IsHogLocal: If there's a mission team, only count members in the clan of that team
This attends to a hack in some missions which use fake human teams in the enemy clans for animation purposes.
#ifndef HWENGINE_H
#define HWENGINE_H
#include <QList>
#include <QObject>
#include "engine_interface.h"
#include "game_config.h"
class QQmlEngine;
class EngineInstance;
class PreviewAcceptor;
class HWEngine : public QObject {
Q_OBJECT
Q_PROPERTY(int previewHedgehogsCount READ previewHedgehogsCount NOTIFY
previewHedgehogsCountChanged)
Q_PROPERTY(PreviewAcceptor* previewAcceptor READ previewAcceptor WRITE
setPreviewAcceptor NOTIFY previewAcceptorChanged)
Q_PROPERTY(QString engineLibrary READ engineLibrary WRITE setEngineLibrary
NOTIFY engineLibraryChanged)
public:
explicit HWEngine(QObject* parent = nullptr);
~HWEngine();
Q_INVOKABLE void getPreview();
Q_INVOKABLE EngineInstance* runQuickGame();
int previewHedgehogsCount() const;
PreviewAcceptor* previewAcceptor() const;
QString engineLibrary() const;
public slots:
void setPreviewAcceptor(PreviewAcceptor* previewAcceptor);
void setEngineLibrary(const QString& engineLibrary);
signals:
void previewIsRendering();
void previewImageChanged();
void previewHogCountChanged(int count);
void gameFinished();
void previewHedgehogsCountChanged(int previewHedgehogsCount);
void previewAcceptorChanged(PreviewAcceptor* previewAcceptor);
void engineLibraryChanged(const QString& engineLibrary);
private:
QQmlEngine* m_engine;
GameConfig m_gameConfig;
int m_previewHedgehogsCount;
PreviewAcceptor* m_previewAcceptor;
QString m_engineLibrary;
};
#endif // HWENGINE_H