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vcmi/server/processors/HeroPoolProcessor.h
Ivan Savenko e9ac8c67c1 Reworked and fixed selection of secondary skills:
- Fixed off-by-one error when checking for obligatory skills
- If both wisdom and magic school must be offered in the same slot, magic
school will be correctly offered on next levelup
- Obligatory skill can now be proposed for upgrade
- Obligatory skills are now offered using hero class weight instead of
simple random
- If hero has multiple skills not available to his class game will
select random skill instead of first one
- Moved storage of random seed to server instead of mutable member
2023-11-20 18:46:24 +02:00

72 lines
2.2 KiB
C++

/*
* HeroPoolProcessor.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
VCMI_LIB_NAMESPACE_BEGIN
enum class TavernHeroSlot : int8_t;
enum class TavernSlotRole : int8_t;
class PlayerColor;
class CGHeroInstance;
class HeroTypeID;
class ObjectInstanceID;
class CRandomGenerator;
class CHeroClass;
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class HeroPoolProcessor : boost::noncopyable
{
/// per-player random generators
std::map<PlayerColor, std::unique_ptr<CRandomGenerator>> playerSeed;
/// per-hero random generators used to randomize skills
std::map<HeroTypeID, std::unique_ptr<CRandomGenerator>> heroSeed;
void clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot);
void selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveStartingArmy);
std::vector<const CHeroClass *> findAvailableClassesFor(const PlayerColor & player) const;
std::vector<CGHeroInstance *> findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const;
const CHeroClass * pickClassFor(bool isNative, const PlayerColor & player);
CGHeroInstance * pickHeroFor(bool isNative, const PlayerColor & player);
CRandomGenerator & getRandomGenerator(const PlayerColor & player);
TavernHeroSlot selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID);
public:
CGameHandler * gameHandler;
HeroPoolProcessor();
HeroPoolProcessor(CGameHandler * gameHandler);
void onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero);
void onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero);
void onNewWeek(const PlayerColor & color);
CRandomGenerator & getHeroSkillsRandomGenerator(const HeroTypeID & hero);
/// Incoming net pack handling
bool hireHero(const ObjectInstanceID & objectID, const HeroTypeID & hid, const PlayerColor & player);
template <typename Handler> void serialize(Handler &h, const int version)
{
// h & gameHandler; // FIXME: make this work instead of using deserializationFix in gameHandler
h & playerSeed;
h & heroSeed;
}
};