123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268 |
- /*
- * 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))
- 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];
- return nullptr;
- }
- 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());
- }
- const std::vector<const CGTownInstance *> & PlayerLocalState::getOwnedTowns()
- {
- return ownedTowns;
- }
- const CGTownInstance * PlayerLocalState::getOwnedTown(size_t index)
- {
- if(index < ownedTowns.size())
- return ownedTowns[index];
- return nullptr;
- }
- 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());
- }
|