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- #pragma once
- #include "abstractfactory.h"
- #include <QObject>
- #include <QString>
- #include <QImage>
- #include <iostream>
- #include <vector>
- class Effect;
- class Cell;
- class Unit : public QObject {
- Q_OBJECT
- public:
- explicit Unit(QString parameters);
- virtual ~Unit() {}
- //---------------------------------------------//
- //---------Basic traits getters section--------//
- //---------------------------------------------//
- double getExperience();
- int getLevel();
- int getInitiative();
- int getIntelligence();
- int getStrength();
- int getAgility();
- int getActivityPoints();
- int getStartingActivityPoints();
- int getHealthPoints();
- void setHealthPoints(int value);
- int getMaxHealthPoints();
- int getMagicDefence();
- int getPhysicDefence();
- int getCost();
- void setCost(int value);
- virtual bool isCharacter();
- std::vector<QString> getParentSpecs();
- std::vector<QString> getUpgradeSpecs();
- //---------------------------------------------//
- //------------Unit location section------------//
- //---------------------------------------------//
- Cell* getLocation();
- void setLocation(Cell* to);
- double getRealX();
- void setRealX(double x);
- double getRealY();
- void setRealY(double y);
- //---------------------------------------------//
- //--------Effect processing & calling----------//
- //---------------------------------------------//
- void operateEffectList();
- void add(Effect*);
- void remove(std::vector<Effect*>::iterator);
- void remove(Effect*);
- std::vector<Effect*>::iterator beginIteratorEffectsList();
- std::vector<Effect*>::iterator endIteratorEffectsList();
- //---------------------------------------------//
- //----------------GUI section------------------//
- //---------------------------------------------//
- QString getUnitId() const;
- QString getUnitName() const;
- QString getUnitDescr() const;
- QString getUnitBaseClassId() const;
- std::vector<QString> getUnitTraits() const;
- QImage getUnitIcon() const;
- //---------------------------------------------//
- //-----------Parameters load section-----------//
- //---------------------------------------------//
- private:
- void loadUnitName(QString unit_folder);
- void loadUnitDescr(QString unit_folder);
- void loadUnitBaseClass(QString unit_folder);
- void loadUnitTraits(QString unit_folder);
- void loadUnitIcon(QString unit_folder);
- void loadUnitPrevSpecs(QString unit_folder);
- void loadUnitUpgradeSpecs(QString unit_folder);
- public:
- bool operator <(const Unit &b) {
- if (base_class_id_ != b.base_class_id_)
- return base_class_id_ < b.base_class_id_;
- return unit_id_ < b.unit_id_;
- }
- protected:
- std::vector <Effect*> effects_;
- //personal information
- int cost_;
- std::vector<QString> parent_specs_;
- std::vector<QString> upgrade_specs_;
- double experience_;
- int level_;
- std::string race_; //lower case
- //actions and events
- double initiative_;
- int activity_points_;
- //movement
- Cell* location_;
- double real_x_;
- double real_y_;
- //attack action
- int agility_;
- int intelligence_;
- int strength_;
- int starting_activity_points_;
- //durability
- int health_points_;
- int max_health_points_;
- int magic_defence_; //less or equal 40
- int physic_defence_; //less or equal 40
- // GUI values
- QString race_id_;
- QString unit_id_;
- QString unit_name_;
- QString unit_descr_;
- QString base_class_id_;
- QImage unit_icon_;
- };
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