BattleInfo.h 5.7 KB

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  1. /*
  2. * BattleInfo.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. #include "../int3.h"
  12. #include "../bonuses/Bonus.h"
  13. #include "../bonuses/CBonusSystemNode.h"
  14. #include "CBattleInfoCallback.h"
  15. #include "IBattleState.h"
  16. #include "SiegeInfo.h"
  17. #include "SideInBattle.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. class CStack;
  20. class CStackInstance;
  21. class CStackBasicDescriptor;
  22. class BattleField;
  23. class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState
  24. {
  25. public:
  26. BattleID battleID = BattleID(0);
  27. enum BattleSide
  28. {
  29. ATTACKER = 0,
  30. DEFENDER
  31. };
  32. std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
  33. si32 round;
  34. si32 activeStack;
  35. const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
  36. int3 tile; //for background and bonuses
  37. bool creatureBank; //auxilary field, do not serialize
  38. bool replayAllowed;
  39. std::vector<CStack*> stacks;
  40. std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
  41. SiegeInfo si;
  42. BattleField battlefieldType; //like !!BA:B
  43. TerrainId terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
  44. ui8 tacticsSide; //which side is requested to play tactics phase
  45. ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
  46. template <typename Handler> void serialize(Handler &h)
  47. {
  48. h & battleID;
  49. h & sides;
  50. h & round;
  51. h & activeStack;
  52. h & town;
  53. h & tile;
  54. h & stacks;
  55. h & obstacles;
  56. h & si;
  57. h & battlefieldType;
  58. h & terrainType;
  59. h & tacticsSide;
  60. h & tacticDistance;
  61. h & static_cast<CBonusSystemNode&>(*this);
  62. h & replayAllowed;
  63. }
  64. //////////////////////////////////////////////////////////////////////////
  65. BattleInfo();
  66. virtual ~BattleInfo();
  67. const IBattleInfo * getBattle() const override;
  68. std::optional<PlayerColor> getPlayerID() const override;
  69. //////////////////////////////////////////////////////////////////////////
  70. // IBattleInfo
  71. BattleID getBattleID() const override;
  72. int32_t getActiveStackID() const override;
  73. TStacks getStacksIf(const TStackFilter & predicate) const override;
  74. battle::Units getUnitsIf(const battle::UnitFilter & predicate) const override;
  75. BattleField getBattlefieldType() const override;
  76. TerrainId getTerrainType() const override;
  77. ObstacleCList getAllObstacles() const override;
  78. PlayerColor getSidePlayer(ui8 side) const override;
  79. const CArmedInstance * getSideArmy(ui8 side) const override;
  80. const CGHeroInstance * getSideHero(ui8 side) const override;
  81. ui8 getTacticDist() const override;
  82. ui8 getTacticsSide() const override;
  83. const CGTownInstance * getDefendedTown() const override;
  84. EWallState getWallState(EWallPart partOfWall) const override;
  85. EGateState getGateState() const override;
  86. uint32_t getCastSpells(ui8 side) const override;
  87. int32_t getEnchanterCounter(ui8 side) const override;
  88. const IBonusBearer * getBonusBearer() const override;
  89. uint32_t nextUnitId() const override;
  90. int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
  91. int3 getLocation() const override;
  92. bool isCreatureBank() const override;
  93. std::vector<SpellID> getUsedSpells(ui8 side) const override;
  94. //////////////////////////////////////////////////////////////////////////
  95. // IBattleState
  96. void nextRound() override;
  97. void nextTurn(uint32_t unitId) override;
  98. void addUnit(uint32_t id, const JsonNode & data) override;
  99. void moveUnit(uint32_t id, BattleHex destination) override;
  100. void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
  101. void removeUnit(uint32_t id) override;
  102. void updateUnit(uint32_t id, const JsonNode & data) override;
  103. void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
  104. void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
  105. void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
  106. void setWallState(EWallPart partOfWall, EWallState state) override;
  107. void addObstacle(const ObstacleChanges & changes) override;
  108. void updateObstacle(const ObstacleChanges& changes) override;
  109. void removeObstacle(uint32_t id) override;
  110. static void addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd);
  111. //////////////////////////////////////////////////////////////////////////
  112. CStack * getStack(int stackID, bool onlyAlive = true);
  113. using CBattleInfoEssentials::battleGetArmyObject;
  114. CArmedInstance * battleGetArmyObject(ui8 side) const;
  115. using CBattleInfoEssentials::battleGetFightingHero;
  116. CGHeroInstance * battleGetFightingHero(ui8 side) const;
  117. CStack * generateNewStack(uint32_t id, const CStackInstance & base, ui8 side, const SlotID & slot, BattleHex position);
  118. CStack * generateNewStack(uint32_t id, const CStackBasicDescriptor & base, ui8 side, const SlotID & slot, BattleHex position);
  119. const CGHeroInstance * getHero(const PlayerColor & player) const; //returns fighting hero that belongs to given player
  120. void localInit();
  121. static BattleInfo * setupBattle(const int3 & tile, TerrainId, const BattleField & battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town);
  122. ui8 whatSide(const PlayerColor & player) const;
  123. protected:
  124. #if SCRIPTING_ENABLED
  125. scripting::Pool * getContextPool() const override;
  126. #endif
  127. };
  128. class DLL_LINKAGE CMP_stack
  129. {
  130. int phase; //rules of which phase will be used
  131. int turn;
  132. uint8_t side;
  133. public:
  134. bool operator()(const battle::Unit * a, const battle::Unit * b) const;
  135. CMP_stack(int Phase = 1, int Turn = 0, uint8_t Side = BattleSide::ATTACKER);
  136. };
  137. VCMI_LIB_NAMESPACE_END