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C++

/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: ResourceGatheringManager.h ///////////////////////////////////////////////////////////
// The part of a Player's brain that keeps track of all Resource type Objects and makes
// gathering type decisions based on them.
// Author: Graham Smallwood, January, 2002
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef RESOURCE_GATHER_MANAGER_H
#define RESOURCE_GATHER_MANAGER_H
#include "Common/GameType.h"
#include "Common/Snapshot.h"
class Object;
// ------------------------------------------------------------------------------------------------
class ResourceGatheringManager : public MemoryPoolObject,
public Snapshot
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ResourceGatheringManager, "ResourceGatheringManager" );
public:
ResourceGatheringManager();
Object *findBestSupplyWarehouse( Object *queryObject ); ///< What Warehouse should this truck go to?
Object *findBestSupplyCenter( Object *queryObject ); ///< What Center should this truck return to?
void addSupplyCenter( Object *newCenter ); ///< I captured or built a Supply Center, so record it
void removeSupplyCenter( Object *oldCenter ); ///< Lost a supply center
void addSupplyWarehouse( Object *newWarehouse ); ///< Warehouse created, or this is starrt of game recording
void removeSupplyWarehouse( Object *oldWarehouse ); ///< Warehouse that doesn't replinish has run out of Supply
protected:
// snapshot methods
virtual void crc( Xfer *xfer );
virtual void xfer( Xfer *xfer );
virtual void loadPostProcess( void );
private:
/// @todo Make sure the allocator for std::list<> is a good one. Otherwise override it.
typedef std::list<ObjectID> objectIDList;
typedef std::list<ObjectID>::iterator objectIDListIterator;
objectIDList m_supplyWarehouses;
objectIDList m_supplyCenters;
};
#endif