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TeamState.cpp
157 lines (133 loc) · 4.8 KB
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TeamState.cpp
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#include "stdafx.h"
#include "TeamState.h"
#include "Team.h"
#include "Map.h"
TeamState::TeamState() : m_nColonyShipsUsed(0), m_bPassed(false), m_victoryPointTiles(0)
{
for (int i = 0; i < 4; ++i)
m_nShips[i] = 0;
}
TeamState::TeamState(const TeamState& rhs) :
m_allies(rhs.m_allies), m_popTrack(rhs.m_popTrack), m_infTrack(rhs.m_infTrack), m_actionTrack(rhs.m_actionTrack), m_repTrack(rhs.m_repTrack),
m_techTrack(rhs.m_techTrack), m_storage(rhs.m_storage), m_nColonyShipsUsed(rhs.m_nColonyShipsUsed), m_bPassed(rhs.m_bPassed),
m_victoryPointTiles(rhs.m_victoryPointTiles), m_discoveredShipParts(rhs.m_discoveredShipParts), m_graveyard(rhs.m_graveyard)
{
for (int i = 0; i < 4; ++i)
{
m_nShips[i] = rhs.m_nShips[i];
m_blueprints[i].reset(new Blueprint(*rhs.m_blueprints[i]));
}
}
bool TeamState::operator==(const TeamState& rhs) const
{
for (int i = 0; i < 4; ++i)
{
if (m_nShips[i] != rhs.m_nShips[i])
return false;
if (*m_blueprints[i] != *rhs.m_blueprints[i])
return false;
}
if (m_allies == rhs.m_allies &&
m_popTrack == rhs.m_popTrack &&
m_infTrack == rhs.m_infTrack &&
m_actionTrack == rhs.m_actionTrack &&
m_repTrack == rhs.m_repTrack &&
m_techTrack == rhs.m_techTrack &&
m_storage == rhs.m_storage &&
m_discoveredShipParts == rhs.m_discoveredShipParts &&
m_nColonyShipsUsed == rhs.m_nColonyShipsUsed &&
m_bPassed == rhs.m_bPassed &&
m_victoryPointTiles == rhs.m_victoryPointTiles &&
m_graveyard == rhs.m_graveyard)
return true;
return false;
}
void TeamState::SetTeam(const Team& team)
{
m_repTrack.SetTeam(team);
}
void TeamState::Init(const Team& team, const MapPos& pos, int rotation, Map& map, const std::vector<int>& repTiles)
{
Race race(team.GetRace());
m_storage = race.GetStartStorage();
m_infTrack.AddDiscs(race.GetStartInfluenceDiscs());
for (TechType t : race.GetStartTechnologies())
m_techTrack.Add(t);
for (int i : repTiles)
m_repTrack.AddReputationTile(i);
for (auto shipType : PlayerShipTypesRange())
m_blueprints[(int)shipType].reset(new Blueprint(team.GetRace(), shipType));
AddShips(ShipType::Interceptor, 8);
AddShips(ShipType::Cruiser, 4);
AddShips(ShipType::Dreadnought, 2);
AddShips(ShipType::Starbase, 4);
InitHex(team, pos, rotation, map);
}
void TeamState::InitHex(const Team& team, const MapPos& pos, int rotation, Map& map)
{
Race race(team.GetRace());
Hex& hex = map.AddHex(HexPtr(new Hex(race.GetStartSector(team.GetColour()), pos, rotation)));
hex.SetColour(team.GetColour());
m_infTrack.RemoveDiscs(1);
for (Square* pSquare : hex.GetAvailableSquares(team))
{
m_popTrack.Remove(SquareTypeToResource(pSquare->GetType()), 1);
pSquare->SetOccupied(true);
}
ShipType ship = race.GetStartShip();
hex.AddShip(ship, team.GetColour());
RemoveShips(ship, 1);
}
Blueprint& TeamState::GetBlueprint(ShipType s)
{
VERIFY_MODEL(int(s) >= 0 && s != ShipType::_Count);
return *m_blueprints[int(s)];
}
void TeamState::AddShips(ShipType type, int nShips)
{
// TODO: Check max count not exceeded.
VERIFY_MODEL_MSG("invalid ship type", int(type) >= 0);
m_nShips[(int)type] += nShips;
}
void TeamState::UseColonyShips(int nShips)
{
m_nColonyShipsUsed += nShips;
}
void TeamState::ReturnColonyShips(int nShips)
{
m_nColonyShipsUsed = std::max(0, m_nColonyShipsUsed - nShips);
}
void TeamState::Save(Serial::SaveNode& node) const
{
node.SaveCntr("allies", m_allies, Serial::EnumSaver());
node.SaveClass("pop_track", m_popTrack);
node.SaveClass("inf_track", m_infTrack);
node.SaveClass("action_track", m_actionTrack);
node.SaveClass("rep_track", m_repTrack);
node.SaveClass("tech_track", m_techTrack);
node.SaveClass("storage", m_storage);
node.SaveCntr("discovered_ship_parts", m_discoveredShipParts, Serial::EnumSaver());
node.SaveArray("blueprints", m_blueprints, Serial::ClassPtrSaver());
node.SaveArray("ships", m_nShips, Serial::TypeSaver());
node.SaveType("colony_ships_used", m_nColonyShipsUsed);
node.SaveType("passed", m_bPassed);
node.SaveType("discovery_point_tiles", m_victoryPointTiles);
node.SaveArray("graveyard", m_graveyard, Serial::TypeSaver());
}
void TeamState::Load(const Serial::LoadNode& node)
{
node.LoadCntr("allies", m_allies, Serial::EnumLoader());
node.LoadClass("pop_track", m_popTrack);
node.LoadClass("inf_track", m_infTrack);
node.LoadClass("action_track", m_actionTrack);
node.LoadClass("rep_track", m_repTrack);
node.LoadClass("tech_track", m_techTrack);
node.LoadClass("storage", m_storage);
node.LoadCntr("discovered_ship_parts", m_discoveredShipParts, Serial::EnumLoader());
node.LoadArray("blueprints", m_blueprints, Serial::ClassPtrLoader());
node.LoadArray("ships", m_nShips, Serial::TypeLoader());
node.LoadType("colony_ships_used", m_nColonyShipsUsed);
node.LoadType("passed", m_bPassed);
node.LoadType("discovery_point_tiles", m_victoryPointTiles);
node.LoadArray("graveyard", m_graveyard, Serial::TypeLoader());
}