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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef TEAM_BASE_H
#define TEAM_BASE_H
#include <string>
#include "System/float3.h"
#include "System/UnorderedMap.hpp"
#include "System/creg/creg_cond.h"
class TeamBase
{
CR_DECLARE(TeamBase)
public:
typedef spring::unordered_map<std::string, std::string> customOpts;
TeamBase();
virtual ~TeamBase() {}
void SetValue(const std::string& key, const std::string& value);
const customOpts& GetAllValues() const { return customValues; }
const std::string& GetSide() const { return side; }
void SetStartPos(const float3& pos) { startPos = pos; }
const float3& GetStartPos() const { return startPos; }
bool HasValidStartPos() const {
// if a player never chose (net-sent) a position
if (startPos == ZeroVector)
return false;
// start-positions that are sent across the net
// will always be clamped to a team's start-box
// (and hence the map) when clients receive them
// so this should be redundant
if (!startPos.IsInBounds())
return false;
return true;
}
bool HasLeader() const { return (leader != -1); }
void SetLeader(int leadPlayer) { leader = leadPlayer; }
int GetLeader() const { return leader; }
/**
* Sets the (dis-)advantage.
* The default is 0.0 -> no advantage, no disadvantage.
* Common values are [-1.0, 1.0].
* Valid values are [-1.0, FLOAT_MAX].
* Advantage is a meta value. It can be used
* to set multiple (dis-)advantage values simultaneously.
* As of now, the incomeMultiplier is the only means of giving an advantage.
* Possible extensions: buildTimeMultiplier, losMultiplier, ...
*
* Note: former handicap/bonus
* In lobbies, you will often be able to define this through
* a value called handicap or bonus in %.
*
* @see incomeMultiplier
*/
void SetAdvantage(float advantage);
/// @see incomeMultiplier
void SetIncomeMultiplier(float incomeMultiplier);
/// @see incomeMultiplier
float GetIncomeMultiplier() const { return incomeMultiplier; }
void SetDefaultColor(int teamNum) {
for (size_t colorIdx = 0; colorIdx < 3; ++colorIdx) {
color[colorIdx] = teamDefaultColor[teamNum % NUM_DEFAULT_TEAM_COLORS][colorIdx];
}
color[3] = 255;
}
public:
/**
* Player ID of the player in charge of this team.
* The player either controls this team directly,
* or an AI running on his computer does so.
*/
int leader;
/**
* The team-color in RGB, with values in [0, 255].
* The fourth channel (alpha) has to be 255, always.
*/
unsigned char color[4];
int teamStartNum;
int teamAllyteam;
static constexpr int NUM_DEFAULT_TEAM_COLORS = 10;
static unsigned char teamDefaultColor[NUM_DEFAULT_TEAM_COLORS][4];
protected:
/**
* All the teams resource income is multiplied by this factor.
* The default value is 1.0f, the valid range is [0.0, FLOAT_MAX].
*
* @see #SetAdvantage()
*/
float incomeMultiplier;
/**
* Side/Factions name, eg. "ARM" or "CORE".
*/
std::string side;
float3 startPos;
private:
customOpts customValues;
};
#endif // TEAM_BASE_H
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