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vcmi/lib/pathfinder/TurnInfo.h

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/*
* TurnInfo.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../bonuses/Bonus.h"
#include "../GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
struct DLL_LINKAGE TurnInfo
{
/// This is certainly not the best design ever and certainly can be improved
/// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
struct BonusCache {
std::set<TerrainId> noTerrainPenalty;
bool freeShipBoarding;
bool flyingMovement;
int flyingMovementVal;
bool waterWalking;
int waterWalkingVal;
int pathfindingVal;
BonusCache(const TConstBonusListPtr & bonusList);
};
std::unique_ptr<BonusCache> bonusCache;
const CGHeroInstance * hero;
mutable TConstBonusListPtr bonuses;
mutable int maxMovePointsLand;
mutable int maxMovePointsWater;
TerrainId nativeTerrain;
int turn;
TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
bool isLayerAvailable(const EPathfindingLayer & layer) const;
bool hasBonusOfType(const BonusType type) const;
bool hasBonusOfType(const BonusType type, const BonusSubtypeID subtype) const;
int valOfBonuses(const BonusType type) const;
int valOfBonuses(const BonusType type, const BonusSubtypeID subtype) const;
void updateHeroBonuses(BonusType type, const CSelector& sel) const;
int getMaxMovePoints(const EPathfindingLayer & layer) const;
};
VCMI_LIB_NAMESPACE_END