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117 lines
2.5 KiB
C++
117 lines
2.5 KiB
C++
/*
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* ResourceSet.cpp, 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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#include "StdInc.h"
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#include "ResourceSet.h"
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#include "StringConstants.h"
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#include "JsonNode.h"
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Res::ResourceSet::ResourceSet()
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{
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resize(GameConstants::RESOURCE_QUANTITY, 0);
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}
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Res::ResourceSet::ResourceSet(const JsonNode & node)
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{
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reserve(GameConstants::RESOURCE_QUANTITY);
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for(std::string name : GameConstants::RESOURCE_NAMES)
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push_back(node[name].Float());
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}
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bool Res::ResourceSet::nonZero() const
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{
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for(auto & elem : *this)
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if(elem)
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return true;
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return false;
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}
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void Res::ResourceSet::amax(const TResourceCap &val)
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{
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for(auto & elem : *this)
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::vstd::amax(elem, val);
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}
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void Res::ResourceSet::positive()
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{
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for(auto & elem : *this)
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::vstd::amax(elem, 0);
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}
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bool Res::ResourceSet::canBeAfforded(const ResourceSet &res) const
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{
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return Res::canAfford(res, *this);
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}
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bool Res::ResourceSet::canAfford(const ResourceSet &price) const
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{
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return Res::canAfford(*this, price);
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}
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bool Res::canAfford(const ResourceSet &res, const ResourceSet &price)
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{
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assert(res.size() == price.size() && price.size() == GameConstants::RESOURCE_QUANTITY);
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for(int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
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if(price[i] > res[i])
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return false;
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return true;
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}
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bool Res::ResourceSet::nziterator::valid()
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{
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return cur.resType < GameConstants::RESOURCE_QUANTITY && cur.resVal;
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}
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Res::ResourceSet::nziterator Res::ResourceSet::nziterator::operator++()
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{
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advance();
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return *this;
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}
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Res::ResourceSet::nziterator Res::ResourceSet::nziterator::operator++(int)
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{
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nziterator ret = *this;
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advance();
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return ret;
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}
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const Res::ResourceSet::nziterator::ResEntry& Res::ResourceSet::nziterator::operator*() const
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{
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return cur;
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}
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const Res::ResourceSet::nziterator::ResEntry * Res::ResourceSet::nziterator::operator->() const
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{
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return &cur;
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}
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void Res::ResourceSet::nziterator::advance()
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{
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do
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{
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vstd::advance(cur.resType, +1);
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} while(cur.resType < GameConstants::RESOURCE_QUANTITY && !(cur.resVal=rs[cur.resType]));
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if(cur.resType >= GameConstants::RESOURCE_QUANTITY)
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cur.resVal = -1;
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}
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Res::ResourceSet::nziterator::nziterator(const ResourceSet &RS)
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: rs(RS)
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{
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cur.resType = WOOD;
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cur.resVal = rs[WOOD];
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if(!valid())
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advance();
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}
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