AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
#include "teamedit.h"
#include "ui_teamedit.h"
TeamEdit::TeamEdit(QWidget *parent) :
QWidget(parent),
m_ui(new Ui::TeamEdit)
{
m_ui->setupUi(this);
reset();
}
TeamEdit::~TeamEdit()
{
delete m_ui;
}
void TeamEdit::changeEvent(QEvent *e)
{
QWidget::changeEvent(e);
switch (e->type()) {
case QEvent::LanguageChange:
m_ui->retranslateUi(this);
break;
default:
break;
}
}
void TeamEdit::reset()
{
QLayout * l = m_ui->scrollArea->widget()->layout();
for(int i = 0; i < 8; ++i)
l->itemAt(i)->widget()->setVisible(false);
}
void TeamEdit::setTeam(const QString & teamName, quint32 color)
{
m_ui->leTeamName->setText(teamName);
}
void TeamEdit::setFort(const QString & name)
{
m_ui->leFort->setText(name);
}
void TeamEdit::setGrave(const QString & name)
{
m_ui->leGrave->setText(name);
}
void TeamEdit::setVoicepack(const QString & name)
{
m_ui->leVoicepack->setText(name);
}
void TeamEdit::addHedgehog(quint32 level, quint32 health, const QString & name)
{
QLayout * l = m_ui->scrollArea->widget()->layout();
int i = 0;
while((i < 8) && (l->itemAt(i)->widget()->isVisible())) ++i;
if(i < 8)
{
HedgehogEdit * he = qobject_cast<HedgehogEdit *>(l->itemAt(i)->widget());
he->setHedgehog(level, health, name);
l->itemAt(i)->widget()->setVisible(true);
}
}
void TeamEdit::setLastHHHat(const QString & name)
{
QLayout * l = m_ui->scrollArea->widget()->layout();
int i = 0;
while((i < 8) && (l->itemAt(i)->widget()->isVisible())) ++i;
--i;
HedgehogEdit * he = qobject_cast<HedgehogEdit *>(l->itemAt(i)->widget());
he->setHat(name);
}
void TeamEdit::setLastHHCoords(int x, int y)
{
QLayout * l = m_ui->scrollArea->widget()->layout();
int i = 0;
while((i < 8) && (l->itemAt(i)->widget()->isVisible())) ++i;
--i;
HedgehogEdit * he = qobject_cast<HedgehogEdit *>(l->itemAt(i)->widget());
he->setCoordinates(x ,y);
}