/* Copyright (C) 2012 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 <http://www.gnu.org/licenses/>.
 */

/*
 * Container that owns all units
 */

#ifndef INCLUDED_UNITMANAGER
#define INCLUDED_UNITMANAGER

#include <vector>
#include <set>

class CUnit;
class CVector3D;
class CObjectManager;
class CStr8;
class CStrW;

///////////////////////////////////////////////////////////////////////////////
// CUnitManager: simple container class holding all units within the world
class CUnitManager
{
public:
	// constructor, destructor
	CUnitManager();
	~CUnitManager();

	// add given unit to world
	void AddUnit(CUnit* unit);
	// remove given unit from world, but don't delete it
	void RemoveUnit(CUnit* unit);
	// remove given unit from world and delete it
	void DeleteUnit(CUnit* unit);
	// remove and delete all units
	void DeleteAll();

	// creates a new unit and adds it to the world
	CUnit* CreateUnit(const CStrW& actorName, uint32_t seed, const std::set<CStr8>& selections);

	// return the units
	const std::vector<CUnit*>& GetUnits() const { return m_Units; }
	
	void SetObjectManager(CObjectManager& objectManager) { m_ObjectManager = &objectManager; }

private:
	// list of all known units
	std::vector<CUnit*> m_Units;
	// graphical object manager; may be NULL if not set up
	CObjectManager* m_ObjectManager;
};

#endif
