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- Refactoring for checking victory/loss conditions (use enum class instead of magic numbers)
- Improved showing player lost message for one special case
This commit is contained in:
@@ -356,27 +356,55 @@ public:
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struct BattleInfo;
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class DLL_LINKAGE EVictoryLossCheckResult
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{
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public:
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static const EVictoryLossCheckResult NO_VICTORY_OR_LOSS;
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static const EVictoryLossCheckResult VICTORY_STANDARD;
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static const EVictoryLossCheckResult VICTORY_SPECIAL;
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static const EVictoryLossCheckResult LOSS_STANDARD_HEROES_AND_TOWNS;
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static const EVictoryLossCheckResult LOSS_STANDARD_TOWNS_AND_TIME_OVER;
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static const EVictoryLossCheckResult LOSS_SPECIAL;
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EVictoryLossCheckResult();
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bool operator==(EVictoryLossCheckResult const & other) const;
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bool operator!=(EVictoryLossCheckResult const & other) const;
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bool victory() const;
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bool loss() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & intValue;
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}
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private:
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EVictoryLossCheckResult(si32 intValue);
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si32 intValue;
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};
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DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
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class DLL_LINKAGE CGameState : public CNonConstInfoCallback
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{
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public:
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ConstTransitivePtr<StartInfo> scenarioOps, initialOpts; //second one is a copy of settings received from pregame (not randomized)
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PlayerColor currentPlayer; //ID of player currently having turn
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ConstTransitivePtr<BattleInfo> curB; //current battle
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ui32 day; //total number of days in game
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ConstTransitivePtr<CMap> map;
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std::map<PlayerColor, PlayerState> players;
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std::map<TeamID, TeamState> teams;
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CBonusSystemNode globalEffects;
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struct DLL_LINKAGE HeroesPool
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{
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std::map<ui32, ConstTransitivePtr<CGHeroInstance> > heroesPool; //[subID] - heroes available to buy; nullptr if not available
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std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero (binary flags)
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CGHeroInstance * pickHeroFor(bool native, PlayerColor player, const CTown *town, std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, const CHeroClass *bannedClass = nullptr) const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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ConstTransitivePtr<BattleInfo> curB; //current battle
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ui32 day; //total number of days in game
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ConstTransitivePtr<CMap> map;
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std::map<PlayerColor, PlayerState> players;
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std::map<TeamID, TeamState> teams;
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CBonusSystemNode globalEffects;
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struct DLL_LINKAGE HeroesPool
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{
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std::map<ui32, ConstTransitivePtr<CGHeroInstance> > heroesPool; //[subID] - heroes available to buy; nullptr if not available
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std::map<ui32,ui8> pavailable; // [subid] -> which players can recruit hero (binary flags)
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CGHeroInstance * pickHeroFor(bool native, PlayerColor player, const CTown *town, std::map<ui32, ConstTransitivePtr<CGHeroInstance> > &available, const CHeroClass *bannedClass = nullptr) const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & heroesPool & pavailable;
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}
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} hpool; //we have here all heroes available on this map that are not hired
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@@ -404,15 +432,13 @@ public:
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void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
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int3 guardingCreaturePosition (int3 pos) const;
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std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
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int victoryCheck(PlayerColor player) const; //checks if given player is winner; -1 if std victory, 1 if special victory, 0 else
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int lossCheck(PlayerColor player) const; //checks if given player is loser; -1 if std loss, 1 if special, 0 else
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PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
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bool checkForStandardLoss(PlayerColor player) const; //checks if given player lost the game
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void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
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std::map<ui32, ConstTransitivePtr<CGHeroInstance> > unusedHeroesFromPool(); //heroes pool without heroes that are available in taverns
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BattleInfo * setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town);
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void buildBonusSystemTree();
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EVictoryLossCheckResult checkForVictoryAndLoss(PlayerColor player) const;
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void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
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std::map<ui32, ConstTransitivePtr<CGHeroInstance> > unusedHeroesFromPool(); //heroes pool without heroes that are available in taverns
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BattleInfo * setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town);
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void buildBonusSystemTree();
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void attachArmedObjects();
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void buildGlobalTeamPlayerTree();
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void deserializationFix();
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@@ -438,6 +464,12 @@ public:
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friend class IGameCallback;
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friend class CMapHandler;
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friend class CGameHandler;
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private:
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EVictoryLossCheckResult checkForVictory(PlayerColor player) const; //checks if given player is winner
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EVictoryLossCheckResult checkForLoss(PlayerColor player) const; //checks if given player is loser
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PlayerColor checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 (NEUTRAL) if no winner
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bool checkForStandardLoss(PlayerColor player) const; //checks if given player lost the game
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};
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struct DLL_LINKAGE QuestInfo //universal interface for human and AI
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