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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-17 00:07:41 +02:00

Reduce usage of pointers to VLC entities

Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
This commit is contained in:
Ivan Savenko
2024-10-05 19:37:52 +00:00
parent 81f0222c68
commit 3dd4fa2528
83 changed files with 445 additions and 468 deletions

View File

@ -47,8 +47,8 @@ TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player,
// try to find "better" slot to overwrite
// we want to avoid overwriting retreated heroes when tavern still has slot with random hero
// as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
auto roleLeft = heroesPool->getSlotRole(heroes[0]->getHeroType());
auto roleRight = heroesPool->getSlotRole(heroes[1]->getHeroType());
auto roleLeft = heroesPool->getSlotRole(heroes[0]->getHeroTypeID());
auto roleRight = heroesPool->getSlotRole(heroes[1]->getHeroTypeID());
if (roleLeft > roleRight)
return TavernHeroSlot::RANDOM;
@ -70,7 +70,7 @@ void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHer
sah.slotID = selectSlotForRole(color, sah.roleID);
sah.player = color;
sah.hid = hero->getHeroType();
sah.hid = hero->getHeroTypeID();
sah.replenishPoints = false;
gameHandler->sendAndApply(sah);
}
@ -82,9 +82,9 @@ void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroIns
sah.slotID = selectSlotForRole(color, sah.roleID);
sah.player = color;
sah.hid = hero->getHeroType();
sah.hid = hero->getHeroTypeID();
sah.army.clearSlots();
sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
sah.army.setCreature(SlotID(0), hero->getHeroType()->initialArmy.at(0).creature, 1);
sah.replenishPoints = false;
gameHandler->sendAndApply(sah);
@ -112,7 +112,7 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe
if (newHero)
{
sah.hid = newHero->getHeroType();
sah.hid = newHero->getHeroTypeID();
if (giveArmy)
{
@ -123,7 +123,7 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe
{
sah.roleID = TavernSlotRole::SINGLE_UNIT;
sah.army.clearSlots();
sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
sah.army.setCreature(SlotID(0), newHero->getHeroType()->initialArmy[0].creature, 1);
}
}
else
@ -208,7 +208,7 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
for(const auto & hero : recruitableHeroes)
{
if(hero->getHeroType() == heroToRecruit)
if(hero->getHeroTypeID() == heroToRecruit)
recruitedHero = hero;
}
@ -221,7 +221,7 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
HeroRecruited hr;
hr.tid = mapObject->id;
hr.hid = recruitedHero->getHeroType();
hr.hid = recruitedHero->getHeroTypeID();
hr.player = player;
hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
@ -258,14 +258,14 @@ std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const
for(const auto & elem : heroesPool->unusedHeroesFromPool())
{
if (vstd::contains(result, elem.second->type->heroClass))
if (vstd::contains(result, elem.second->getHeroClass()))
continue;
bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
bool heroClassBanned = elem.second->type->heroClass->tavernProbability(factionID) == 0;
bool heroClassBanned = elem.second->getHeroClass()->tavernProbability(factionID) == 0;
if(heroAvailable && !heroClassBanned)
result.push_back(elem.second->type->heroClass);
result.push_back(elem.second->getHeroClass());
}
return result;
@ -282,7 +282,7 @@ std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const Pl
assert(!vstd::contains(result, elem.second));
bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player);
bool heroClassMatches = elem.second->type->heroClass == heroClass;
bool heroClassMatches = elem.second->getHeroClass() == heroClass;
if(heroAvailable && heroClassMatches)
result.push_back(elem.second);
@ -318,7 +318,7 @@ const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerCo
continue;
bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){
return hero->type->heroClass == heroClass;
return hero->getHeroClass() == heroClass;
});
if (hasSameClass)