#include <map>
#include <utility>
#include <functional>
#include <string>
#include <vector>
bool operator> (const GameObject& a, const GameObject& b) {
return a.id > b.id;
}
template<class Tp, template<class> class Compare>
class DereferenceCompare {
Compare<Tp> comp;
public:
bool operator()(const Tp* const a, const Tp* const b) const {
return comp(*a, *b);
}
};
class GameDatabase {
public:
GameDatabase() = default;
void Insert(ObjectId id, string name, size_t x, size_t y);
void Remove(ObjectId id);
vector<GameObject> DataByName(string name) const;
vector<GameObject> DataByPosition(size_t x, size_t y) const;
vector<GameObject> Data() const;
private:
map<ObjectId, GameObject, greater<ObjectId>> m;
};
void GameDatabase::Insert(ObjectId id, string name, size_t x, size_t y) {
m[id] = {id, name, x, y};
}
void GameDatabase::Remove(ObjectId id) {
m.erase(id);
}
vector<GameObject> GameDatabase::DataByName(string name) const {
vector<GameObject> v;
for (auto i : m) {
if (i.second.name == name) {
v.push_back(i.second);
}
}
return v;
}
vector<GameObject> GameDatabase::DataByPosition(size_t x, size_t y) const {
vector<GameObject> v;
for (auto i : m) {
if (i.second.x == x && i.second.y == y) {
v.push_back(i.second);
}
}
return v;
}
vector<GameObject> GameDatabase::Data() const {
vector<GameObject> v;
for (auto i : m) {
v.push_back(i.second);
}
return v;
}