/* Copyright (C) 2023 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * Container that owns all units */ #ifndef INCLUDED_UNITMANAGER #define INCLUDED_UNITMANAGER #include "ps/CStrForward.h" #include "simulation2/system/Entity.h" #include #include #include class CUnit; class CObjectManager; /////////////////////////////////////////////////////////////////////////////// // CUnitManager: simple container class holding all units within the world class CUnitManager { public: // constructor, destructor CUnitManager(); ~CUnitManager(); // add given unit to world CUnit* AddUnit(std::unique_ptr unit); // remove given unit from world and delete it void DeleteUnit(CUnit* unit); // creates a new unit and adds it to the world CUnit* CreateUnit(const CStrW& actorName, const entity_id_t id, const uint32_t seed); void SetObjectManager(CObjectManager& objectManager) { m_ObjectManager = &objectManager; } /** * Mark a specific region of the terrain as dirty. * Coordinates are in terrain tiles, lower inclusive, upper exclusive. */ void MakeTerrainDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1, int dirtyFlags); private: // list of all known units std::vector> m_Units; // graphical object manager; may be NULL if not set up CObjectManager* m_ObjectManager; }; #endif // INCLUDED_UNITMANAGER