CBattleInfoEssentials.cpp 11 KB

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  1. /*
  2. * CBattleInfoEssentials.cpp, 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. #include "StdInc.h"
  11. #include "CBattleInfoEssentials.h"
  12. #include "../CStack.h"
  13. #include "BattleInfo.h"
  14. #include "../NetPacks.h"
  15. #include "../mapObjects/CGTownInstance.h"
  16. ETerrainType CBattleInfoEssentials::battleTerrainType() const
  17. {
  18. RETURN_IF_NOT_BATTLE(ETerrainType::WRONG);
  19. return getBattle()->getTerrainType();
  20. }
  21. BFieldType CBattleInfoEssentials::battleGetBattlefieldType() const
  22. {
  23. RETURN_IF_NOT_BATTLE(BFieldType::NONE);
  24. return getBattle()->getBattlefieldType();
  25. }
  26. int32_t CBattleInfoEssentials::battleGetEnchanterCounter(ui8 side) const
  27. {
  28. RETURN_IF_NOT_BATTLE(0);
  29. return getBattle()->getEnchanterCounter(side);
  30. }
  31. std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective) const
  32. {
  33. std::vector<std::shared_ptr<const CObstacleInstance> > ret;
  34. RETURN_IF_NOT_BATTLE(ret);
  35. if(!perspective)
  36. {
  37. //if no particular perspective request, use default one
  38. perspective = boost::make_optional(battleGetMySide());
  39. }
  40. else
  41. {
  42. if(!!player && *perspective != battleGetMySide())
  43. {
  44. logGlobal->error("Unauthorized obstacles access attempt!");
  45. return ret;
  46. }
  47. }
  48. for(auto obstacle : getBattle()->getAllObstacles())
  49. {
  50. if(battleIsObstacleVisibleForSide(*(obstacle.get()), *perspective))
  51. ret.push_back(obstacle);
  52. }
  53. return ret;
  54. }
  55. std::shared_ptr<const CObstacleInstance> CBattleInfoEssentials::battleGetObstacleByID(uint32_t ID) const
  56. {
  57. std::shared_ptr<const CObstacleInstance> ret;
  58. RETURN_IF_NOT_BATTLE(std::shared_ptr<const CObstacleInstance>());
  59. for(auto obstacle : getBattle()->getAllObstacles())
  60. {
  61. if(obstacle->uniqueID == ID)
  62. return obstacle;
  63. }
  64. logGlobal->error("Invalid obstacle ID %d", ID);
  65. return std::shared_ptr<const CObstacleInstance>();
  66. }
  67. bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const
  68. {
  69. RETURN_IF_NOT_BATTLE(false);
  70. return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
  71. }
  72. bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
  73. {
  74. RETURN_IF_NOT_BATTLE(false);
  75. for(const CStack * s : battleGetAllStacks())
  76. {
  77. if(s->side == side && s->getCreature()->isItNativeTerrain(getBattle()->getTerrainType()))
  78. return true;
  79. }
  80. return false;
  81. }
  82. TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets) const
  83. {
  84. return battleGetStacksIf([=](const CStack * s)
  85. {
  86. return !s->isGhost() && (includeTurrets || !s->isTurret());
  87. });
  88. }
  89. TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate) const
  90. {
  91. RETURN_IF_NOT_BATTLE(TStacks());
  92. return getBattle()->getStacksIf(predicate);
  93. }
  94. battle::Units CBattleInfoEssentials::battleGetUnitsIf(battle::UnitFilter predicate) const
  95. {
  96. RETURN_IF_NOT_BATTLE(battle::Units());
  97. return getBattle()->getUnitsIf(predicate);
  98. }
  99. const battle::Unit * CBattleInfoEssentials::battleGetUnitByID(uint32_t ID) const
  100. {
  101. RETURN_IF_NOT_BATTLE(nullptr);
  102. //TODO: consider using map ID -> Unit
  103. auto ret = battleGetUnitsIf([=](const battle::Unit * unit)
  104. {
  105. return unit->unitId() == ID;
  106. });
  107. if(ret.empty())
  108. return nullptr;
  109. else
  110. return ret[0];
  111. }
  112. const battle::Unit * CBattleInfoEssentials::battleActiveUnit() const
  113. {
  114. RETURN_IF_NOT_BATTLE(nullptr);
  115. auto id = getBattle()->getActiveStackID();
  116. if(id >= 0)
  117. return battleGetUnitByID(static_cast<uint32_t>(id));
  118. else
  119. return nullptr;
  120. }
  121. uint32_t CBattleInfoEssentials::battleNextUnitId() const
  122. {
  123. return getBattle()->nextUnitId();
  124. }
  125. const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
  126. {
  127. RETURN_IF_NOT_BATTLE(nullptr);
  128. return getBattle()->getDefendedTown();
  129. }
  130. BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
  131. {
  132. RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
  133. if(!player || player.get().isSpectator())
  134. return BattlePerspective::ALL_KNOWING;
  135. if(*player == getBattle()->getSidePlayer(BattleSide::ATTACKER))
  136. return BattlePerspective::LEFT_SIDE;
  137. if(*player == getBattle()->getSidePlayer(BattleSide::DEFENDER))
  138. return BattlePerspective::RIGHT_SIDE;
  139. logGlobal->error("Cannot find player %s in battle!", player->getStr());
  140. return BattlePerspective::INVALID;
  141. }
  142. const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
  143. {
  144. RETURN_IF_NOT_BATTLE(nullptr);
  145. auto stacks = battleGetStacksIf([=](const CStack * s)
  146. {
  147. return s->ID == ID && (!onlyAlive || s->alive());
  148. });
  149. if(stacks.empty())
  150. return nullptr;
  151. else
  152. return stacks[0];
  153. }
  154. bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
  155. {
  156. RETURN_IF_NOT_BATTLE(false);
  157. auto p = battleGetMySide();
  158. return p == BattlePerspective::ALL_KNOWING || p == side;
  159. }
  160. si8 CBattleInfoEssentials::battleTacticDist() const
  161. {
  162. RETURN_IF_NOT_BATTLE(0);
  163. return getBattle()->getTacticDist();
  164. }
  165. si8 CBattleInfoEssentials::battleGetTacticsSide() const
  166. {
  167. RETURN_IF_NOT_BATTLE(-1);
  168. return getBattle()->getTacticsSide();
  169. }
  170. const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const
  171. {
  172. RETURN_IF_NOT_BATTLE(nullptr);
  173. if(side > 1)
  174. {
  175. logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
  176. return nullptr;
  177. }
  178. if(!battleDoWeKnowAbout(side))
  179. {
  180. logGlobal->error("FIXME: %s access check ", __FUNCTION__);
  181. return nullptr;
  182. }
  183. return getBattle()->getSideHero(side);
  184. }
  185. const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const
  186. {
  187. RETURN_IF_NOT_BATTLE(nullptr);
  188. if(side > 1)
  189. {
  190. logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
  191. return nullptr;
  192. }
  193. if(!battleDoWeKnowAbout(side))
  194. {
  195. logGlobal->error("FIXME: %s access check!", __FUNCTION__);
  196. return nullptr;
  197. }
  198. return getBattle()->getSideArmy(side);
  199. }
  200. InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo(ui8 side) const
  201. {
  202. auto hero = getBattle()->getSideHero(side);
  203. if(!hero)
  204. {
  205. return InfoAboutHero();
  206. }
  207. InfoAboutHero::EInfoLevel infoLevel = battleDoWeKnowAbout(side) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC;
  208. return InfoAboutHero(hero, infoLevel);
  209. }
  210. uint32_t CBattleInfoEssentials::battleCastSpells(ui8 side) const
  211. {
  212. RETURN_IF_NOT_BATTLE(-1);
  213. return getBattle()->getCastSpells(side);
  214. }
  215. const IBonusBearer * CBattleInfoEssentials::getBattleNode() const
  216. {
  217. return getBattle()->asBearer();
  218. }
  219. bool CBattleInfoEssentials::battleCanFlee(PlayerColor player) const
  220. {
  221. RETURN_IF_NOT_BATTLE(false);
  222. const auto side = playerToSide(player);
  223. if(!side)
  224. return false;
  225. const CGHeroInstance *myHero = battleGetFightingHero(side.get());
  226. //current player have no hero
  227. if(!myHero)
  228. return false;
  229. //eg. one of heroes is wearing shakles of war
  230. if(myHero->hasBonusOfType(Bonus::BATTLE_NO_FLEEING))
  231. return false;
  232. //we are besieged defender
  233. if(side.get() == BattleSide::DEFENDER && battleGetSiegeLevel())
  234. {
  235. auto town = battleGetDefendedTown();
  236. if(!town->hasBuilt(BuildingSubID::ESCAPE_TUNNEL))
  237. return false;
  238. }
  239. return true;
  240. }
  241. BattleSideOpt CBattleInfoEssentials::playerToSide(PlayerColor player) const
  242. {
  243. RETURN_IF_NOT_BATTLE(boost::none);
  244. if(getBattle()->getSidePlayer(BattleSide::ATTACKER) == player)
  245. return BattleSideOpt(BattleSide::ATTACKER);
  246. if(getBattle()->getSidePlayer(BattleSide::DEFENDER) == player)
  247. return BattleSideOpt(BattleSide::DEFENDER);
  248. logGlobal->warn("Cannot find side for player %s", player.getStr());
  249. return boost::none;
  250. }
  251. PlayerColor CBattleInfoEssentials::sideToPlayer(ui8 side) const
  252. {
  253. RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
  254. return getBattle()->getSidePlayer(side);
  255. }
  256. ui8 CBattleInfoEssentials::otherSide(ui8 side) const
  257. {
  258. if(side == BattleSide::ATTACKER)
  259. return BattleSide::DEFENDER;
  260. else
  261. return BattleSide::ATTACKER;
  262. }
  263. PlayerColor CBattleInfoEssentials::otherPlayer(PlayerColor player) const
  264. {
  265. RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
  266. auto side = playerToSide(player);
  267. if(!side)
  268. return PlayerColor::CANNOT_DETERMINE;
  269. return getBattle()->getSidePlayer(otherSide(side.get()));
  270. }
  271. bool CBattleInfoEssentials::playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const
  272. {
  273. RETURN_IF_NOT_BATTLE(false);
  274. const auto side = playerToSide(player);
  275. if(side)
  276. {
  277. auto opponentSide = otherSide(side.get());
  278. if(getBattle()->getSideHero(opponentSide) == h)
  279. return true;
  280. }
  281. return false;
  282. }
  283. ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
  284. {
  285. RETURN_IF_NOT_BATTLE(CGTownInstance::NONE);
  286. return getBattle()->getDefendedTown() ? getBattle()->getDefendedTown()->fortLevel() : CGTownInstance::NONE;
  287. }
  288. bool CBattleInfoEssentials::battleCanSurrender(PlayerColor player) const
  289. {
  290. RETURN_IF_NOT_BATTLE(false);
  291. const auto side = playerToSide(player);
  292. if(!side)
  293. return false;
  294. bool iAmSiegeDefender = (side.get() == BattleSide::DEFENDER && battleGetSiegeLevel());
  295. //conditions like for fleeing (except escape tunnel presence) + enemy must have a hero
  296. return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(otherSide(side.get()));
  297. }
  298. bool CBattleInfoEssentials::battleHasHero(ui8 side) const
  299. {
  300. RETURN_IF_NOT_BATTLE(false);
  301. return getBattle()->getSideHero(side) != nullptr;
  302. }
  303. si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
  304. {
  305. RETURN_IF_NOT_BATTLE(EWallState::NONE);
  306. if(battleGetSiegeLevel() == CGTownInstance::NONE)
  307. return EWallState::NONE;
  308. return getBattle()->getWallState(partOfWall);
  309. }
  310. EGateState CBattleInfoEssentials::battleGetGateState() const
  311. {
  312. RETURN_IF_NOT_BATTLE(EGateState::NONE);
  313. if(battleGetSiegeLevel() == CGTownInstance::NONE)
  314. return EGateState::NONE;
  315. return getBattle()->getGateState();
  316. }
  317. PlayerColor CBattleInfoEssentials::battleGetOwner(const battle::Unit * unit) const
  318. {
  319. RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
  320. PlayerColor initialOwner = getBattle()->getSidePlayer(unit->unitSide());
  321. static CSelector selector = Selector::type(Bonus::HYPNOTIZED);
  322. static std::string cachingString = "type_103s-1";
  323. if(unit->hasBonus(selector, cachingString))
  324. return otherPlayer(initialOwner);
  325. else
  326. return initialOwner;
  327. }
  328. const CGHeroInstance * CBattleInfoEssentials::battleGetOwnerHero(const battle::Unit * unit) const
  329. {
  330. RETURN_IF_NOT_BATTLE(nullptr);
  331. const auto side = playerToSide(battleGetOwner(unit));
  332. if(!side)
  333. return nullptr;
  334. return getBattle()->getSideHero(side.get());
  335. }
  336. bool CBattleInfoEssentials::battleMatchOwner(const battle::Unit * attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const
  337. {
  338. RETURN_IF_NOT_BATTLE(false);
  339. if(boost::logic::indeterminate(positivness))
  340. return true;
  341. else if(attacker->unitId() == defender->unitId())
  342. return (bool)positivness;
  343. else
  344. return battleMatchOwner(battleGetOwner(attacker), defender, positivness);
  345. }
  346. bool CBattleInfoEssentials::battleMatchOwner(const PlayerColor & attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const
  347. {
  348. RETURN_IF_NOT_BATTLE(false);
  349. PlayerColor initialOwner = getBattle()->getSidePlayer(defender->unitSide());
  350. return boost::logic::indeterminate(positivness) || (attacker == initialOwner) == (bool)positivness;
  351. }