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SquadData.cpp
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#include "SquadData.h"
#include "CCBot.h"
#include "Util.h"
SquadData::SquadData(CCBot & bot)
: m_bot(bot)
{
}
void SquadData::onFrame()
{
updateAllSquads();
verifySquadUniqueMembership();
drawSquadInformation();
}
void SquadData::clearSquadData()
{
// give back workers who were in squads
for (auto & kv : m_squads)
{
Squad & squad = kv.second;
for (auto & unit : squad.getUnits())
{
BOT_ASSERT(unit.isValid(), "null unit");
if (unit.getType().isWorker())
{
m_bot.Workers().finishedWithWorker(unit);
}
}
}
m_squads.clear();
}
void SquadData::removeSquad(const std::string & squadName)
{
const auto & squadPtr = m_squads.find(squadName);
BOT_ASSERT(squadPtr != m_squads.end(), "Trying to clear a squad that didn't exist: %s", squadName.c_str());
if (squadPtr == m_squads.end())
{
return;
}
for (auto unit : squadPtr->second.getUnits())
{
BOT_ASSERT(unit.isValid(), "null unit");
if (unit.getType().isWorker())
{
m_bot.Workers().finishedWithWorker(unit);
}
}
m_squads.erase(squadName);
}
const std::map<std::string, Squad> & SquadData::getSquads() const
{
return m_squads;
}
bool SquadData::squadExists(const std::string & squadName)
{
return m_squads.find(squadName) != m_squads.end();
}
void SquadData::addSquad(const std::string & squadName, const Squad & squad)
{
m_squads.insert(std::pair<std::string, Squad>(squadName, squad));
}
void SquadData::updateAllSquads()
{
for (auto & kv : m_squads)
{
kv.second.onFrame();
}
}
void SquadData::drawSquadInformation()
{
if (!m_bot.Config().DrawSquadInfo)
{
return;
}
std::stringstream ss;
ss << "Squad Data\n\n";
for (auto & kv : m_squads)
{
const Squad & squad = kv.second;
auto & units = squad.getUnits();
const SquadOrder & order = squad.getSquadOrder();
ss << squad.getName() << " " << units.size() << " (";
ss << (int)order.getPosition().x << ", " << (int)order.getPosition().y << ")\n";
m_bot.Map().drawCircle(order.getPosition(), 5, CCColor(255, 0, 0));
m_bot.Map().drawText(order.getPosition(), squad.getName(), CCColor(255, 0, 0));
for (auto & unit : units)
{
BOT_ASSERT(unit.isValid(), "null unit");
m_bot.Map().drawText(unit.getPosition(), squad.getName(), CCColor(0, 255, 0));
}
}
m_bot.Map().drawTextScreen(0.5f, 0.2f, ss.str(), CCColor(255, 0, 0));
}
void SquadData::verifySquadUniqueMembership()
{
std::vector<Unit> assigned;
for (const auto & kv : m_squads)
{
for (auto & unit : kv.second.getUnits())
{
if (std::find(assigned.begin(), assigned.end(), unit) != assigned.end())
{
std::cout << "Warning: Unit is in at least two squads: " << unit.getID() << "\n";
}
assigned.push_back(unit);
}
}
}
bool SquadData::unitIsInSquad(const Unit & unit) const
{
return getUnitSquad(unit) != nullptr;
}
const Squad * SquadData::getUnitSquad(const Unit & unit) const
{
for (const auto & kv : m_squads)
{
if (kv.second.containsUnit(unit))
{
return &kv.second;
}
}
return nullptr;
}
Squad * SquadData::getUnitSquad(const Unit & unit)
{
for (auto & kv : m_squads)
{
if (kv.second.containsUnit(unit))
{
return &kv.second;
}
}
return nullptr;
}
void SquadData::assignUnitToSquad(const Unit & unit, Squad & squad)
{
BOT_ASSERT(canAssignUnitToSquad(unit, squad), "We shouldn't be re-assigning this unit!");
Squad * previousSquad = getUnitSquad(unit);
if (previousSquad)
{
previousSquad->removeUnit(unit);
}
squad.addUnit(unit);
}
bool SquadData::canAssignUnitToSquad(const Unit & unit, const Squad & squad) const
{
const Squad * unitSquad = getUnitSquad(unit);
// make sure strictly less than so we don't reassign to the same squad etc
return !unitSquad || (unitSquad->getPriority() < squad.getPriority());
}
Squad & SquadData::getSquad(const std::string & squadName)
{
BOT_ASSERT(squadExists(squadName), "Trying to access squad that doesn't exist: %s", squadName.c_str());
if (!squadExists(squadName))
{
int a = 10;
}
return m_squads.at(squadName);
}