Moved player-specific heroes & towns information to new class
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/*
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* PlayerLocalState.cpp, 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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#include "StdInc.h"
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#include "PlayerLocalState.h"
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#include "../CCallback.h"
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#include "../lib/CPathfinder.h"
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#include "../lib/mapObjects/CGHeroInstance.h"
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#include "CPlayerInterface.h"
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#include "adventureMap/CAdventureMapInterface.h"
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PlayerLocalState::PlayerLocalState()
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: owner(*LOCPLINT)
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{
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// should never be called, method required for serializer methods template instantiations
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throw std::runtime_error("Can not create PlayerLocalState without interface!");
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}
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PlayerLocalState::PlayerLocalState(CPlayerInterface & owner)
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: owner(owner)
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{
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}
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void PlayerLocalState::saveHeroPaths(std::map<const CGHeroInstance *, int3> & pathsMap)
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{
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for(auto & p : paths)
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{
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if(p.second.nodes.size())
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pathsMap[p.first] = p.second.endPos();
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else
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logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
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}
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}
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void PlayerLocalState::loadHeroPaths(std::map<const CGHeroInstance *, int3> & pathsMap)
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{
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if(owner.cb)
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{
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for(auto & p : pathsMap)
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{
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CGPath path;
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owner.cb->getPathsInfo(p.first)->getPath(path, p.second);
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paths[p.first] = path;
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logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
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}
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}
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}
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void PlayerLocalState::setPath(const CGHeroInstance * h, const CGPath & path)
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{
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paths[h] = path;
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}
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const CGPath & PlayerLocalState::getPath(const CGHeroInstance * h) const
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{
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assert(hasPath(h));
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return paths.at(h);
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}
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bool PlayerLocalState::hasPath(const CGHeroInstance * h) const
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{
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return paths.count(h) > 0;
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}
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bool PlayerLocalState::setPath(const CGHeroInstance * h, const int3 & destination)
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{
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CGPath path;
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if(!owner.cb->getPathsInfo(h)->getPath(path, destination))
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return false;
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setPath(h, path);
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return true;
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}
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void PlayerLocalState::removeLastNode(const CGHeroInstance * h)
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{
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assert(hasPath(h));
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if(!hasPath(h))
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return;
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auto & path = paths[h];
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path.nodes.pop_back();
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if(path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
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erasePath(h);
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}
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void PlayerLocalState::erasePath(const CGHeroInstance * h)
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{
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paths.erase(h);
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adventureInt->onHeroChanged(h);
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}
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void PlayerLocalState::verifyPath(const CGHeroInstance * h)
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{
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if(!hasPath(h))
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return;
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setPath(h, getPath(h).endPos());
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}
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