/* * ResourceSet.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "GameConstants.h" VCMI_LIB_NAMESPACE_BEGIN using TResource = int32_t; using TResourceCap = int64_t; //to avoid overflow when adding integers. Signed values are easier to control. class JsonNode; class JsonSerializeFormat; class ResourceSet; enum class EGameResID : int8_t { WOOD = 0, MERCURY, ORE, SULFUR, CRYSTAL, GEMS, GOLD, MITHRIL, WOOD_AND_ORE = 127, // special case for town bonus resource INVALID = -1 }; using GameResID = Identifier; //class to be representing a vector of resource class ResourceSet { private: std::array container; public: // read resources set from json. Format example: { "gold": 500, "wood":5 } DLL_LINKAGE ResourceSet(const JsonNode & node); DLL_LINKAGE ResourceSet(TResource wood = 0, TResource mercury = 0, TResource ore = 0, TResource sulfur = 0, TResource crystal = 0, TResource gems = 0, TResource gold = 0, TResource mithril = 0); #define scalarOperator(OPSIGN) \ ResourceSet& operator OPSIGN ## =(const TResource &rhs) \ { \ for(auto i = 0; i < container.size(); i++) \ container.at(i) OPSIGN ## = rhs; \ \ return *this; \ } #define vectorOperator(OPSIGN) \ ResourceSet& operator OPSIGN ## =(const ResourceSet &rhs) \ { \ for(auto i = 0; i < container.size(); i++) \ container.at(i) OPSIGN ## = rhs[i]; \ \ return *this; \ } #define twoOperands(OPSIGN, RHS_TYPE) \ friend ResourceSet operator OPSIGN(ResourceSet lhs, const RHS_TYPE &rhs) \ { \ lhs OPSIGN ## = rhs; \ return lhs; \ } scalarOperator(+) scalarOperator(-) scalarOperator(*) scalarOperator(/) vectorOperator(+) vectorOperator(-) twoOperands(+, TResource) twoOperands(-, TResource) twoOperands(*, TResource) twoOperands(/, TResource) twoOperands(+, ResourceSet) twoOperands(-, ResourceSet) #undef scalarOperator #undef vectorOperator #undef twoOperands using const_reference = decltype(container)::const_reference; using value_type = decltype(container)::value_type; using const_iterator = decltype(container)::const_iterator; using iterator = decltype(container)::iterator; // Array-like interface TResource & operator[](GameResID index) { return operator[](index.getNum()); } const TResource & operator[](GameResID index) const { return operator[](index.getNum()); } TResource & operator[](size_t index) { return container.at(index); } const TResource & operator[](size_t index) const { return container.at(index); } bool empty () const { for(const auto & res : *this) if(res) return false; return true; } // C++ range-based for support auto begin () -> decltype (container.begin()) { return container.begin(); } auto end () -> decltype (container.end()) { return container.end(); } auto begin () const -> decltype (container.cbegin()) { return container.cbegin(); } auto end () const -> decltype (container.cend()) { return container.cend(); } auto size () const -> decltype (container.size()) { return container.size(); } //to be used for calculations of type "how many units of sth can I afford?" int operator/(const ResourceSet &rhs) { int ret = INT_MAX; for(int i = 0; i < container.size(); i++) if(rhs[i]) vstd::amin(ret, container.at(i) / rhs[i]); return ret; } ResourceSet & operator=(const TResource &rhs) { for(int i = 0; i < container.size(); i++) container.at(i) = rhs; return *this; } ResourceSet operator-() const { ResourceSet ret; for(int i = 0; i < container.size(); i++) ret[i] = -container.at(i); return ret; } bool operator==(const ResourceSet &rhs) const { return this->container == rhs.container; } // WARNING: comparison operators are used for "can afford" relation: a <= b means that foreach i a[i] <= b[i] // that doesn't work the other way: a > b doesn't mean that a cannot be afforded with b, it's still b can afford a // bool operator<(const ResourceSet &rhs) // { // for(int i = 0; i < size(); i++) // if(at(i) >= rhs[i]) // return false; // // return true; // } template void serialize(Handler &h, const int version) { h & container; } DLL_LINKAGE void serializeJson(JsonSerializeFormat & handler, const std::string & fieldName); DLL_LINKAGE void amax(const TResourceCap &val); //performs vstd::amax on each element DLL_LINKAGE void amin(const TResourceCap &val); //performs vstd::amin on each element DLL_LINKAGE void positive(); //values below 0 are set to 0 - upgrade cost can't be negative, for example DLL_LINKAGE bool nonZero() const; //returns true if at least one value is non-zero; DLL_LINKAGE bool canAfford(const ResourceSet &price) const; DLL_LINKAGE bool canBeAfforded(const ResourceSet &res) const; DLL_LINKAGE TResourceCap marketValue() const; DLL_LINKAGE std::string toString() const; //special iterator of iterating over non-zero resources in set class DLL_LINKAGE nziterator { struct ResEntry { GameResID resType; TResourceCap resVal; } cur; const ResourceSet &rs; void advance(); public: nziterator(const ResourceSet &RS); bool valid() const; nziterator operator++(); nziterator operator++(int); const ResEntry& operator*() const; const ResEntry* operator->() const; }; }; using TResources = ResourceSet; VCMI_LIB_NAMESPACE_END