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vcmi: PlayerState is now an Entity
This will reduce code duplication a little bit.
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commit
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@ -10,19 +10,18 @@
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#pragma once
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#include "Entity.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class PlayerColor;
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class TeamID;
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class IBonusBearer;
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class DLL_LINKAGE Player
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class DLL_LINKAGE Player : public EntityWithBonuses<PlayerColor>
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{
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public:
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virtual PlayerColor getColor() const = 0;
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virtual TeamID getTeam() const = 0;
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virtual bool isHuman() const = 0;
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virtual const IBonusBearer * accessBonuses() const = 0;
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virtual int getResourceAmount(int type) const = 0;
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};
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@ -45,11 +45,37 @@ std::string PlayerState::nodeName() const
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return "Player " + color.getStrCap(false);
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}
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PlayerColor PlayerState::getColor() const
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PlayerColor PlayerState::getId() const
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{
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return color;
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}
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int32_t PlayerState::getIndex() const
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{
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return color.getNum();
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}
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int32_t PlayerState::getIconIndex() const
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{
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return color.getNum();
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}
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std::string PlayerState::getJsonKey() const
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{
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return color.getStr(false);
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}
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std::string PlayerState::getNameTranslated() const
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{
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return color.getStr(true);
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}
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std::string PlayerState::getNameTextID() const
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{
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return color.getStr(false);
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}
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void PlayerState::registerIcons(const IconRegistar & cb) const
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{
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//We cannot register new icons for players
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}
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TeamID PlayerState::getTeam() const
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{
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return team;
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@ -45,12 +45,19 @@ public:
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std::string nodeName() const override;
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PlayerColor getColor() const override;
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PlayerColor getId() const override;
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TeamID getTeam() const override;
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bool isHuman() const override;
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const IBonusBearer * accessBonuses() const override;
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int getResourceAmount(int type) const override;
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int32_t getIndex() const override;
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int32_t getIconIndex() const override;
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std::string getJsonKey() const override;
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std::string getNameTranslated() const override;
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std::string getNameTextID() const override;
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void registerIcons(const IconRegistar & cb) const override;
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bool checkVanquished() const
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{
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return heroes.empty() && towns.empty();
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