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285bafdbf4
Restore hero to pool if Prison fails to be placed.
74 lines
1.7 KiB
C++
74 lines
1.7 KiB
C++
/*
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* PrisonHeroPlacer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "PrisonHeroPlacer.h"
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#include "../CMapGenerator.h"
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#include "../RmgMap.h"
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#include "TreasurePlacer.h"
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#include "../CZonePlacer.h"
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#include "../../VCMI_Lib.h"
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#include "../../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../../mapObjects/MapObjects.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void PrisonHeroPlacer::process()
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{
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getAllowedHeroes();
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}
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void PrisonHeroPlacer::init()
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{
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// Reserve at least 16 heroes for each player
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reservedHeroes = 16 * generator.getMapGenOptions().getHumanOrCpuPlayerCount();
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}
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void PrisonHeroPlacer::getAllowedHeroes()
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{
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// TODO: Give each zone unique HeroPlacer with private hero list?
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// Call that only once
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if (allowedHeroes.empty())
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{
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allowedHeroes = generator.getAllPossibleHeroes();
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}
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}
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int PrisonHeroPlacer::getPrisonsRemaning() const
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{
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return std::max<int>(allowedHeroes.size() - reservedHeroes, 0);
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}
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HeroTypeID PrisonHeroPlacer::drawRandomHero()
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{
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RecursiveLock lock(externalAccessMutex);
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if (getPrisonsRemaning() > 0)
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{
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RandomGeneratorUtil::randomShuffle(allowedHeroes, zone.getRand());
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HeroTypeID ret = allowedHeroes.back();
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allowedHeroes.pop_back();
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return ret;
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}
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else
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{
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throw rmgException("No unused heroes left for prisons!");
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}
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}
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void PrisonHeroPlacer::restoreDrawnHero(const HeroTypeID & hid)
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{
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RecursiveLock lock(externalAccessMutex);
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allowedHeroes.push_back(hid);
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}
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VCMI_LIB_NAMESPACE_END
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