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https://github.com/vcmi/vcmi.git
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20cfe712c9
Rename income to availableFunds
237 lines
5.5 KiB
C++
237 lines
5.5 KiB
C++
/*
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* ResourceSet.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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#include "GameConstants.h"
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VCMI_LIB_NAMESPACE_BEGIN
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using TResource = int32_t;
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using TResourceCap = int64_t; //to avoid overflow when adding integers. Signed values are easier to control.
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class JsonNode;
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class JsonSerializeFormat;
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class ResourceSet;
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//class to be representing a vector of resource
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class ResourceSet
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{
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private:
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std::array<TResource, GameConstants::RESOURCE_QUANTITY> container = {};
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public:
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// read resources set from json. Format example: { "gold": 500, "wood":5 }
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DLL_LINKAGE ResourceSet(const JsonNode & node);
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DLL_LINKAGE ResourceSet();
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#define scalarOperator(OPSIGN) \
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ResourceSet& operator OPSIGN ## =(const TResource &rhs) \
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{ \
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for(auto i = 0; i < container.size(); i++) \
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container.at(i) OPSIGN ## = rhs; \
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\
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return *this; \
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}
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#define vectorOperator(OPSIGN) \
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ResourceSet& operator OPSIGN ## =(const ResourceSet &rhs) \
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{ \
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for(auto i = 0; i < container.size(); i++) \
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container.at(i) OPSIGN ## = rhs[i]; \
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\
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return *this; \
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}
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#define twoOperands(OPSIGN, RHS_TYPE) \
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friend ResourceSet operator OPSIGN(ResourceSet lhs, const RHS_TYPE &rhs) \
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{ \
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lhs OPSIGN ## = rhs; \
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return lhs; \
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}
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scalarOperator(+)
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scalarOperator(-)
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scalarOperator(*)
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scalarOperator(/)
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vectorOperator(+)
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vectorOperator(-)
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twoOperands(+, TResource)
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twoOperands(-, TResource)
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twoOperands(*, TResource)
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twoOperands(/, TResource)
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twoOperands(+, ResourceSet)
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twoOperands(-, ResourceSet)
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#undef scalarOperator
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#undef vectorOperator
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#undef twoOperands
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using const_reference = decltype(container)::const_reference;
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using value_type = decltype(container)::value_type;
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using const_iterator = decltype(container)::const_iterator;
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using iterator = decltype(container)::iterator;
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// Array-like interface
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TResource & operator[](GameResID index)
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{
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return operator[](index.getNum());
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}
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const TResource & operator[](GameResID index) const
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{
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return operator[](index.getNum());
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}
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TResource & operator[](size_t index)
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{
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return container.at(index);
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}
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const TResource & operator[](size_t index) const
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{
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return container.at(index);
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}
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bool empty () const
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{
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for(const auto & res : *this)
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if(res)
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return false;
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return true;
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}
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// C++ range-based for support
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auto begin () -> decltype (container.begin())
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{
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return container.begin();
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}
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auto end () -> decltype (container.end())
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{
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return container.end();
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}
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auto begin () const -> decltype (container.cbegin())
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{
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return container.cbegin();
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}
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auto end () const -> decltype (container.cend())
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{
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return container.cend();
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}
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auto size () const -> decltype (container.size())
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{
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return container.size();
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}
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//to be used for calculations of type "how many units of sth can I afford?"
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int operator/(const ResourceSet &rhs)
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{
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int ret = INT_MAX;
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for(int i = 0; i < container.size(); i++)
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if(rhs[i])
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vstd::amin(ret, container.at(i) / rhs[i]);
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return ret;
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}
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//Returns how many items of "this" we can afford with provided funds
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int maxPurchasableCount(const ResourceSet& availableFunds) {
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int ret = 0; // Initialize to 0 because we want the maximum number of accumulations
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for (size_t i = 0; i < container.size(); ++i) {
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if (container.at(i) > 0) { // We only care about fulfilling positive needs
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if (availableFunds[i] == 0) {
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// If income is 0 and we need a positive amount, it's impossible to fulfill
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return INT_MAX;
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}
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else {
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// Calculate the number of times we need to accumulate income to fulfill the need
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int ceiledResult = vstd::divideAndCeil(container.at(i), availableFunds[i]);
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ret = std::max(ret, ceiledResult);
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}
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}
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}
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return ret;
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}
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ResourceSet & operator=(const TResource &rhs)
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{
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for(int & i : container)
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i = rhs;
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return *this;
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}
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ResourceSet operator-() const
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{
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ResourceSet ret;
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for(int i = 0; i < container.size(); i++)
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ret[i] = -container.at(i);
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return ret;
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}
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bool operator==(const ResourceSet &rhs) const
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{
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return this->container == rhs.container;
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}
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template <typename Handler> void serialize(Handler &h)
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{
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h & container;
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}
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DLL_LINKAGE void serializeJson(JsonSerializeFormat & handler, const std::string & fieldName);
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DLL_LINKAGE void amax(const TResourceCap &val); //performs vstd::amax on each element
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DLL_LINKAGE void amin(const TResourceCap &val); //performs vstd::amin on each element
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DLL_LINKAGE void positive(); //values below 0 are set to 0 - upgrade cost can't be negative, for example
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DLL_LINKAGE void applyHandicap(int percentage);
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DLL_LINKAGE bool nonZero() const; //returns true if at least one value is non-zero;
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DLL_LINKAGE bool canAfford(const ResourceSet &price) const;
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DLL_LINKAGE bool canBeAfforded(const ResourceSet &res) const;
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DLL_LINKAGE TResourceCap marketValue() const;
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DLL_LINKAGE std::string toString() const;
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//special iterator of iterating over non-zero resources in set
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class DLL_LINKAGE nziterator
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{
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struct ResEntry
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{
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GameResID resType;
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TResourceCap resVal;
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} cur;
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const ResourceSet &rs;
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void advance();
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public:
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nziterator(const ResourceSet &RS);
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bool valid() const;
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nziterator operator++();
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nziterator operator++(int);
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const ResEntry& operator*() const;
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const ResEntry* operator->() const;
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};
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};
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using TResources = ResourceSet;
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VCMI_LIB_NAMESPACE_END
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