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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;
}
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