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#include "Game/AI/Query/queryCompareGameDataFloat.h"
#include <evfl/Query.h>
#include <functional>
#include "KingSystem/GameData/gdtManager.h"
namespace uking::query {
CompareGameDataFloat::CompareGameDataFloat(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CompareGameDataFloat::~CompareGameDataFloat() = default;
int CompareGameDataFloat::doQuery() {
float flag_value_a = 0.0;
float flag_value_b = 0.0;
auto* gdt = ksys::gdt::Manager::instance();
if (!gdt)
return 0;
if (!gdt->getParamBypassPerm().get().getF32(&flag_value_a, mGameDataFloatName_A))
return 0;
if (!gdt->getParamBypassPerm().get().getF32(&flag_value_b, mGameDataFloatName_B))
return 0;
const auto invert = std::logical_not<>();
sead::FixedSafeString<32> op = mOperator;
if (op == "Equal")
return invert(flag_value_a == flag_value_b);
if (op == "NotEqual")
return invert(flag_value_a != flag_value_b);
if (op == "GreaterThan")
return invert(flag_value_a > flag_value_b);
if (op == "GreaterThanOrEqualTo")
return invert(flag_value_a >= flag_value_b);
if (op == "LessThan")
return invert(flag_value_a < flag_value_b);
if (op == "LessThanOrEqualTo")
return invert(flag_value_a <= flag_value_b);
return 0;
}
void CompareGameDataFloat::loadParams(const evfl::QueryArg& arg) {
loadString(arg.param_accessor, "GameDataFloatName_A");
loadString(arg.param_accessor, "Operator");
loadString(arg.param_accessor, "GameDataFloatName_B");
}
void CompareGameDataFloat::loadParams() {
getDynamicParam(&mGameDataFloatName_A, "GameDataFloatName_A");
getDynamicParam(&mOperator, "Operator");
getDynamicParam(&mGameDataFloatName_B, "GameDataFloatName_B");
}
} // namespace uking::query
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