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vcmi/client/PlayerLocalState.cpp

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/*
* PlayerLocalState.cpp, 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
*
*/
#include "StdInc.h"
#include "PlayerLocalState.h"
#include "../CCallback.h"
#include "../lib/mapObjects/CGHeroInstance.h"
#include "../lib/mapObjects/CGTownInstance.h"
#include "../lib/pathfinder/CGPathNode.h"
#include "CPlayerInterface.h"
#include "adventureMap/AdventureMapInterface.h"
PlayerLocalState::PlayerLocalState(CPlayerInterface & owner)
: owner(owner)
, currentSelection(nullptr)
{
}
void PlayerLocalState::saveHeroPaths(std::map<const CGHeroInstance *, int3> & pathsMap)
{
for(auto & p : paths)
{
if(p.second.nodes.size())
pathsMap[p.first] = p.second.endPos();
else
logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
}
}
void PlayerLocalState::loadHeroPaths(std::map<const CGHeroInstance *, int3> & pathsMap)
{
if(owner.cb)
{
for(auto & p : pathsMap)
{
CGPath path;
owner.cb->getPathsInfo(p.first)->getPath(path, p.second);
paths[p.first] = path;
logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
}
}
}
void PlayerLocalState::setPath(const CGHeroInstance * h, const CGPath & path)
{
paths[h] = path;
}
const CGPath & PlayerLocalState::getPath(const CGHeroInstance * h) const
{
assert(hasPath(h));
return paths.at(h);
}
bool PlayerLocalState::hasPath(const CGHeroInstance * h) const
{
return paths.count(h) > 0;
}
bool PlayerLocalState::setPath(const CGHeroInstance * h, const int3 & destination)
{
CGPath path;
if(!owner.cb->getPathsInfo(h)->getPath(path, destination))
{
paths.erase(h); //invalidate previously possible path if selected (before other hero blocked only path / fly spell expired)
return false;
}
setPath(h, path);
return true;
}
void PlayerLocalState::removeLastNode(const CGHeroInstance * h)
{
assert(hasPath(h));
if(!hasPath(h))
return;
auto & path = paths[h];
path.nodes.pop_back();
if(path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
erasePath(h);
}
void PlayerLocalState::erasePath(const CGHeroInstance * h)
{
paths.erase(h);
adventureInt->onHeroChanged(h);
}
void PlayerLocalState::verifyPath(const CGHeroInstance * h)
{
if(!hasPath(h))
return;
setPath(h, getPath(h).endPos());
}
const CGHeroInstance * PlayerLocalState::getCurrentHero() const
{
if(currentSelection && currentSelection->ID == Obj::HERO)
return dynamic_cast<const CGHeroInstance *>(currentSelection);
else
return nullptr;
}
const CGHeroInstance * PlayerLocalState::getNextWanderingHero(const CGHeroInstance * currentHero)
{
bool currentHeroFound = false;
const CGHeroInstance * firstSuitable = nullptr;
const CGHeroInstance * nextSuitable = nullptr;
for(const auto * hero : getWanderingHeroes())
{
if (hero == currentHero)
{
currentHeroFound = true;
continue;
}
if (isHeroSleeping(hero))
continue;
if (hero->movementPointsRemaining() == 0)
continue;
if (!firstSuitable)
firstSuitable = hero;
if (!nextSuitable && currentHeroFound)
nextSuitable = hero;
}
// if we found suitable hero after currently selected hero -> return this hero
if (nextSuitable)
return nextSuitable;
// othervice -> loop over and return first suitable hero in the list (or null if none)
return firstSuitable;
}
const CGTownInstance * PlayerLocalState::getCurrentTown() const
{
if(currentSelection && currentSelection->ID == Obj::TOWN)
return dynamic_cast<const CGTownInstance *>(currentSelection);
else
return nullptr;
}
const CArmedInstance * PlayerLocalState::getCurrentArmy() const
{
if(currentSelection)
return dynamic_cast<const CArmedInstance *>(currentSelection);
else
return nullptr;
}
void PlayerLocalState::setSelection(const CArmedInstance * selection)
{
if (currentSelection == selection)
return;
currentSelection = selection;
if (selection)
adventureInt->onSelectionChanged(selection);
}
bool PlayerLocalState::isHeroSleeping(const CGHeroInstance * hero) const
{
return vstd::contains(sleepingHeroes, hero);
}
void PlayerLocalState::setHeroAsleep(const CGHeroInstance * hero)
{
assert(hero);
assert(vstd::contains(wanderingHeroes, hero));
assert(!vstd::contains(sleepingHeroes, hero));
sleepingHeroes.push_back(hero);
}
void PlayerLocalState::setHeroAwaken(const CGHeroInstance * hero)
{
assert(hero);
assert(vstd::contains(wanderingHeroes, hero));
assert(vstd::contains(sleepingHeroes, hero));
vstd::erase(sleepingHeroes, hero);
}
const std::vector<const CGHeroInstance *> & PlayerLocalState::getWanderingHeroes()
{
return wanderingHeroes;
}
const CGHeroInstance * PlayerLocalState::getWanderingHero(size_t index)
{
if(index < wanderingHeroes.size())
return wanderingHeroes[index];
return nullptr;
}
void PlayerLocalState::addWanderingHero(const CGHeroInstance * hero)
{
assert(hero);
assert(!vstd::contains(wanderingHeroes, hero));
wanderingHeroes.push_back(hero);
}
void PlayerLocalState::removeWanderingHero(const CGHeroInstance * hero)
{
assert(hero);
assert(vstd::contains(wanderingHeroes, hero));
if (hero == currentSelection)
{
auto const * nextHero = getNextWanderingHero(hero);
setSelection(nextHero);
}
vstd::erase(wanderingHeroes, hero);
vstd::erase(sleepingHeroes, hero);
if (currentSelection == nullptr && !wanderingHeroes.empty())
setSelection(wanderingHeroes.front());
if (currentSelection == nullptr && !ownedTowns.empty())
setSelection(ownedTowns.front());
}
void PlayerLocalState::swapWanderingHero(int pos1, int pos2)
{
assert(wanderingHeroes[pos1] && wanderingHeroes[pos2]);
std::swap(wanderingHeroes[pos1], wanderingHeroes[pos2]);
}
const std::vector<const CGTownInstance *> & PlayerLocalState::getOwnedTowns()
{
return ownedTowns;
}
const CGTownInstance * PlayerLocalState::getOwnedTown(size_t index)
{
if(index < ownedTowns.size())
return ownedTowns[index];
return nullptr;
}
void PlayerLocalState::addOwnedTown(const CGTownInstance * town)
{
assert(town);
assert(!vstd::contains(ownedTowns, town));
ownedTowns.push_back(town);
}
void PlayerLocalState::removeOwnedTown(const CGTownInstance * town)
{
assert(town);
assert(vstd::contains(ownedTowns, town));
vstd::erase(ownedTowns, town);
if (town == currentSelection)
setSelection(nullptr);
if (currentSelection == nullptr && !wanderingHeroes.empty())
setSelection(wanderingHeroes.front());
if (currentSelection == nullptr && !ownedTowns.empty())
setSelection(ownedTowns.front());
}
void PlayerLocalState::swapOwnedTowns(int pos1, int pos2)
{
assert(ownedTowns[pos1] && ownedTowns[pos2]);
std::swap(ownedTowns[pos1], ownedTowns[pos2]);
adventureInt->onTownOrderChanged();
}