/* Copyright (C) 2011 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 0 A.D. If not, see . */ #include "precompiled.h" #include "simulation2/system/Component.h" #include "ICmpTerritoryInfluence.h" class CCmpTerritoryInfluence : public ICmpTerritoryInfluence { public: static void ClassInit(CComponentManager& UNUSED(componentManager)) { } DEFAULT_COMPONENT_ALLOCATOR(TerritoryInfluence) u8 m_Cost; static std::string GetSchema() { return "" "" ""; } virtual void Init(const CParamNode& paramNode) { m_Cost = paramNode.GetChild("OverrideCost").ToInt(); } virtual void Deinit() { } virtual void Serialize(ISerializer& UNUSED(serialize)) { } virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) { Init(paramNode); } virtual u8 GetCost() { return m_Cost; } }; REGISTER_COMPONENT_TYPE(TerritoryInfluence)