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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 "MemDebug.h"
#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;
}