TavernHeroesPool.cpp 3.6 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 "CGameState.h"
  13. #include "../mapObjects/CGHeroInstance.h"
  14. #include "../mapping/CMap.h"
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. TavernHeroesPool::TavernHeroesPool(CGameState * owner)
  17. : owner(owner)
  18. {}
  19. void TavernHeroesPool::setGameState(CGameState * newOwner)
  20. {
  21. owner = newOwner;
  22. }
  23. std::map<HeroTypeID, CGHeroInstance*> TavernHeroesPool::unusedHeroesFromPool() const
  24. {
  25. std::map<HeroTypeID, CGHeroInstance*> pool;
  26. for (const auto & hero : heroesPool)
  27. pool[hero] = owner->getMap().tryGetFromHeroPool(hero);
  28. for(const auto & slot : currentTavern)
  29. pool.erase(slot.hero);
  30. return pool;
  31. }
  32. TavernSlotRole TavernHeroesPool::getSlotRole(HeroTypeID hero) const
  33. {
  34. for (auto const & slot : currentTavern)
  35. {
  36. if (slot.hero == hero)
  37. return slot.role;
  38. }
  39. return TavernSlotRole::NONE;
  40. }
  41. void TavernHeroesPool::setHeroForPlayer(PlayerColor player, TavernHeroSlot slot, HeroTypeID hero, CSimpleArmy & army, TavernSlotRole role, bool replenishPoints)
  42. {
  43. vstd::erase_if(currentTavern, [&](const TavernSlot & entry){
  44. return entry.player == player && entry.slot == slot;
  45. });
  46. if (hero == HeroTypeID::NONE)
  47. return;
  48. auto h = owner->getMap().tryGetFromHeroPool(hero);
  49. assert(h != nullptr);
  50. if (army)
  51. h->setToArmy(army);
  52. if (replenishPoints)
  53. {
  54. h->setMovementPoints(h->movementPointsLimit(true));
  55. h->mana = h->manaLimit();
  56. }
  57. TavernSlot newSlot;
  58. newSlot.hero = hero;
  59. newSlot.player = player;
  60. newSlot.role = role;
  61. newSlot.slot = slot;
  62. currentTavern.push_back(newSlot);
  63. boost::range::sort(currentTavern, [](const TavernSlot & left, const TavernSlot & right)
  64. {
  65. if (left.slot == right.slot)
  66. return left.player < right.player;
  67. else
  68. return left.slot < right.slot;
  69. });
  70. }
  71. bool TavernHeroesPool::isHeroAvailableFor(HeroTypeID hero, PlayerColor color) const
  72. {
  73. if (perPlayerAvailability.count(hero))
  74. return perPlayerAvailability.at(hero).count(color) != 0;
  75. return true;
  76. }
  77. std::vector<const CGHeroInstance *> TavernHeroesPool::getHeroesFor(PlayerColor color) const
  78. {
  79. std::vector<const CGHeroInstance *> result;
  80. for(const auto & slot : currentTavern)
  81. {
  82. assert(slot.hero.hasValue());
  83. if (slot.player == color)
  84. result.push_back(owner->getMap().tryGetFromHeroPool(slot.hero));
  85. }
  86. return result;
  87. }
  88. std::shared_ptr<CGHeroInstance> TavernHeroesPool::takeHeroFromPool(HeroTypeID hero)
  89. {
  90. assert(vstd::contains(heroesPool, hero));
  91. vstd::erase(heroesPool, hero);
  92. vstd::erase_if(currentTavern, [&](const TavernSlot & entry){
  93. return entry.hero == hero;
  94. });
  95. return owner->getMap().tryTakeFromHeroPool(hero);
  96. }
  97. void TavernHeroesPool::onNewDay()
  98. {
  99. auto unusedHeroes = unusedHeroesFromPool();
  100. for(auto & heroID : heroesPool)
  101. {
  102. auto heroPtr = owner->getMap().tryGetFromHeroPool(heroID);
  103. assert(heroPtr);
  104. heroPtr->removeBonusesRecursive(Bonus::OneDay);
  105. heroPtr->reduceBonusDurations(Bonus::NDays);
  106. heroPtr->reduceBonusDurations(Bonus::OneWeek);
  107. // do not access heroes who are not present in tavern of any players
  108. if (vstd::contains(unusedHeroes, heroID))
  109. continue;
  110. heroPtr->setMovementPoints(heroPtr->movementPointsLimit(true));
  111. heroPtr->mana = heroPtr->getManaNewTurn();
  112. }
  113. }
  114. void TavernHeroesPool::addHeroToPool(HeroTypeID hero)
  115. {
  116. assert(!vstd::contains(heroesPool, hero));
  117. heroesPool.push_back(hero);
  118. }
  119. void TavernHeroesPool::setAvailability(HeroTypeID hero, std::set<PlayerColor> mask)
  120. {
  121. perPlayerAvailability[hero] = mask;
  122. }
  123. VCMI_LIB_NAMESPACE_END