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- /*
- * CBattleInfoEssentials.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 "CBattleInfoEssentials.h"
- #include "../CStack.h"
- #include "BattleInfo.h"
- #include "../NetPacks.h"
- #include "../mapObjects/CGTownInstance.h"
- VCMI_LIB_NAMESPACE_BEGIN
- TerrainId CBattleInfoEssentials::battleTerrainType() const
- {
- RETURN_IF_NOT_BATTLE(TerrainId());
- return getBattle()->getTerrainType();
- }
- BattleField CBattleInfoEssentials::battleGetBattlefieldType() const
- {
- RETURN_IF_NOT_BATTLE(BattleField::NONE);
- return getBattle()->getBattlefieldType();
- }
- int32_t CBattleInfoEssentials::battleGetEnchanterCounter(ui8 side) const
- {
- RETURN_IF_NOT_BATTLE(0);
- return getBattle()->getEnchanterCounter(side);
- }
- std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective) const
- {
- std::vector<std::shared_ptr<const CObstacleInstance> > ret;
- RETURN_IF_NOT_BATTLE(ret);
- if(!perspective)
- {
- //if no particular perspective request, use default one
- perspective = boost::make_optional(battleGetMySide());
- }
- else
- {
- if(!!player && *perspective != battleGetMySide())
- logGlobal->warn("Unauthorized obstacles access attempt, assuming massive spell");
- }
- for(const auto & obstacle : getBattle()->getAllObstacles())
- {
- if(battleIsObstacleVisibleForSide(*(obstacle), *perspective))
- ret.push_back(obstacle);
- }
- return ret;
- }
- std::shared_ptr<const CObstacleInstance> CBattleInfoEssentials::battleGetObstacleByID(uint32_t ID) const
- {
- std::shared_ptr<const CObstacleInstance> ret;
- RETURN_IF_NOT_BATTLE(std::shared_ptr<const CObstacleInstance>());
- for(auto obstacle : getBattle()->getAllObstacles())
- {
- if(obstacle->uniqueID == ID)
- return obstacle;
- }
- logGlobal->error("Invalid obstacle ID %d", ID);
- return std::shared_ptr<const CObstacleInstance>();
- }
- bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const
- {
- RETURN_IF_NOT_BATTLE(false);
- return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
- }
- bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
- {
- RETURN_IF_NOT_BATTLE(false);
- for(const CStack * s : battleGetAllStacks())
- {
- if(s->side == side && s->getCreature()->isItNativeTerrain(getBattle()->getTerrainType()))
- return true;
- }
- return false;
- }
- TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets) const
- {
- return battleGetStacksIf([=](const CStack * s)
- {
- return !s->isGhost() && (includeTurrets || !s->isTurret());
- });
- }
- TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate) const
- {
- RETURN_IF_NOT_BATTLE(TStacks());
- return getBattle()->getStacksIf(std::move(predicate));
- }
- battle::Units CBattleInfoEssentials::battleGetUnitsIf(battle::UnitFilter predicate) const
- {
- RETURN_IF_NOT_BATTLE(battle::Units());
- return getBattle()->getUnitsIf(predicate);
- }
- const battle::Unit * CBattleInfoEssentials::battleGetUnitByID(uint32_t ID) const
- {
- RETURN_IF_NOT_BATTLE(nullptr);
- //TODO: consider using map ID -> Unit
- auto ret = battleGetUnitsIf([=](const battle::Unit * unit)
- {
- return unit->unitId() == ID;
- });
- if(ret.empty())
- return nullptr;
- else
- return ret[0];
- }
- const battle::Unit * CBattleInfoEssentials::battleActiveUnit() const
- {
- RETURN_IF_NOT_BATTLE(nullptr);
- auto id = getBattle()->getActiveStackID();
- if(id >= 0)
- return battleGetUnitByID(static_cast<uint32_t>(id));
- else
- return nullptr;
- }
- uint32_t CBattleInfoEssentials::battleNextUnitId() const
- {
- return getBattle()->nextUnitId();
- }
- const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
- {
- RETURN_IF_NOT_BATTLE(nullptr);
- return getBattle()->getDefendedTown();
- }
- BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
- {
- RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
- if(!player || player.get().isSpectator())
- return BattlePerspective::ALL_KNOWING;
- if(*player == getBattle()->getSidePlayer(BattleSide::ATTACKER))
- return BattlePerspective::LEFT_SIDE;
- if(*player == getBattle()->getSidePlayer(BattleSide::DEFENDER))
- return BattlePerspective::RIGHT_SIDE;
- logGlobal->error("Cannot find player %s in battle!", player->getStr());
- return BattlePerspective::INVALID;
- }
- const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
- {
- RETURN_IF_NOT_BATTLE(nullptr);
- auto stacks = battleGetStacksIf([=](const CStack * s)
- {
- return s->ID == ID && (!onlyAlive || s->alive());
- });
- if(stacks.empty())
- return nullptr;
- else
- return stacks[0];
- }
- bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
- {
- RETURN_IF_NOT_BATTLE(false);
- auto p = battleGetMySide();
- return p == BattlePerspective::ALL_KNOWING || p == side;
- }
- si8 CBattleInfoEssentials::battleTacticDist() const
- {
- RETURN_IF_NOT_BATTLE(0);
- return getBattle()->getTacticDist();
- }
- si8 CBattleInfoEssentials::battleGetTacticsSide() const
- {
- RETURN_IF_NOT_BATTLE(-1);
- return getBattle()->getTacticsSide();
- }
- const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const
- {
- RETURN_IF_NOT_BATTLE(nullptr);
- if(side > 1)
- {
- logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
- return nullptr;
- }
- if(!battleDoWeKnowAbout(side))
- {
- logGlobal->error("FIXME: %s access check ", __FUNCTION__);
- return nullptr;
- }
- return getBattle()->getSideHero(side);
- }
- const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const
- {
- RETURN_IF_NOT_BATTLE(nullptr);
- if(side > 1)
- {
- logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
- return nullptr;
- }
- if(!battleDoWeKnowAbout(side))
- {
- logGlobal->error("FIXME: %s access check!", __FUNCTION__);
- return nullptr;
- }
- return getBattle()->getSideArmy(side);
- }
- InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo(ui8 side) const
- {
- const auto * hero = getBattle()->getSideHero(side);
- if(!hero)
- {
- return InfoAboutHero();
- }
- InfoAboutHero::EInfoLevel infoLevel = battleDoWeKnowAbout(side) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC;
- return InfoAboutHero(hero, infoLevel);
- }
- uint32_t CBattleInfoEssentials::battleCastSpells(ui8 side) const
- {
- RETURN_IF_NOT_BATTLE(-1);
- return getBattle()->getCastSpells(side);
- }
- const IBonusBearer * CBattleInfoEssentials::getBonusBearer() const
- {
- return getBattle()->getBonusBearer();
- }
- bool CBattleInfoEssentials::battleCanFlee(const PlayerColor & player) const
- {
- RETURN_IF_NOT_BATTLE(false);
- const auto side = playerToSide(player);
- if(!side)
- return false;
- const CGHeroInstance *myHero = battleGetFightingHero(side.get());
- //current player have no hero
- if(!myHero)
- return false;
- //eg. one of heroes is wearing shakles of war
- if(myHero->hasBonusOfType(Bonus::BATTLE_NO_FLEEING))
- return false;
- //we are besieged defender
- if(side.get() == BattleSide::DEFENDER && battleGetSiegeLevel())
- {
- const auto * town = battleGetDefendedTown();
- if(!town->hasBuilt(BuildingSubID::ESCAPE_TUNNEL))
- return false;
- }
- return true;
- }
- BattleSideOpt CBattleInfoEssentials::playerToSide(const PlayerColor & player) const
- {
- RETURN_IF_NOT_BATTLE(boost::none);
- if(getBattle()->getSidePlayer(BattleSide::ATTACKER) == player)
- return BattleSideOpt(BattleSide::ATTACKER);
- if(getBattle()->getSidePlayer(BattleSide::DEFENDER) == player)
- return BattleSideOpt(BattleSide::DEFENDER);
- logGlobal->warn("Cannot find side for player %s", player.getStr());
- return boost::none;
- }
- PlayerColor CBattleInfoEssentials::sideToPlayer(ui8 side) const
- {
- RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
- return getBattle()->getSidePlayer(side);
- }
- ui8 CBattleInfoEssentials::otherSide(ui8 side) const
- {
- if(side == BattleSide::ATTACKER)
- return BattleSide::DEFENDER;
- else
- return BattleSide::ATTACKER;
- }
- PlayerColor CBattleInfoEssentials::otherPlayer(const PlayerColor & player) const
- {
- RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
- auto side = playerToSide(player);
- if(!side)
- return PlayerColor::CANNOT_DETERMINE;
- return getBattle()->getSidePlayer(otherSide(side.get()));
- }
- bool CBattleInfoEssentials::playerHasAccessToHeroInfo(const PlayerColor & player, const CGHeroInstance * h) const
- {
- RETURN_IF_NOT_BATTLE(false);
- const auto side = playerToSide(player);
- if(side)
- {
- auto opponentSide = otherSide(side.get());
- if(getBattle()->getSideHero(opponentSide) == h)
- return true;
- }
- return false;
- }
- ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
- {
- RETURN_IF_NOT_BATTLE(CGTownInstance::NONE);
- return getBattle()->getDefendedTown() ? getBattle()->getDefendedTown()->fortLevel() : CGTownInstance::NONE;
- }
- bool CBattleInfoEssentials::battleCanSurrender(const PlayerColor & player) const
- {
- RETURN_IF_NOT_BATTLE(false);
- const auto side = playerToSide(player);
- if(!side)
- return false;
- bool iAmSiegeDefender = (side.get() == BattleSide::DEFENDER && battleGetSiegeLevel());
- //conditions like for fleeing (except escape tunnel presence) + enemy must have a hero
- return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(otherSide(side.get()));
- }
- bool CBattleInfoEssentials::battleHasHero(ui8 side) const
- {
- RETURN_IF_NOT_BATTLE(false);
- return getBattle()->getSideHero(side) != nullptr;
- }
- EWallState CBattleInfoEssentials::battleGetWallState(EWallPart partOfWall) const
- {
- RETURN_IF_NOT_BATTLE(EWallState::NONE);
- if(battleGetSiegeLevel() == CGTownInstance::NONE)
- return EWallState::NONE;
- return getBattle()->getWallState(partOfWall);
- }
- EGateState CBattleInfoEssentials::battleGetGateState() const
- {
- RETURN_IF_NOT_BATTLE(EGateState::NONE);
- if(battleGetSiegeLevel() == CGTownInstance::NONE)
- return EGateState::NONE;
- return getBattle()->getGateState();
- }
- PlayerColor CBattleInfoEssentials::battleGetOwner(const battle::Unit * unit) const
- {
- RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
- PlayerColor initialOwner = getBattle()->getSidePlayer(unit->unitSide());
- static CSelector selector = Selector::type()(Bonus::HYPNOTIZED);
- static std::string cachingString = "type_103s-1";
- if(unit->hasBonus(selector, cachingString))
- return otherPlayer(initialOwner);
- else
- return initialOwner;
- }
- const CGHeroInstance * CBattleInfoEssentials::battleGetOwnerHero(const battle::Unit * unit) const
- {
- RETURN_IF_NOT_BATTLE(nullptr);
- const auto side = playerToSide(battleGetOwner(unit));
- if(!side)
- return nullptr;
- return getBattle()->getSideHero(side.get());
- }
- bool CBattleInfoEssentials::battleMatchOwner(const battle::Unit * attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const
- {
- RETURN_IF_NOT_BATTLE(false);
- if(boost::logic::indeterminate(positivness))
- return true;
- else if(attacker->unitId() == defender->unitId())
- return (bool)positivness;
- else
- return battleMatchOwner(battleGetOwner(attacker), defender, positivness);
- }
- bool CBattleInfoEssentials::battleMatchOwner(const PlayerColor & attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const
- {
- RETURN_IF_NOT_BATTLE(false);
- PlayerColor initialOwner = getBattle()->getSidePlayer(defender->unitSide());
- return boost::logic::indeterminate(positivness) || (attacker == initialOwner) == (bool)positivness;
- }
- VCMI_LIB_NAMESPACE_END
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