| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169 | /* * 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 "GameConstants.h"#include "ResourceSet.h"#include "constants/StringConstants.h"#include "JsonNode.h"#include "serializer/JsonSerializeFormat.h"#include "mapObjects/CObjectHandler.h"#include "VCMI_Lib.h"VCMI_LIB_NAMESPACE_BEGINResourceSet::ResourceSet(const JsonNode & node){	for(auto i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)		container[i] = static_cast<int>(node[GameConstants::RESOURCE_NAMES[i]].Float());}ResourceSet::ResourceSet(TResource wood, TResource mercury, TResource ore, TResource sulfur, TResource crystal,							TResource gems, TResource gold, TResource mithril){	container[GameResID(EGameResID::WOOD)] = wood;	container[GameResID(EGameResID::MERCURY)] = mercury;	container[GameResID(EGameResID::ORE)] = ore;	container[GameResID(EGameResID::SULFUR)] = sulfur;	container[GameResID(EGameResID::CRYSTAL)] = crystal;	container[GameResID(EGameResID::GEMS)] = gems;	container[GameResID(EGameResID::GOLD)] = gold;	container[GameResID(EGameResID::MITHRIL)] = mithril;}void ResourceSet::serializeJson(JsonSerializeFormat & handler, const std::string & fieldName){	if(handler.saving && !nonZero())		return;	auto s = handler.enterStruct(fieldName);	//TODO: add proper support for mithril to map format	for(int idx = 0; idx < GameConstants::RESOURCE_QUANTITY - 1; idx ++)		handler.serializeInt(GameConstants::RESOURCE_NAMES[idx], this->operator[](idx), 0);}bool ResourceSet::nonZero() const{	for(const auto & elem : *this)		if(elem)			return true;	return false;}void ResourceSet::amax(const TResourceCap &val){	for(auto & elem : *this)		vstd::amax(elem, val);}void ResourceSet::amin(const TResourceCap &val){	for(auto & elem : *this)		vstd::amin(elem, val);}void ResourceSet::positive(){	for(auto & elem : *this)		vstd::amax(elem, 0);}static bool 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 ResourceSet::canBeAfforded(const ResourceSet &res) const{	return VCMI_LIB_WRAP_NAMESPACE(canAfford(res, *this));}bool ResourceSet::canAfford(const ResourceSet &price) const{	return VCMI_LIB_WRAP_NAMESPACE(canAfford(*this, price));}TResourceCap ResourceSet::marketValue() const{	TResourceCap total = 0;	for(int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)		total += static_cast<TResourceCap>(VLC->objh->resVals[i]) * static_cast<TResourceCap>(operator[](i));	return total;}std::string ResourceSet::toString() const{	std::ostringstream out;	out << "[";	for(auto it = begin(); it != end(); ++it)	{		out << *it;		if(std::prev(end()) != it) out << ", ";	}	out << "]";	return out.str();}bool ResourceSet::nziterator::valid() const{	return cur.resType < GameResID::COUNT && cur.resVal;}ResourceSet::nziterator ResourceSet::nziterator::operator++(){	advance();	return *this;}ResourceSet::nziterator ResourceSet::nziterator::operator++(int){	nziterator ret = *this;	advance();	return ret;}const ResourceSet::nziterator::ResEntry& ResourceSet::nziterator::operator*() const{	return cur;}const ResourceSet::nziterator::ResEntry * ResourceSet::nziterator::operator->() const{	return &cur;}void ResourceSet::nziterator::advance(){	do	{		++cur.resType;	} while(cur.resType < GameResID::COUNT && !(cur.resVal=rs[cur.resType]));	if(cur.resType >= GameResID::COUNT)		cur.resVal = -1;}ResourceSet::nziterator::nziterator(const ResourceSet &RS)	: rs(RS){	cur.resType = EGameResID::WOOD;	cur.resVal = rs[EGameResID::WOOD];	if(!valid())		advance();}VCMI_LIB_NAMESPACE_END
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