2015-12-02 21:39:53 +02:00
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/*
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* CPlayerState.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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2017-07-13 10:26:03 +02:00
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#pragma once
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2015-12-02 21:39:53 +02:00
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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#include <vcmi/Player.h>
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#include <vcmi/Team.h>
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2015-12-02 21:39:53 +02:00
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#include "HeroBonus.h"
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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#include "ResourceSet.h"
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2015-12-02 21:39:53 +02:00
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2022-07-26 15:07:42 +02:00
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VCMI_LIB_NAMESPACE_BEGIN
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2015-12-02 21:39:53 +02:00
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class CGHeroInstance;
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class CGTownInstance;
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class CGDwelling;
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2022-06-11 17:45:34 +02:00
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struct QuestInfo;
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2015-12-02 21:39:53 +02:00
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|
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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struct DLL_LINKAGE PlayerState : public CBonusSystemNode, public Player
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2015-12-02 21:39:53 +02:00
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{
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public:
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PlayerColor color;
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bool human; //true if human controlled player, false for AI
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TeamID team;
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TResources resources;
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std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
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std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;
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std::vector<ConstTransitivePtr<CGTownInstance> > towns;
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std::vector<ConstTransitivePtr<CGHeroInstance> > availableHeroes; //heroes available in taverns
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std::vector<ConstTransitivePtr<CGDwelling> > dwellings; //used for town growth
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std::vector<QuestInfo> quests; //store info about all received quests
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bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
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EPlayerStatus::EStatus status;
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boost::optional<ui8> daysWithoutCastle;
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PlayerState();
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2023-03-13 23:26:44 +02:00
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PlayerState(PlayerState && other) noexcept;
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2016-07-29 11:27:55 +02:00
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2015-12-02 21:39:53 +02:00
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std::string nodeName() const override;
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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PlayerColor getColor() const override;
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TeamID getTeam() const override;
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bool isHuman() const override;
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const IBonusBearer * accessBonuses() const override;
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int getResourceAmount(int type) const override;
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2015-12-02 21:39:53 +02:00
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2022-01-25 13:19:48 +02:00
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bool checkVanquished() const
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{
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return heroes.empty() && towns.empty();
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}
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2015-12-02 21:39:53 +02:00
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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2017-07-31 15:35:42 +02:00
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h & color;
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h & human;
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h & team;
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h & resources;
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h & status;
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h & heroes;
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h & towns;
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h & availableHeroes;
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h & dwellings;
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h & quests;
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h & visitedObjects;
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h & status;
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h & daysWithoutCastle;
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h & enteredLosingCheatCode;
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h & enteredWinningCheatCode;
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2015-12-02 21:39:53 +02:00
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h & static_cast<CBonusSystemNode&>(*this);
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}
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};
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struct DLL_LINKAGE TeamState : public CBonusSystemNode
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{
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public:
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TeamID id; //position in gameState::teams
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std::set<PlayerColor> players; // members of this team
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2016-12-12 22:38:12 +02:00
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//TODO: boost::array, bool if possible
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2022-09-18 16:39:10 +02:00
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std::shared_ptr<boost::multi_array<ui8, 3>> fogOfWarMap; //[z][x][y] true - visible, false - hidden
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2015-12-02 21:39:53 +02:00
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TeamState();
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2023-03-13 23:26:44 +02:00
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TeamState(TeamState && other) noexcept;
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2015-12-02 21:39:53 +02:00
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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2017-07-31 15:35:42 +02:00
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h & id;
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h & players;
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h & fogOfWarMap;
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2015-12-02 21:39:53 +02:00
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h & static_cast<CBonusSystemNode&>(*this);
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}
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};
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2022-07-26 15:07:42 +02:00
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VCMI_LIB_NAMESPACE_END
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