//This keeps track of all the formations exisisting in the game.

#ifndef INCLUDED_FORMATIONMANAGER
#define INCLUDED_FORMATIONMANAGER

#include "ps/Singleton.h"
#include "scripting/DOMEvent.h"

#define g_FormationManager CFormationManager::GetSingleton()

class CEntity;
class CStr;
class CFormation;
class CVector2D;
class CEntityFormation;

struct CEntityList;

class CFormationManager : public Singleton<CFormationManager>
{
#define FormIterator std::vector<CEntityFormation*>::iterator

public:
    CFormationManager() {}
    ~CFormationManager();
    void CreateFormation( CEntityList& entities, CStrW& name );
    //entity is any unit in the formation
    void DestroyFormation( size_t form );
    inline bool IsValidFormation( int index )
    {
        return ((size_t)index < m_formations.size() && index >= 0);
    }
    bool AddUnit( CEntity* entity, int& form );
    CEntityList AddUnitList( CEntityList& entities, int form );

    //Returns false if the formation is destroyed
    bool RemoveUnit( CEntity* entity );
    bool RemoveUnitList( CEntityList& entities );
    CEntityFormation* GetFormation(int form);
    void UpdateIndexes( size_t update );

private:
    std::vector<CEntityFormation*> m_formations;
};

#endif // INCLUDED_FORMATIONMANAGER