示例#1
0
bool ini_on_update(const Variant& value,
                   boost::container::flat_set<std::string>& p) {
  INI_ASSERT_ARR(value);
  for (ArrayIter iter(value.toArray()); iter; ++iter) {
    p.insert(iter.second().toString().toCppString());
  }
  return true;
}
示例#2
0
bool ini_on_update(const folly::dynamic& value,
                   boost::container::flat_set<std::string>& p) {
  INI_ASSERT_ARR(value);
  for (auto& v : value.values()) {
    p.insert(v.data());
  }
  return true;
}
示例#3
0
boost::optional<reaction_task_t> find_automatic_reaction_task(const settler_ai_t &ai) {
    if (automatic_reactions.empty()) return boost::optional<reaction_task_t>{};

    boost::optional<reaction_task_t> result;

    // Iterate through available reactions
    for (auto outerit=automatic_reactions.begin(); outerit != automatic_reactions.end(); ++outerit) {
        // Is the workshop busy?
        auto busy_finder = workshop_claimed.find(outerit->first);
        if (busy_finder == workshop_claimed.end()) {
            // Iterate available automatic reactions
            for (const std::string &reaction_name : outerit->second) {
                auto reaction = reaction_defs.find(reaction_name);
                if (reaction != reaction_defs.end()) {
                    // Is the settler allowed to do this?
                    int target_category = -1;
                    if (reaction->second.skill == "Carpentry") {
                        target_category = JOB_CARPENTRY;
                    } else if (reaction->second.skill == "Masonry") {
                        target_category = JOB_MASONRY;
                    }
                    if (target_category == -1 || ai.permitted_work[target_category]) {
                        // Are the inputs available?
                        bool available = true;
                        std::vector<std::pair<std::size_t,bool>> components;
                        for (auto &input : reaction->second.inputs) {
                            const int n_available = available_items_by_reaction_input(input);
                            if (n_available < input.quantity) {
                                available = false;
                            } else {
                                // Claim an item and push its # to the list
                                std::size_t item_id = claim_item_by_reaction_input(input);
                                components.push_back(std::make_pair(item_id,false));
                            }
                        }

                        if (available) {
                            // Components are available, build job and return it
                            result = reaction_task_t{outerit->first, reaction->second.name, reaction->second.tag, components};
                            workshop_claimed.insert(outerit->first);
                            return result;
                        } else {
                            for (auto comp : components) {
                                unclaim_by_id(comp.first);
                            }
                        }
                    }
                }
            }
        }
    }

    return result;
}
示例#4
0
文件: hdf.cpp 项目: 292388900/hhvm
void Hdf::configGet(boost::container::flat_set<std::string> &values) const {
  values.clear();
  for (Hdf hdf = firstChild(); hdf.exists(); hdf = hdf.next()) {
    values.insert(hdf.configGetString(""));
  }
}
示例#5
0
boost::optional<reaction_task_t> find_queued_reaction_task(const settler_ai_t &ai) {
    if (designations->build_orders.empty()) return boost::optional<reaction_task_t>{};

    boost::optional<reaction_task_t> result;

    // Iterate through queued jobs
    for (std::pair<uint8_t,std::string> &order : designations->build_orders) {
        auto reaction = reaction_defs.find(order.second);

        // Is there an available workshop of the right type?
        bool possible = false;
        std::size_t workshop_id;
        each<building_t>([&possible, &reaction, &workshop_id] (entity_t &e, building_t &b) {
            if (b.complete && b.tag == reaction->second.workshop) {
                auto busy_finder = workshop_claimed.find(e.id);
                if (busy_finder == workshop_claimed.end()) {
                    workshop_id = e.id;
                    possible = true;
                }
            }
        });
        if (!possible) break;

        // Is the settler allowed to do this?
        int target_category = -1;
        if (reaction->second.skill == "Carpentry") {
            target_category = JOB_CARPENTRY;
        } else if (reaction->second.skill == "Masonry") {
            target_category = JOB_MASONRY;
        }
        if (target_category == -1 || ai.permitted_work[target_category]) {
            bool available = true;
            std::vector<std::pair<std::size_t,bool>> components;
            for (auto &input : reaction->second.inputs) {
                const int n_available = available_items_by_reaction_input(input);
                if (n_available < input.quantity) {
                    available = false;
                } else {
                    // Claim an item and push its # to the list
                    std::size_t item_id = claim_item_by_reaction_input(input);
                    components.push_back(std::make_pair(item_id,false));
                }
            }

            if (available) {
                // Components are available, build job and return it
                result = reaction_task_t{workshop_id, reaction->second.name, reaction->second.tag, components};
                workshop_claimed.insert(workshop_id);
                --order.first;
                emit(update_workflow_message{});
                return result;
            } else {
                for (auto comp : components) {
                    unclaim_by_id(comp.first);
                }
            }
        }
    }

    return result;
}