19 #ifndef OPENXCOM_PRODUCTION_H
20 #define OPENXCOM_PRODUCTION_H
22 #include <yaml-cpp/yaml.h>
26 class RuleManufacture;
30 enum productionProgress_e { PROGRESS_NOT_COMPLETE, PROGRESS_COMPLETE, PROGRESS_NOT_ENOUGH_MONEY, PROGRESS_NOT_ENOUGH_MATERIALS, PROGRESS_MAX, PROGRESS_CONSTRUCTION };
35 int getAmountTotal ()
const;
36 void setAmountTotal (
int);
37 bool getInfiniteAmount ()
const;
38 void setInfiniteAmount (
bool);
39 int getTimeSpent ()
const;
40 void setTimeSpent (
int);
41 int getAmountProduced ()
const;
42 int getAssignedEngineers()
const;
43 void setAssignedEngineers (
int);
44 bool getSellItems()
const;
45 void setSellItems (
bool);
49 YAML::Node save()
const;
50 void load(
const YAML::Node &node);
58 bool haveEnoughMoneyForOneMoreUnit(
SavedGame * g);
59 bool haveEnoughMaterialsForOneMoreUnit(
Base * b);
The game data that gets written to disk when the game is saved.
Definition: SavedGame.h:80
Set of rules and stats for a game.
Definition: Ruleset.h:69
Definition: Production.h:31
Represents a player base on the globe.
Definition: Base.h:47
Represents the information needed to manufacture an object.
Definition: RuleManufacture.h:32