mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-14 10:12:59 +02:00
54 lines
1.5 KiB
C++
54 lines
1.5 KiB
C++
/*
|
|
* TurnInfo.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 "../bonuses/Bonus.h"
|
|
#include "../GameConstants.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
class CGHeroInstance;
|
|
|
|
struct DLL_LINKAGE TurnInfo
|
|
{
|
|
/// This is certainly not the best design ever and certainly can be improved
|
|
/// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
|
|
struct BonusCache {
|
|
std::set<TerrainId> noTerrainPenalty;
|
|
bool freeShipBoarding;
|
|
bool flyingMovement;
|
|
int flyingMovementVal;
|
|
bool waterWalking;
|
|
int waterWalkingVal;
|
|
int pathfindingVal;
|
|
|
|
BonusCache(const TConstBonusListPtr & bonusList);
|
|
};
|
|
std::unique_ptr<BonusCache> bonusCache;
|
|
|
|
const CGHeroInstance * hero;
|
|
mutable TConstBonusListPtr bonuses;
|
|
mutable int maxMovePointsLand;
|
|
mutable int maxMovePointsWater;
|
|
TerrainId nativeTerrain;
|
|
int turn;
|
|
|
|
TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
|
|
bool isLayerAvailable(const EPathfindingLayer & layer) const;
|
|
bool hasBonusOfType(const BonusType type) const;
|
|
bool hasBonusOfType(const BonusType type, const BonusSubtypeID subtype) const;
|
|
int valOfBonuses(const BonusType type) const;
|
|
int valOfBonuses(const BonusType type, const BonusSubtypeID subtype) const;
|
|
void updateHeroBonuses(BonusType type, const CSelector& sel) const;
|
|
int getMaxMovePoints(const EPathfindingLayer & layer) const;
|
|
};
|
|
|
|
VCMI_LIB_NAMESPACE_END
|