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- /*
- * TavernHeroesPool.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
- #include "../GameConstants.h"
- #include "TavernSlot.h"
- #include "../mapObjects/CGObjectInstance.h"
- #include "../serializer/Serializeable.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CGHeroInstance;
- class CTown;
- class CHeroClass;
- class CGameState;
- class CSimpleArmy;
- class DLL_LINKAGE TavernHeroesPool : public Serializeable
- {
- CGameState * owner;
- struct TavernSlot
- {
- HeroTypeID hero;
- TavernHeroSlot slot;
- TavernSlotRole role;
- PlayerColor player;
- template <typename Handler> void serialize(Handler &h)
- {
- if (h.hasFeature(Handler::Version::NO_RAW_POINTERS_IN_SERIALIZER))
- {
- h & hero;
- }
- else
- {
- std::shared_ptr<CGObjectInstance> pointer;
- h & pointer;
- hero = HeroTypeID(pointer->subID);
- }
- h & slot;
- h & role;
- h & player;
- }
- };
- /// list of all heroes in pool, including those currently present in taverns
- std::vector<HeroTypeID> heroesPool;
- /// list of which players are able to purchase specific hero
- /// if hero is not present in list, he is available for everyone
- std::map<HeroTypeID, std::set<PlayerColor>> perPlayerAvailability;
- /// list of heroes currently available in taverns
- std::vector<TavernSlot> currentTavern;
- public:
- TavernHeroesPool() = default;
- TavernHeroesPool(CGameState * owner);
- void setGameState(CGameState * owner);
- /// Returns heroes currently available in tavern of a specific player
- std::vector<const CGHeroInstance *> getHeroesFor(PlayerColor color) const;
- /// returns heroes in pool without heroes that are available in taverns
- std::map<HeroTypeID, CGHeroInstance* > unusedHeroesFromPool() const;
- /// Returns true if hero is available to a specific player
- bool isHeroAvailableFor(HeroTypeID hero, PlayerColor color) const;
- TavernSlotRole getSlotRole(HeroTypeID hero) const;
- std::shared_ptr<CGHeroInstance> takeHeroFromPool(HeroTypeID hero);
- /// reset mana and movement points for all heroes in pool
- void onNewDay();
- void addHeroToPool(HeroTypeID hero);
- /// Marks hero as available to only specific set of players
- void setAvailability(HeroTypeID hero, std::set<PlayerColor> mask);
- /// Makes hero available in tavern of specified player
- void setHeroForPlayer(PlayerColor player, TavernHeroSlot slot, HeroTypeID hero, CSimpleArmy & army, TavernSlotRole role, bool replenishPoints);
- template <typename Handler> void serialize(Handler &h)
- {
- if (h.hasFeature(Handler::Version::NO_RAW_POINTERS_IN_SERIALIZER))
- h & heroesPool;
- else
- {
- std::map<HeroTypeID, std::shared_ptr<CGObjectInstance>> objectPtrs;
- h & objectPtrs;
- for (const auto & ptr : objectPtrs)
- heroesPool.push_back(ptr.first);
- }
- h & perPlayerAvailability;
- h & currentTavern;
- }
- };
- VCMI_LIB_NAMESPACE_END
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