HeroPoolProcessor.h 1.7 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. VCMI_LIB_NAMESPACE_BEGIN
  12. enum class TavernHeroSlot;
  13. class PlayerColor;
  14. class CGHeroInstance;
  15. class HeroTypeID;
  16. class CGObjectInstance;
  17. class FactionID;
  18. class CRandomGenerator;
  19. class CHeroClass;
  20. VCMI_LIB_NAMESPACE_END
  21. class CGameHandler;
  22. class HeroPoolProcessor : boost::noncopyable
  23. {
  24. /// per-player random generators
  25. std::map<PlayerColor, std::unique_ptr<CRandomGenerator>> playerSeed;
  26. void clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot);
  27. void selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveStartingArmy);
  28. std::vector<const CHeroClass *> findAvailableClassesFor(const PlayerColor & player) const;
  29. std::vector<CGHeroInstance *> findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const;
  30. const CHeroClass * pickClassFor(bool isNative, const PlayerColor & player);
  31. CGHeroInstance * pickHeroFor(bool isNative, const PlayerColor & player);
  32. CRandomGenerator & getRandomGenerator(const PlayerColor & player);
  33. public:
  34. CGameHandler * gameHandler;
  35. HeroPoolProcessor();
  36. HeroPoolProcessor(CGameHandler * gameHandler);
  37. void onHeroSurrendered(const PlayerColor & color, const CGHeroInstance * hero);
  38. void onHeroEscaped(const PlayerColor & color, const CGHeroInstance * hero);
  39. void onNewWeek(const PlayerColor & color);
  40. bool hireHero(const CGObjectInstance *obj, const HeroTypeID & hid, const PlayerColor & player);
  41. template <typename Handler> void serialize(Handler &h, const int version)
  42. {
  43. h & playerSeed;
  44. }
  45. };