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creature_group.h
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#pragma once
#include "creature_factory.h"
class CreatureGroup {
public:
static CreatureGroup singleType(TribeId, CreatureId);
static CreatureGroup lavaCreatures(TribeId tribe);
static CreatureGroup waterCreatures(TribeId tribe);
static CreatureGroup iceCreatures(TribeId tribe);
PCreature random(CreatureFactory*, const MonsterAIFactory&);
PCreature random(CreatureFactory*);
CreatureGroup& setCombatExperience(int);
~CreatureGroup();
CreatureGroup& operator = (const CreatureGroup&);
CreatureGroup(const CreatureGroup&);
private:
CreatureGroup(TribeId tribe, const vector<CreatureId>& creatures, const vector<double>& weights,
const vector<CreatureId>& unique = {}, map<CreatureId, optional<TribeId>> overrides = {});
CreatureGroup(TribeId tribe, const vector<pair<CreatureId, double>>& creatures,
const vector<CreatureId>& unique = {}, map<CreatureId, optional<TribeId>> overrides = {});
TribeId getTribeFor(CreatureId);
optional<TribeId> tribe;
vector<CreatureId> creatures;
vector<double> weights;
vector<CreatureId> unique;
map<CreatureId, optional<TribeId>> tribeOverrides;
int combatExperience = 0;
};