mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-04 09:42:40 +02:00
288 lines
6.9 KiB
C++
288 lines
6.9 KiB
C++
/*
|
|
* PlayerLocalState.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 "PlayerLocalState.h"
|
|
|
|
#include "../CCallback.h"
|
|
#include "../lib/mapObjects/CGHeroInstance.h"
|
|
#include "../lib/mapObjects/CGTownInstance.h"
|
|
#include "../lib/pathfinder/CGPathNode.h"
|
|
#include "CPlayerInterface.h"
|
|
#include "adventureMap/AdventureMapInterface.h"
|
|
|
|
PlayerLocalState::PlayerLocalState(CPlayerInterface & owner)
|
|
: owner(owner)
|
|
, currentSelection(nullptr)
|
|
{
|
|
}
|
|
|
|
void PlayerLocalState::saveHeroPaths(std::map<const CGHeroInstance *, int3> & pathsMap)
|
|
{
|
|
for(auto & p : paths)
|
|
{
|
|
if(p.second.nodes.size())
|
|
pathsMap[p.first] = p.second.endPos();
|
|
else
|
|
logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
|
|
}
|
|
}
|
|
|
|
void PlayerLocalState::loadHeroPaths(std::map<const CGHeroInstance *, int3> & pathsMap)
|
|
{
|
|
if(owner.cb)
|
|
{
|
|
for(auto & p : pathsMap)
|
|
{
|
|
CGPath path;
|
|
owner.cb->getPathsInfo(p.first)->getPath(path, p.second);
|
|
paths[p.first] = path;
|
|
logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
|
|
}
|
|
}
|
|
}
|
|
|
|
void PlayerLocalState::setPath(const CGHeroInstance * h, const CGPath & path)
|
|
{
|
|
paths[h] = path;
|
|
}
|
|
|
|
const CGPath & PlayerLocalState::getPath(const CGHeroInstance * h) const
|
|
{
|
|
assert(hasPath(h));
|
|
return paths.at(h);
|
|
}
|
|
|
|
bool PlayerLocalState::hasPath(const CGHeroInstance * h) const
|
|
{
|
|
return paths.count(h) > 0;
|
|
}
|
|
|
|
bool PlayerLocalState::setPath(const CGHeroInstance * h, const int3 & destination)
|
|
{
|
|
CGPath path;
|
|
if(!owner.cb->getPathsInfo(h)->getPath(path, destination))
|
|
{
|
|
paths.erase(h); //invalidate previously possible path if selected (before other hero blocked only path / fly spell expired)
|
|
return false;
|
|
}
|
|
|
|
setPath(h, path);
|
|
return true;
|
|
}
|
|
|
|
void PlayerLocalState::removeLastNode(const CGHeroInstance * h)
|
|
{
|
|
assert(hasPath(h));
|
|
if(!hasPath(h))
|
|
return;
|
|
|
|
auto & path = paths[h];
|
|
path.nodes.pop_back();
|
|
if(path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
|
|
erasePath(h);
|
|
}
|
|
|
|
void PlayerLocalState::erasePath(const CGHeroInstance * h)
|
|
{
|
|
paths.erase(h);
|
|
adventureInt->onHeroChanged(h);
|
|
}
|
|
|
|
void PlayerLocalState::verifyPath(const CGHeroInstance * h)
|
|
{
|
|
if(!hasPath(h))
|
|
return;
|
|
setPath(h, getPath(h).endPos());
|
|
}
|
|
|
|
const CGHeroInstance * PlayerLocalState::getCurrentHero() const
|
|
{
|
|
if(currentSelection && currentSelection->ID == Obj::HERO)
|
|
return dynamic_cast<const CGHeroInstance *>(currentSelection);
|
|
else
|
|
return nullptr;
|
|
}
|
|
|
|
const CGHeroInstance * PlayerLocalState::getNextWanderingHero(const CGHeroInstance * currentHero)
|
|
{
|
|
bool currentHeroFound = false;
|
|
const CGHeroInstance * firstSuitable = nullptr;
|
|
const CGHeroInstance * nextSuitable = nullptr;
|
|
|
|
for(const auto * hero : getWanderingHeroes())
|
|
{
|
|
if (hero == currentHero)
|
|
{
|
|
currentHeroFound = true;
|
|
continue;
|
|
}
|
|
|
|
if (isHeroSleeping(hero))
|
|
continue;
|
|
|
|
if (hero->movementPointsRemaining() == 0)
|
|
continue;
|
|
|
|
if (!firstSuitable)
|
|
firstSuitable = hero;
|
|
|
|
if (!nextSuitable && currentHeroFound)
|
|
nextSuitable = hero;
|
|
}
|
|
|
|
// if we found suitable hero after currently selected hero -> return this hero
|
|
if (nextSuitable)
|
|
return nextSuitable;
|
|
|
|
// othervice -> loop over and return first suitable hero in the list (or null if none)
|
|
return firstSuitable;
|
|
}
|
|
|
|
const CGTownInstance * PlayerLocalState::getCurrentTown() const
|
|
{
|
|
if(currentSelection && currentSelection->ID == Obj::TOWN)
|
|
return dynamic_cast<const CGTownInstance *>(currentSelection);
|
|
else
|
|
return nullptr;
|
|
}
|
|
|
|
const CArmedInstance * PlayerLocalState::getCurrentArmy() const
|
|
{
|
|
if(currentSelection)
|
|
return dynamic_cast<const CArmedInstance *>(currentSelection);
|
|
else
|
|
return nullptr;
|
|
}
|
|
|
|
void PlayerLocalState::setSelection(const CArmedInstance * selection)
|
|
{
|
|
if (currentSelection == selection)
|
|
return;
|
|
|
|
currentSelection = selection;
|
|
|
|
if (selection)
|
|
adventureInt->onSelectionChanged(selection);
|
|
}
|
|
|
|
bool PlayerLocalState::isHeroSleeping(const CGHeroInstance * hero) const
|
|
{
|
|
return vstd::contains(sleepingHeroes, hero);
|
|
}
|
|
|
|
void PlayerLocalState::setHeroAsleep(const CGHeroInstance * hero)
|
|
{
|
|
assert(hero);
|
|
assert(vstd::contains(wanderingHeroes, hero));
|
|
assert(!vstd::contains(sleepingHeroes, hero));
|
|
|
|
sleepingHeroes.push_back(hero);
|
|
}
|
|
|
|
void PlayerLocalState::setHeroAwaken(const CGHeroInstance * hero)
|
|
{
|
|
assert(hero);
|
|
assert(vstd::contains(wanderingHeroes, hero));
|
|
assert(vstd::contains(sleepingHeroes, hero));
|
|
|
|
vstd::erase(sleepingHeroes, hero);
|
|
}
|
|
|
|
const std::vector<const CGHeroInstance *> & PlayerLocalState::getWanderingHeroes()
|
|
{
|
|
return wanderingHeroes;
|
|
}
|
|
|
|
const CGHeroInstance * PlayerLocalState::getWanderingHero(size_t index)
|
|
{
|
|
if(index < wanderingHeroes.size())
|
|
return wanderingHeroes[index];
|
|
throw std::runtime_error("No hero with index " + std::to_string(index));
|
|
}
|
|
|
|
void PlayerLocalState::addWanderingHero(const CGHeroInstance * hero)
|
|
{
|
|
assert(hero);
|
|
assert(!vstd::contains(wanderingHeroes, hero));
|
|
wanderingHeroes.push_back(hero);
|
|
}
|
|
|
|
void PlayerLocalState::removeWanderingHero(const CGHeroInstance * hero)
|
|
{
|
|
assert(hero);
|
|
assert(vstd::contains(wanderingHeroes, hero));
|
|
|
|
if (hero == currentSelection)
|
|
{
|
|
auto const * nextHero = getNextWanderingHero(hero);
|
|
setSelection(nextHero);
|
|
}
|
|
|
|
vstd::erase(wanderingHeroes, hero);
|
|
vstd::erase(sleepingHeroes, hero);
|
|
|
|
if (currentSelection == nullptr && !wanderingHeroes.empty())
|
|
setSelection(wanderingHeroes.front());
|
|
|
|
if (currentSelection == nullptr && !ownedTowns.empty())
|
|
setSelection(ownedTowns.front());
|
|
}
|
|
|
|
void PlayerLocalState::swapWanderingHero(size_t pos1, size_t pos2)
|
|
{
|
|
assert(wanderingHeroes[pos1] && wanderingHeroes[pos2]);
|
|
std::swap(wanderingHeroes.at(pos1), wanderingHeroes.at(pos2));
|
|
|
|
adventureInt->onHeroOrderChanged();
|
|
}
|
|
|
|
const std::vector<const CGTownInstance *> & PlayerLocalState::getOwnedTowns()
|
|
{
|
|
return ownedTowns;
|
|
}
|
|
|
|
const CGTownInstance * PlayerLocalState::getOwnedTown(size_t index)
|
|
{
|
|
if(index < ownedTowns.size())
|
|
return ownedTowns[index];
|
|
throw std::runtime_error("No town with index " + std::to_string(index));
|
|
}
|
|
|
|
void PlayerLocalState::addOwnedTown(const CGTownInstance * town)
|
|
{
|
|
assert(town);
|
|
assert(!vstd::contains(ownedTowns, town));
|
|
ownedTowns.push_back(town);
|
|
}
|
|
|
|
void PlayerLocalState::removeOwnedTown(const CGTownInstance * town)
|
|
{
|
|
assert(town);
|
|
assert(vstd::contains(ownedTowns, town));
|
|
vstd::erase(ownedTowns, town);
|
|
|
|
if (town == currentSelection)
|
|
setSelection(nullptr);
|
|
|
|
if (currentSelection == nullptr && !wanderingHeroes.empty())
|
|
setSelection(wanderingHeroes.front());
|
|
|
|
if (currentSelection == nullptr && !ownedTowns.empty())
|
|
setSelection(ownedTowns.front());
|
|
}
|
|
|
|
void PlayerLocalState::swapOwnedTowns(size_t pos1, size_t pos2)
|
|
{
|
|
assert(ownedTowns[pos1] && ownedTowns[pos2]);
|
|
std::swap(ownedTowns.at(pos1), ownedTowns.at(pos2));
|
|
|
|
adventureInt->onTownOrderChanged();
|
|
}
|