Finialise the full game step
Had to rework a ton of code from bad design. NOTE: FRIENDLY FIRE IS ON >:D
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7 changed files with 379 additions and 57 deletions
18
game/unit.h
18
game/unit.h
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@ -13,22 +13,28 @@ class CUnit
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public:
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CUnit();
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CUnit(CUnit&& unit);
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CUnit(CUnit&& unit);
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CUnit& operator=(CUnit&& unit) { *this = std::move(unit); return *this; }
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~CUnit() = default;
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inline const unit_id_t& getID() const { return unit_id; }
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inline const team_id_t& getTeam() const { return team_id; }
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inline const player_id_t& 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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// Return non-zero values on error
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inline int setTeam(const team_id_t& v) { return (v == team_id_invalid) ? -1 : (( team_id = v ), 0); }
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inline int setPlayer(const player_id_t& v) { return (v == player_id_invalid) ? -1 : (( player_id = v ), 0); }
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inline int setVisual(const unitVis_c& v) { return (v == unitVis_invalid) ? -1 : (( unit_vis = v ), 0); }
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inline int setTeam(const team_id_t& v) { return (v == team_id_invalid) ? -1 : (( team_id = v ), 0); }
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inline int setPlayer(const player_id_t& v) { return (v == player_id_invalid) ? -1 : (( player_id = v ), 0); }
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inline int setVisual(const unitVis_c& v) { return (v == unitVis_invalid) ? -1 : (( unit_vis = v ), 0); }
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inline dir_t setDir(const dir_t& v) { return (dir = v); }
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inline const uvector2& getPos() const { return pos; }
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inline void setPos(const uvector2& v) { pos = v; }
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// Get the co-ordinate infront of the unit
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uvector2 getInFront() const;
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// Check unit is valid
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inline bool valid() const;
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@ -38,6 +44,10 @@ public:
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// Factory function for creating units from a visual
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static CUnit getUnitFromVis( unitVis_c vis );
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dir_t turnLeft();
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dir_t turnRight();
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dir_t turnAround();
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protected:
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