refactor: add static to functions

- Update functions to be declared as static for improved code clarity
- No functional changes made, only internal refactoring
This commit is contained in:
Kristofers Solo 2024-03-14 12:49:58 +02:00
parent 7f0a51f5b8
commit 90c78eaa04
2 changed files with 12 additions and 10 deletions

View File

@ -9,11 +9,9 @@
#include <algorithm>
#include <string>
// These functions need to be declared to use the top-down rule and
// make them as module private functions.
bool player_belongs_to_room(const Player *player, const Room *room);
bool action_belongs_to_role(const Role *role, const Action *action);
bool is_action_allowed(const Action *action, std::vector<Event> *relevant_events);
static bool player_belongs_to_room(const Player *player, const Room *room);
static bool action_belongs_to_role(const Role *role, const Action *action);
static bool is_action_allowed(const Action *action, std::vector<Event> *relevant_events);
/**
* Validate if an action is valid for a player in a room based on related events.
@ -68,7 +66,7 @@ ValidationStatus validate_action(
* @param room Pointer to the room object.
* @return `true` if the player belongs to the room, otherwise `false`.
*/
bool player_belongs_to_room(const Player *player, const Room *room) {
static bool player_belongs_to_room(const Player *player, const Room *room) {
return std::find(room->players.begin(), room->players.end(), *player) != room->players.end();
}
@ -79,7 +77,7 @@ bool player_belongs_to_room(const Player *player, const Room *room) {
* @param action Pointer to the action object.
* @return `true` if the action belongs to the role, otherwise `false`.
*/
bool action_belongs_to_role(const Role *role, const Action *action) {
static bool action_belongs_to_role(const Role *role, const Action *action) {
return std::find(role->actions.begin(), role->actions.end(), *action) != role->actions.end();
}
@ -90,7 +88,7 @@ bool action_belongs_to_role(const Role *role, const Action *action) {
* @param relevantEvents Pointer to the vector of relevant events.
* @return `true` if the action is allowed, otherwise `false`.
*/
bool is_action_allowed(const Action *action, std::vector<Event> *relevant_events) {
static bool is_action_allowed(const Action *action, std::vector<Event> *relevant_events) {
bool allowed = false; // Actions are disabled by default
std::sort(relevant_events->begin(), relevant_events->end());
for (const auto &event : *relevant_events) {
@ -104,6 +102,12 @@ bool is_action_allowed(const Action *action, std::vector<Event> *relevant_events
return allowed;
}
/**
* Convert a ValidationStatus enum value to its corresponding string representation.
*
* @param status The ValidationStatus enum value to convert.
* @return The string representation of the given ValidationStatus.
*/
std::string ValidationStatusUtils::to_string(ValidationStatus status) {
switch (status) {
case ValidationStatus::PlayerNotInRoom: return "player not in room";

View File

@ -20,8 +20,6 @@ enum class ValidationStatus {
ActionValid,
};
std::string validation_status_to_string(ValidationStatus status);
ValidationStatus
validate_action(Player *actor, const Action *action, Room *room, std::vector<Event> *relatedEvents, Player *target);