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Implemented tavern slot selection using rules similar to H3
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@ -396,6 +396,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
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${MAIN_LIB_DIR}/gameState/InfoAboutArmy.h
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${MAIN_LIB_DIR}/gameState/SThievesGuildInfo.h
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${MAIN_LIB_DIR}/gameState/TavernHeroesPool.h
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${MAIN_LIB_DIR}/gameState/TavernSlot.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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@ -19,6 +19,7 @@
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#include "battle/BattleAction.h"
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#include "battle/CObstacleInstance.h"
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#include "gameState/EVictoryLossCheckResult.h"
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#include "gameState/TavernSlot.h"
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#include "gameState/QuestInfo.h"
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#include "mapObjects/CGHeroInstance.h"
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#include "mapping/CMapDefines.h"
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@ -338,7 +339,8 @@ struct DLL_LINKAGE SetAvailableHero : public CPackForClient
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}
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void applyGs(CGameState * gs);
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uint8_t slotID;
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TavernHeroSlot slotID;
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TavernSlotRole roleID;
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PlayerColor player;
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HeroTypeID hid; //-1 if no hero
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CSimpleArmy army;
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@ -348,6 +350,7 @@ struct DLL_LINKAGE SetAvailableHero : public CPackForClient
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & slotID;
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h & roleID;
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h & player;
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h & hid;
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h & army;
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@ -942,7 +942,7 @@ void FoWChange::applyGs(CGameState *gs)
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void SetAvailableHero::applyGs(CGameState *gs)
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{
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gs->hpool->setHeroForPlayer(player, TavernHeroSlot(slotID), hid, army);
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gs->hpool->setHeroForPlayer(player, slotID, hid, army, roleID);
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}
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void GiveBonus::applyGs(CGameState *gs)
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@ -23,17 +23,27 @@ TavernHeroesPool::~TavernHeroesPool()
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std::map<HeroTypeID, CGHeroInstance*> TavernHeroesPool::unusedHeroesFromPool() const
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{
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std::map<HeroTypeID, CGHeroInstance*> pool = heroesPool;
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for(const auto & player : currentTavern)
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for(auto availableHero : player.second)
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if(availableHero.second)
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pool.erase(HeroTypeID(availableHero.second->subID));
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for(const auto & slot : currentTavern)
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pool.erase(HeroTypeID(slot.hero->subID));
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return pool;
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}
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void TavernHeroesPool::setHeroForPlayer(PlayerColor player, TavernHeroSlot slot, HeroTypeID hero, CSimpleArmy & army)
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TavernSlotRole TavernHeroesPool::getSlotRole(HeroTypeID hero) const
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{
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currentTavern[player].erase(slot);
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for (auto const & slot : currentTavern)
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{
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if (HeroTypeID(slot.hero->subID) == hero)
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return slot.role;
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}
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return TavernSlotRole::NONE;
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}
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void TavernHeroesPool::setHeroForPlayer(PlayerColor player, TavernHeroSlot slot, HeroTypeID hero, CSimpleArmy & army, TavernSlotRole role)
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{
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vstd::erase_if(currentTavern, [&](const TavernSlot & entry){
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return entry.player == player && entry.slot == slot;
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});
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if (hero == HeroTypeID::NONE)
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return;
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@ -43,7 +53,21 @@ void TavernHeroesPool::setHeroForPlayer(PlayerColor player, TavernHeroSlot slot,
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if (h && army)
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h->setToArmy(army);
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currentTavern[player][slot] = h;
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TavernSlot newSlot;
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newSlot.hero = h;
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newSlot.player = player;
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newSlot.role = TavernSlotRole::SINGLE_UNIT; // TODO
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newSlot.slot = slot;
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currentTavern.push_back(newSlot);
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boost::range::sort(currentTavern, [](const TavernSlot & left, const TavernSlot & right)
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{
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if (left.slot == right.slot)
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return left.player < right.player;
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else
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return left.slot < right.slot;
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});
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}
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bool TavernHeroesPool::isHeroAvailableFor(HeroTypeID hero, PlayerColor color) const
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@ -58,11 +82,11 @@ std::vector<const CGHeroInstance *> TavernHeroesPool::getHeroesFor(PlayerColor c
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{
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std::vector<const CGHeroInstance *> result;
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if(!currentTavern.count(color))
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return result;
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for(const auto & hero : currentTavern.at(color))
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result.push_back(hero.second);
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for(const auto & slot : currentTavern)
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{
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if (slot.player == color)
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result.push_back(slot.hero);
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}
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return result;
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}
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@ -9,8 +9,8 @@
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*/
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#pragma once
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#include "../ConstTransitivePtr.h"
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#include "../GameConstants.h"
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#include "TavernSlot.h"
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VCMI_LIB_NAMESPACE_BEGIN
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@ -21,14 +21,24 @@ class CHeroClass;
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class CGameState;
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class CSimpleArmy;
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enum class TavernHeroSlot
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{
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NATIVE, // 1st / left slot in tavern, contains hero native to player's faction on new week
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RANDOM // 2nd / right slot in tavern, contains hero of random class
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};
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class DLL_LINKAGE TavernHeroesPool
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{
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struct TavernSlot
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{
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CGHeroInstance * hero;
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TavernHeroSlot slot;
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TavernSlotRole role;
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PlayerColor player;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & hero;
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h & slot;
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h & role;
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h & player;
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}
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};
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/// list of all heroes in pool, including those currently present in taverns
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std::map<HeroTypeID, CGHeroInstance* > heroesPool;
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@ -36,8 +46,8 @@ class DLL_LINKAGE TavernHeroesPool
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/// if hero is not present in list, he is available for everyone
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std::map<HeroTypeID, PlayerColor::Mask> pavailable;
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/// list of heroes currently available in a tavern of a specific player
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std::map<PlayerColor, std::map<TavernHeroSlot, CGHeroInstance*> > currentTavern;
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/// list of heroes currently available in taverns
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std::vector<TavernSlot> currentTavern;
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public:
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~TavernHeroesPool();
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@ -51,6 +61,8 @@ public:
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/// Returns true if hero is available to a specific player
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bool isHeroAvailableFor(HeroTypeID hero, PlayerColor color) const;
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TavernSlotRole getSlotRole(HeroTypeID hero) const;
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CGHeroInstance * takeHero(HeroTypeID hero);
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/// reset mana and movement points for all heroes in pool
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@ -58,7 +70,7 @@ public:
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void addHeroToPool(CGHeroInstance * hero);
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void setAvailability(HeroTypeID hero, PlayerColor::Mask mask);
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void setHeroForPlayer(PlayerColor player, TavernHeroSlot slot, HeroTypeID hero, CSimpleArmy & army);
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void setHeroForPlayer(PlayerColor player, TavernHeroSlot slot, HeroTypeID hero, CSimpleArmy & army, TavernSlotRole role);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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35
lib/gameState/TavernSlot.h
Normal file
35
lib/gameState/TavernSlot.h
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@ -0,0 +1,35 @@
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/*
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* TavernSlot.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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VCMI_LIB_NAMESPACE_BEGIN
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enum class TavernHeroSlot : int8_t
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{
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NONE = -1,
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NATIVE, // 1st / left slot in tavern, contains hero native to player's faction on new week
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RANDOM // 2nd / right slot in tavern, contains hero of random class
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};
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enum class TavernSlotRole : int8_t
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{
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NONE = -1,
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SINGLE_UNIT, // hero was added after buying hero from this slot, and only has 1 creature in army
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FULL_ARMY, // hero was added to tavern on new week and still has full army
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RETREATED, // hero was owned by player before, but have retreated from battle and only has 1 creature in army
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SURRENDERED, // hero was owned by player before, but have surrendered in battle and kept some troops
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// SURRENDERED_DAY7, // helper value for heroes that surrendered after 7th day during enemy turn
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// RETREATED_DAY7,
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};
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VCMI_LIB_NAMESPACE_END
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@ -20,6 +20,7 @@
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#include "../lib/mapObjects/CGTownInstance.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/gameState/TavernHeroesPool.h"
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#include "../lib/gameState/TavernSlot.h"
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HeroPoolProcessor::HeroPoolProcessor()
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: gameHandler(nullptr)
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@ -31,10 +32,43 @@ HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
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{
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}
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TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
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{
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const auto & hpool = gameHandler->gameState()->hpool;
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const auto & heroes = hpool->getHeroesFor(player);
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// if tavern has empty slot - use it
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if (heroes.size() == 0)
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return TavernHeroSlot::NATIVE;
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if (heroes.size() == 1)
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return TavernHeroSlot::RANDOM;
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// try to find "better" slot to overwrite
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// we want to avoid overwriting retreated heroes when tavern still has slot with random hero
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// as well as avoid overwriting surrendered heroes if we can overwrite retreated hero
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auto roleLeft = hpool->getSlotRole(HeroTypeID(heroes[0]->subID));
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auto roleRight = hpool->getSlotRole(HeroTypeID(heroes[1]->subID));
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if (roleLeft > roleRight)
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return TavernHeroSlot::RANDOM;
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if (roleLeft < roleRight)
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return TavernHeroSlot::NATIVE;
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// both slots are equal in "value", so select randomly
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if (getRandomGenerator(player).nextInt(100) > 50)
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return TavernHeroSlot::RANDOM;
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else
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return TavernHeroSlot::NATIVE;
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}
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void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
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{
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SetAvailableHero sah;
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sah.slotID = 0;
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sah.slotID = selectSlotForRole(color, TavernSlotRole::SURRENDERED);
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sah.roleID = TavernSlotRole::SURRENDERED;
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sah.player = color;
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sah.hid = hero->subID;
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sah.army.clear();
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@ -45,7 +79,8 @@ void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHer
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void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
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{
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SetAvailableHero sah;
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sah.slotID = 0;
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sah.slotID = selectSlotForRole(color, TavernSlotRole::RETREATED);
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sah.roleID = TavernSlotRole::RETREATED;
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sah.player = color;
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sah.hid = hero->subID;
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@ -56,7 +91,8 @@ void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroS
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{
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SetAvailableHero sah;
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sah.player = color;
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sah.slotID = static_cast<int>(slot);
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sah.roleID = TavernSlotRole::NONE;
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sah.slotID = slot;
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sah.hid = HeroTypeID::NONE;
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gameHandler->sendAndApply(&sah);
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}
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@ -65,7 +101,7 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe
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{
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SetAvailableHero sah;
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sah.player = color;
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sah.slotID = static_cast<int>(slot);
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sah.slotID = slot;
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//first hero - native if possible, second hero -> any other class
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CGHeroInstance *h = pickHeroFor(needNativeHero, color);
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@ -76,10 +112,12 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe
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if (giveArmy)
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{
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sah.roleID = TavernSlotRole::FULL_ARMY;
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h->initArmy(getRandomGenerator(color), &sah.army);
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}
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else
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{
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sah.roleID = TavernSlotRole::SINGLE_UNIT;
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sah.army.clear();
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sah.army.setCreature(SlotID(0), h->type->initialArmy[0].creature, 1);
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}
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@ -11,7 +11,8 @@
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VCMI_LIB_NAMESPACE_BEGIN
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enum class TavernHeroSlot;
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enum class TavernHeroSlot : int8_t;
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enum class TavernSlotRole : int8_t;
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class PlayerColor;
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class CGHeroInstance;
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class HeroTypeID;
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@ -41,6 +42,7 @@ class HeroPoolProcessor : boost::noncopyable
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CRandomGenerator & getRandomGenerator(const PlayerColor & player);
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TavernHeroSlot selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID);
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public:
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CGameHandler * gameHandler;
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