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Fix build
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098e68b8dd
commit
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@ -55,6 +55,7 @@
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#include "../lib/mapObjects/ObjectTemplate.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/gameState/InfoAboutArmy.h"
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#include "../lib/gameState/SThievesGuildInfo.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CBuildingHandler.h"
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#include "../lib/CConfigHandler.h"
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@ -392,6 +392,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
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${MAIN_LIB_DIR}/gameState/CGameStateCampaign.h
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${MAIN_LIB_DIR}/gameState/EVictoryLossCheckResult.h
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${MAIN_LIB_DIR}/gameState/InfoAboutArmy.h
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${MAIN_LIB_DIR}/gameState/SThievesGuildInfo.h
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${MAIN_LIB_DIR}/gameState/QuestInfo.h
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${MAIN_LIB_DIR}/logging/CBasicLogConfigurator.h
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@ -12,6 +12,7 @@
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#include "gameState/CGameState.h"
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#include "gameState/InfoAboutArmy.h"
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#include "gameState/SThievesGuildInfo.h"
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#include "CGeneralTextHandler.h"
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#include "StartInfo.h" // for StartInfo
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#include "battle/BattleInfo.h" // for BattleInfo
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@ -40,6 +40,8 @@ PlayerState::PlayerState(PlayerState && other) noexcept:
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std::swap(quests, other.quests);
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}
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PlayerState::~PlayerState() = default;
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std::string PlayerState::nodeName() const
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{
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return "Player " + color.getStrCap(false);
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@ -43,6 +43,7 @@ public:
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PlayerState();
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PlayerState(PlayerState && other) noexcept;
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~PlayerState();
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std::string nodeName() const override;
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@ -54,5 +54,4 @@ enum class CampaignScenarioID : int8_t
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// no members - fake enum to create integer type that is not implicitly convertible to int
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};
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VCMI_LIB_NAMESPACE_END
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@ -9,6 +9,8 @@
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*/
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#pragma once
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VCMI_LIB_NAMESPACE_BEGIN
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struct DLL_LINKAGE CampaignScenarioPrologEpilog
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{
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bool hasPrologEpilog = false;
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@ -24,3 +26,5 @@ struct DLL_LINKAGE CampaignScenarioPrologEpilog
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h & prologText;
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}
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};
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VCMI_LIB_NAMESPACE_END
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@ -418,3 +418,5 @@ bool CampaignState::isCampaignFinished() const
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{
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return conqueredScenarios() == allScenarios();
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}
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VCMI_LIB_NAMESPACE_END
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@ -13,6 +13,7 @@
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#include "EVictoryLossCheckResult.h"
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#include "InfoAboutArmy.h"
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#include "CGameStateCampaign.h"
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#include "SThievesGuildInfo.h"
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#include "../ArtifactUtils.h"
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#include "../CBuildingHandler.h"
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@ -29,40 +29,11 @@ struct EventCondition;
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struct CampaignTravel;
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class CStackInstance;
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class CGameStateCampaign;
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struct SThievesGuildInfo;
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template<typename T> class CApplier;
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class CBaseForGSApply;
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struct DLL_LINKAGE SThievesGuildInfo
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{
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std::vector<PlayerColor> playerColors; //colors of players that are in-game
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std::vector< std::vector< PlayerColor > > numOfTowns, numOfHeroes, gold, woodOre, mercSulfCrystGems, obelisks, artifacts, army, income; // [place] -> [colours of players]
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std::map<PlayerColor, InfoAboutHero> colorToBestHero; //maps player's color to his best heros'
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std::map<PlayerColor, EAiTactic::EAiTactic> personality; // color to personality // ai tactic
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std::map<PlayerColor, si32> bestCreature; // color to ID // id or -1 if not known
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// template <typename Handler> void serialize(Handler &h, const int version)
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// {
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// h & playerColors;
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// h & numOfTowns;
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// h & numOfHeroes;
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// h & gold;
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// h & woodOre;
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// h & mercSulfCrystGems;
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// h & obelisks;
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// h & artifacts;
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// h & army;
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// h & income;
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// h & colorToBestHero;
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// h & personality;
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// h & bestCreature;
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// }
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};
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struct DLL_LINKAGE RumorState
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{
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enum ERumorType : ui8
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@ -81,3 +81,5 @@ private:
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si32 intValue; // uses EResultult
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};
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VCMI_LIB_NAMESPACE_END
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47
lib/gameState/SThievesGuildInfo.h
Normal file
47
lib/gameState/SThievesGuildInfo.h
Normal file
@ -0,0 +1,47 @@
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/*
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* SThievesGuildInfo.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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#pragma once
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#include "../GameConstants.h"
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#include "InfoAboutArmy.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct DLL_LINKAGE SThievesGuildInfo
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{
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std::vector<PlayerColor> playerColors; //colors of players that are in-game
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std::vector< std::vector< PlayerColor > > numOfTowns, numOfHeroes, gold, woodOre, mercSulfCrystGems, obelisks, artifacts, army, income; // [place] -> [colours of players]
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std::map<PlayerColor, InfoAboutHero> colorToBestHero; //maps player's color to his best heros'
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std::map<PlayerColor, EAiTactic::EAiTactic> personality; // color to personality // ai tactic
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std::map<PlayerColor, si32> bestCreature; // color to ID // id or -1 if not known
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// template <typename Handler> void serialize(Handler &h, const int version)
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// {
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// h & playerColors;
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// h & numOfTowns;
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// h & numOfHeroes;
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// h & gold;
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// h & woodOre;
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// h & mercSulfCrystGems;
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// h & obelisks;
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// h & artifacts;
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// h & army;
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// h & income;
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// h & colorToBestHero;
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// h & personality;
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// h & bestCreature;
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// }
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};
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VCMI_LIB_NAMESPACE_END
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