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/*
* 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"
#include "serializer/JsonSerializeFormat.h"
#include "VCMI_Lib.h"
#include "mapObjects/CObjectHandler.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());
}
Res::ResourceSet::ResourceSet(TResource wood, TResource mercury, TResource ore, TResource sulfur, TResource crystal,
TResource gems, TResource gold, TResource mithril)
{
resize(GameConstants::RESOURCE_QUANTITY);
auto d = data();
d[Res::WOOD] = wood;
d[Res::MERCURY] = mercury;
d[Res::ORE] = ore;
d[Res::SULFUR] = sulfur;
d[Res::CRYSTAL] = crystal;
d[Res::GEMS] = gems;
d[Res::GOLD] = gold;
d[Res::MITHRIL] = mithril;
}
void Res::ResourceSet::serializeJson(JsonSerializeFormat & handler, const std::string & fieldName)
{
if(!handler.saving)
resize(GameConstants::RESOURCE_QUANTITY, 0);
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 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::amin(const TResourceCap &val)
{
for(auto & elem : *this)
::vstd::amin(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;
}
TResourceCap Res::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 Res::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 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();
}
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