//sums up total inventory public int TotalAmountStored() { int sum = 0; for (int item = 0; item < Inventory.Length; item++) { sum += Inventory[item] * ResourcesDatabase.GetWeight(Enums.GetItemName(item, typeStored)); } return(sum); }
//sums up total queue public int AmountQueued() { int sum = 0; for (int item = 0; item < Queue.Length; item++) { sum += Queue[item] * ResourcesDatabase.GetWeight(Enums.GetItemName(item, typeStored)); } return(sum); }
//empty space for a particular type, both currently and futurely stored public int EmptySpaceFor(int a) { //weight of item int weight = ResourcesDatabase.GetWeight(Enums.GetItemName(a, typeStored)); //if cannot accept type at all, return 0 if (WillAccept[a] == 0) { return(0); } //actual space left, which is the max it will accept times the total potential space minus the amount stored int space = (int)(WillAccept[a] * stockpile / weight) - Inventory[a] - Queue[a]; //if the total potential space is less than what could be stored individually, return the total potential space if (EmptySpace < space) { return(EmptySpace); } //otherwise return specifically for this type return(space); }