/* * TavernHeroesPool.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 "TavernHeroesPool.h" #include "../mapObjects/CGHeroInstance.h" #include "../CHeroHandler.h" VCMI_LIB_NAMESPACE_BEGIN TavernHeroesPool::~TavernHeroesPool() { for(const auto & ptr : heroesPool) // clean hero pool delete ptr.second; } std::map TavernHeroesPool::unusedHeroesFromPool() const { std::map pool = heroesPool; for(const auto & slot : currentTavern) pool.erase(slot.hero->getHeroType()); return pool; } TavernSlotRole TavernHeroesPool::getSlotRole(HeroTypeID hero) const { for (auto const & slot : currentTavern) { if (slot.hero->getHeroType() == hero) return slot.role; } return TavernSlotRole::NONE; } void TavernHeroesPool::setHeroForPlayer(PlayerColor player, TavernHeroSlot slot, HeroTypeID hero, CSimpleArmy & army, TavernSlotRole role, bool replenishPoints) { vstd::erase_if(currentTavern, [&](const TavernSlot & entry){ return entry.player == player && entry.slot == slot; }); if (hero == HeroTypeID::NONE) return; CGHeroInstance * h = heroesPool[hero]; if (h && army) h->setToArmy(army); if (h && replenishPoints) { h->setMovementPoints(h->movementPointsLimit(true)); h->mana = h->manaLimit(); } TavernSlot newSlot; newSlot.hero = h; newSlot.player = player; newSlot.role = role; newSlot.slot = slot; currentTavern.push_back(newSlot); boost::range::sort(currentTavern, [](const TavernSlot & left, const TavernSlot & right) { if (left.slot == right.slot) return left.player < right.player; else return left.slot < right.slot; }); } bool TavernHeroesPool::isHeroAvailableFor(HeroTypeID hero, PlayerColor color) const { if (perPlayerAvailability.count(hero)) return perPlayerAvailability.at(hero).count(color) != 0; return true; } std::vector TavernHeroesPool::getHeroesFor(PlayerColor color) const { std::vector result; for(const auto & slot : currentTavern) { if (slot.player == color) result.push_back(slot.hero); } return result; } CGHeroInstance * TavernHeroesPool::takeHeroFromPool(HeroTypeID hero) { assert(heroesPool.count(hero)); CGHeroInstance * result = heroesPool[hero]; heroesPool.erase(hero); vstd::erase_if(currentTavern, [&](const TavernSlot & entry){ return entry.hero->type->getId() == hero; }); assert(result); return result; } void TavernHeroesPool::onNewDay() { auto unusedHeroes = unusedHeroesFromPool(); for(auto & hero : heroesPool) { assert(hero.second); if(!hero.second) continue; hero.second->removeBonusesRecursive(Bonus::OneDay); hero.second->reduceBonusDurations(Bonus::NDays); hero.second->reduceBonusDurations(Bonus::OneWeek); // do not access heroes who are not present in tavern of any players if (vstd::contains(unusedHeroes, hero.first)) continue; hero.second->setMovementPoints(hero.second->movementPointsLimit(true)); hero.second->mana = hero.second->getManaNewTurn(); } } void TavernHeroesPool::addHeroToPool(CGHeroInstance * hero) { heroesPool[hero->getHeroType()] = hero; } void TavernHeroesPool::setAvailability(HeroTypeID hero, std::set mask) { perPlayerAvailability[hero] = mask; } VCMI_LIB_NAMESPACE_END