TavernHeroesPool.cpp 3.4 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 "../mapObjects/CGHeroInstance.h"
  13. VCMI_LIB_NAMESPACE_BEGIN
  14. TavernHeroesPool::~TavernHeroesPool()
  15. {
  16. for(const auto & ptr : heroesPool) // clean hero pool
  17. delete ptr.second;
  18. }
  19. std::map<HeroTypeID, CGHeroInstance*> TavernHeroesPool::unusedHeroesFromPool() const
  20. {
  21. std::map<HeroTypeID, CGHeroInstance*> pool = heroesPool;
  22. for(const auto & slot : currentTavern)
  23. pool.erase(slot.hero->getHeroTypeID());
  24. return pool;
  25. }
  26. TavernSlotRole TavernHeroesPool::getSlotRole(HeroTypeID hero) const
  27. {
  28. for (auto const & slot : currentTavern)
  29. {
  30. if (slot.hero->getHeroTypeID() == hero)
  31. return slot.role;
  32. }
  33. return TavernSlotRole::NONE;
  34. }
  35. void TavernHeroesPool::setHeroForPlayer(PlayerColor player, TavernHeroSlot slot, HeroTypeID hero, CSimpleArmy & army, TavernSlotRole role, bool replenishPoints)
  36. {
  37. vstd::erase_if(currentTavern, [&](const TavernSlot & entry){
  38. return entry.player == player && entry.slot == slot;
  39. });
  40. if (hero == HeroTypeID::NONE)
  41. return;
  42. CGHeroInstance * h = heroesPool[hero];
  43. if (h && army)
  44. h->setToArmy(army);
  45. if (h && replenishPoints)
  46. {
  47. h->setMovementPoints(h->movementPointsLimit(true));
  48. h->mana = h->manaLimit();
  49. }
  50. TavernSlot newSlot;
  51. newSlot.hero = h;
  52. newSlot.player = player;
  53. newSlot.role = role;
  54. newSlot.slot = slot;
  55. currentTavern.push_back(newSlot);
  56. boost::range::sort(currentTavern, [](const TavernSlot & left, const TavernSlot & right)
  57. {
  58. if (left.slot == right.slot)
  59. return left.player < right.player;
  60. else
  61. return left.slot < right.slot;
  62. });
  63. }
  64. bool TavernHeroesPool::isHeroAvailableFor(HeroTypeID hero, PlayerColor color) const
  65. {
  66. if (perPlayerAvailability.count(hero))
  67. return perPlayerAvailability.at(hero).count(color) != 0;
  68. return true;
  69. }
  70. std::vector<const CGHeroInstance *> TavernHeroesPool::getHeroesFor(PlayerColor color) const
  71. {
  72. std::vector<const CGHeroInstance *> result;
  73. for(const auto & slot : currentTavern)
  74. {
  75. if (slot.player == color)
  76. result.push_back(slot.hero);
  77. }
  78. return result;
  79. }
  80. CGHeroInstance * TavernHeroesPool::takeHeroFromPool(HeroTypeID hero)
  81. {
  82. assert(heroesPool.count(hero));
  83. CGHeroInstance * result = heroesPool[hero];
  84. heroesPool.erase(hero);
  85. vstd::erase_if(currentTavern, [&](const TavernSlot & entry){
  86. return entry.hero->getHeroTypeID() == hero;
  87. });
  88. assert(result);
  89. return result;
  90. }
  91. void TavernHeroesPool::onNewDay()
  92. {
  93. auto unusedHeroes = unusedHeroesFromPool();
  94. for(auto & hero : heroesPool)
  95. {
  96. assert(hero.second);
  97. if(!hero.second)
  98. continue;
  99. hero.second->removeBonusesRecursive(Bonus::OneDay);
  100. hero.second->reduceBonusDurations(Bonus::NDays);
  101. hero.second->reduceBonusDurations(Bonus::OneWeek);
  102. // do not access heroes who are not present in tavern of any players
  103. if (vstd::contains(unusedHeroes, hero.first))
  104. continue;
  105. hero.second->setMovementPoints(hero.second->movementPointsLimit(true));
  106. hero.second->mana = hero.second->getManaNewTurn();
  107. }
  108. }
  109. void TavernHeroesPool::addHeroToPool(CGHeroInstance * hero)
  110. {
  111. heroesPool[hero->getHeroTypeID()] = hero;
  112. }
  113. void TavernHeroesPool::setAvailability(HeroTypeID hero, std::set<PlayerColor> mask)
  114. {
  115. perPlayerAvailability[hero] = mask;
  116. }
  117. VCMI_LIB_NAMESPACE_END