#include "Game/AI/Query/queryCompareGameDataFloat.h" #include #include #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, "GameDataFloatName_B"); loadString(arg.param_accessor, "Operator"); } void CompareGameDataFloat::loadParams() { getDynamicParam(&mGameDataFloatName_A, "GameDataFloatName_A"); getDynamicParam(&mGameDataFloatName_B, "GameDataFloatName_B"); getDynamicParam(&mOperator, "Operator"); } } // namespace uking::query