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vcmi/lib/gameState/UpgradeInfo.h

83 lines
1.8 KiB
C++

/*
* UpgradeInfo.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 "../lib/constants/EntityIdentifiers.h"
#include "../lib/ResourceSet.h"
VCMI_LIB_NAMESPACE_BEGIN
class DLL_LINKAGE UpgradeInfo
{
public:
UpgradeInfo() = delete;
UpgradeInfo(CreatureID base)
: oldID(base), isAvailable(true)
{
}
CreatureID oldID; //creature to be upgraded
const std::vector<CreatureID> & getAvailableUpgrades() const
{
return upgradesIDs;
}
const CreatureID & getUpgrade() const
{
return upgradesIDs.back();
}
const ResourceSet & getUpgradeCostsFor(CreatureID id) const
{
auto idIt = std::find(upgradesIDs.begin(), upgradesIDs.end(), id);
assert(idIt != upgradesIDs.end());
return upgradesCosts[std::distance(upgradesIDs.begin(), idIt)];
}
const std::vector<ResourceSet> & getAvailableUpgradeCosts() const
{
return upgradesCosts;
}
const ResourceSet & getUpgradeCosts() const
{
return upgradesCosts.back();
}
bool canUpgrade() const
{
return !upgradesIDs.empty() && isAvailable;
}
bool hasUpgrades() const
{
return !upgradesIDs.empty();
}
// Adds a new upgrade and ensures alignment and sorted order
void addUpgrade(const CreatureID & upgradeID, const Creature * creature, int costPercentageModifier = 100);
auto size() const
{
return upgradesIDs.size();
}
private:
std::vector<CreatureID> upgradesIDs; //possible upgrades
std::vector<ResourceSet> upgradesCosts; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>; cost is for single unit (not entire stack)
bool isAvailable; // flag for unavailableUpgrades like in miniHillFort from HoTA
};
VCMI_LIB_NAMESPACE_END