De-duplicates Lock derived state checks

develop
Josh Cooper 2022-09-02 20:32:50 -07:00
parent b3284c9d82
commit 22cb7d20c8
1 changed files with 15 additions and 10 deletions

@ -78,30 +78,35 @@ void World::SetPauseState(bool paused)
std::unordered_set<Lock*> PlayerLock::locks;
std::unordered_set<Lock*> AnnouncementLock::locks;
bool AnnouncementLock::isAnyLocked() const {
template<typename Locks>
inline bool any_lock(Locks locks) {
return std::any_of(locks.begin(), locks.end(), [](Lock* lock) { return lock->isLocked(); });
}
bool AnnouncementLock::isOnlyLocked() const {
template<typename Locks, typename LockT>
inline bool only_lock(Locks locks, LockT* this_lock) {
return std::all_of(locks.begin(), locks.end(), [&](Lock* lock) {
if (lock == this) {
if (lock == this_lock) {
return lock->isLocked();
}
return !lock->isLocked();
});
}
bool AnnouncementLock::isAnyLocked() const {
return any_lock(locks);
}
bool AnnouncementLock::isOnlyLocked() const {
return only_lock(locks, this);
}
bool PlayerLock::isAnyLocked() const {
return std::any_of(locks.begin(), locks.end(), [](Lock* lock) { return lock->isLocked(); });
return any_lock(locks);
}
bool PlayerLock::isOnlyLocked() const {
return std::all_of(locks.begin(), locks.end(), [&](Lock* lock) {
if (lock == this) {
return lock->isLocked();
}
return !lock->isLocked();
});
return only_lock(locks, this);
}
namespace pausing {