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							- /*
 
-  * PlayerLocalState.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 "PlayerLocalState.h"
 
- #include "../CCallback.h"
 
- #include "../lib/mapObjects/CGHeroInstance.h"
 
- #include "../lib/mapObjects/CGTownInstance.h"
 
- #include "../lib/pathfinder/CGPathNode.h"
 
- #include "CPlayerInterface.h"
 
- #include "adventureMap/AdventureMapInterface.h"
 
- PlayerLocalState::PlayerLocalState(CPlayerInterface & owner)
 
- 	: owner(owner)
 
- 	, currentSelection(nullptr)
 
- {
 
- }
 
- void PlayerLocalState::saveHeroPaths(std::map<const CGHeroInstance *, int3> & pathsMap)
 
- {
 
- 	for(auto & p : paths)
 
- 	{
 
- 		if(p.second.nodes.size())
 
- 			pathsMap[p.first] = p.second.endPos();
 
- 		else
 
- 			logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
 
- 	}
 
- }
 
- void PlayerLocalState::loadHeroPaths(std::map<const CGHeroInstance *, int3> & pathsMap)
 
- {
 
- 	if(owner.cb)
 
- 	{
 
- 		for(auto & p : pathsMap)
 
- 		{
 
- 			CGPath path;
 
- 			owner.cb->getPathsInfo(p.first)->getPath(path, p.second);
 
- 			paths[p.first] = path;
 
- 			logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
 
- 		}
 
- 	}
 
- }
 
- void PlayerLocalState::setPath(const CGHeroInstance * h, const CGPath & path)
 
- {
 
- 	paths[h] = path;
 
- }
 
- const CGPath & PlayerLocalState::getPath(const CGHeroInstance * h) const
 
- {
 
- 	assert(hasPath(h));
 
- 	return paths.at(h);
 
- }
 
- bool PlayerLocalState::hasPath(const CGHeroInstance * h) const
 
- {
 
- 	return paths.count(h) > 0;
 
- }
 
- bool PlayerLocalState::setPath(const CGHeroInstance * h, const int3 & destination)
 
- {
 
- 	CGPath path;
 
- 	if(!owner.cb->getPathsInfo(h)->getPath(path, destination))
 
- 		return false;
 
- 	setPath(h, path);
 
- 	return true;
 
- }
 
- void PlayerLocalState::removeLastNode(const CGHeroInstance * h)
 
- {
 
- 	assert(hasPath(h));
 
- 	if(!hasPath(h))
 
- 		return;
 
- 	auto & path = paths[h];
 
- 	path.nodes.pop_back();
 
- 	if(path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
 
- 		erasePath(h);
 
- }
 
- void PlayerLocalState::erasePath(const CGHeroInstance * h)
 
- {
 
- 	paths.erase(h);
 
- 	adventureInt->onHeroChanged(h);
 
- }
 
- void PlayerLocalState::verifyPath(const CGHeroInstance * h)
 
- {
 
- 	if(!hasPath(h))
 
- 		return;
 
- 	setPath(h, getPath(h).endPos());
 
- }
 
- const CGHeroInstance * PlayerLocalState::getCurrentHero() const
 
- {
 
- 	if(currentSelection && currentSelection->ID == Obj::HERO)
 
- 		return dynamic_cast<const CGHeroInstance *>(currentSelection);
 
- 	else
 
- 		return nullptr;
 
- }
 
- const CGHeroInstance * PlayerLocalState::getNextWanderingHero(const CGHeroInstance * currentHero)
 
- {
 
- 	bool currentHeroFound = false;
 
- 	const CGHeroInstance * firstSuitable = nullptr;
 
- 	const CGHeroInstance * nextSuitable = nullptr;
 
- 	for(const auto * hero : getWanderingHeroes())
 
- 	{
 
- 		if (hero == currentHero)
 
- 		{
 
- 			currentHeroFound = true;
 
- 			continue;
 
- 		}
 
- 		if (isHeroSleeping(hero))
 
- 			continue;
 
- 		if (hero->movementPointsRemaining() == 0)
 
- 			continue;
 
- 		if (!firstSuitable)
 
- 			firstSuitable = hero;
 
- 		if (!nextSuitable && currentHeroFound)
 
- 			nextSuitable = hero;
 
- 	}
 
- 	// if we found suitable hero after currently selected hero -> return this hero
 
- 	if (nextSuitable)
 
- 		return nextSuitable;
 
- 	// othervice -> loop over and return first suitable hero in the list (or null if none)
 
- 	return firstSuitable;
 
- }
 
- const CGTownInstance * PlayerLocalState::getCurrentTown() const
 
- {
 
- 	if(currentSelection && currentSelection->ID == Obj::TOWN)
 
- 		return dynamic_cast<const CGTownInstance *>(currentSelection);
 
- 	else
 
- 		return nullptr;
 
- }
 
- const CArmedInstance * PlayerLocalState::getCurrentArmy() const
 
- {
 
- 	if(currentSelection)
 
- 		return dynamic_cast<const CArmedInstance *>(currentSelection);
 
- 	else
 
- 		return nullptr;
 
- }
 
- void PlayerLocalState::setSelection(const CArmedInstance * selection)
 
- {
 
- 	if (currentSelection == selection)
 
- 		return;
 
- 	currentSelection = selection;
 
- 	if (selection)
 
- 		adventureInt->onSelectionChanged(selection);
 
- }
 
- bool PlayerLocalState::isHeroSleeping(const CGHeroInstance * hero) const
 
- {
 
- 	return vstd::contains(sleepingHeroes, hero);
 
- }
 
- void PlayerLocalState::setHeroAsleep(const CGHeroInstance * hero)
 
- {
 
- 	assert(hero);
 
- 	assert(vstd::contains(wanderingHeroes, hero));
 
- 	assert(!vstd::contains(sleepingHeroes, hero));
 
- 	sleepingHeroes.push_back(hero);
 
- }
 
- void PlayerLocalState::setHeroAwaken(const CGHeroInstance * hero)
 
- {
 
- 	assert(hero);
 
- 	assert(vstd::contains(wanderingHeroes, hero));
 
- 	assert(vstd::contains(sleepingHeroes, hero));
 
- 	vstd::erase(sleepingHeroes, hero);
 
- }
 
- const std::vector<const CGHeroInstance *> & PlayerLocalState::getWanderingHeroes()
 
- {
 
- 	return wanderingHeroes;
 
- }
 
- const CGHeroInstance * PlayerLocalState::getWanderingHero(size_t index)
 
- {
 
- 	if(index < wanderingHeroes.size())
 
- 		return wanderingHeroes[index];
 
- 	return nullptr;
 
- }
 
- void PlayerLocalState::addWanderingHero(const CGHeroInstance * hero)
 
- {
 
- 	assert(hero);
 
- 	assert(!vstd::contains(wanderingHeroes, hero));
 
- 	wanderingHeroes.push_back(hero);
 
- }
 
- void PlayerLocalState::removeWanderingHero(const CGHeroInstance * hero)
 
- {
 
- 	assert(hero);
 
- 	assert(vstd::contains(wanderingHeroes, hero));
 
- 	if (hero == currentSelection)
 
- 	{
 
- 		auto const * nextHero = getNextWanderingHero(hero);
 
- 		setSelection(nextHero);
 
- 	}
 
- 	vstd::erase(wanderingHeroes, hero);
 
- 	vstd::erase(sleepingHeroes, hero);
 
- 	if (currentSelection == nullptr && !wanderingHeroes.empty())
 
- 		setSelection(wanderingHeroes.front());
 
- 	if (currentSelection == nullptr && !ownedTowns.empty())
 
- 		setSelection(ownedTowns.front());
 
- }
 
- const std::vector<const CGTownInstance *> & PlayerLocalState::getOwnedTowns()
 
- {
 
- 	return ownedTowns;
 
- }
 
- const CGTownInstance * PlayerLocalState::getOwnedTown(size_t index)
 
- {
 
- 	if(index < ownedTowns.size())
 
- 		return ownedTowns[index];
 
- 	return nullptr;
 
- }
 
- void PlayerLocalState::addOwnedTown(const CGTownInstance * town)
 
- {
 
- 	assert(town);
 
- 	assert(!vstd::contains(ownedTowns, town));
 
- 	ownedTowns.push_back(town);
 
- }
 
- void PlayerLocalState::removeOwnedTown(const CGTownInstance * town)
 
- {
 
- 	assert(town);
 
- 	assert(vstd::contains(ownedTowns, town));
 
- 	vstd::erase(ownedTowns, town);
 
- 	if (town == currentSelection)
 
- 		setSelection(nullptr);
 
- 	if (currentSelection == nullptr && !wanderingHeroes.empty())
 
- 		setSelection(wanderingHeroes.front());
 
- 	if (currentSelection == nullptr && !ownedTowns.empty())
 
- 		setSelection(ownedTowns.front());
 
- }
 
 
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