| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813 | /* * CGarrisonInt.cpp, 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 * */#include "StdInc.h"#include "CGarrisonInt.h"#include "Buttons.h"#include "TextControls.h"#include "RadialMenu.h"#include "../gui/CGuiHandler.h"#include "../gui/WindowHandler.h"#include "../render/IImage.h"#include "../windows/CCreatureWindow.h"#include "../windows/CWindowWithArtifacts.h"#include "../windows/GUIClasses.h"#include "../CGameInfo.h"#include "../CPlayerInterface.h"#include "../../CCallback.h"#include "../../lib/ArtifactUtils.h"#include "../../lib/texts/CGeneralTextHandler.h"#include "../../lib/texts/TextOperations.h"#include "../../lib/CCreatureHandler.h"#include "../../lib/CConfigHandler.h"#include "../../lib/mapObjects/CGHeroInstance.h"#include "../../lib/networkPacks/ArtifactLocation.h"#include "../../lib/gameState/CGameState.h"void CGarrisonSlot::setHighlight(bool on){	if (on)		selectionImage->enable(); //show	else		selectionImage->disable(); //hide}void CGarrisonSlot::hover (bool on){	////Hoverable::hover(on);	if(on)	{		std::string temp;		if(creature)		{			if(owner->getSelection())			{				if(owner->getSelection() == this)				{					temp = CGI->generaltexth->tcommands[4]; //View %s					boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());				}				else if (owner->getSelection()->creature == creature)				{					temp = CGI->generaltexth->tcommands[2]; //Combine %s armies					boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());				}				else if (owner->getSelection()->creature)				{					temp = CGI->generaltexth->tcommands[7]; //Exchange %s with %s					boost::algorithm::replace_first(temp,"%s",owner->getSelection()->creature->getNameSingularTranslated());					boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());				}				else				{					logGlobal->warn("Warning - shouldn't be - highlighted void slot %d", owner->getSelection()->ID.getNum());					logGlobal->warn("Highlighted set to nullptr");					owner->selectSlot(nullptr);				}			}			else			{				const bool isHeroOnMap = owner->upperArmy() // Hero is not a visitor and not a garrison defender					&& owner->upperArmy()->ID == Obj::HERO					&& (!owner->lowerArmy() || owner->lowerArmy()->ID == Obj::HERO) // one hero or we are in the Heroes exchange window					&& !(static_cast<const CGHeroInstance*>(owner->upperArmy()))->inTownGarrison;				if(isHeroOnMap)				{					temp = CGI->generaltexth->allTexts[481]; //Select %s				}				else if(upg == EGarrisonType::UPPER)				{					temp = CGI->generaltexth->tcommands[12]; //Select %s (in garrison)				}				else // Hero is visiting some object (town, mine, etc)				{					temp = CGI->generaltexth->tcommands[32]; //Select %s (visiting)				}				boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());			}		}		else		{			if(owner->getSelection())			{				const CArmedInstance *highl = owner->getSelection()->getObj();				if(  highl->needsLastStack()		//we are moving stack from hero's				  && highl->stacksCount() == 1	//it's only stack				  && owner->getSelection()->upg != upg	//we're moving it to the other garrison				  )				{					temp = CGI->generaltexth->tcommands[5]; //Cannot move last army to garrison				}				else				{					temp = CGI->generaltexth->tcommands[6]; //Move %s					boost::algorithm::replace_first(temp,"%s",owner->getSelection()->creature->getNameSingularTranslated());				}			}			else			{				temp = CGI->generaltexth->tcommands[11]; //Empty			}		}		GH.statusbar()->write(temp);	}	else	{		GH.statusbar()->clear();	}}const CArmedInstance * CGarrisonSlot::getObj() const{	return owner->army(upg);}bool CGarrisonSlot::our() const{	return owner->isArmyOwned(upg);}bool CGarrisonSlot::ally() const{	if(!getObj())		return false;	return PlayerRelations::ALLIES == LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, getObj()->tempOwner);}std::function<void()> CGarrisonSlot::getDismiss() const{	const bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID		&& (getObj()->stacksCount() > 1 ||			!getObj()->needsLastStack());	return canDismiss ? [=]()	{		LOCPLINT->cb->dismissCreature(getObj(), ID);	} : (std::function<void()>)nullptr;}/// The creature slot has been clicked twice, therefore the creature info should be shown/// @return Whether the view should be refreshedbool CGarrisonSlot::viewInfo(){	UpgradeInfo pom;	LOCPLINT->cb->fillUpgradeInfo(getObj(), ID, pom);	bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID != CreatureID::NONE; //upgrade is possible	std::function<void(CreatureID)> upgr = nullptr;	auto dism = getDismiss();	if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };	owner->selectSlot(nullptr);	owner->setSplittingMode(false);	for(auto & elem : owner->splitButtons)		elem->block(true);	redraw();	GH.windows().createAndPushWindow<CStackWindow>(myStack, dism, pom, upgr);	return true;}/// The selection is empty, therefore the creature should be moved/// @return Whether the view should be refreshedbool CGarrisonSlot::highlightOrDropArtifact(){	bool artSelected = false;	if (auto chw = GH.windows().topWindow<CWindowWithArtifacts>()) //dirty solution	{		const auto pickedArtInst = chw->getPickedArtifact();		if(pickedArtInst)		{			const auto * srcHero = chw->getHeroPickedArtifact();			artSelected = true;			if (myStack) // try dropping the artifact only if the slot isn't empty			{				ArtifactLocation src(srcHero->id, ArtifactPosition::TRANSITION_POS);				ArtifactLocation dst(getObj()->id, ArtifactPosition::CREATURE_SLOT);				dst.creature = getSlot();				if(pickedArtInst->canBePutAt(myStack, ArtifactPosition::CREATURE_SLOT, true))				{	//equip clicked stack					if(auto dstArt = myStack->getArt(ArtifactPosition::CREATURE_SLOT))					{						//creature can wear only one active artifact						//if we are placing a new one, the old one will be returned to the hero's backpack						LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero->id,							ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId())));					}					LOCPLINT->cb->swapArtifacts(src, dst);				}			}		}	}	if (!artSelected && creature)	{		owner->selectSlot(this);		if(creature)		{			for(auto & elem : owner->splitButtons)				elem->block(!our());		}	}	redraw();	return true;}/// The creature is only being partially moved/// @return Whether the view should be refreshedbool CGarrisonSlot::split(){	const CGarrisonSlot * selection = owner->getSelection();	owner->setSplittingMode(false);	int minLeft=0;	int minRight=0;	if(upg != selection->upg) // not splitting within same army	{		if(selection->getObj()->stacksCount() == 1 // we're splitting away the last stack			&& selection->getObj()->needsLastStack() )		{			minLeft = 1;		}		// destination army can't be emptied, unless we're rebalancing two stacks of same creature		if(getObj()->stacksCount() == 1			&& selection->creature == creature			&& getObj()->needsLastStack() )		{			minRight = 1;		}	}	int countLeft = selection->myStack ? selection->myStack->count : 0;	int countRight = myStack ? myStack->count : 0;	auto splitFunctor = [this, selection](int amountLeft, int amountRight)	{		owner->splitStacks(selection, owner->army(upg), ID, amountRight);	};	GH.windows().createAndPushWindow<CSplitWindow>(selection->creature,  splitFunctor, minLeft, minRight, countLeft, countRight);	return true;}bool CGarrisonSlot::mustForceReselection() const{	const CGarrisonSlot * selection = owner->getSelection();	bool withAlly = selection->our() ^ our();	// not our turn - actions are blocked	if (!LOCPLINT->makingTurn)		return true;	if (!creature || !selection->creature)		return false;	// Attempt to take creatures from ally (select theirs first)	if (!selection->our())		return true;	// Attempt to swap creatures with ally (select ours first)	if (selection->creature != creature && withAlly)		return true;	if (!owner->removableUnits)	{		if (selection->upg == EGarrisonType::UPPER)			return true;		else			return creature || upg == EGarrisonType::UPPER;	}	return false;}void CGarrisonSlot::showPopupWindow(const Point & cursorPosition){	if(creature)	{		GH.windows().createAndPushWindow<CStackWindow>(myStack, true);	}}void CGarrisonSlot::clickPressed(const Point & cursorPosition){		bool refr = false;		const CGarrisonSlot * selection = owner->getSelection();		if(!selection)		{			refr = highlightOrDropArtifact(); // Affects selection			handleSplittingShortcuts();		}		else if(selection == this)		{			if(!handleSplittingShortcuts())				refr = viewInfo(); // Affects selection		}		// Re-highlight if troops aren't removable or not ours.		else if (mustForceReselection())		{			if(creature)				owner->selectSlot(this);			owner->redraw();			refr = true;		}		else		{			const CArmedInstance * selectedObj = owner->army(selection->upg);			bool lastHeroStackSelected = false;			if(selectedObj->stacksCount() == 1				&& owner->getSelection()->upg != upg				&& selectedObj->needsLastStack())			{				lastHeroStackSelected = true;			}			if((owner->getSplittingMode() || GH.isKeyboardShiftDown()) // split window				&& (!creature || creature == selection->creature))			{				refr = split();			}			else if(!creature && lastHeroStackSelected) // split all except last creature				LOCPLINT->cb->splitStack(selectedObj, owner->army(upg), selection->ID, ID, selection->myStack->count - 1);			else if(creature != selection->creature) // swap				LOCPLINT->cb->swapCreatures(owner->army(upg), selectedObj, ID, selection->ID);			else if(lastHeroStackSelected) // merge last stack to other hero stack				refr = split();			else // merge				LOCPLINT->cb->mergeStacks(selectedObj, owner->army(upg), selection->ID, ID);		}		if(refr)		{			// Refresh Statusbar			hover(false);			hover(true);		}}void CGarrisonSlot::gesture(bool on, const Point & initialPosition, const Point & finalPosition){	if(!on)		return;	if(!myStack)		return;	if (!settings["input"]["radialWheelGarrisonSwipe"].Bool())		return;	const auto * otherArmy = upg == EGarrisonType::UPPER ? owner->lowerArmy() : owner->upperArmy();	bool stackExists = myStack != nullptr;	bool hasSameUnit = stackExists && !owner->army(upg)->getCreatureSlots(myStack->type, ID).empty();	bool hasOwnEmptySlots = stackExists && owner->army(upg)->getFreeSlot() != SlotID();	bool exchangeMode = stackExists && owner->upperArmy() && owner->lowerArmy();	bool hasOtherEmptySlots = exchangeMode && otherArmy->getFreeSlot() != SlotID();	bool hasAnyEmptySlots = hasOtherEmptySlots || hasOwnEmptySlots;	std::vector<RadialMenuConfig> menuElements = {		{ RadialMenuConfig::ITEM_NW, hasSameUnit, "stackMerge", "vcmi.radialWheel.mergeSameUnit", [this](){owner->bulkMergeStacks(this);} },		{ RadialMenuConfig::ITEM_NE, hasOwnEmptySlots, "stackFillOne", "vcmi.radialWheel.fillSingleUnit", [this](){owner->bulkSplitStack(this);} },		{ RadialMenuConfig::ITEM_WW, hasOwnEmptySlots, "stackSplitOne", "vcmi.radialWheel.splitSingleUnit", [this](){splitIntoParts(this->getGarrison(), 1); } },		{ RadialMenuConfig::ITEM_EE, hasOwnEmptySlots, "stackSplitEqual", "vcmi.radialWheel.splitUnitEqually", [this](){owner->bulkSmartSplitStack(this);} },		{ RadialMenuConfig::ITEM_SW, hasOtherEmptySlots, "heroMove", "vcmi.radialWheel.moveUnit", [this](){owner->moveStackToAnotherArmy(this);} },		{ RadialMenuConfig::ITEM_SE, hasAnyEmptySlots, "heroSwap", "vcmi.radialWheel.splitUnit", [this](){ owner->selectSlot(this); owner->splitClick();} },	};	if (hasAnyEmptySlots || hasSameUnit)		GH.windows().createAndPushWindow<RadialMenu>(pos.center(), menuElements);}void CGarrisonSlot::update(){	if(getObj() != nullptr)	{		addUsedEvents(LCLICK | SHOW_POPUP | GESTURE | HOVER);		myStack = getObj()->getStackPtr(ID);		creature = myStack ? myStack->type : nullptr;	}	else	{		removeUsedEvents(LCLICK | SHOW_POPUP | GESTURE | HOVER);		myStack = nullptr;		creature = nullptr;	}	if(creature)	{		creatureImage->enable();		creatureImage->setFrame(creature->getIconIndex());		stackCount->enable();		stackCount->setText(TextOperations::formatMetric(myStack->count, 4));	}	else	{		creatureImage->disable();		stackCount->disable();	}}CGarrisonSlot::CGarrisonSlot(CGarrisonInt * Owner, int x, int y, SlotID IID, EGarrisonType Upg, const CStackInstance * creature_)	: ID(IID),	owner(Owner),	myStack(creature_),	creature(creature_ ? creature_->type : nullptr),	upg(Upg){	OBJECT_CONSTRUCTION;	pos.x += x;	pos.y += y;	AnimationPath imgName = AnimationPath::builtin(owner->smallIcons ? "cprsmall" : "TWCRPORT");	creatureImage = std::make_shared<CAnimImage>(imgName, 0);	creatureImage->disable();	selectionImage = std::make_shared<CAnimImage>(imgName, 1);	selectionImage->disable();	selectionImage->center(creatureImage->pos.center());	if(Owner->smallIcons)	{		pos.w = 32;		pos.h = 32;	}	else	{		pos.w = 58;		pos.h = 64;	}	int labelPosW = pos.w;	int labelPosH = pos.h;	if(Owner->layout == CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS) //labels under icon	{		labelPosW = pos.w / 2 + 1;		labelPosH += 7;	}	ETextAlignment labelAlignment = Owner->layout == CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS			? ETextAlignment::CENTER			: ETextAlignment::BOTTOMRIGHT;	stackCount = std::make_shared<CLabel>(labelPosW, labelPosH, owner->smallIcons ? FONT_TINY : FONT_MEDIUM, labelAlignment, Colors::WHITE);	update();}void CGarrisonSlot::splitIntoParts(EGarrisonType type, int amount){	auto empty = owner->getEmptySlot(type);	if(empty == SlotID())		return;	owner->splitStacks(this, owner->army(type), empty, amount);}bool CGarrisonSlot::handleSplittingShortcuts(){	const bool isAlt = GH.isKeyboardAltDown();	const bool isLShift = GH.isKeyboardShiftDown();	const bool isLCtrl = GH.isKeyboardCmdDown();	if(!isAlt && !isLShift && !isLCtrl)		return false; // This is only case when return false	auto selected = owner->getSelection();	if(!selected)		return true; // Some Shortcusts are pressed but there are no appropriate actions	auto units = selected->myStack->count;	if(units < 1)		return true;	if (isLShift && isLCtrl && isAlt)	{		owner->bulkMoveArmy(selected);	}	else if(isLCtrl && isAlt)	{		owner->moveStackToAnotherArmy(selected);	}	else if(isLShift && isAlt)	{		auto dismiss = getDismiss();		if(dismiss)			LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[12], dismiss, nullptr);	}	else if(isAlt)	{		owner->bulkMergeStacks(selected);	}	else	{		if(units <= 1)			return true;		if(isLCtrl && isLShift)			owner->bulkSplitStack(selected);		else if(isLShift)			owner->bulkSmartSplitStack(selected);		else			splitIntoParts(selected->upg, 1); // LCtrl	}	return true;}void CGarrisonInt::addSplitBtn(std::shared_ptr<CButton> button){	addChild(button.get());	splitButtons.push_back(button);	button->block(getSelection() == nullptr);}void CGarrisonInt::createSlots(){	availableSlots.clear();	int distance = interx + (smallIcons ? 32 : 58);	for(auto i : { EGarrisonType::UPPER, EGarrisonType::LOWER })	{		Point offset = garOffset * static_cast<int>(i);		for(int j = 0; j < 7; j++)		{			Point position(offset.x + (j*distance), offset.y);			if(layout == ESlotsLayout::TWO_ROWS && j >= 4)			{				position += Point(-126, 37);			}			else if(layout == ESlotsLayout::REVERSED_TWO_ROWS)			{				if(j >= 3)				{					position += Point(-90, 49);				}				else				{					position += Point(36, 0);				}			}			SlotID slot(j);			availableSlots.push_back(std::make_shared<CGarrisonSlot>(this, position.x, position.y, slot, i, army(i) ? army(i)->getStackPtr(slot) : nullptr));		}	}}void CGarrisonInt::recreateSlots(){	selectSlot(nullptr);	setSplittingMode(false);	for(auto & elem : splitButtons)		elem->block(true);	for(auto slot : availableSlots)		slot->update();}void CGarrisonInt::splitClick(){	if(!getSelection())		return;	setSplittingMode(!getSplittingMode());	redraw();}void CGarrisonInt::splitStacks(const CGarrisonSlot * from, const CArmedInstance * armyDest, SlotID slotDest, int amount ){	LOCPLINT->cb->splitStack(armedObjs[from->upg], armyDest, from->ID, slotDest, amount);}bool CGarrisonInt::checkSelected(const CGarrisonSlot * selected, TQuantity min) const{	return selected && selected->myStack && selected->myStack->count > min && selected->creature;}void CGarrisonInt::moveStackToAnotherArmy(const CGarrisonSlot * selected){	if(!checkSelected(selected))		return;	const auto srcArmyType = selected->upg;	const auto destArmyType = srcArmyType == EGarrisonType::UPPER		? EGarrisonType::LOWER		: EGarrisonType::UPPER;	auto srcArmy = armedObjs[srcArmyType];	auto destArmy = armedObjs[destArmyType];	if(!destArmy)		return;	auto destSlot = destArmy->getSlotFor(selected->creature);	if(destSlot == SlotID())		return;	const auto srcSlot = selected->ID;	const bool isDestSlotEmpty = !destArmy->getStackCount(destSlot);	if(isDestSlotEmpty && !destArmy->getStackCount(srcSlot))		destSlot = srcSlot; // Same place is more preferable	const bool isLastStack = srcArmy->stacksCount() == 1 && srcArmy->needsLastStack();	auto srcAmount = selected->myStack->count - (isLastStack ? 1 : 0);	if(!srcAmount)		return;	if(!isDestSlotEmpty || isLastStack)	{		srcAmount += destArmy->getStackCount(destSlot); // Due to 'split' implementation in the 'CGameHandler::arrangeStacks'		LOCPLINT->cb->splitStack(srcArmy, destArmy, srcSlot, destSlot, srcAmount);	}	else	{		LOCPLINT->cb->swapCreatures(srcArmy, destArmy, srcSlot, destSlot);	}}void CGarrisonInt::bulkMoveArmy(const CGarrisonSlot * selected){	if(!checkSelected(selected))		return;	const auto srcArmyType = selected->upg;	const auto destArmyType = (srcArmyType == EGarrisonType::UPPER)		? EGarrisonType::LOWER		: EGarrisonType::UPPER;	auto srcArmy = armedObjs[srcArmyType];	auto destArmy = armedObjs[destArmyType];	if(!destArmy)		return;	const auto srcSlot = selected->ID;	LOCPLINT->cb->bulkMoveArmy(srcArmy->id, destArmy->id, srcSlot);}void CGarrisonInt::bulkMergeStacks(const CGarrisonSlot * selected){	if(!checkSelected(selected))		return;	const auto type = selected->upg;	if(!armedObjs[type]->hasCreatureSlots(selected->creature, selected->ID))		return;	LOCPLINT->cb->bulkMergeStacks(armedObjs[type]->id, selected->ID);}void CGarrisonInt::bulkSplitStack(const CGarrisonSlot * selected){	if(!checkSelected(selected, 1)) // check if > 1		return;	const auto type = selected->upg;	if(!hasEmptySlot(type))		return;	LOCPLINT->cb->bulkSplitStack(armedObjs[type]->id, selected->ID);}void CGarrisonInt::bulkSmartSplitStack(const CGarrisonSlot * selected){	if(!checkSelected(selected, 1))		return;	const auto type = selected->upg;	// Do not disturb the server if the creature is already balanced	if(!hasEmptySlot(type) && armedObjs[type]->isCreatureBalanced(selected->creature))		return;	LOCPLINT->cb->bulkSmartSplitStack(armedObjs[type]->id, selected->ID);}CGarrisonInt::CGarrisonInt(const Point & position, int inx, const Point & garsOffset, const CArmedInstance * s1, const CArmedInstance * s2, bool _removableUnits, bool smallImgs, ESlotsLayout _layout)	: highlighted(nullptr)	, inSplittingMode(false)	, interx(inx)	, garOffset(garsOffset)	, smallIcons(smallImgs)	, removableUnits(_removableUnits)	, layout(_layout){	OBJECT_CONSTRUCTION;	setArmy(s1, EGarrisonType::UPPER);	setArmy(s2, EGarrisonType::LOWER);	pos += position;	createSlots();}const CGarrisonSlot * CGarrisonInt::getSelection() const{	return highlighted;}void CGarrisonInt::selectSlot(CGarrisonSlot *slot){	if(slot != highlighted)	{		if(highlighted)			highlighted->setHighlight(false);		highlighted = slot;		for(auto button : splitButtons)			button->block(highlighted == nullptr || !slot->our());		if(highlighted)			highlighted->setHighlight(true);	}}void CGarrisonInt::setSplittingMode(bool on){	assert(on == false || highlighted != nullptr); //can't be in splitting mode without selection	if(inSplittingMode || on)	{		for(auto slot : availableSlots)		{			if(slot.get() != getSelection())				slot->setHighlight( ( on && (slot->our() || slot->ally()) && (slot->creature == nullptr || slot->creature == getSelection()->creature)));		}		inSplittingMode = on;	}}bool CGarrisonInt::getSplittingMode(){	return inSplittingMode;}SlotID CGarrisonInt::getEmptySlot(EGarrisonType type) const{	assert(army(type));	return army(type) ? army(type)->getFreeSlot() : SlotID();}bool CGarrisonInt::hasEmptySlot(EGarrisonType type) const{	return getEmptySlot(type) != SlotID();}const CArmedInstance * CGarrisonInt::upperArmy() const{	return army(EGarrisonType::UPPER);}const CArmedInstance * CGarrisonInt::lowerArmy() const{	return army(EGarrisonType::LOWER);}const CArmedInstance * CGarrisonInt::army(EGarrisonType which) const{	if(armedObjs.count(which))		return armedObjs.at(which);	return nullptr;}bool CGarrisonInt::isArmyOwned(EGarrisonType which) const{	const auto * object = army(which);	if (!object)		return false;	if (object->tempOwner == LOCPLINT->playerID)		return true;	if (object->tempOwner == PlayerColor::UNFLAGGABLE)		return true;	return false;}void CGarrisonInt::setArmy(const CArmedInstance * army, EGarrisonType type){	armedObjs[type] = army;}
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