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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef UNITHANDLER_H
#define UNITHANDLER_H
#include <vector>
#include "UnitDef.h"
#include "Sim/Misc/SimObjectIDPool.h"
#include "System/creg/STL_Map.h"
class CUnit;
class CBuilderCAI;
class CUnitHandler
{
CR_DECLARE_STRUCT(CUnitHandler)
public:
CUnitHandler();
~CUnitHandler();
void DeleteScripts();
void Update();
bool AddUnit(CUnit* unit);
bool CanAddUnit(int id) const {
// do we want to be assigned a random ID and are any left in pool?
if (id < 0)
return (!idPool.IsEmpty());
// is this ID not already in use?
if (id < MaxUnits())
return (units[id] == nullptr);
// AddUnit will not make new room for us
return false;
}
unsigned int MaxUnits() const { return maxUnits; }
float MaxUnitRadius() const { return maxUnitRadius; }
/// Returns true if a unit of type unitID can be built, false otherwise
bool CanBuildUnit(const UnitDef* unitdef, int team) const;
void AddBuilderCAI(CBuilderCAI*);
void RemoveBuilderCAI(CBuilderCAI*);
// note: negative ID's are implicitly converted
CUnit* GetUnitUnsafe(unsigned int unitID) const { return units[unitID]; }
CUnit* GetUnit(unsigned int unitID) const { return (unitID < MaxUnits()? units[unitID]: nullptr); }
const std::unordered_map<unsigned int, CBuilderCAI*>& GetBuilderCAIs() const { return builderCAIs; }
public:
// FIXME
std::vector<CUnit*> units; ///< used to get units from IDs (0 if not created)
std::vector<std::vector<std::vector<CUnit*>>> unitsByDefs; ///< units sorted by team and unitDef
std::vector<CUnit*> activeUnits; ///< used to get all active units
private:
void DeleteUnit(CUnit* unit);
void DeleteUnitNow(CUnit* unit);
void DeleteUnitsNow();
void InsertActiveUnit(CUnit* unit);
private:
SimObjectIDPool idPool;
std::vector<CUnit*> unitsToBeRemoved; ///< units that will be removed at start of next update
std::unordered_map<unsigned int, CBuilderCAI*> builderCAIs;
size_t activeSlowUpdateUnit; ///< first unit of batch that will be SlowUpdate'd this frame
size_t activeUpdateUnit; ///< first unit of batch that will be SlowUpdate'd this frame
///< global unit-limit (derived from the per-team limit)
///< units.size() is equal to this and constant at runtime
unsigned int maxUnits;
///< largest radius of any unit added so far (some
///< spatial query filters in GameHelper use this)
float maxUnitRadius;
};
extern CUnitHandler* unitHandler;
#endif /* UNITHANDLER_H */
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