wesnoth/src/unit_formula_manager.cpp
2015-01-01 19:07:35 -03:00

95 lines
2.5 KiB
C++

/*
Copyright (C) 2014 - 2015 by Chris Beck <render787@gmail.com>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#include "unit_formula_manager.hpp"
#include "callable_objects.hpp"
#include "config.hpp"
#include "formula.hpp"
#include "formula_string_utils.hpp"
#include "map_location.hpp"
#include <boost/foreach.hpp>
bool unit_formula_manager::matches_filter(const std::string & cfg_formula, const map_location & loc, const unit & me)
{
const unit_callable callable(loc,me);
const game_logic::formula form(cfg_formula);
if(!form.evaluate(callable).as_bool()) {///@todo use formula_ai
return false;
}
return true;
}
void unit_formula_manager::add_formula_var(std::string str, variant var)
{
if(!formula_vars_) formula_vars_ = new game_logic::map_formula_callable;
formula_vars_->add(str, var);
}
void unit_formula_manager::read(const config & ai)
{
unit_formula_ = ai["formula"].str();
unit_loop_formula_ = ai["loop_formula"].str();
unit_priority_formula_ = ai["priority"].str();
if (const config &ai_vars = ai.child("vars"))
{
formula_vars_ = new game_logic::map_formula_callable;
variant var;
BOOST_FOREACH(const config::attribute &i, ai_vars.attribute_range()) {
var.serialize_from_string(i.second);
formula_vars_->add(i.first, var);
}
} else {
formula_vars_ = game_logic::map_formula_callable_ptr();
}
}
void unit_formula_manager::write(config & cfg)
{
if ( has_formula() || has_loop_formula() || (formula_vars_ && formula_vars_->empty() == false) ) {
config &ai = cfg.add_child("ai");
if (has_formula())
ai["formula"] = unit_formula_;
if (has_loop_formula())
ai["loop_formula"] = unit_loop_formula_;
if (has_priority_formula())
ai["priority"] = unit_priority_formula_;
if (formula_vars_ && formula_vars_->empty() == false)
{
config &ai_vars = ai.add_child("vars");
std::string str;
for(game_logic::map_formula_callable::const_iterator i = formula_vars_->begin(); i != formula_vars_->end(); ++i)
{
i->second.serialize_to_string(str);
if (!str.empty())
{
ai_vars[i->first] = str;
str.clear();
}
}
}
}
}