ttrts/source/ttrts/game.h
Marc Di Luzio d9b9f3d7dd Re-organise source directory and targets
ttrts -> client
game -> ttrts
2014-12-30 13:24:19 +00:00

111 lines
4.1 KiB
C++

#ifndef _GAME_H_
#define _GAME_H_
#include "unit.h"
#include "gametypes.h"
#include "order.h"
#include "orderunitpair.h"
// 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 winning player, returns invalid for no win state reached
// Note: this function will return invalid if a draw was reached
// do not rely on this to test for end state
player_t GetWinningPlayer() const;
// Check if the game is over
bool GameOver() const;
// Check if any of the units can move
bool UnitsCanMove() 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( player_t player, const std::string& orders );
int IssueOrders( player_t player, const COrderVector& orders );
int IssueOrder( player_t player, const SOrder & 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 SOrder & 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 SOrder & 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 players in the current game
std::vector<player_t> GetPlayers() const;
// Get the vector of wall positions
inline std::vector<uvector2> GetWalls() const { return m_walls; }
// Add an invalid position
inline void AddWall(uvector2 vec) { m_walls.push_back(vec); }
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( player_t player, const SOrder & order ) const;
int VerifyPosIsValidMovement(uvector2 vec) const;
// Get a units new position after an order
uvector2 GetNewPosition( const SOrderUnitPair & pair ) const;
// 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
std::vector<uvector2> m_walls; // Vector of wall positions
};
#endif //_GAME_H_