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Files
vcmi/client/widgets/CExchangeController.cpp
2025-07-07 13:45:34 +03:00

149 lines
4.4 KiB
C++

/*
* CExchangeController.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 "CExchangeController.h"
#include "../CPlayerInterface.h"
#include "../GameInstance.h"
#include "../widgets/CGarrisonInt.h"
#include "../lib/callback/CCallback.h"
#include "../lib/mapObjects/CGHeroInstance.h"
CExchangeController::CExchangeController(ObjectInstanceID hero1, ObjectInstanceID hero2)
: left(GAME->interface()->cb->getHero(hero1))
, right(GAME->interface()->cb->getHero(hero2))
{
}
void CExchangeController::swapArmy()
{
const auto & leftSlots = left->Slots();
const auto & rightSlots = right->Slots();
auto leftIt = leftSlots.begin();
auto rightIt = rightSlots.begin();
// Swap slots that are full in both armies
// [A] [B] => [B] [A]
for (SlotID slotID(0); slotID < GameConstants::ARMY_SIZE; ++slotID)
{
if (left->hasStackAtSlot(slotID) && right->hasStackAtSlot(slotID))
GAME->interface()->cb->swapCreatures(left, right, slotID, slotID);
}
// Swap pairs of stacks in different slots and correct their positions
// [A] [ ] [B] [ ] [ ] [A]
// => =>
// [ ] [B] [ ] [A] [B] [ ]
for (;;)
{
while (leftIt != leftSlots.end() && right->hasStackAtSlot(leftIt->first))
leftIt++;
while (rightIt != rightSlots.end() && left->hasStackAtSlot(rightIt->first))
rightIt++;
if (leftIt == leftSlots.end() || rightIt == rightSlots.end())
break;
GAME->interface()->cb->swapCreatures(left, right, leftIt->first, rightIt->first);
GAME->interface()->cb->swapCreatures(left, left, leftIt->first, rightIt->first);
GAME->interface()->cb->swapCreatures(right, right, rightIt->first, leftIt->first);
leftIt++;
rightIt++;
}
// Move remaining unpaired stacks (if armies size is different)
// [A] [ ] => [ ] [A]
for(; leftIt != leftSlots.end(); leftIt++)
GAME->interface()->cb->swapCreatures(left, right, leftIt->first, leftIt->first);
for(; rightIt != rightSlots.end(); rightIt++)
GAME->interface()->cb->swapCreatures(left, right, rightIt->first, rightIt->first);
}
void CExchangeController::moveArmy(bool leftToRight, std::optional<SlotID> heldSlot)
{
const auto source = leftToRight ? left : right;
const auto target = leftToRight ? right : left;
if(!heldSlot.has_value())
{
const auto & weakestSlot = vstd::minElementByFun(source->Slots(),
[](const auto & s) -> int
{
return s.second->getCreatureID().toCreature()->getAIValue();
});
heldSlot = weakestSlot->first;
}
if (source->getCreature(heldSlot.value()) == nullptr)
return;
GAME->interface()->cb->bulkMoveArmy(source->id, target->id, heldSlot.value());
}
void CExchangeController::moveStack(bool leftToRight, SlotID sourceSlot)
{
const auto source = leftToRight ? left : right;
const auto target = leftToRight ? right : left;
auto creature = source->getCreature(sourceSlot);
if(creature == nullptr)
return;
SlotID targetSlot = target->getSlotFor(creature);
if(targetSlot.validSlot())
{
if(source->stacksCount() == 1 && source->needsLastStack())
{
GAME->interface()->cb->splitStack(source, target, sourceSlot, targetSlot,
target->getStackCount(targetSlot) + source->getStackCount(sourceSlot) - 1);
}
else
{
GAME->interface()->cb->mergeOrSwapStacks(source, target, sourceSlot, targetSlot);
}
}
}
void CExchangeController::moveSingleStackCreature(bool leftToRight, SlotID sourceSlot, bool forceEmptySlotTarget)
{
const auto source = leftToRight ? left : right;
const auto target = leftToRight ? right : left;
auto creature = source->getCreature(sourceSlot);
if(creature == nullptr || source->stacksCount() == 1)
return;
SlotID targetSlot = forceEmptySlotTarget ? target->getFreeSlot() : target->getSlotFor(creature);
if(targetSlot.validSlot())
{
GAME->interface()->cb->splitStack(source, target, sourceSlot, targetSlot, target->getStackCount(targetSlot) + 1);
}
}
void CExchangeController::swapArtifacts(bool equipped, bool baclpack)
{
GAME->interface()->cb->bulkMoveArtifacts(left->id, right->id, true, equipped, baclpack);
}
void CExchangeController::moveArtifacts(bool leftToRight, bool equipped, bool baclpack)
{
const auto source = leftToRight ? left : right;
const auto target = leftToRight ? right : left;
GAME->interface()->cb->bulkMoveArtifacts(source->id, target->id, false, equipped, baclpack);
}