From f55bc5413aaef7e1e4b866d465ba24c5ddcddb48 Mon Sep 17 00:00:00 2001 From: mdiluzio Date: Sun, 21 Dec 2014 10:44:08 +0000 Subject: [PATCH] Correct case for all CUnit methods --- source/game/game.cpp | 62 ++++++++++++++++++++++---------------------- source/game/unit.cpp | 40 ++++++++++++++-------------- source/game/unit.h | 40 ++++++++++++++-------------- source/gen/gen.cpp | 6 ++--- source/test/test.cpp | 44 +++++++++++++++---------------- 5 files changed, 96 insertions(+), 96 deletions(-) diff --git a/source/game/game.cpp b/source/game/game.cpp index e081858..90cf422 100644 --- a/source/game/game.cpp +++ b/source/game/game.cpp @@ -80,7 +80,7 @@ int CTTRTSGame::IssueOrder( Team team, const SOrder & order ) // Get the right unit for the order for ( SOrderUnitPair & pair : m_OrderUnitPairs ) { - if ( pair.unit.getID() == order.unit ) + if (pair.unit.GetID() == order.unit ) { pair.order = order; return 0; @@ -113,10 +113,10 @@ uvector2 CTTRTSGame::GetNewPosition( const SOrderUnitPair & pair ) const { // For forward orders, grab in front case command_c::F: - return pair.unit.getInFront(); + return pair.unit.GetInFront(); // For all other orders, just grab the old position default: - return pair.unit.getPos(); + return pair.unit.GetPos(); } } @@ -145,7 +145,7 @@ int CTTRTSGame::SimulateToNextTurn() for ( const SOrderUnitPair & pair2 : m_OrderUnitPairs ) { // Skip myself - if( pair.unit.getID() == pair2.unit.getID() ) continue; + if(pair.unit.GetID() == pair2.unit.GetID() ) continue; if( GetNewPosition(pair2) == newpos ) { @@ -158,7 +158,7 @@ int CTTRTSGame::SimulateToNextTurn() // If the movement is still possible if ( possible ) { - pair.unit.setPos(newpos); + pair.unit.SetPos(newpos); } } break; @@ -175,13 +175,13 @@ int CTTRTSGame::SimulateToNextTurn() case command_c::L: { // Simply turn left - pair.unit.turnLeft(); + pair.unit.TurnLeft(); } break; case command_c::R: { // Simply turn right - pair.unit.turnRight(); + pair.unit.TurnRight(); } break; default: @@ -200,11 +200,11 @@ int CTTRTSGame::SimulateToNextTurn() { if ( pair.order.command == command_c::A ) { - uvector2 newpos = pair.unit.getInFront(); + uvector2 newpos = pair.unit.GetInFront(); // If move would be within the arena if ( ( newpos.x <= dimensions.x-1 ) && ( newpos.y <= dimensions.y-1 ) ) { - pair.unit.setPos(newpos); + pair.unit.SetPos(newpos); // Unit moved, so more charging needs to be done charging = true; @@ -218,13 +218,13 @@ int CTTRTSGame::SimulateToNextTurn() for ( SOrderUnitPair & pair1 : m_OrderUnitPairs ) if ( pair1.order.command == command_c::A ) for ( SOrderUnitPair & pair2 : m_OrderUnitPairs ) - if ( pair1.unit.getID() != pair2.unit.getID() // Don't check the same units + if (pair1.unit.GetID() != pair2.unit.GetID() // Don't check the same units && pair2.order.command == command_c::A ) { if( CheckForPassThrough(pair1.unit,pair2.unit) ) { - toKill.push_back(pair1.unit.getID()); - toKill.push_back(pair2.unit.getID()); + toKill.push_back(pair1.unit.GetID()); + toKill.push_back(pair2.unit.GetID()); } } @@ -236,18 +236,18 @@ int CTTRTSGame::SimulateToNextTurn() for ( SOrderUnitPair & pair1 : m_OrderUnitPairs ) for ( SOrderUnitPair & pair2 : m_OrderUnitPairs ) { - if( pair1.unit.getID() == pair2.unit.getID() ) continue; // Don't check the same units + if(pair1.unit.GetID() == pair2.unit.GetID() ) continue; // Don't check the same units - if( pair1.unit.getPos() == pair2.unit.getPos() ) + if(pair1.unit.GetPos() == pair2.unit.GetPos() ) { if( pair1.order.command == command_c::A ) { - toKill.push_back(pair2.unit.getID()); + toKill.push_back(pair2.unit.GetID()); } if( pair2.order.command == command_c::A ) { - toKill.push_back(pair1.unit.getID()); + toKill.push_back(pair1.unit.GetID()); } } } @@ -280,7 +280,7 @@ void CTTRTSGame::KillAll( std::vector< unit_id_t >& vec ) it != m_OrderUnitPairs.end(); it++ ) { - if( (*it).unit.getID() == id ) + if((*it).unit.GetID() == id ) { // Remove the unit from our alive unit pairs m_OrderUnitPairs.erase(it); @@ -294,10 +294,10 @@ void CTTRTSGame::KillAll( std::vector< unit_id_t >& vec ) // Check if two units passed through each other bool CTTRTSGame::CheckForPassThrough( const CUnit& one, const CUnit& two ) { - uvector2 pos1 = one.getPos(); - uvector2 pos2 = two.getPos(); - dir_t dir1 = one.getDir(); - dir_t dir2 = two.getDir(); + uvector2 pos1 = one.GetPos(); + uvector2 pos2 = two.GetPos(); + dir_t dir1 = one.GetDir(); + dir_t dir2 = two.GetDir(); if( pos1.x == pos2.x ) { // Same col if (pos1.y == (pos2.y + 1)) { @@ -327,18 +327,18 @@ bool CTTRTSGame::CheckForPassThrough( const CUnit& one, const CUnit& two ) int CTTRTSGame::AddUnit( CUnit&& unit ) { // Verify the unit - if( !unit.valid() ) + if( !unit.Valid() ) return 1; // Verify if the unit can be placed on the current board - const uvector2 pos = unit.getPos(); + const uvector2 pos = unit.GetPos(); if( (pos.x >= dimensions.x) || (pos.y >= dimensions.y) ) return 2; // If any unit's position matches, reject this for ( const SOrderUnitPair & pair: m_OrderUnitPairs ) { - if( pair.unit.getPos() == unit.getPos() ) + if(pair.unit.GetPos() == unit.GetPos() ) return 3; } @@ -377,8 +377,8 @@ int CTTRTSGame::VerifyOrder( Team team, const SOrder & order ) const for ( const SOrderUnitPair & pair : m_OrderUnitPairs ) { // Accept if we have the unit - if ( pair.unit.getID() == unitID - && pair.unit.getTeam() == team ) + if (pair.unit.GetID() == unitID + && pair.unit.GetTeam() == team ) { ret = 0; break; @@ -395,7 +395,7 @@ const CUnit& CTTRTSGame::GetUnitByIDConst( unit_id_t id ) const for ( const SOrderUnitPair & pair : m_OrderUnitPairs ) { // Attempt the unit add - if ( pair.unit.getID() == id ) + if (pair.unit.GetID() == id ) return pair.unit; } @@ -410,7 +410,7 @@ const SOrder & CTTRTSGame::GetOrderByIDConst( unit_id_t id ) const for ( const SOrderUnitPair & pair : m_OrderUnitPairs ) { // Attempt the unit add - if ( pair.unit.getID() == id ) + if (pair.unit.GetID() == id ) return pair.order; } @@ -425,7 +425,7 @@ CUnit& CTTRTSGame::GetUnitByID( unit_id_t id ) for ( SOrderUnitPair & pair : m_OrderUnitPairs ) { // Attempt the unit add - if ( pair.unit.getID() == id ) + if (pair.unit.GetID() == id ) return pair.unit; } @@ -443,7 +443,7 @@ std::vector CTTRTSGame::GetTeams() const // Grab all teams for ( const SOrderUnitPair & pair : m_OrderUnitPairs ) { - teams.push_back(pair.unit.getTeam()); + teams.push_back(pair.unit.GetTeam()); } // Remove dupes @@ -463,7 +463,7 @@ Team CTTRTSGame::CheckForWin() const // Count up all the units for each Team for ( const SOrderUnitPair & pair : m_OrderUnitPairs ) { - const int team = (int)pair.unit.getTeam(); + const int team = (int) pair.unit.GetTeam(); units[team] += 1; } diff --git a/source/game/unit.cpp b/source/game/unit.cpp index 24d02af..6121d9c 100644 --- a/source/game/unit.cpp +++ b/source/game/unit.cpp @@ -36,7 +36,7 @@ namespace } // force a reset of the unit ID value -void forceResetUnitId() +void __forceResetCUnitID() { unit_id_t i = 0; get_unique_unit_id(&i); @@ -46,7 +46,7 @@ void forceResetUnitId() CUnit CUnit::GetUnitFromVis( unitVis_c vis ) { CUnit unit; - unit.setFromVisual(vis); + unit.SetFromVisual(vis); return unit; } @@ -106,7 +106,7 @@ CUnit::CUnit() , dir ( dir_t::S ) , pos ( { ucoord_invalid, ucoord_invalid } ) { - updateMyVisual(); + UpdateMyVisual(); } // Move constructor @@ -117,7 +117,7 @@ CUnit::CUnit(CUnit&& unit) , dir ( std::move(unit.dir) ) , pos ( std::move(unit.pos) ) { - updateMyVisual(); + UpdateMyVisual(); } @@ -143,22 +143,22 @@ bool CUnit::operator==(const CUnit& rhs) } // Update the visual representation of the unit -unitVis_c CUnit::updateMyVisual() +unitVis_c CUnit::UpdateMyVisual() { // Start at invalid - setVisual(unitVis_invalid); + SetVisual(unitVis_invalid); dir_to_vis_map::const_iterator it = get_vis_map_V().find(dir); // If found set to new vis if( it != get_vis_map_V().end() ) - setVisual(it->second); + SetVisual(it->second); - return getVisual(); + return GetVisual(); } // Set the unit from visual -bool CUnit::setFromVisual( const unitVis_c& vis ) +bool CUnit::SetFromVisual(const unitVis_c &vis) { dir_to_vis_map::const_iterator it; @@ -167,7 +167,7 @@ bool CUnit::setFromVisual( const unitVis_c& vis ) if( it->second == vis ) { dir = it->first; - updateMyVisual(); + UpdateMyVisual(); return true; } } @@ -177,7 +177,7 @@ bool CUnit::setFromVisual( const unitVis_c& vis ) } // Turn unit left -dir_t CUnit::turnLeft() +dir_t CUnit::TurnLeft() { switch( dir ) { @@ -198,13 +198,13 @@ dir_t CUnit::turnLeft() break; } - updateMyVisual(); + UpdateMyVisual(); - return getDir(); + return GetDir(); } // Turn unit right -dir_t CUnit::turnRight() +dir_t CUnit::TurnRight() { switch( dir ) { @@ -225,13 +225,13 @@ dir_t CUnit::turnRight() break; } - updateMyVisual(); + UpdateMyVisual(); - return getDir(); + return GetDir(); } // Turn unit around -dir_t CUnit::turnAround() +dir_t CUnit::TurnAround() { switch( dir ) { @@ -252,13 +252,13 @@ dir_t CUnit::turnAround() break; } - updateMyVisual(); + UpdateMyVisual(); - return getDir(); + return GetDir(); } // Get the co-ordinate infront of the unit -uvector2 CUnit::getInFront() const +uvector2 CUnit::GetInFront() const { vector2 delta = vecFromDir(dir); return pos + delta; diff --git a/source/game/unit.h b/source/game/unit.h index 2a99fc9..87f1354 100644 --- a/source/game/unit.h +++ b/source/game/unit.h @@ -10,7 +10,7 @@ #define UNIT_FORMATTER "UNIT:%u tm:%u vs:%c dr:%c ps:[%u,%u]" // force a reset of the unit ID value -void forceResetUnitId(); +void __forceResetCUnitID(); // Base unit type class CUnit @@ -35,36 +35,36 @@ public: bool operator!=(const CUnit& rhs) { return !(*this == rhs); } // Getters for all the members - inline const unit_id_t& getID() const { return unit_id; } - inline const Team & getTeam() const { return team_id; } - inline const unitVis_c& getVisual() const { return unit_vis; } - inline const dir_t& getDir() const { return dir; } - inline const uvector2& getPos() const { return pos; } + inline const unit_id_t& GetID() const { return unit_id; } + inline const Team & GetTeam() const { return team_id; } + inline const unitVis_c& GetVisual() const { return unit_vis; } + inline const dir_t& GetDir() const { return dir; } + inline const uvector2& GetPos() const { return pos; } // Set - inline Team setTeam(const Team & v) { return (team_id = v); } - inline unitVis_c setVisual(const unitVis_c& v) { return ( unit_vis = v ); } - inline dir_t setDir(const dir_t& v) { return (dir = v); } - inline void setPos(const uvector2& v) { pos = v; } + inline Team SetTeam(const Team &v) { return (team_id = v); } + inline unitVis_c SetVisual(const unitVis_c &v) { return ( unit_vis = v ); } + inline dir_t SetDir(const dir_t &v) { return (dir = v); } + inline void SetPos(const uvector2 &v) { pos = v; } // Get the co-ordinate in front of the unit - uvector2 getInFront() const; + uvector2 GetInFront() const; // Check unit is valid - inline bool valid() const; + inline bool Valid() const; // Set a unit based solely on it's visual - bool setFromVisual( const unitVis_c& vis); + bool SetFromVisual(const unitVis_c &vis); // Orientation methods - dir_t turnLeft(); - dir_t turnRight(); - dir_t turnAround(); + dir_t TurnLeft(); + dir_t TurnRight(); + dir_t TurnAround(); private: // Update my visual must be called when setting direction - unitVis_c updateMyVisual(); + unitVis_c UpdateMyVisual(); // Unit ID unit_id_t unit_id; @@ -83,11 +83,11 @@ private: }; // Typedef for a vector of units -typedef std::vector< CUnit > CUnitVector; -typedef std::vector< unit_id_t > CUnitIDVector; +typedef std::vector< CUnit > CUnitVector; +typedef std::vector< unit_id_t > CUnitIDVector; // Simple validation -inline bool CUnit::valid() const +inline bool CUnit::Valid() const { return (unit_id != unit_id_invalid ) && (team_id != Team::NUM_INVALID ) diff --git a/source/gen/gen.cpp b/source/gen/gen.cpp index fd85b3c..25bde6f 100644 --- a/source/gen/gen.cpp +++ b/source/gen/gen.cpp @@ -6,8 +6,8 @@ void AddUnitToGame( Team team, char vis, uvector2 vec, CTTRTSGame& game ) { CUnit unit = CUnit::GetUnitFromVis(vis); - unit.setPos( vec ); - unit.setTeam(team); + unit.SetPos(vec); + unit.SetTeam(team); game.AddUnit(std::move(unit)); } @@ -18,7 +18,7 @@ void OutputGame( CTTRTSGame&& game ) output << game.GetStateAsString(); output.close(); - forceResetUnitId(); + __forceResetCUnitID(); } int main() diff --git a/source/test/test.cpp b/source/test/test.cpp index 4ffb766..4120df7 100644 --- a/source/test/test.cpp +++ b/source/test/test.cpp @@ -8,8 +8,8 @@ const char* tests() // Test if we can properly set a unit's visual { CUnit unit; - unit.setFromVisual('v'); - if( unit.getVisual() != 'v' ) + unit.SetFromVisual('v'); + if(unit.GetVisual() != 'v' ) return "failed to properly create V unit"; } @@ -17,7 +17,7 @@ const char* tests() { CUnit unit; CUnit unit2; - if( unit.getID() == unit2.getID() ) + if(unit.GetID() == unit2.GetID() ) return "Unit IDs the same"; } @@ -35,9 +35,9 @@ const char* tests() // Test custom unit conversion { CUnit unit1; - unit1.setFromVisual('v'); - unit1.setTeam(Team::Green); - unit1.setPos( uvector2(5,10) ); + unit1.SetFromVisual('v'); + unit1.SetTeam(Team::Green); + unit1.SetPos(uvector2(5, 10)); std::string unit1Desc = CUnit::GetStringFromUnit(unit1); CUnit unit2 = CUnit::GetUnitFromString(unit1Desc); @@ -49,7 +49,7 @@ const char* tests() // Test if we can successfully create a unit from a visual { CUnit unit = CUnit::GetUnitFromVis('v'); - if( unit.getVisual() != 'v' ) + if(unit.GetVisual() != 'v' ) return "failed to properly create V unit with factory"; } @@ -81,16 +81,16 @@ const char* tests() { CUnit unit = CUnit::GetUnitFromVis('^'); - unit.setPos( {2,2} ); - unit.setTeam(Team::Red); + unit.SetPos({2, 2}); + unit.SetTeam(Team::Red); game.AddUnit(std::move(unit)); } { CUnit unit = CUnit::GetUnitFromVis('^'); - unit.setPos( {2,2} ); - unit.setTeam(Team::Red); + unit.SetPos({2, 2}); + unit.SetTeam(Team::Red); if( !game.AddUnit(std::move(unit)) ) return "Game should have rejected unit placed on the same spot"; @@ -105,11 +105,11 @@ const char* tests() CTTRTSGame game( 5, 5 ); CUnit unit = CUnit::GetUnitFromVis('>'); - const unit_id_t id = unit.getID(); + const unit_id_t id = unit.GetID(); SOrder order; - unit.setPos( {2,2} ); - unit.setTeam(Team::Red); + unit.SetPos({2, 2}); + unit.SetTeam(Team::Red); if ( game.AddUnit(std::move(unit)) ) return "Game failed to add valid unit"; @@ -123,7 +123,7 @@ const char* tests() if (game.SimulateToNextTurn() ) return "Game failed to simulate valid turn"; - if( game.GetUnitByIDConst(id).getPos() != uvector2{3,2} ) + if(game.GetUnitByIDConst(id).GetPos() != uvector2{3,2} ) return "Simple movement order failed"; } @@ -136,11 +136,11 @@ const char* tests() unit_id_t id; { CUnit unit = CUnit::GetUnitFromVis('>'); - id = unit.getID(); + id = unit.GetID(); SOrder order; - unit.setPos( {0,0} ); - unit.setTeam(Team::Blue); + unit.SetPos({0, 0}); + unit.SetTeam(Team::Blue); if ( game.AddUnit(std::move(unit)) ) return "Game failed to add valid unit"; @@ -154,8 +154,8 @@ const char* tests() { CUnit unit = CUnit::GetUnitFromVis('<'); - unit.setPos( {1,0} ); - unit.setTeam(Team::Red); + unit.SetPos({1, 0}); + unit.SetTeam(Team::Red); if ( game.AddUnit(std::move(unit)) ) return "Game failed to add valid unit"; @@ -166,10 +166,10 @@ const char* tests() if ( game.GetNumUnits() != 1 ) return "Game failed to kill a unit when it logically should have"; - if ( game.GetUnitByIndex(0).getDir() != dir_t::E ) + if (game.GetUnitByIndex(0).GetDir() != dir_t::E ) return "Game killed the wrong unit"; - if ( game.GetUnitByIndex(0).getID() != id ) + if (game.GetUnitByIndex(0).GetID() != id ) return "Game killed the wrong unit"; if ( game.CheckForWin() != Team::Blue )