| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119 | /* * CExchangeController.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 "CExchangeController.h"#include "../CPlayerInterface.h"#include "../widgets/CGarrisonInt.h"#include "../../CCallback.h"#include "../lib/mapObjects/CGHeroInstance.h"CExchangeController::CExchangeController(ObjectInstanceID hero1, ObjectInstanceID hero2)	: left(LOCPLINT->cb->getHero(hero1))	, right(LOCPLINT->cb->getHero(hero2)){}void CExchangeController::swapArmy(){	auto getStacks = [](const CArmedInstance * source) -> std::vector<std::pair<SlotID, CStackInstance*>>	{		auto slots = source->Slots();		return std::vector<std::pair<SlotID, CStackInstance*>>(slots.begin(), slots.end());	};	auto leftSlots = getStacks(left);	auto rightSlots = getStacks(right);	auto i = leftSlots.begin(), j = rightSlots.begin();	for(; i != leftSlots.end() && j != rightSlots.end(); i++, j++)	{		LOCPLINT->cb->swapCreatures(left, right, i->first, j->first);	}	if(i != leftSlots.end())	{		auto freeSlots = right->getFreeSlots();		auto slot = freeSlots.begin();		for(; i != leftSlots.end() && slot != freeSlots.end(); i++, slot++)		{			LOCPLINT->cb->swapCreatures(left, right, i->first, *slot);		}	}	else if(j != rightSlots.end())	{		auto freeSlots = left->getFreeSlots();		auto slot = freeSlots.begin();		for(; j != rightSlots.end() && slot != freeSlots.end(); j++, slot++)		{			LOCPLINT->cb->swapCreatures(left, right, *slot, j->first);		}	}}void CExchangeController::moveArmy(bool leftToRight, std::optional<SlotID> heldSlot){	const auto source = leftToRight ? left : right;	const auto target = leftToRight ? right : left;	if(!heldSlot.has_value())	{		auto weakestSlot = vstd::minElementByFun(source->Slots(),			[](const std::pair<SlotID, CStackInstance*> & s) -> int			{				return s.second->getCreatureID().toCreature()->getAIValue();			});		heldSlot = weakestSlot->first;	}	LOCPLINT->cb->bulkMoveArmy(source->id, target->id, heldSlot.value());}void CExchangeController::moveStack(bool leftToRight, SlotID sourceSlot){	const auto source = leftToRight ? left : right;	const auto target = leftToRight ? right : left;	auto creature = source->getCreature(sourceSlot);	if(creature == nullptr)		return;	SlotID targetSlot = target->getSlotFor(creature);	if(targetSlot.validSlot())	{		if(source->stacksCount() == 1 && source->needsLastStack())		{			LOCPLINT->cb->splitStack(source, target, sourceSlot, targetSlot,				target->getStackCount(targetSlot) + source->getStackCount(sourceSlot) - 1);		}		else		{			LOCPLINT->cb->mergeOrSwapStacks(source, target, sourceSlot, targetSlot);		}	}}void CExchangeController::swapArtifacts(bool equipped, bool baclpack){	LOCPLINT->cb->bulkMoveArtifacts(left->id, right->id, true, equipped, baclpack);}void CExchangeController::moveArtifacts(bool leftToRight, bool equipped, bool baclpack){	const auto source = leftToRight ? left : right;	const auto target = leftToRight ? right : left;	LOCPLINT->cb->bulkMoveArtifacts(source->id, target->id, false, equipped, baclpack);}
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