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vcmi/lib/mapObjects/CArmedInstance.h
Ivan Savenko 6ac57a7cfc Improvements to bonus system node types / propagators
- Node type is now set on construction and never changes
- Added army propagator that also checks for TOWN and HERO
- Renamed existing propagators to be in sync with enumeration
2025-06-25 17:34:20 +03:00

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2.0 KiB
C++

/*
* CArmedInstance.h, 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
*
*/
#pragma once
#include "CGObjectInstance.h"
#include "../CCreatureSet.h"
#include "../bonuses/CBonusSystemNode.h"
#include "../bonuses/BonusCache.h"
VCMI_LIB_NAMESPACE_BEGIN
class BattleInfo;
class CGameState;
class JsonSerializeFormat;
class DLL_LINKAGE CArmedInstance: public CGObjectInstance, public CBonusSystemNode, public CCreatureSet, public IConstBonusProvider
{
private:
BonusValueCache nonEvilAlignmentMix;
void attachUnitsToArmy();
protected:
virtual CBonusSystemNode & whereShouldBeAttached(CGameState & gs);
virtual CBonusSystemNode & whatShouldBeAttached();
public:
BattleInfo *battle; //set to the current battle, if engaged
void randomizeArmy(FactionID type);
virtual void updateMoraleBonusFromArmy();
void armyChanged() override;
CArmedInstance * getArmy() final { return this; }
const CArmedInstance * getArmy() const final { return this; }
//////////////////////////////////////////////////////////////////////////
//IConstBonusProvider
const IBonusBearer* getBonusBearer() const override;
void attachToBonusSystem(CGameState & gs) override;
void detachFromBonusSystem(CGameState & gs) override;
void restoreBonusSystem(CGameState & gs) override;
//////////////////////////////////////////////////////////////////////////
CArmedInstance(IGameInfoCallback *cb);
CArmedInstance(IGameInfoCallback *cb, BonusNodeType nodeType, bool isHypothetic);
PlayerColor getOwner() const override
{
return this->tempOwner;
}
TerrainId getCurrentTerrain() const;
void serializeJsonOptions(JsonSerializeFormat & handler) override;
template <typename Handler> void serialize(Handler &h)
{
h & static_cast<CGObjectInstance&>(*this);
h & static_cast<CBonusSystemNode&>(*this);
h & static_cast<CCreatureSet&>(*this);
if(!h.saving && h.loadingGamestate)
attachUnitsToArmy();
}
};
VCMI_LIB_NAMESPACE_END