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