Merge pull request #16 from jorenchik/develop

top-down rule in validation.cc
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Jorens Shtekels 2024-03-14 08:56:50 +02:00 committed by GitHub
commit 9c9929565b
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@ -9,48 +9,11 @@
#include <algorithm>
#include <string>
/**
* Check if a player belongs to a given room.
*
* @param player Pointer to the player object.
* @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) {
return std::find(room->players.begin(), room->players.end(), *player) != room->players.end();
}
/**
* Check if an action belongs to a given role.
*
* @param role Pointer to the role object.
* @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) {
return std::find(role->actions.begin(), role->actions.end(), *action) != role->actions.end();
}
/**
* Check if an action is allowed based on relevant events.
*
* @param action Pointer to the action object.
* @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) {
bool allowed = false; // Actions are disabled by default
std::sort(relevant_events->begin(), relevant_events->end());
for (const auto &event : *relevant_events) {
if (std::find(event.prohibits.begin(), event.prohibits.end(), *action) != event.prohibits.end()) {
allowed = false;
}
if (std::find(event.allows.begin(), event.allows.end(), *action) != event.allows.end()) {
allowed = true;
}
}
return allowed;
}
// 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);
/**
* Validate if an action is valid for a player in a room based on related events.
@ -98,6 +61,49 @@ ValidationStatus validate_action(
return ValidationStatus::ActionValid;
}
/**
* Check if a player belongs to a given room.
*
* @param player Pointer to the player object.
* @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) {
return std::find(room->players.begin(), room->players.end(), *player) != room->players.end();
}
/**
* Check if an action belongs to a given role.
*
* @param role Pointer to the role object.
* @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) {
return std::find(role->actions.begin(), role->actions.end(), *action) != role->actions.end();
}
/**
* Check if an action is allowed based on relevant events.
*
* @param action Pointer to the action object.
* @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) {
bool allowed = false; // Actions are disabled by default
std::sort(relevant_events->begin(), relevant_events->end());
for (const auto &event : *relevant_events) {
if (std::find(event.prohibits.begin(), event.prohibits.end(), *action) != event.prohibits.end()) {
allowed = false;
}
if (std::find(event.allows.begin(), event.allows.end(), *action) != event.allows.end()) {
allowed = true;
}
}
return allowed;
}
std::string ValidationStatusUtils::to_string(ValidationStatus status) {
switch (status) {
case ValidationStatus::PlayerNotInRoom: return "player not in room";