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vcmi/lib/mapObjects/army/CArmedInstance.h
2025-07-07 19:19:17 +03:00

88 lines
2.1 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 "CCreatureSet.h"
#include "../CGObjectInstance.h"
#include "../../bonuses/BonusCache.h"
#include "../../bonuses/CBonusSystemNode.h"
#include <vcmi/Entity.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