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							- /*
 
-  * BattleFlowProcessor.h, 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
 
-  *
 
-  */
 
- #pragma once
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CStack;
 
- struct BattleHex;
 
- class BattleAction;
 
- class CBattleInfoCallback;
 
- struct CObstacleInstance;
 
- namespace battle
 
- {
 
- class Unit;
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
- class CGameHandler;
 
- class BattleProcessor;
 
- /// Controls flow of battles - battle startup actions and switching to next stack or next round after actions
 
- class BattleFlowProcessor : boost::noncopyable
 
- {
 
- 	BattleProcessor * owner;
 
- 	CGameHandler * gameHandler;
 
- 	const CStack * getNextStack(const CBattleInfoCallback & battle);
 
- 	bool rollGoodMorale(const CBattleInfoCallback & battle, const CStack * stack);
 
- 	bool tryMakeAutomaticAction(const CBattleInfoCallback & battle, const CStack * stack);
 
- 	void summonGuardiansHelper(const CBattleInfoCallback & battle, std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex);
 
- 	void trySummonGuardians(const CBattleInfoCallback & battle, const CStack * stack);
 
- 	void tryPlaceMoats(const CBattleInfoCallback & battle);
 
- 	void castOpeningSpells(const CBattleInfoCallback & battle);
 
- 	void activateNextStack(const CBattleInfoCallback & battle);
 
- 	void startNextRound(const CBattleInfoCallback & battle, bool isFirstRound);
 
- 	void stackEnchantedTrigger(const CBattleInfoCallback & battle, const CStack * stack);
 
- 	void removeObstacle(const CBattleInfoCallback & battle, const CObstacleInstance & obstacle);
 
- 	void stackTurnTrigger(const CBattleInfoCallback & battle, const CStack * stack);
 
- 	void setActiveStack(const CBattleInfoCallback & battle, const battle::Unit * stack);
 
- 	void makeStackDoNothing(const CBattleInfoCallback & battle, const CStack * next);
 
- 	bool makeAutomaticAction(const CBattleInfoCallback & battle, const CStack * stack, BattleAction & ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
 
- public:
 
- 	explicit BattleFlowProcessor(BattleProcessor * owner);
 
- 	void setGameHandler(CGameHandler * newGameHandler);
 
- 	void onBattleStarted(const CBattleInfoCallback & battle);
 
- 	void onTacticsEnded(const CBattleInfoCallback & battle);
 
- 	void onActionMade(const CBattleInfoCallback & battle, const BattleAction & ba);
 
- };
 
 
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