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object.h
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object.h
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#ifndef chest_h
#define chest_h
#include <vector>
#include <string>
#include "utility.h"
#include "translator.h"
#include "items.h"
class SDL_Texture;
class Craft;
/********************************************************************/
class SDLCamera;
class Object {
public:
Object(const std::string& icon_name, const std::string& user_name, const std::string& name);
~Object() {}
SDL_Texture* getTexture(SDLCamera* camera, int index = 0);
virtual void render(SDLCamera* camera, const SDL_Rect& rect);
virtual void releaseItems();
int pixel_width() const { return width_; }
int pixel_height() const { return height_; }
const std::string& userName() const {
return user_name_;
}
const std::string& name() const {
return name_;
}
virtual const std::string tooltip() const {
return tr(user_name_);
}
void setTilePosition(Position position) {
tile_position_ = position;
}
Position tilePosition() {
return tile_position_;
}
bool inPause() const { return in_pause_; }
void togglePause(bool value) { in_pause_ = value; }
bool hasIngredients() const;
void checkIngredients();
int percentageAccomplished() const;
virtual void animate(double delta_ms);
bool hasCrafts() const { return is_crafter_; }
void addCraft(Craft* craft, int occ=1);
void removeCraft(int index);
std::vector< std::pair<Craft*, int> > getCrafts() const { return crafts_;}
virtual int getNodeCount() const;
virtual const std::string getNodeName(int node_index) const;
virtual int getAttributeCount(int node_index) const;
virtual const std::string getAttributeName(int node_index,int attr_index) const;
virtual const std::string getAttributeValue(int node_index,int attr_index) const;
virtual const std::string getNodeValue(int node_index) const;
virtual const std::string getNodeString(int node_index) const;
virtual void setNode(const std::string& node_name, std::vector<std::pair<std::string, std::string>> attributes, const std::string& value);
static Object* getObjectFromName(const std::string& object_name);
protected:
std::string icon_name_;
std::vector<SDL_Texture*> images_;
int width_;
int height_;
std::string user_name_;
std::string name_;
bool is_crafter_ = true;
std::vector< std::pair<Craft*, int> > crafts_;
Craft* cur_craft_ = nullptr;
bool has_ingredients_ = false;
int cur_craft_time_ms_ = 0;
int max_craft_time_ms_ = 0;
bool in_pause_ = false;
Position tile_position_;
std::vector<CountedItem> ingredient_items_;
};
#define Attr std::pair<std::string,std::string>
// filter elements in a chest
class ChestFilter {
public:
ChestFilter() {}
~ChestFilter() = default;
void addFilter(const std::string& basic_item);
void removeFilter(const std::string& basic_item);
bool isFiltered(const std::string& basic_item) const;
protected:
std::vector<std::string> filters_;
};
class Chest : public Object {
public:
Chest(const std::string& icon_name, const std::string& user_name, const std::string& name, int size);
Chest(int size = 2);
virtual ~Chest() {}
virtual void render(SDLCamera* camera, const SDL_Rect& rect) override;
virtual void releaseItems() override;
const ChestFilter& filter() const { return filter_; }
ChestFilter& filter() { return filter_; }
const CountedItem& item(int index) const {
return items_[index];
}
const std::vector<CountedItem>& items() const { return items_; }
int addItem(const BasicItem& item, int count = 1);
int removeItem(const BasicItem& item, int count = 1);
int sizeAvailable() const {
return max_size_ - items_.size();
}
virtual const std::string tooltip() const override;
virtual int getNodeCount() const override;
virtual const std::string getNodeName(int node_index) const override;
virtual int getAttributeCount(int node_index) const override;
virtual const std::string getAttributeName(int node_index,int attr_index) const override;
virtual const std::string getAttributeValue(int node_index,int attr_index) const override;
virtual const std::string getNodeValue(int node_index) const override;
virtual const std::string getNodeString(int node_index) const;
virtual void setNode(const std::string& node_name, std::vector<Attr> attributes, const std::string& value) override;
protected:
int max_size_;
std::vector<CountedItem> items_;
ChestFilter filter_;
};
class IronChest : public Chest {
public:
IronChest(int size=8);
virtual ~IronChest() {}
};
class WorkBench : public Object {
public:
WorkBench();
virtual ~WorkBench() {}
};
class Assembler : public Object {
public:
Assembler();
virtual ~Assembler() {}
};
class CommandCenter : public Object {
public:
CommandCenter();
virtual ~CommandCenter() {}
void reset();
const std::vector<CountedItem>& storedItems() const;
std::vector<CountedItem>& storedItems();
static void addItems(const BasicItem& item, int nb=1);
static int removeItems(const BasicItem& item, int nb=1);
int countedItems(const BasicItem& item) const;
static void init(CommandCenter* cc, std::vector<Chest*> chests);
static void destroy();
static CommandCenter* cur_command_center;
protected:
std::vector<CountedItem> stored_items_;
};
class Furnace : public Object {
public:
Furnace(const std::string& icon_name, const std::string& user_name, const std::string& name);
virtual ~Furnace() {}
virtual void animate(double delta_ms) override;
virtual const std::string tooltip() const override;
virtual int getNodeCount() const override;
virtual const std::string getNodeName(int node_index) const override;
virtual int getAttributeCount(int node_index) const override;
virtual const std::string getAttributeName(int node_index,int attr_index) const override;
virtual const std::string getAttributeValue(int node_index,int attr_index) const override;
virtual const std::string getNodeValue(int node_index) const override;
virtual void setNode(const std::string& node_name, std::vector<Attr> attributes, const std::string& value) override;
void getFuel();
private:
CountedItem fuel_;
int fuel_time_ms_ = 0;
};
class StoneFurnace : public Furnace {
public:
StoneFurnace();
virtual ~StoneFurnace() {}
};
class ElectricFurnace : public Furnace {
public:
ElectricFurnace();
virtual ~ElectricFurnace() {}
};
class Breaker : public Object {
public:
Breaker();
virtual ~Breaker() {}
};
class Engine : public Object {
public:
Engine();
virtual ~Engine() {}
};
class Motor : public Object {
public:
Motor(int power = 2);
virtual ~Motor() {}
protected:
int power_;
};
class Field : public Object {
public:
Field();
virtual ~Field() {}
};
/********************************************************************/
#endif // chest_h