ttrts/source/game/game.h
Marc Di Luzio 3fc1f5ee5d Change unit Attack behaviour to a charge
All charges on a turn are evaluated at the same time, step by step
2014-12-17 13:38:06 +00:00

130 lines
4 KiB
C++

#ifndef _GAME_H_
#define _GAME_H_
#include "unit.h"
#include "gametypes.h"
#include "order.h"
#define GAME_HEADER_FORMATTER "===== %s =====\nSIZE:[%u,%u]\nTURN:%u"
#define GAME_HEADER_DELIMITER "~~~~\n"
// Type for order and unit pairs
struct OrderUnitPair
{
// Straight up move constructor
OrderUnitPair( OrderUnitPair&& other )
: unit ( std::move(other.unit) )
, order ( other.order )
{}
// Multi parameter constructor
OrderUnitPair( CUnit&& u, COrder o )
: unit ( std::move(u) )
, order ( o )
{}
// Move assignment operator
inline OrderUnitPair& operator=( OrderUnitPair&& rhs )
{
this->unit = std::move(rhs.unit);
this->order = std::move(rhs.order);
return *this;
}
CUnit unit; // The unit
COrder order; // Order for this unit from this turn
};
// Typedef for a vector of these unit pairs
typedef std::vector< OrderUnitPair > OrderUnitPairVector;
// Full TTRTS Game class
// Stores information about the game
// Can convert from a string or to a string
class CTTRTSGame
{
public:
// Get the game information as a string
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);
// Simulate and progress to the next turn
// Returns non-zero if simulation failed
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;
// Get the game information as a string
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 );
// Add a units to the game, nonzero return value indicates error
int AddUnit( CUnit&& unit );
int AddUnits( CUnitVector&& units );
// Get the number of units
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; }
// Get a unit by it's ID
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; }
// 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; }
// Set the turn of the game
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<Team> GetTeams() const;
private:
// Verify any order or position - non-zero is error
int VerifyOrder( Team team, const COrder& order ) const;
int VerifyPos( uvector2 vec ) const;
// Get a units new position after an order
uvector2 GetNewPosition( const OrderUnitPair& pair ) const;
// Check for a pass through
static bool CheckForPassThrough( const CUnit& one, const CUnit& two );
// Kill all units in list
void KillAll( std::vector< unit_id_t >& vec );
// Get unit by unit 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
};
#endif //_GAME_H_