CreatureLib/src/Battling/ScriptHandling/ScriptAggregator.hpp

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#ifndef CREATURELIB_SCRIPTAGGREGATOR_HPP
#define CREATURELIB_SCRIPTAGGREGATOR_HPP
#include <any>
#include <queue>
#include "Script.hpp"
#include "ScriptSet.hpp"
#include "../../Core/Exceptions/NotReachableException.hpp"
#include "ScriptWrapper.hpp"
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namespace CreatureLib::Battling{
class ScriptAggregator{
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std::vector<ScriptWrapper> _scripts;
int _index = 0;
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bool _isSetSet = false;
const std::vector<Script*>* _setScripts;
int _setIndex;
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public:
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ScriptAggregator(std::vector<ScriptWrapper> scripts) : _scripts(std::move(scripts)){
};
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bool HasNext(){
return _index < _scripts.size() || (_isSetSet && _setIndex < _setScripts->size());
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}
Script* GetNext(){
// We can probably do this in a cleaner version once C++ 20 drops with Coroutine support.
if (_isSetSet){
if (_setIndex >= _setScripts->size()){
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_isSetSet = false;
return GetNext();
}
auto s = _setScripts->at(_setIndex);
_setIndex++;
if (_setIndex >= _setScripts->size()){
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_isSetSet = false;
}
return s;
}
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if (_index >= _scripts.size())
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return nullptr;
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auto next = _scripts[_index];
_index++;
if (!next.IsSet()){
auto scriptPtr = next.GetScript();
if (scriptPtr == nullptr)
return GetNext();
return *scriptPtr;
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}
else{
auto set = next.GetScriptSet();
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if (set->Count() == 0)
return GetNext();
_setScripts = set->GetIterator();
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_isSetSet = true;
_setIndex = 0;
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return GetNext();
}
throw NotReachableException();
}
};
}
#endif //CREATURELIB_SCRIPTAGGREGATOR_HPP