123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116 |
- /*
- * 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"
- 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());
- }
- 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::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;
- }
- 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();
- }
|