CreatureLib/src/Battling/ScriptHandling/ScriptAggregator.hpp

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2019-11-09 11:15:45 +00:00
#ifndef CREATURELIB_SCRIPTAGGREGATOR_HPP
#define CREATURELIB_SCRIPTAGGREGATOR_HPP
#include <any>
#include <queue>
#include "Script.hpp"
#include "ScriptSet.hpp"
namespace CreatureLib::Battling{
class ScriptAggregator{
std::queue<std::any> _queue;
bool _isSetSet = false;
std::__detail::_Node_iterator<std::pair<const std::string, Script *>, false, true> _setIterator;
std::__detail::_Node_iterator<std::pair<const std::string, Script *>, false, true> _setEnd;
public:
ScriptAggregator() = default;
void Add(Script* script){
_queue.push(script);
}
void Add(ScriptSet* scriptSet){
_queue.push(scriptSet);
}
bool HasNext(){
return !_queue.empty() || _isSetSet;
}
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;
}
if (_queue.empty())
return nullptr;
auto next = _queue.front();
_queue.pop();
if (next.type() == typeid(Script*)){
return std::any_cast<Script*>(next);
}
else{
auto set = std::any_cast<ScriptSet*>(next);
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