HeroPoolProcessor.h 2.2 KB

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  1. /*
  2. * HeroPoolProcessor.h, 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. #pragma once
  11. #include "../../lib/constants/EntityIdentifiers.h"
  12. VCMI_LIB_NAMESPACE_BEGIN
  13. enum class TavernHeroSlot : int8_t;
  14. enum class TavernSlotRole : int8_t;
  15. class PlayerColor;
  16. class CGHeroInstance;
  17. class HeroTypeID;
  18. class ObjectInstanceID;
  19. class CHeroClass;
  20. class CRandomGenerator;
  21. namespace vstd
  22. {
  23. class RNG;
  24. }
  25. VCMI_LIB_NAMESPACE_END
  26. class CGameHandler;
  27. class HeroPoolProcessor : boost::noncopyable
  28. {
  29. CGameHandler * gameHandler;
  30. /// per-player random generators
  31. std::map<PlayerColor, std::unique_ptr<CRandomGenerator>> playerSeed;
  32. void clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot);
  33. void selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveStartingArmy, const HeroTypeID & nextHero = HeroTypeID::NONE);
  34. std::vector<const CHeroClass *> findAvailableClassesFor(const PlayerColor & player) const;
  35. std::vector<CGHeroInstance *> findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const;
  36. const CHeroClass * pickClassFor(bool isNative, const PlayerColor & player);
  37. CGHeroInstance * pickHeroFor(bool isNative, const PlayerColor & player);
  38. vstd::RNG & getRandomGenerator(const PlayerColor & player);
  39. TavernHeroSlot selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID);
  40. public:
  41. HeroPoolProcessor(CGameHandler * gameHandler);
  42. void onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero);
  43. void onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero);
  44. void onNewWeek(const PlayerColor & color);
  45. /// Incoming net pack handling
  46. bool hireHero(const ObjectInstanceID & objectID, const HeroTypeID & hid, const PlayerColor & player, const HeroTypeID & nextHero);
  47. template <typename Handler> void serialize(Handler &h)
  48. {
  49. h & playerSeed;
  50. if (!h.hasFeature(Handler::Version::RANDOMIZATION_REWORK))
  51. {
  52. std::map<HeroTypeID, std::unique_ptr<CRandomGenerator>> heroSeedUnused;
  53. h & heroSeedUnused;
  54. }
  55. }
  56. };