Documented most of upgrade.h
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@ -33,25 +33,31 @@ class Unit;
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class UpgradeType;
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class Faction;
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/**
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* Stores the state of the upgrade (whether or not the upgrading process is complete).
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*/
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enum UpgradeState {
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usUpgrading,
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usUpgraded,
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usUpgrading, /**< The upgrade is currently in progress. */
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usUpgraded, /**< The upgrade is completed. */
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upgradeStateCount
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upgradeStateCount // TODO: This should be unnecessary -- there's no need to iterate over this enum
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};
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class UpgradeManager;
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class TotalUpgrade;
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// =====================================================
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// class Upgrade
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//
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/// A bonus to an UnitType
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// =====================================================
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/**
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* An instance of an upgrade. Factions will typically have one upgrade of each type. This object
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* groups the type, faction, and upgrade state (ie, has the upgrade been obtained yet?).
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*/
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class Upgrade {
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private:
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UpgradeState state;
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// TODO: I believe this is unnecessary. As far as I can tell, it's only used for checking
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// that the unit we're applying UpgradeManager::computeTotalUpgrade to is in this faction. However,
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// I don't see an circumstances when it wouldn't be (since the UpgradeManager already an aggregate
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// of a faction and Unit directly gets the UpgradeManager from the faction (so it must have the
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// same faction as the upgrades in the UpgradeManager).
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int factionIndex;
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const UpgradeType *type;
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@ -59,50 +65,136 @@ private:
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Upgrade();
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public:
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/**
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* Creates an upgrade. The upgrade state will be set to UpgradeState::usUpgrading.
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* @param upgradeType The type of the upgrade that this corresponds to. Upgrade types are
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* essentially "classes" for upgrades.
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* @param factionIndex The index of the faction that the upgrade belongs to.
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*/
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Upgrade(const UpgradeType *upgradeType, int factionIndex);
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private:
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//get
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UpgradeState getState() const;
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int getFactionIndex() const;
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const UpgradeType * getType() const;
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//set
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void setState(UpgradeState state);
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/**
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* Retrieves a string representation of the upgrade (detailing its state, type, and faction).
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*/
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std::string toString() const;
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/**
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* Saves the object state into the given node.
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* @param rootNode The UpgradeManager node to save object info to.
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*/
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void saveGame(XmlNode *rootNode);
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/**
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* Loads the object state from the given node.
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* @param rootNode The UpgradeManager node to retrieve object info from.
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* @param faction The faction that the upgrade belongs to. Used to convert the upgrade type from
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* the XML string.
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*/
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static Upgrade * loadGame(const XmlNode *rootNode,Faction *faction);
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};
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// ===============================
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// class UpgradeManager
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// ===============================
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/**
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* Manages upgrades by starting, stopping, and finishing upgrades. Each faction has their own
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* upgrade manager.
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*/
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class UpgradeManager{
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private:
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private:
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typedef vector<Upgrade*> Upgrades;
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typedef map<const UpgradeType *,int> UgradesLookup;
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/**
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* List of upgrades that the upgrade manager is working with (either in progress or finished).
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*/
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Upgrades upgrades;
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/**
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* Maps UpgradeType to the index of the upgrade in UpgradeManager::upgrades.
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*/
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UgradesLookup upgradesLookup;
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public:
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~UpgradeManager();
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int getUpgradeCount() const {return (int)upgrades.size();}
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/**
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* Starts an upgrade.
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* @param upgradeType The type of the upgrade to start.
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* @param factionIndex Passed to the constructor of the Upgrade.
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*/
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void startUpgrade(const UpgradeType *upgradeType, int factionIndex);
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/**
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* Cancels an upgrade before it is finished. The upgrade is removed from the UpgradeManager.
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* @param upgradeType The type of the upgrade to remove.
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* @throws megaglest_runtime_error If there is no upgrade of the desired type in the UpgradeManager.
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*/
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void cancelUpgrade(const UpgradeType *upgradeType);
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/**
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* Sets an Upgrade in the UpgradeManager as finished (ie, the state is UpgradeState::usUpgraded).
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* @param upgradeType The type of the upgrade to complete.
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* @throws megaglest_runtime_error If there is no upgrade of the desired type in the UpgradeManager.
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*/
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void finishUpgrade(const UpgradeType *upgradeType);
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/**
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* Returns true if an Upgrade of the desired type has state UpgradeState::usUpgraded (ie, is
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* finished upgrading).
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* @param upgradeType The type of the upgrade in question.
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*/
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bool isUpgraded(const UpgradeType *upgradeType) const;
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bool isUpgrading(const UpgradeType *upgradeType) const;
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bool isUpgradingOrUpgraded(const UpgradeType *upgradeType) const;
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void computeTotalUpgrade(const Unit *unit, TotalUpgrade *totalUpgrade) const;
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/**
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* Returns true if an Upgrade of the desired type has state UpgradeState::usUpgrading (ie, is
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* currently in progress).
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* @param upgradeType The type of the upgrade in question.
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*/
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bool isUpgrading(const UpgradeType *upgradeType) const;
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/**
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* Returns true if an Upgrade of the desired type exists in the UpgradeManager.
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* @param upgradeType The type of the upgrade in question.
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*/
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bool isUpgradingOrUpgraded(const UpgradeType *upgradeType) const;
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/**
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* [Sums up](@ref TotalUpgrade::sum) the effect of all upgrades for this faction as they apply
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* to a particular unit.
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* @param unit The unit that the TotalUpgrade applies to. This is necessary because some
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* upgrades provide percentage boosts.
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* @param totalUpgrade The TotalUpgrade object to modify. Note that it is cleared before values
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* are calculated.
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*/
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void computeTotalUpgrade(const Unit *unit, TotalUpgrade *totalUpgrade) const;
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/**
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* Retrieves a string representation of the UpgradeManager. Contains the contents of
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* Upgrade::toString for all upgrades in the UpgradeManager.
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*/
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std::string toString() const;
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/**
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* Adds a node for the UpgradeManager that contains all the upgrade nodes, saving the object's
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* state.
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* @param rootNode The faction node to add the UpgradeManager node to.
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* @see Upgrade::saveGame
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*/
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void saveGame(XmlNode *rootNode);
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/**
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* Loads all the upgrades from the UpgradeManager node, effectively reloading the object's
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* state.
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* @param rootNode The faction node to get the UpgradeManager node from.
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* @param faction Only passed to Upgrade::loadGame (which does the actual loading of each
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* Upgrade object.
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*/
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void loadGame(const XmlNode *rootNode,Faction *faction);
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};
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