2023-04-30 21:55:04 +02:00
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/*
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* BonusSelector.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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2023-05-01 19:29:53 +02:00
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#include "Bonus.h"
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2023-04-30 21:55:04 +02:00
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VCMI_LIB_NAMESPACE_BEGIN
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class CSelector : std::function<bool(const Bonus*)>
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{
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using TBase = std::function<bool(const Bonus*)>;
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public:
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CSelector() = default;
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template<typename T>
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CSelector(const T &t, //SFINAE trick -> include this c-tor in overload resolution only if parameter is class
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//(includes functors, lambdas) or function. Without that VC is going mad about ambiguities.
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typename std::enable_if < boost::mpl::or_ < std::is_class<T>, std::is_function<T >> ::value>::type *dummy = nullptr)
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: TBase(t)
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{}
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CSelector(std::nullptr_t)
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{}
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CSelector And(CSelector rhs) const
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{
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//lambda may likely outlive "this" (it can be even a temporary) => we copy the OBJECT (not pointer)
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auto thisCopy = *this;
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return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) && rhs(b); };
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}
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CSelector Or(CSelector rhs) const
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{
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auto thisCopy = *this;
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return [thisCopy, rhs](const Bonus *b) mutable { return thisCopy(b) || rhs(b); };
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}
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CSelector Not() const
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{
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auto thisCopy = *this;
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return [thisCopy](const Bonus *b) mutable { return !thisCopy(b); };
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}
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bool operator()(const Bonus *b) const
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{
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return TBase::operator()(b);
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}
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operator bool() const
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{
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return !!static_cast<const TBase&>(*this);
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}
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};
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template<typename T>
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class CSelectFieldEqual
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{
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T Bonus::*ptr;
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public:
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CSelectFieldEqual(T Bonus::*Ptr)
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: ptr(Ptr)
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{
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}
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CSelector operator()(const T &valueToCompareAgainst) const
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{
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auto ptr2 = ptr; //We need a COPY because we don't want to reference this (might be outlived by lambda)
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return [ptr2, valueToCompareAgainst](const Bonus *bonus)
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{
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return bonus->*ptr2 == valueToCompareAgainst;
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};
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}
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};
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class DLL_LINKAGE CWillLastTurns
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{
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public:
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int turnsRequested;
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bool operator()(const Bonus *bonus) const
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{
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return turnsRequested <= 0 //every present effect will last zero (or "less") turns
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|| !Bonus::NTurns(bonus) //so do every not expriing after N-turns effect
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|| bonus->turnsRemain > turnsRequested;
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}
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CWillLastTurns& operator()(const int &setVal)
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{
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turnsRequested = setVal;
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return *this;
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}
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};
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class DLL_LINKAGE CWillLastDays
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{
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public:
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int daysRequested;
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bool operator()(const Bonus *bonus) const
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{
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if(daysRequested <= 0 || Bonus::Permanent(bonus) || Bonus::OneBattle(bonus))
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return true;
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else if(Bonus::OneDay(bonus))
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return false;
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else if(Bonus::NDays(bonus) || Bonus::OneWeek(bonus))
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{
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return bonus->turnsRemain > daysRequested;
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}
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return false; // TODO: ONE_WEEK need support for turnsRemain, but for now we'll exclude all unhandled durations
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}
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CWillLastDays& operator()(const int &setVal)
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{
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daysRequested = setVal;
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return *this;
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}
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};
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namespace Selector
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{
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2023-05-01 00:20:01 +02:00
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extern DLL_LINKAGE CSelectFieldEqual<BonusType> & type();
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2023-04-30 21:55:04 +02:00
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extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> & subtype();
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extern DLL_LINKAGE CSelectFieldEqual<CAddInfo> & info();
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2023-05-01 00:20:01 +02:00
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extern DLL_LINKAGE CSelectFieldEqual<BonusSource> & sourceType();
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extern DLL_LINKAGE CSelectFieldEqual<BonusSource> & targetSourceType();
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extern DLL_LINKAGE CSelectFieldEqual<BonusLimitEffect> & effectRange();
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2023-04-30 21:55:04 +02:00
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extern DLL_LINKAGE CWillLastTurns turns;
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extern DLL_LINKAGE CWillLastDays days;
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2023-05-01 00:20:01 +02:00
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CSelector DLL_LINKAGE typeSubtype(BonusType Type, TBonusSubtype Subtype);
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CSelector DLL_LINKAGE typeSubtypeInfo(BonusType type, TBonusSubtype subtype, const CAddInfo & info);
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CSelector DLL_LINKAGE source(BonusSource source, ui32 sourceID);
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CSelector DLL_LINKAGE sourceTypeSel(BonusSource source);
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CSelector DLL_LINKAGE valueType(BonusValueType valType);
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2023-04-30 21:55:04 +02:00
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/**
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* Selects all bonuses
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* Usage example: Selector::all.And(<functor>).And(<functor>)...)
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*/
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extern DLL_LINKAGE CSelector all;
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/**
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* Selects nothing
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* Usage example: Selector::none.Or(<functor>).Or(<functor>)...)
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*/
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extern DLL_LINKAGE CSelector none;
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}
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VCMI_LIB_NAMESPACE_END
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