/* * CPlayerState.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CPlayerState.h" #include "mapObjects/CGDwelling.h" #include "mapObjects/CGTownInstance.h" #include "mapObjects/CGHeroInstance.h" #include "gameState/QuestInfo.h" #include "texts/CGeneralTextHandler.h" #include "VCMI_Lib.h" VCMI_LIB_NAMESPACE_BEGIN PlayerState::PlayerState() : color(-1), human(false), cheated(false), enteredWinningCheatCode(false), enteredLosingCheatCode(false), status(EPlayerStatus::INGAME) { setNodeType(PLAYER); } PlayerState::~PlayerState() = default; std::string PlayerState::nodeName() const { return "Player " + color.toString(); } PlayerColor PlayerState::getId() const { return color; } int32_t PlayerState::getIndex() const { return color.getNum(); } int32_t PlayerState::getIconIndex() const { return color.getNum(); } std::string PlayerState::getJsonKey() const { return color.toString(); } std::string PlayerState::getModScope() const { return "core"; } std::string PlayerState::getNameTranslated() const { return VLC->generaltexth->translate(getNameTextID()); } std::string PlayerState::getNameTextID() const { return TextIdentifier("core.plcolors", color.getNum()).get(); } void PlayerState::registerIcons(const IconRegistar & cb) const { //We cannot register new icons for players } TeamID PlayerState::getTeam() const { return team; } bool PlayerState::isHuman() const { return human; } const IBonusBearer * PlayerState::getBonusBearer() const { return this; } int PlayerState::getResourceAmount(int type) const { return vstd::atOrDefault(resources, static_cast(type), 0); } std::vector PlayerState::getDwellings() const { std::vector result; for (auto const & object : ownedObjects) { auto dwelling = dynamic_cast(object); auto town = dynamic_cast(object); if (dwelling && !town) result.push_back(dwelling); } return result; } template std::vector PlayerState::getObjectsOfType() const { std::vector result; for (auto const & object : ownedObjects) { auto casted = dynamic_cast(object); if (casted) result.push_back(casted); } return result; } std::vector PlayerState::getHeroes() const { return getObjectsOfType(); } std::vector PlayerState::getTowns() const { return getObjectsOfType(); } std::vector PlayerState::getHeroes() { return getObjectsOfType(); } std::vector PlayerState::getTowns() { return getObjectsOfType(); } std::vector PlayerState::getOwnedObjects() const { return {ownedObjects.begin(), ownedObjects.end()}; } void PlayerState::addOwnedObject(CGObjectInstance * object) { ownedObjects.push_back(object); } void PlayerState::removeOwnedObject(CGObjectInstance * object) { vstd::erase(ownedObjects, object); } VCMI_LIB_NAMESPACE_END