/* * PlayerLocalState.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 "PlayerLocalState.h" #include "../CCallback.h" #include "../lib/mapObjects/CGHeroInstance.h" #include "../lib/mapObjects/CGTownInstance.h" #include "../lib/pathfinder/CGPathNode.h" #include "CPlayerInterface.h" #include "adventureMap/AdventureMapInterface.h" PlayerLocalState::PlayerLocalState(CPlayerInterface & owner) : owner(owner) , currentSelection(nullptr) { } void PlayerLocalState::saveHeroPaths(std::map & pathsMap) { for(auto & p : paths) { if(p.second.nodes.size()) pathsMap[p.first] = p.second.endPos(); else logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated()); } } void PlayerLocalState::loadHeroPaths(std::map & pathsMap) { if(owner.cb) { for(auto & p : pathsMap) { CGPath path; owner.cb->getPathsInfo(p.first)->getPath(path, p.second); paths[p.first] = path; logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size()); } } } void PlayerLocalState::setPath(const CGHeroInstance * h, const CGPath & path) { paths[h] = path; } const CGPath & PlayerLocalState::getPath(const CGHeroInstance * h) const { assert(hasPath(h)); return paths.at(h); } bool PlayerLocalState::hasPath(const CGHeroInstance * h) const { return paths.count(h) > 0; } bool PlayerLocalState::setPath(const CGHeroInstance * h, const int3 & destination) { CGPath path; if(!owner.cb->getPathsInfo(h)->getPath(path, destination)) { paths.erase(h); //invalidate previously possible path if selected (before other hero blocked only path / fly spell expired) return false; } setPath(h, path); return true; } void PlayerLocalState::removeLastNode(const CGHeroInstance * h) { assert(hasPath(h)); if(!hasPath(h)) return; auto & path = paths[h]; path.nodes.pop_back(); 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 erasePath(h); } void PlayerLocalState::erasePath(const CGHeroInstance * h) { paths.erase(h); adventureInt->onHeroChanged(h); } void PlayerLocalState::verifyPath(const CGHeroInstance * h) { if(!hasPath(h)) return; setPath(h, getPath(h).endPos()); } const CGHeroInstance * PlayerLocalState::getCurrentHero() const { if(currentSelection && currentSelection->ID == Obj::HERO) return dynamic_cast(currentSelection); else return nullptr; } const CGHeroInstance * PlayerLocalState::getNextWanderingHero(const CGHeroInstance * currentHero) { bool currentHeroFound = false; const CGHeroInstance * firstSuitable = nullptr; const CGHeroInstance * nextSuitable = nullptr; for(const auto * hero : getWanderingHeroes()) { if (hero == currentHero) { currentHeroFound = true; continue; } if (isHeroSleeping(hero)) continue; if (hero->movementPointsRemaining() == 0) continue; if (!firstSuitable) firstSuitable = hero; if (!nextSuitable && currentHeroFound) nextSuitable = hero; } // if we found suitable hero after currently selected hero -> return this hero if (nextSuitable) return nextSuitable; // othervice -> loop over and return first suitable hero in the list (or null if none) return firstSuitable; } const CGTownInstance * PlayerLocalState::getCurrentTown() const { if(currentSelection && currentSelection->ID == Obj::TOWN) return dynamic_cast(currentSelection); else return nullptr; } const CArmedInstance * PlayerLocalState::getCurrentArmy() const { if(currentSelection) return dynamic_cast(currentSelection); else return nullptr; } void PlayerLocalState::setSelection(const CArmedInstance * selection) { if (currentSelection == selection) return; currentSelection = selection; if (selection) adventureInt->onSelectionChanged(selection); } bool PlayerLocalState::isHeroSleeping(const CGHeroInstance * hero) const { return vstd::contains(sleepingHeroes, hero); } void PlayerLocalState::setHeroAsleep(const CGHeroInstance * hero) { assert(hero); assert(vstd::contains(wanderingHeroes, hero)); assert(!vstd::contains(sleepingHeroes, hero)); sleepingHeroes.push_back(hero); } void PlayerLocalState::setHeroAwaken(const CGHeroInstance * hero) { assert(hero); assert(vstd::contains(wanderingHeroes, hero)); assert(vstd::contains(sleepingHeroes, hero)); vstd::erase(sleepingHeroes, hero); } const std::vector & PlayerLocalState::getWanderingHeroes() { return wanderingHeroes; } const CGHeroInstance * PlayerLocalState::getWanderingHero(size_t index) { if(index < wanderingHeroes.size()) return wanderingHeroes[index]; return nullptr; } void PlayerLocalState::addWanderingHero(const CGHeroInstance * hero) { assert(hero); assert(!vstd::contains(wanderingHeroes, hero)); wanderingHeroes.push_back(hero); } void PlayerLocalState::removeWanderingHero(const CGHeroInstance * hero) { assert(hero); assert(vstd::contains(wanderingHeroes, hero)); if (hero == currentSelection) { auto const * nextHero = getNextWanderingHero(hero); setSelection(nextHero); } vstd::erase(wanderingHeroes, hero); vstd::erase(sleepingHeroes, hero); if (currentSelection == nullptr && !wanderingHeroes.empty()) setSelection(wanderingHeroes.front()); if (currentSelection == nullptr && !ownedTowns.empty()) setSelection(ownedTowns.front()); } const std::vector & PlayerLocalState::getOwnedTowns() { return ownedTowns; } const CGTownInstance * PlayerLocalState::getOwnedTown(size_t index) { if(index < ownedTowns.size()) return ownedTowns[index]; return nullptr; } void PlayerLocalState::addOwnedTown(const CGTownInstance * town) { assert(town); assert(!vstd::contains(ownedTowns, town)); ownedTowns.push_back(town); } void PlayerLocalState::removeOwnedTown(const CGTownInstance * town) { assert(town); assert(vstd::contains(ownedTowns, town)); vstd::erase(ownedTowns, town); if (town == currentSelection) setSelection(nullptr); if (currentSelection == nullptr && !wanderingHeroes.empty()) setSelection(wanderingHeroes.front()); if (currentSelection == nullptr && !ownedTowns.empty()) setSelection(ownedTowns.front()); }