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#include "Game/AI/Query/queryCheckGameDataFloat.h"
#include <evfl/Query.h>
#include "KingSystem/GameData/gdtManager.h"
namespace uking::query {
CheckGameDataFloat::CheckGameDataFloat(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckGameDataFloat::~CheckGameDataFloat() = default;
int CheckGameDataFloat::doQuery() {
float flag_value = 0.0;
const auto value = *mValue;
auto* gdt = ksys::gdt::Manager::instance();
if (!gdt || !gdt->getParamBypassPerm().get().getF32(&flag_value, mGameDataFloatName))
return 0;
sead::FixedSafeString<32> op = mOperator;
if (op == "Equal")
return value == flag_value;
if (op == "NotEqual")
return value != flag_value;
if (op == "GreaterThan")
return value < flag_value;
if (op == "GreaterThanOrEqualTo")
return value <= flag_value;
if (op == "LessThan")
return value > flag_value;
if (op == "LessThanOrEqualTo")
return value >= flag_value;
return 0;
}
void CheckGameDataFloat::loadParams(const evfl::QueryArg& arg) {
loadFloat(arg.param_accessor, "Value");
loadString(arg.param_accessor, "GameDataFloatName");
loadString(arg.param_accessor, "Operator");
}
void CheckGameDataFloat::loadParams() {
getDynamicParam(&mValue, "Value");
getDynamicParam(&mGameDataFloatName, "GameDataFloatName");
getDynamicParam(&mOperator, "Operator");
}
} // namespace uking::query
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