/******************************************************************************* * Copyright (c) 2015 - 2017 * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. *******************************************************************************/ package jsettlers.common.buildings; import jsettlers.common.material.EMaterialType; /** * @author codingberlin */ public interface IMaterialProductionSettings { /** * This returns the configured ratio of the material which means how much the material bar is filled. */ float getRelativeProductionRequest(EMaterialType type); /** * This returns the resulting ratio of the material in relation to the other weapons. * E.g. when you have 100% swords, 100% bows and 100% spears this would return 0.33f for bows. */ float resultingRatioOfMaterial(EMaterialType type); int getAbsoluteProductionRequest(EMaterialType type); }