20 #include <yaml-cpp/yaml.h> 25 class RuleManufacture;
29 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)
const;
59 bool haveEnoughMaterialsForOneMoreUnit(
Base * b,
const Mod *m)
const;
The game data that gets written to disk when the game is saved.
Definition: SavedGame.h:99
Contains all the game-specific static data that never changes throughout the game, like rulesets and resources.
Definition: Mod.h:87
Definition: Production.h:31
Represents a player base on the globe.
Definition: Base.h:45
Represents the information needed to manufacture an object.
Definition: RuleManufacture.h:30
Definition: BaseInfoState.cpp:40