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/* Author: Tobi Vollebregt */
/* based on code from GlobalSynced.{cpp,h} */
#ifndef TEAMHANDLER_H
#define TEAMHANDLER_H
#include "creg/creg_cond.h"
#include "Team.h"
#include "AllyTeam.h"
class CGameSetup;
/** @brief Handles teams and allyteams */
class CTeamHandler
{
CR_DECLARE(CTeamHandler);
public:
CTeamHandler();
~CTeamHandler();
void LoadFromSetup(const CGameSetup* setup);
/**
* @brief Team
* @param i index to fetch
* @return CTeam pointer
*
* Accesses a CTeam instance at a given index
*/
CTeam* Team(int i) { return &teams[i]; }
bool IsValidTeam(int id) {
return ((id >= 0) && (id < teams.size()));
}
/**
* @brief ally
* @param a first allyteam
* @param b second allyteam
* @return allies[a][b]
*
* Returns ally at [a][b]
*/
bool Ally(int a, int b) { return allyTeams[a].allies[b]; }
/**
* @brief ally team
* @param team team to find
* @return the ally team
*
* returns the team2ally at given index
*/
int AllyTeam(int team) { return teams[team].teamAllyteam; }
::AllyTeam& GetAllyTeam(size_t id) { return allyTeams[id]; };
bool ValidAllyTeam(size_t id)
{
return ((id >= 0) && (id < allyTeams.size()));
}
/**
* @brief allied teams
* @param a first team
* @param b second team
* @return whether teams are allied
*
* Tests whether teams are allied
*/
bool AlliedTeams(int a, int b) { return allyTeams[AllyTeam(a)].allies[AllyTeam(b)]; }
/**
* @brief set ally team
* @param team team to set
* @param allyteam allyteam to set
*
* Sets team's ally team
*/
void SetAllyTeam(int team, int allyteam) { teams[team].teamAllyteam = allyteam; }
/**
* @brief set ally
* @param allyteamA first allyteam
* @param allyteamB second allyteam
* @param allied whether or not these two teams are allied
*
* Sets two allyteams to be allied or not
*/
void SetAlly(int allyteamA, int allyteamB, bool allied) { allyTeams[allyteamA].allies[allyteamB] = allied; }
// accessors
int GaiaTeamID() const { return gaiaTeamID; }
int GaiaAllyTeamID() const { return gaiaAllyTeamID; }
int ActiveTeams() const { return teams.size(); }
int ActiveAllyTeams() const { return allyTeams.size(); }
bool IsActiveTeam(int id) {
return ((id >= 0) && (id < ActiveTeams()));
}
void GameFrame(int frameNum);
private:
/**
* @brief gaia team
*
* gaia's team id
*/
int gaiaTeamID;
/**
* @brief gaia team
*
* gaia's team id
*/
int gaiaAllyTeamID;
/**
* @brief teams
*
* Array of CTeam instances for teams in game
*/
std::vector<CTeam> teams;
std::vector< ::AllyTeam > allyTeams;
};
extern CTeamHandler* teamHandler;
#endif // !TEAMHANDLER_H
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