Example #1
0
void Production::load(const YAML::Node &node)
{
	setAssignedEngineers(node["assigned"].as<int>(getAssignedEngineers()));
	setTimeSpent(node["spent"].as<int>(getTimeSpent()));
	setAmountTotal(node["amount"].as<int>(getAmountTotal()));
	setInfiniteAmount(node["infinite"].as<bool>(getInfiniteAmount()));
	setSellItems(node["sell"].as<bool>(getSellItems()));
	// backwards compatibility
	if (getAmountTotal() == INT_MAX)
	{
		setAmountTotal(999);
		setInfiniteAmount(true);
		setSellItems(true);
	}
}
Example #2
0
void Production::save(YAML::Emitter &out)
{
	out << YAML::BeginMap;
	out << YAML::Key << "item" << YAML::Value << getRules ()->getName ();
	out << YAML::Key << "assigned" << YAML::Value << getAssignedEngineers ();
	out << YAML::Key << "spent" << YAML::Value << getTimeSpent ();
	out << YAML::Key << "amount" << YAML::Value << getAmountTotal ();
	out << YAML::EndMap;
}
Example #3
0
YAML::Node Production::save() const
{
	YAML::Node node;
	node["item"] = getRules ()->getName ();
	node["assigned"] = getAssignedEngineers ();
	node["spent"] = getTimeSpent ();
	node["amount"] = getAmountTotal ();
	return node;
}
Example #4
0
YAML::Node Production::save() const
{
	YAML::Node node;
	node["item"] = getRules()->getName();
	node["assigned"] = getAssignedEngineers();
	node["spent"] = getTimeSpent();
	node["amount"] = getAmountTotal();
	node["infinite"] = getInfiniteAmount();
	if (getSellItems())
		node["sell"] = getSellItems();
	return node;
}
Example #5
0
productionProgress_e Production::step(Base * b, SavedGame * g, const Ruleset *r)
{
	int done = getAmountProduced ();
	_timeSpent += _engineers;
	if (done < getAmountProduced ())
	{
		bool allowAutoSellProduction = Options::getBool("allowAutoSellProduction");
		bool canManufactureMoreItemsPerHour = Options::getBool("canManufactureMoreItemsPerHour");
		int produced = std::min(getAmountProduced(), _amount) - done; // std::min is required because we don't want to overproduce
		int count = 0;
		do
		{
			if (_rules->getCategory() == "STR_CRAFT")
			{
				Craft *craft = new Craft(r->getCraft(_rules->getName()), b, g->getId(_rules->getName()));
				craft->setStatus("STR_REFUELLING");
				b->getCrafts()->push_back(craft);
			}
			else
			{
				// Check if it's ammo to reload a craft
				if (r->getItem(_rules->getName())->getBattleType() == BT_NONE)
				{
					for (std::vector<Craft*>::iterator c = b->getCrafts()->begin(); c != b->getCrafts()->end(); ++c)
					{
						if ((*c)->getStatus() != "STR_READY")
							continue;
						for (std::vector<CraftWeapon*>::iterator w = (*c)->getWeapons()->begin(); w != (*c)->getWeapons()->end(); ++w)
						{
							if ((*w) != 0 && (*w)->getRules()->getClipItem() == _rules->getName() && (*w)->getAmmo() < (*w)->getRules()->getAmmoMax())
							{
								(*w)->setRearming(true);
								(*c)->setStatus("STR_REARMING");
							}
						}
					}
				}
				if (allowAutoSellProduction && getAmountTotal() == std::numeric_limits<int>::max())
					g->setFunds(g->getFunds() + r->getItem(_rules->getName())->getSellCost());
				else
					b->getItems()->addItem(_rules->getName(), 1);
			}
			if (!canManufactureMoreItemsPerHour) break;
			count++;
			if (count < produced)
			{
				// We need to ensure that player has enough cash/item to produce a new unit
				if (!haveEnoughMoneyForOneMoreUnit(g)) return PROGRESS_NOT_ENOUGH_MONEY;
				if (!haveEnoughMaterialsForOneMoreUnit(b)) return PROGRESS_NOT_ENOUGH_MATERIALS;
				startItem(b,g);
			}
		}
		while (count < produced);
	}
	if (getAmountProduced () >= _amount) return PROGRESS_COMPLETE;
	if (done < getAmountProduced ())
	{
		// We need to ensure that player has enough cash/item to produce a new unit
		if (!haveEnoughMoneyForOneMoreUnit(g)) return PROGRESS_NOT_ENOUGH_MONEY;
		if (!haveEnoughMaterialsForOneMoreUnit(b)) return PROGRESS_NOT_ENOUGH_MATERIALS;
		startItem(b,g);
	}
	return PROGRESS_NOT_COMPLETE;
}