Rename all usages of Team to Player
This was confusingly inconsistent in the codebase. fixes #7
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9 changed files with 98 additions and 100 deletions
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@ -30,7 +30,7 @@ CTTRTSGame& CTTRTSGame::operator=(CTTRTSGame&& game)
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}
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// Interpret a string of orders
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int CTTRTSGame::IssueOrders( Team team, const std::string& _orders )
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int CTTRTSGame::IssueOrders( Player player, const std::string& _orders )
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{
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COrderVector orderVector;
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@ -53,17 +53,17 @@ int CTTRTSGame::IssueOrders( Team team, const std::string& _orders )
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}
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// Call our add order by vector method
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return IssueOrders(team,orderVector);
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return IssueOrders(player,orderVector);
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}
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// Issue orders by vector to the game
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int CTTRTSGame::IssueOrders( Team team, const COrderVector& orders )
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int CTTRTSGame::IssueOrders( Player player, const COrderVector& orders )
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{
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// verify all the orders
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for ( auto order : orders )
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{
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// If any order returns non-zero, back out
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if ( IssueOrder(team,order) )
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if ( IssueOrder(player,order) )
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return 1;
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}
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@ -71,10 +71,10 @@ int CTTRTSGame::IssueOrders( Team team, const COrderVector& orders )
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}
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// Issue a single order
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int CTTRTSGame::IssueOrder( Team team, const SOrder & order )
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int CTTRTSGame::IssueOrder( Player player, const SOrder & order )
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{
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// Verify the order
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if ( VerifyOrder(team,order) )
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if ( VerifyOrder(player,order) )
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return 1;
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// Get the right unit for the order
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@ -366,7 +366,7 @@ int CTTRTSGame::AddUnits( CUnitVector&& units )
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}
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// Verify any order
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int CTTRTSGame::VerifyOrder( Team team, const SOrder & order ) const
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int CTTRTSGame::VerifyOrder( Player player, const SOrder & order ) const
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{
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int ret = 1;
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@ -378,7 +378,7 @@ int CTTRTSGame::VerifyOrder( Team team, const SOrder & order ) const
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{
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// Accept if we have the unit
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if (pair.unit.GetID() == unitID
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&& pair.unit.GetTeam() == team )
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&& pair.unit.GetPlayer() == player)
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{
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ret = 0;
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break;
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@ -434,60 +434,60 @@ CUnit& CTTRTSGame::GetUnitByID( unit_id_t id )
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return invalid_unit;
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}
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// Get a vector of the teams in the current game
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std::vector<Team> CTTRTSGame::GetTeams() const
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// Get a vector of the players in the current game
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std::vector<Player> CTTRTSGame::GetPlayers() const
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{
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std::vector<Team> teams;
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teams.reserve(GetNumUnits());
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std::vector<Player> players;
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players.reserve(GetNumUnits());
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// Grab all teams
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// Grab all players
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for ( const SOrderUnitPair & pair : m_OrderUnitPairs )
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{
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teams.push_back(pair.unit.GetTeam());
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players.push_back(pair.unit.GetPlayer());
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}
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// Remove dupes
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std::sort( teams.begin(), teams.end() );
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teams.erase( std::unique( teams.begin(), teams.end() ), teams.end() );
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std::sort( players.begin(), players.end() );
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players.erase( std::unique( players.begin(), players.end() ), players.end() );
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return teams;
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return players;
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}
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// Check if we have a win state
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Team CTTRTSGame::CheckForWin() const
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Player CTTRTSGame::CheckForWin() const
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{
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// Array of units for each Team
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unsigned int units[(int) Team::NUM_INVALID];
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// Array of units for each Player
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unsigned int units[(int) Player::NUM_INVALID];
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memset(units,0,sizeof(units));
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// Count up all the units for each Team
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// Count up all the units for each Player
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for ( const SOrderUnitPair & pair : m_OrderUnitPairs )
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{
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const int team = (int) pair.unit.GetTeam();
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units[team] += 1;
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const int player = (int) pair.unit.GetPlayer();
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units[player] += 1;
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}
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// Default winning Team to invalid (no win)
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Team winningTeam = Team::NUM_INVALID;
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// Default winning Player to invalid (no win)
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Player winningPlayer = Player::NUM_INVALID;
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// For each of the teams
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// For each of the players
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for ( unsigned int i = 0; i < _countof(units); i++ )
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{
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// if there are still units in this Team, and the winning Team hasn't been set
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if( units[i] > 0 && winningTeam == Team::NUM_INVALID )
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// if there are still units in this Player, and the winning Player hasn't been set
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if( units[i] > 0 && winningPlayer == Player::NUM_INVALID )
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{
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winningTeam = (Team)i;
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winningPlayer = (Player)i;
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}
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// Otherwise, if there are units in this Team and the winning Team HAS been set
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// Otherwise, if there are units in this Player and the winning Player HAS been set
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else if ( units[i] > 0 )
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{
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// Set back to invalid and break out of the loop
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winningTeam = Team::NUM_INVALID;
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winningPlayer = Player::NUM_INVALID;
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break;
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}
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}
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return winningTeam;
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return winningPlayer;
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}
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// Get the game information as a string
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@ -33,15 +33,15 @@ public:
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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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Player 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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// 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 SOrder & order );
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int IssueOrders( Player player, const std::string& orders );
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int IssueOrders( Player player, const COrderVector& orders );
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int IssueOrder( Player player, const SOrder & 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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@ -70,8 +70,8 @@ public:
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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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// Get a vector of the players in the current game
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std::vector<Player> GetPlayers() const;
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private:
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@ -79,7 +79,7 @@ private:
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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 SOrder & order ) const;
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int VerifyOrder( Player player, const SOrder & 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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@ -3,8 +3,8 @@
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#include <limits> // std::numeric_limits
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// Type for a team IDs
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enum class Team : char
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// Type for a Player IDs
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enum class Player : char
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{
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Red = 0,
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Green,
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@ -51,7 +51,6 @@ CUnit CUnit::GetUnitFromVis( unitvis_c vis )
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}
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// Get a string descriptor of a unit
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// "U id:[unit_id] team:[team_id] player:[player_id] vis:[unit_vis] dir:[dir] pos:[pos.x],[pos.y]"
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std::string CUnit::GetStringFromUnit(const CUnit& unit )
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{
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static char buff[128];
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@ -59,7 +58,7 @@ std::string CUnit::GetStringFromUnit(const CUnit& unit )
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snprintf(buff,128, UNIT_FORMATTER,
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unit.unit_id,
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(int)unit.team_id,
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(int)unit.player_id,
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unit.unit_vis,
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unit.dir,
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unit.pos.x,
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@ -69,13 +68,12 @@ std::string CUnit::GetStringFromUnit(const CUnit& unit )
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}
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// Get a unit from a string descriptor
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// "U id:[unit_id] team:[team_id] player:[player_id] vis:[unit_vis] dir:[dir] pos:[pos.x],[pos.y]"
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CUnit CUnit::GetUnitFromString(const std::string& unit )
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{
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CUnit ret;
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unsigned int id;
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int team;
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int player;
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char vis;
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char dir;
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unsigned int posx;
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@ -83,14 +81,14 @@ CUnit CUnit::GetUnitFromString(const std::string& unit )
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sscanf(unit.c_str(), UNIT_FORMATTER,
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&id,
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&team,
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&player,
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&vis,
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&dir,
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&posx,
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&posy );
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ret.unit_id = (unit_id_t)id;
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ret.team_id = (Team)team;
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ret.player_id = (Player) player;
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ret.unit_vis = (unitvis_c)vis;
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ret.dir = (dir_t)dir;
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ret.pos = uvector2(posx,posy);
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@ -101,7 +99,7 @@ CUnit CUnit::GetUnitFromString(const std::string& unit )
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// Plain constructor
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CUnit::CUnit()
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: unit_id ( get_unique_unit_id() )
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, team_id ( Team::NUM_INVALID )
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, player_id ( Player::NUM_INVALID )
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, unit_vis (unitvis_invalid)
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, dir ( dir_t::S )
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, pos ( { ucoord_invalid, ucoord_invalid } )
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@ -112,7 +110,7 @@ CUnit::CUnit()
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// Move constructor
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CUnit::CUnit(CUnit&& unit)
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: unit_id ( std::move(unit.unit_id) )
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, team_id ( std::move(unit.team_id) )
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, player_id ( std::move(unit.player_id) )
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, unit_vis ( std::move(unit.unit_vis) )
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, dir ( std::move(unit.dir) )
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, pos ( std::move(unit.pos) )
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@ -125,7 +123,7 @@ CUnit::CUnit(CUnit&& unit)
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CUnit& CUnit::operator=(CUnit&& unit)
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{
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unit_id = std::move(unit.unit_id) ;
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team_id = std::move(unit.team_id) ;
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player_id = std::move(unit.player_id) ;
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unit_vis = std::move(unit.unit_vis) ;
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dir = std::move(unit.dir) ;
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pos = std::move(unit.pos) ;
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@ -136,7 +134,7 @@ CUnit& CUnit::operator=(CUnit&& unit)
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bool CUnit::operator==(const CUnit& rhs)
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{
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return (unit_id == rhs.unit_id)
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&& (team_id == rhs.team_id)
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&& (player_id == rhs.player_id)
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&& (unit_vis == rhs.unit_vis)
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&& (dir == rhs.dir)
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&& (pos == rhs.pos);
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@ -7,7 +7,7 @@
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#include "gametypes.h"
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#include "vector2.h"
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#define UNIT_FORMATTER "UNIT:%u tm:%u vs:%c dr:%c ps:[%u,%u]"
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#define UNIT_FORMATTER "UNIT:%u pl:%u vs:%c dr:%c ps:[%u,%u]"
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// force a reset of the unit ID value
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void __forceResetCUnitID();
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@ -36,14 +36,14 @@ public:
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// Getters for all the members
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inline const unit_id_t& GetID() const { return unit_id; }
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inline const Team & GetTeam() const { return team_id; }
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inline const unitvis_c & GetVisual() const { return unit_vis; }
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inline const Player & GetPlayer() const { return player_id; }
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inline const unitvis_c & GetVisual() const { return unit_vis; }
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inline const dir_t& GetDir() const { return dir; }
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inline const uvector2& GetPos() const { return pos; }
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// Set
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inline Team SetTeam(const Team &v) { return (team_id = v); }
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inline unitvis_c SetVisual(const unitvis_c &v) { return ( unit_vis = v ); }
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inline Player SetPlayer(const Player &v) { return (player_id = v); }
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inline unitvis_c SetVisual(const unitvis_c &v) { return (unit_vis = v); }
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inline dir_t SetDir(const dir_t &v) { return (dir = v); }
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inline void SetPos(const uvector2 &v) { pos = v; }
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@ -70,10 +70,10 @@ private:
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unit_id_t unit_id;
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// Visual
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unitvis_c unit_vis;
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unitvis_c unit_vis;
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// Team ID
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Team team_id;
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// Player ID
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Player player_id;
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// Direction
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dir_t dir;
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inline bool CUnit::Valid() const
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{
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return (unit_id != unit_id_invalid )
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&& (team_id != Team::NUM_INVALID )
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&& (player_id != Player::NUM_INVALID )
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&& (unit_vis != unitvis_invalid);
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}
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