1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-16 10:19:47 +02:00
vcmi/lib/gameState/TavernHeroesPool.cpp
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00

150 lines
3.4 KiB
C++

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