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Replaced 'isVisitActiveFor' methods with single 'getVisitingHero'

This commit is contained in:
Ivan Savenko 2023-09-26 15:55:07 +03:00
parent 49c148502b
commit 0a0c01d639
3 changed files with 35 additions and 43 deletions

View File

@ -1130,41 +1130,41 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
return false;
};
if (guardian && isVisitActiveForAny(guardian))
complainRet("Cannot move hero, destination monster is busy!");
if (guardian && getVisitingHero(guardian) != nullptr)
return complainRet("Cannot move hero, destination monster is busy!");
if (objectToVisit && isVisitActiveForAny(objectToVisit))
complainRet("Cannot move hero, destination object is busy!");
if (objectToVisit && getVisitingHero(objectToVisit) != nullptr)
return complainRet("Cannot move hero, destination object is busy!");
if (objectToVisit &&
objectToVisit->getOwner().isValidPlayer() &&
getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
!turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
complainRet("Cannot move hero, destination player is busy!");
return complainRet("Cannot move hero, destination player is busy!");
//it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat)
if (!t.terType->isPassable() || (standAtObstacle && !canFly))
complainRet("Cannot move hero, destination tile is blocked!");
return complainRet("Cannot move hero, destination tile is blocked!");
//hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
if(standAtWater && !canFly && !canWalkOnSea)
complainRet("Cannot move hero, destination tile is on water!");
return complainRet("Cannot move hero, destination tile is on water!");
if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
complainRet("Cannot disembark hero, tile is blocked!");
return complainRet("Cannot disembark hero, tile is blocked!");
if(distance(h->pos, dst) >= 1.5 && !teleporting)
complainRet("Tiles are not neighboring!");
return complainRet("Tiles are not neighboring!");
if(h->inTownGarrison)
complainRet("Can not move garrisoned hero!");
return complainRet("Can not move garrisoned hero!");
if(h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
complainRet("Hero doesn't have any movement points left!");
return complainRet("Hero doesn't have any movement points left!");
if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
complainRet("Hero cannot transit over this tile!");
return complainRet("Hero cannot transit over this tile!");
//several generic blocks of code
@ -2439,7 +2439,7 @@ bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst
}
else
{
COMPLAIN_RET_FALSE_IF(isVisitActiveForHero(dwelling, hero), "Cannot recruit: can only recruit by visiting hero!");
COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
}
@ -3407,6 +3407,12 @@ void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInsta
logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
if (getVisitingHero(obj) != nullptr)
{
logGlobal->error("Attempt to visit object that is being visited by another hero!");
throw std::runtime_error("Can not visit object that is being visited");
}
std::shared_ptr<CObjectVisitQuery> visitQuery;
auto startVisit = [&](ObjectVisitStarted & event)
@ -4106,42 +4112,24 @@ void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor p
sendAndApply(&fow);
}
bool CGameHandler::isVisitActiveForAny(const CGObjectInstance *obj)
const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
{
assert(obj);
for (auto const & query : queries->allQueries())
{
auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
if (visit && visit->visitedObject == obj)
return true;
return visit->visitingHero;
}
return false;
}
bool CGameHandler::isVisitActiveForPlayer(const CGObjectInstance *obj, PlayerColor player)
{
for (auto const & query : queries->allQueries())
{
auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
if (visit && visit->visitedObject == obj && visit->visitingHero->getOwner() == player)
return true;
}
return false;
}
bool CGameHandler::isVisitActiveForHero(const CGObjectInstance *obj, const CGHeroInstance *hero)
{
for (auto const & query : queries->allQueries())
{
auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
if (visit && visit->visitedObject == obj && visit->visitingHero == hero)
return true;
}
return false;
return nullptr;
}
bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
{
assert(isVisitActiveForHero(obj, hero));
assert(obj);
assert(hero);
assert(getVisitingHero(obj) == hero);
// Check top query of targeted player:
// If top query is NOT visit to targeted object then we assume that
// visitation query is covered by other query that must be answered first

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@ -153,9 +153,8 @@ public:
void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override;
bool isVisitActiveForAny(const CGObjectInstance *obj);
bool isVisitActiveForPlayer(const CGObjectInstance *obj, PlayerColor player);
bool isVisitActiveForHero(const CGObjectInstance *obj, const CGHeroInstance *hero);
/// Returns hero that is currently visiting this object, or nullptr if no visit is active
const CGHeroInstance * getVisitingHero(const CGObjectInstance *obj);
bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
void setObjProperty(ObjectInstanceID objid, int prop, si64 val) override;
void showInfoDialog(InfoWindow * iw) override;

View File

@ -174,8 +174,13 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
if(mapObject->ID == Obj::TAVERN)
{
if (!gameHandler->isVisitActiveForPlayer(mapObject, player) && gameHandler->complain("Can't buy hero in tavern you are not visiting!"))
const CGHeroInstance * visitor = gameHandler->getVisitingHero(mapObject);
if (!visitor || visitor->getOwner() != player)
{
gameHandler->complain("Can't buy hero in tavern not being visited!");
return false;
}
if(gameHandler->getTile(mapObject->visitablePos())->visitableObjects.back() != mapObject && gameHandler->complain("Tavern entry must be unoccupied!"))
return false;