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- /*
- * HeroPoolProcessor.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 "../../lib/constants/EntityIdentifiers.h"
- VCMI_LIB_NAMESPACE_BEGIN
- enum class TavernHeroSlot : int8_t;
- enum class TavernSlotRole : int8_t;
- class PlayerColor;
- class CGHeroInstance;
- class HeroTypeID;
- class ObjectInstanceID;
- class CHeroClass;
- class CRandomGenerator;
- namespace vstd
- {
- class RNG;
- }
- VCMI_LIB_NAMESPACE_END
- class CGameHandler;
- class HeroPoolProcessor : boost::noncopyable
- {
- CGameHandler * gameHandler;
- /// per-player random generators
- std::map<PlayerColor, std::unique_ptr<CRandomGenerator>> playerSeed;
- void clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot);
- void selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveStartingArmy, const HeroTypeID & nextHero = HeroTypeID::NONE);
- std::vector<const CHeroClass *> findAvailableClassesFor(const PlayerColor & player) const;
- std::vector<CGHeroInstance *> findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const;
- const CHeroClass * pickClassFor(bool isNative, const PlayerColor & player);
- CGHeroInstance * pickHeroFor(bool isNative, const PlayerColor & player);
- vstd::RNG & getRandomGenerator(const PlayerColor & player);
- TavernHeroSlot selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID);
- public:
- HeroPoolProcessor(CGameHandler * gameHandler);
- void onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero);
- void onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero);
- void onNewWeek(const PlayerColor & color);
- /// Incoming net pack handling
- bool hireHero(const ObjectInstanceID & objectID, const HeroTypeID & hid, const PlayerColor & player, const HeroTypeID & nextHero);
- template <typename Handler> void serialize(Handler &h)
- {
- h & playerSeed;
- if (!h.hasFeature(Handler::Version::RANDOMIZATION_REWORK))
- {
- std::map<HeroTypeID, std::unique_ptr<CRandomGenerator>> heroSeedUnused;
- h & heroSeedUnused;
- }
- }
- };
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