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							- /*
 
-  * CPlayerState.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 <vcmi/Player.h>
 
- #include <vcmi/Team.h>
 
- #include "bonuses/Bonus.h"
 
- #include "bonuses/CBonusSystemNode.h"
 
- #include "ResourceSet.h"
 
- #include "TurnTimerInfo.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CGObjectInstance;
 
- class CGHeroInstance;
 
- class CGTownInstance;
 
- class CGDwelling;
 
- struct QuestInfo;
 
- class DLL_LINKAGE PlayerState : public CBonusSystemNode, public Player
 
- {
 
- 	struct VisitedObjectGlobal
 
- 	{
 
- 		MapObjectID id;
 
- 		MapObjectSubID subID;
 
- 		bool operator < (const VisitedObjectGlobal & other) const
 
- 		{
 
- 			if (id != other.id)
 
- 				return id < other.id;
 
- 			else
 
- 				return subID < other.subID;
 
- 		}
 
- 		template <typename Handler> void serialize(Handler &h)
 
- 		{
 
- 			h & id;
 
- 			subID.serializeIdentifier(h, id);
 
- 		}
 
- 	};
 
- 	std::vector<CGObjectInstance*> ownedObjects;
 
- 	template<typename T>
 
- 	std::vector<T> getObjectsOfType() const;
 
- public:
 
- 	PlayerColor color;
 
- 	bool human; //true if human controlled player, false for AI
 
- 	TeamID team;
 
- 	TResources resources;
 
- 	/// list of objects that were "destroyed" by player, either via simple pick-up (e.g. resources) or defeated heroes or wandering monsters
 
- 	std::set<ObjectInstanceID> destroyedObjects;
 
- 	std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
 
- 	std::set<VisitedObjectGlobal> visitedObjectsGlobal;
 
- 	std::vector<QuestInfo> quests; //store info about all received quests
 
- 	std::vector<Bonus> battleBonuses; //additional bonuses to be added during battle with neutrals
 
- 	std::map<uint32_t, std::map<ArtifactPosition, ArtifactID>> costumesArtifacts;
 
- 	std::unique_ptr<JsonNode> playerLocalSettings; // Json with client-defined data, such as order of heroes or current hero paths. Not used by client/lib
 
- 	bool cheated;
 
- 	bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
 
- 	EPlayerStatus status;
 
- 	std::optional<ui8> daysWithoutCastle;
 
- 	TurnTimerInfo turnTimer;
 
- 	PlayerState();
 
- 	~PlayerState();
 
- 	std::string nodeName() const override;
 
- 	PlayerColor getId() const override;
 
- 	TeamID getTeam() const override;
 
- 	bool isHuman() const override;
 
- 	const IBonusBearer * getBonusBearer() const override;
 
- 	int getResourceAmount(int type) const override;
 
- 	int32_t getIndex() const override;
 
- 	int32_t getIconIndex() const override;
 
- 	std::string getJsonKey() const override;
 
- 	std::string getModScope() const override;
 
- 	std::string getNameTranslated() const override;
 
- 	std::string getNameTextID() const override;
 
- 	void registerIcons(const IconRegistar & cb) const override;
 
- 	std::vector<const CGHeroInstance* > getHeroes() const;
 
- 	std::vector<const CGTownInstance* > getTowns() const;
 
- 	std::vector<CGHeroInstance* > getHeroes();
 
- 	std::vector<CGTownInstance* > getTowns();
 
- 	std::vector<const CGObjectInstance* > getOwnedObjects() const;
 
- 	void addOwnedObject(CGObjectInstance * object);
 
- 	void removeOwnedObject(CGObjectInstance * object);
 
- 	bool checkVanquished() const
 
- 	{
 
- 		return getHeroes().empty() && getTowns().empty();
 
- 	}
 
- 	template <typename Handler> void serialize(Handler &h)
 
- 	{
 
- 		h & color;
 
- 		h & human;
 
- 		h & team;
 
- 		h & resources;
 
- 		h & status;
 
- 		h & turnTimer;
 
- 		if (h.version >= Handler::Version::LOCAL_PLAYER_STATE_DATA)
 
- 			h & *playerLocalSettings;
 
- 		if (h.version >= Handler::Version::PLAYER_STATE_OWNED_OBJECTS)
 
- 		{
 
- 			h & ownedObjects;
 
- 		}
 
- 		else
 
- 		{
 
- 			std::vector<const CGObjectInstance* > heroes;
 
- 			std::vector<const CGObjectInstance* > towns;
 
- 			std::vector<const CGObjectInstance* > dwellings;
 
- 			h & heroes;
 
- 			h & towns;
 
- 			h & dwellings;
 
- 		}
 
- 		h & quests;
 
- 		h & visitedObjects;
 
- 		h & visitedObjectsGlobal;
 
- 		h & status;
 
- 		h & daysWithoutCastle;
 
- 		h & cheated;
 
- 		h & battleBonuses;
 
- 		h & costumesArtifacts;
 
- 		h & enteredLosingCheatCode;
 
- 		h & enteredWinningCheatCode;
 
- 		h & static_cast<CBonusSystemNode&>(*this);
 
- 		h & destroyedObjects;
 
- 	}
 
- };
 
- struct DLL_LINKAGE TeamState : public CBonusSystemNode
 
- {
 
- public:
 
- 	TeamID id; //position in gameState::teams
 
- 	std::set<PlayerColor> players; // members of this team
 
- 	//TODO: boost::array, bool if possible
 
- 	boost::multi_array<ui8, 3> fogOfWarMap; //[z][x][y] true - visible, false - hidden
 
- 	std::set<ObjectInstanceID> scoutedObjects;
 
- 	TeamState();
 
- 	template <typename Handler> void serialize(Handler &h)
 
- 	{
 
- 		h & id;
 
- 		h & players;
 
- 		if (h.version < Handler::Version::REMOVE_FOG_OF_WAR_POINTER)
 
- 		{
 
- 			struct Helper : public Serializeable
 
- 			{
 
- 				void serialize(Handler &h) const
 
- 				{}
 
- 			};
 
- 			Helper helper;
 
- 			auto ptrHelper = &helper;
 
- 			h & ptrHelper;
 
- 		}
 
- 		h & fogOfWarMap;
 
- 		h & static_cast<CBonusSystemNode&>(*this);
 
- 		if (h.version >= Handler::Version::REWARDABLE_BANKS)
 
- 			h & scoutedObjects;
 
- 	}
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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