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vcmi/lib/bonuses/BonusSelector.h

156 lines
4.0 KiB
C++

/*
* 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<bool(const Bonus*)>
{
using TBase = std::function<bool(const Bonus*)>;
public:
CSelector() = default;
template<typename T>
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<T>, std::is_function<T >> ::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<const TBase&>(*this);
}
};
template<typename T>
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<BonusType> & type();
extern DLL_LINKAGE CSelectFieldEqual<TBonusSubtype> & subtype();
extern DLL_LINKAGE CSelectFieldEqual<CAddInfo> & info();
extern DLL_LINKAGE CSelectFieldEqual<BonusSource> & sourceType();
extern DLL_LINKAGE CSelectFieldEqual<BonusSource> & targetSourceType();
extern DLL_LINKAGE CSelectFieldEqual<BonusLimitEffect> & 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(<functor>).And(<functor>)...)
*/
extern DLL_LINKAGE CSelector all;
/**
* Selects nothing
* Usage example: Selector::none.Or(<functor>).Or(<functor>)...)
*/
extern DLL_LINKAGE CSelector none;
}
VCMI_LIB_NAMESPACE_END