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+/* Starshatter: The Open Source Project
+ Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
+ Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
+ Copyright (c) 1997-2006, Destroyer Studios LLC.
+
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ High level assignment of one group to damage another
+*/
+
+#include "CombatAssignment.h"
+#include "CombatGroup.h"
+#include "Mission.h"
+
+// +--------------------------------------------------------------------+
+
+CombatAssignment::CombatAssignment(int t, CombatGroup* obj, CombatGroup* rsc)
+ : type(t), objective(obj), resource(rsc)
+{
+}
+
+// +--------------------------------------------------------------------+
+
+CombatAssignment::~CombatAssignment()
+{
+}
+
+// +--------------------------------------------------------------------+
+// This is used to sort assignments into a priority list.
+// Higher priorities should come first in the list, so the
+// sense of the operator is "backwards" from the usual.
+
+int
+CombatAssignment::operator < (const CombatAssignment& a) const
+{
+ if (!objective)
+ return 0;
+
+ if (!a.objective)
+ return 1;
+
+ return objective->GetPlanValue() > a.objective->GetPlanValue();
+}
+
+// +--------------------------------------------------------------------+
+
+const char*
+CombatAssignment::GetDescription() const
+{
+ static char desc[256];
+
+ if (!resource)
+ sprintf_s(desc, "%s %s",
+ (const char*) Mission::RoleName(type),
+ (const char*) objective->Name());
+ else
+ sprintf_s(desc, "%s %s %s",
+ (const char*) resource->Name(),
+ (const char*) Mission::RoleName(type),
+ (const char*) objective->Name());
+
+ return desc;
+}