/* * ResourceSet.cpp, 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 * */ #include "StdInc.h" #include "ResourceSet.h" #include "StringConstants.h" #include "JsonNode.h" #include "serializer/JsonSerializeFormat.h" Res::ResourceSet::ResourceSet() { resize(GameConstants::RESOURCE_QUANTITY, 0); } Res::ResourceSet::ResourceSet(const JsonNode & node) { reserve(GameConstants::RESOURCE_QUANTITY); for(std::string name : GameConstants::RESOURCE_NAMES) push_back(node[name].Float()); } void Res::ResourceSet::serializeJson(JsonSerializeFormat & handler, const std::string & fieldName) { if(!handler.saving) resize(GameConstants::RESOURCE_QUANTITY, 0); if(handler.saving && !nonZero()) return; auto s = handler.enterStruct(fieldName); //TODO: add proper support for mithril to map format for(int idx = 0; idx < GameConstants::RESOURCE_QUANTITY - 1; idx ++) handler.serializeInt(GameConstants::RESOURCE_NAMES[idx], this->operator[](idx), 0); } bool Res::ResourceSet::nonZero() const { for(auto & elem : *this) if(elem) return true; return false; } void Res::ResourceSet::amax(const TResourceCap &val) { for(auto & elem : *this) ::vstd::amax(elem, val); } void Res::ResourceSet::amin(const TResourceCap &val) { for(auto & elem : *this) ::vstd::amin(elem, val); } void Res::ResourceSet::positive() { for(auto & elem : *this) ::vstd::amax(elem, 0); } bool Res::ResourceSet::canBeAfforded(const ResourceSet &res) const { return Res::canAfford(res, *this); } bool Res::ResourceSet::canAfford(const ResourceSet &price) const { return Res::canAfford(*this, price); } bool Res::canAfford(const ResourceSet &res, const ResourceSet &price) { assert(res.size() == price.size() && price.size() == GameConstants::RESOURCE_QUANTITY); for(int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++) if(price[i] > res[i]) return false; return true; } std::string Res::ResourceSet::toString() const { std::ostringstream out; out << "["; for(auto it = begin(); it != end(); ++it) { out << *it; if(std::prev(end()) != it) out << ", "; } out << "]"; return out.str(); } bool Res::ResourceSet::nziterator::valid() { return cur.resType < GameConstants::RESOURCE_QUANTITY && cur.resVal; } Res::ResourceSet::nziterator Res::ResourceSet::nziterator::operator++() { advance(); return *this; } Res::ResourceSet::nziterator Res::ResourceSet::nziterator::operator++(int) { nziterator ret = *this; advance(); return ret; } const Res::ResourceSet::nziterator::ResEntry& Res::ResourceSet::nziterator::operator*() const { return cur; } const Res::ResourceSet::nziterator::ResEntry * Res::ResourceSet::nziterator::operator->() const { return &cur; } void Res::ResourceSet::nziterator::advance() { do { vstd::advance(cur.resType, +1); } while(cur.resType < GameConstants::RESOURCE_QUANTITY && !(cur.resVal=rs[cur.resType])); if(cur.resType >= GameConstants::RESOURCE_QUANTITY) cur.resVal = -1; } Res::ResourceSet::nziterator::nziterator(const ResourceSet &RS) : rs(RS) { cur.resType = WOOD; cur.resVal = rs[WOOD]; if(!valid()) advance(); }