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