TavernHeroesPool.cpp 4.1 KB

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  1. /*
  2. * TavernHeroesPool.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "TavernHeroesPool.h"
  12. #include "CGameState.h"
  13. #include "CPlayerState.h"
  14. #include "../mapObjects/CGHeroInstance.h"
  15. #include "../CHeroHandler.h"
  16. TavernHeroesPool::TavernHeroesPool() = default;
  17. TavernHeroesPool::TavernHeroesPool(CGameState * gameState)
  18. : gameState(gameState)
  19. {
  20. }
  21. TavernHeroesPool::~TavernHeroesPool()
  22. {
  23. for(auto ptr : heroesPool) // clean hero pool
  24. delete ptr.second;
  25. }
  26. std::map<HeroTypeID, CGHeroInstance*> TavernHeroesPool::unusedHeroesFromPool()
  27. {
  28. std::map<HeroTypeID, CGHeroInstance*> pool = heroesPool;
  29. for(const auto & player : currentTavern)
  30. for(auto availableHero : player.second)
  31. if(availableHero.second)
  32. pool.erase(HeroTypeID(availableHero.second->subID));
  33. return pool;
  34. }
  35. void TavernHeroesPool::setHeroForPlayer(PlayerColor player, TavernHeroSlot slot, HeroTypeID hero, CSimpleArmy & army)
  36. {
  37. currentTavern[player].erase(slot);
  38. if (hero == HeroTypeID::NONE)
  39. return;
  40. CGHeroInstance * h = heroesPool[hero];
  41. if (h && army)
  42. h->setToArmy(army);
  43. currentTavern[player][slot] = h;
  44. }
  45. bool TavernHeroesPool::isHeroAvailableFor(HeroTypeID hero, PlayerColor color) const
  46. {
  47. if (pavailable.count(hero))
  48. return pavailable.at(hero) & (1 << color.getNum());
  49. return true;
  50. }
  51. CGHeroInstance * TavernHeroesPool::pickHeroFor(TavernHeroSlot slot,
  52. const PlayerColor & player,
  53. const FactionID & factionID,
  54. CRandomGenerator & rand,
  55. const CHeroClass * bannedClass) const
  56. {
  57. if(player>=PlayerColor::PLAYER_LIMIT)
  58. {
  59. logGlobal->error("Cannot pick hero for player %d. Wrong owner!", player.getStr());
  60. return nullptr;
  61. }
  62. if(slot == TavernHeroSlot::NATIVE)
  63. {
  64. std::vector<CGHeroInstance *> pool;
  65. for(auto & elem : heroesPool)
  66. {
  67. //get all available heroes
  68. bool heroAvailable = isHeroAvailableFor(elem.first, player);
  69. bool heroClassNative = elem.second->type->heroClass->faction == factionID;
  70. if(heroAvailable && heroClassNative)
  71. pool.push_back(elem.second);
  72. }
  73. if(!pool.empty())
  74. return *RandomGeneratorUtil::nextItem(pool, rand);
  75. logGlobal->error("Cannot pick native hero for %s. Picking any...", player.getStr());
  76. }
  77. std::vector<CGHeroInstance *> pool;
  78. int totalWeight = 0;
  79. for(auto & elem : heroesPool)
  80. {
  81. bool heroAvailable = isHeroAvailableFor(elem.first, player);
  82. bool heroClassBanned = bannedClass && elem.second->type->heroClass == bannedClass;
  83. if ( heroAvailable && !heroClassBanned)
  84. {
  85. pool.push_back(elem.second);
  86. totalWeight += elem.second->type->heroClass->selectionProbability[factionID]; //total weight
  87. }
  88. }
  89. if(pool.empty() || totalWeight == 0)
  90. {
  91. logGlobal->error("There are no heroes available for player %s!", player.getStr());
  92. return nullptr;
  93. }
  94. int roll = rand.nextInt(totalWeight - 1);
  95. for (auto & elem : pool)
  96. {
  97. roll -= elem->type->heroClass->selectionProbability[factionID];
  98. if(roll < 0)
  99. {
  100. return elem;
  101. }
  102. }
  103. return pool.back();
  104. }
  105. std::vector<const CGHeroInstance *> TavernHeroesPool::getHeroesFor(PlayerColor color) const
  106. {
  107. std::vector<const CGHeroInstance *> result;
  108. if(!currentTavern.count(color))
  109. return result;
  110. for(const auto & hero : currentTavern.at(color))
  111. result.push_back(hero.second);
  112. return result;
  113. }
  114. CGHeroInstance * TavernHeroesPool::takeHero(HeroTypeID hero)
  115. {
  116. assert(heroesPool.count(hero));
  117. CGHeroInstance * result = heroesPool[hero];
  118. heroesPool.erase(hero);
  119. assert(result);
  120. return result;
  121. }
  122. void TavernHeroesPool::onNewDay()
  123. {
  124. for(auto & hero : heroesPool)
  125. {
  126. assert(hero.second);
  127. if(!hero.second)
  128. continue;
  129. hero.second->setMovementPoints(hero.second->movementPointsLimit(true));
  130. hero.second->mana = hero.second->manaLimit();
  131. }
  132. }
  133. void TavernHeroesPool::addHeroToPool(CGHeroInstance * hero)
  134. {
  135. heroesPool[HeroTypeID(hero->subID)] = hero;
  136. }
  137. void TavernHeroesPool::setAvailability(HeroTypeID hero, PlayerColor::Mask mask)
  138. {
  139. pavailable[hero] = mask;
  140. }