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;
std::__detail::_Node_const_iterator<std::pair<const std::string, Script *>, false, true> _setIterator;
std::__detail::_Node_const_iterator<std::pair<const std::string, Script *>, false, true> _setEnd;
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public:
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ScriptAggregator(std::vector<ScriptWrapper> scripts) : _scripts(std::move(scripts)){
};
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bool HasNext(){
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return _index < _scripts.size() || (_isSetSet && _setIterator != _setEnd);
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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 (_setIterator == _setEnd){
_isSetSet = false;
return GetNext();
}
auto s = _setIterator->second;
_setIterator.operator++();
if (_setIterator == _setEnd){
_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();
auto it = set->GetIterator();
_setIterator = it->begin();
_setEnd = it->end();
_isSetSet = true;
return GetNext();
}
throw NotReachableException();
}
};
}
#endif //CREATURELIB_SCRIPTAGGREGATOR_HPP