docs: add docstrings

This commit is contained in:
Kristofers Solo 2024-03-14 02:47:00 +02:00
parent 6b7f41e41a
commit a343dcbe78
2 changed files with 43 additions and 9 deletions

View File

@ -8,7 +8,7 @@
struct Role { struct Role {
std::vector<Action> actions; std::vector<Action> actions;
Role(std::vector<Action> actions); explicit Role(std::vector<Action> actions);
Role(std::initializer_list<Action> actions); Role(std::initializer_list<Action> actions);
}; };

View File

@ -1,22 +1,46 @@
#include "./validation.hh" #include "./validation.hh"
#include "modules/action.hh"
#include "modules/event.hh"
#include "modules/player.hh"
#include "modules/role.hh"
#include "modules/room.hh" #include "modules/room.hh"
#include <algorithm> #include <algorithm>
/**
* 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(Player *player, Room *room) { bool player_belongs_to_room(Player *player, Room *room) {
return std::find(room->players.begin(), room->players.end(), *player) != room->players.end(); 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(Role *role, const Action *action) { bool action_belongs_to_role(Role *role, const Action *action) {
return std::find(role->actions.begin(), role->actions.end(), *action) != role->actions.end(); return std::find(role->actions.begin(), role->actions.end(), *action) != role->actions.end();
} }
bool is_action_allowed(const Action *action, std::vector<Event> *relevantEvents) { /**
// actions are disabled by default * Check if an action is allowed based on relevant events.
bool allowed = false; *
std::sort(relevantEvents->begin(), relevantEvents->end()); * @param action Pointer to the action object.
for (auto &event : *relevantEvents) { * @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 (auto &event : *relevant_events) {
if (std::find(event.prohibits.begin(), event.prohibits.end(), *action) != event.prohibits.end()) { if (std::find(event.prohibits.begin(), event.prohibits.end(), *action) != event.prohibits.end()) {
allowed = false; allowed = false;
} }
@ -27,8 +51,18 @@ bool is_action_allowed(const Action *action, std::vector<Event> *relevantEvents)
return allowed; return allowed;
} }
/**
* Validate if an action is valid for a player in a room based on related events.
*
* @param actor Pointer to the player performing the action.
* @param action Pointer to the action to validate.
* @param room Pointer to the room where the action is taking place.
* @param related_events Pointer to the vector of related events.
* @param target Pointer to the target player (optional, defaults to `nullptr`).
* @return An integer representing the validation status.
*/
int validate_action( int validate_action(
Player *actor, const Action *action, Room *room, std::vector<Event> *relatedEvents, Player *target = nullptr) { Player *actor, const Action *action, Room *room, std::vector<Event> *related_events, Player *target = nullptr) {
if (!actor) { if (!actor) {
return validation::NoActor; return validation::NoActor;
} }
@ -38,7 +72,7 @@ int validate_action(
if (!room) { if (!room) {
return validation::NoRoom; return validation::NoRoom;
} }
if (!relatedEvents) { if (!related_events) {
return validation::NoRelatedEvents; return validation::NoRelatedEvents;
} }
if (!player_belongs_to_room(actor, room)) { if (!player_belongs_to_room(actor, room)) {
@ -57,7 +91,7 @@ int validate_action(
if (!action_belongs_to_role(role, action)) { if (!action_belongs_to_role(role, action)) {
return validation::ActionDoesNotBelongToRole; return validation::ActionDoesNotBelongToRole;
} }
if (!is_action_allowed(action, relatedEvents)) { if (!is_action_allowed(action, related_events)) {
return validation::ActionProhibited; return validation::ActionProhibited;
} }
return validation::ActionProhibited; return validation::ActionProhibited;