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