void TeamManager::sendScores() { TeamScoreSync score_Sync; for (TeamID team_id = 0; team_id < max_Teams; ++team_id ) { score_Sync.set(team_id, getKills(team_id), getLosses(team_id)); SERVER->broadcastMessage(&score_Sync, sizeof(TeamScoreSync)); } }
Snapshot::Snapshot(AiInterface * aiInterface , FILE * logs) { this->logs = logs; this->aiInterface = aiInterface; beingAttacked = 0 ; readyForAttack = 0; damagedUnitCount = 0; noOfWorkers = 0; noOfWarriors = 0; noOfBuildings = 0; for( int i = 0; i < NUM_OF_RESOURCES; i++ ) { resourcesAmount[ i ] = 0; } /* resourcesType[ 0 ] = "gold"; resourcesType[ 1 ] = "wood"; resourcesType[ 2 ] = "stone"; resourcesType[ 3 ] = "food"; resourcesType[ 4 ] = "energy"; resourcesType[ 5 ] = "housing";*/ upgradeCount = 0; noOfKills = 0; Field field ; Vec2i pos; getUpgradeCount(); CheckIfBeingAttacked(pos, field); CheckIfStableBase(); countDamagedUnits( ); getKills(); setNumOfDeaths(); noOfWorkers = getCountOfClass(ucWorker); noOfWarriors = getCountOfClass(ucWarrior); noOfBuildings = getCountOfClass(ucBuilding); getResourceStatus(); fprintf(logs, "out of Snapshot constructor\n"); fflush(logs); }