Add a units to the game, nonzero return value indicates error - int AddUnit( CUnit&& unit ); - int AddUnits( CUnitVector&& units ); + int AddUnit( CUnit&& unit ); + int AddUnits( CUnitVector&& units ); // Get the number of units - inline unsigned int GetNumUnits() const { return m_OrderUnitPairs.size(); } + inline unsigned int GetNumUnits() const { return m_OrderUnitPairs.size(); } // Get unit and orderby index as above (not unit ID) - inline const CUnit& GetUnitByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].unit; } - inline const COrder& GetOrdersByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].order; } + inline const CUnit& GetUnitByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].unit; } + inline const COrder& GetOrdersByIndex( unsigned int i ) const { return m_OrderUnitPairs[i].order; } // Get a unit by it's ID - const CUnit& GetUnitByIDConst( unit_id_t id ) const; - const COrder& GetOrderByIDConst( unit_id_t id ) const; + const CUnit& GetUnitByIDConst( unit_id_t id ) const; + const COrder& GetOrderByIDConst( unit_id_t id ) const; // Get dimensions - inline const uvector2 &GetDimensions() const { return dimensions; } + inline const uvector2& GetDimensions() const { return dimensions; } // Set the game name // NOTE: Names with spaces not allowed - inline std::string SetName( const std::string& in ) { return (name = in); } - inline std::string GetName() const { return name; } + inline std::string SetName( const std::string& in ) { return (name = in); } + inline std::string GetName() const { return name; } // Set the turn of the game - inline int SetTurn( int in ) { return (turn = in); } - inline int GetTurn() const { return turn; } + inline int SetTurn( int in ) { return (turn = in); } + inline int GetTurn() const { return turn; } // Get a vector of the teams in the current game - std::vector GetTeams() const; + std::vector GetTeams() const; private: + // Check for a pass through + static bool CheckForPassThrough( const CUnit& one, const CUnit& two ); + // Verify any order or position - non-zero is error - int VerifyOrder( Team team, const COrder& order ) const; - int VerifyPos( uvector2 vec ) const; + int VerifyOrder( Team team, const COrder& order ) const; + int VerifyPos( uvector2 vec ) const; // Get a units new position after an order - uvector2 GetNewPosition( const SOrderUnitPair & pair ) const; - - // Check for a pass through - static bool CheckForPassThrough( const CUnit& one, const CUnit& two ); + uvector2 GetNewPosition( const SOrderUnitPair & pair ) const; // Kill all units in list - void KillAll( std::vector< unit_id_t >& vec ); + void KillAll( std::vector< unit_id_t >& vec ); // Get unit by unit ID - CUnit& GetUnitByID( unit_id_t id ); + CUnit& GetUnitByID( unit_id_t id ); - std::string name; // Game Name - unsigned int turn; // Int to store the current turn - uvector2 dimensions; // Dimensions of the game - OrderUnitPairVector m_OrderUnitPairs; // Vector to store all units and orders + std::string name; // Game Name + unsigned int turn; // Int to store the current turn + uvector2 dimensions; // Dimensions of the game + OrderUnitPairVector m_OrderUnitPairs; // Vector to store all units and orders };