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/*
This file is part of Advanced Strategic Command; http://www.asc-hq.de
Copyright (C) 1994-2008 Martin Bickel and Marc Schellenberger
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; see the file COPYING. If not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
#ifndef taskH
#define taskH
#include "../actions/context.h"
#include "../actions/actionresult.h"
#include "../basestreaminterface.h"
typedef int TaskID;
/** T task is a operation that the user (or the AI) initiates.
Tasks may take several turns to complete.
During Execution they will generate one or more GameAction objects,
which encapsulate the modifications that are done to the map and which
serve as the foundation for doing undo / redo
*/
class Task {
private:
GameMap* gamemap;
public:
enum State { Planned, Evaluated, SetUp, Completed, Failed };
private:
State state;
public:
State getState() const { return state; };
virtual TaskID getID() const = 0;
virtual ActionResult go ( Context& context ) = 0;
void read ( tnstream& stream );
void write ( tnstream& stream );
virtual ~Task(){};
ASCString getCommandString();
protected:
Task( GameMap* gamemap );
virtual void readData ( tnstream& stream ) = 0;
virtual void writeData ( tnstream& stream ) = 0;
GameMap* getMap();
};
#endif
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