HeroPoolProcessor.cpp 4.7 KB

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  1. /*
  2. * HeroPoolProcessor.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 "HeroPoolProcessor.h"
  12. #include "CGameHandler.h"
  13. #include "../lib/CHeroHandler.h"
  14. #include "../lib/CPlayerState.h"
  15. #include "../lib/GameSettings.h"
  16. #include "../lib/NetPacks.h"
  17. #include "../lib/StartInfo.h"
  18. #include "../lib/mapObjects/CGTownInstance.h"
  19. #include "../lib/gameState/CGameState.h"
  20. #include "../lib/gameState/TavernHeroesPool.h"
  21. HeroPoolProcessor::HeroPoolProcessor() = default;
  22. HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler):
  23. gameHandler(gameHandler)
  24. {
  25. }
  26. void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero)
  27. {
  28. SetAvailableHero sah;
  29. sah.slotID = 0;
  30. sah.player = color;
  31. sah.hid = hero->subID;
  32. sah.army.clear();
  33. sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1);
  34. gameHandler->sendAndApply(&sah);
  35. }
  36. void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero)
  37. {
  38. SetAvailableHero sah;
  39. sah.slotID = 0;
  40. sah.player = color;
  41. sah.hid = hero->subID;
  42. gameHandler->sendAndApply(&sah);
  43. }
  44. void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot)
  45. {
  46. SetAvailableHero sah;
  47. sah.player = color;
  48. sah.slotID = static_cast<int>(slot);
  49. sah.hid = HeroTypeID::NONE;
  50. gameHandler->sendAndApply(&sah);
  51. }
  52. void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot)
  53. {
  54. SetAvailableHero sah;
  55. sah.player = color;
  56. sah.slotID = static_cast<int>(slot);
  57. //first hero - native if possible, second hero -> any other class
  58. CGHeroInstance *h = gameHandler->gameState()->hpool->pickHeroFor(slot, color, gameHandler->getPlayerSettings(color)->castle, gameHandler->getRandomGenerator());
  59. if (h)
  60. {
  61. sah.hid = h->subID;
  62. h->initArmy(gameHandler->getRandomGenerator(), &sah.army);
  63. }
  64. else
  65. {
  66. sah.hid = -1;
  67. }
  68. gameHandler->sendAndApply(&sah);
  69. }
  70. void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
  71. {
  72. clearHeroFromSlot(color, TavernHeroSlot::NATIVE);
  73. clearHeroFromSlot(color, TavernHeroSlot::RANDOM);
  74. selectNewHeroForSlot(color, TavernHeroSlot::NATIVE);
  75. selectNewHeroForSlot(color, TavernHeroSlot::RANDOM);
  76. }
  77. bool HeroPoolProcessor::hireHero(const CGObjectInstance *obj, const HeroTypeID & heroToRecruit, const PlayerColor & player)
  78. {
  79. const PlayerState * playerState = gameHandler->getPlayerState(player);
  80. const CGTownInstance * town = gameHandler->getTown(obj->id);
  81. if (playerState->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && gameHandler->complain("Not enough gold for buying hero!"))
  82. return false;
  83. if (gameHandler->getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && gameHandler->complain("Cannot hire hero, too many wandering heroes already!"))
  84. return false;
  85. if (gameHandler->getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && gameHandler->complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))
  86. return false;
  87. if (town) //tavern in town
  88. {
  89. if (!town->hasBuilt(BuildingID::TAVERN) && gameHandler->complain("No tavern!"))
  90. return false;
  91. if (town->visitingHero && gameHandler->complain("There is visiting hero - no place!"))
  92. return false;
  93. }
  94. if (obj->ID == Obj::TAVERN)
  95. {
  96. if (gameHandler->getTile(obj->visitablePos())->visitableObjects.back() != obj && gameHandler->complain("Tavern entry must be unoccupied!"))
  97. return false;
  98. }
  99. auto recruitableHeroes = gameHandler->gameState()->hpool->getHeroesFor(player);
  100. const CGHeroInstance *recruitedHero = nullptr;;
  101. for(const auto & hero : recruitableHeroes)
  102. {
  103. if (hero->subID == heroToRecruit)
  104. recruitedHero = hero;
  105. }
  106. if (!recruitedHero)
  107. {
  108. gameHandler->complain ("Hero is not available for hiring!");
  109. return false;
  110. }
  111. HeroRecruited hr;
  112. hr.tid = obj->id;
  113. hr.hid = recruitedHero->subID;
  114. hr.player = player;
  115. hr.tile = recruitedHero->convertFromVisitablePos(obj->visitablePos());
  116. if (gameHandler->getTile(hr.tile)->isWater())
  117. {
  118. //Create a new boat for hero
  119. gameHandler->createObject(obj->visitablePos(), Obj::BOAT, recruitedHero->getBoatType().getNum());
  120. hr.boatId = gameHandler->getTopObj(hr.tile)->id;
  121. }
  122. gameHandler->sendAndApply(&hr);
  123. if (recruitableHeroes[0] == recruitedHero)
  124. selectNewHeroForSlot(player, TavernHeroSlot::NATIVE);
  125. else
  126. selectNewHeroForSlot(player, TavernHeroSlot::RANDOM);
  127. gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  128. if(town)
  129. {
  130. gameHandler->visitCastleObjects(town, recruitedHero);
  131. gameHandler->giveSpells(town, recruitedHero);
  132. }
  133. return true;
  134. }