BattleInfo.h 5.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166
  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 "../HeroBonus.h"
  13. #include "CBattleInfoCallback.h"
  14. #include "IBattleState.h"
  15. #include "SiegeInfo.h"
  16. #include "SideInBattle.h"
  17. VCMI_LIB_NAMESPACE_BEGIN
  18. class CStack;
  19. class CStackInstance;
  20. class CStackBasicDescriptor;
  21. class BattleField;
  22. class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState
  23. {
  24. public:
  25. enum BattleSide
  26. {
  27. ATTACKER = 0,
  28. DEFENDER
  29. };
  30. std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
  31. si32 round, activeStack;
  32. const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
  33. int3 tile; //for background and bonuses
  34. bool creatureBank; //auxilary field, do not serialize
  35. std::vector<CStack*> stacks;
  36. std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
  37. SiegeInfo si;
  38. BattleField battlefieldType; //like !!BA:B
  39. TerrainId terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
  40. ui8 tacticsSide; //which side is requested to play tactics phase
  41. ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
  42. template <typename Handler> void serialize(Handler &h, const int version)
  43. {
  44. h & sides;
  45. h & round;
  46. h & activeStack;
  47. h & town;
  48. h & tile;
  49. h & stacks;
  50. h & obstacles;
  51. h & si;
  52. h & battlefieldType;
  53. h & terrainType;
  54. h & tacticsSide;
  55. h & tacticDistance;
  56. h & static_cast<CBonusSystemNode&>(*this);
  57. }
  58. //////////////////////////////////////////////////////////////////////////
  59. BattleInfo();
  60. virtual ~BattleInfo();
  61. //////////////////////////////////////////////////////////////////////////
  62. // IBattleInfo
  63. int32_t getActiveStackID() const override;
  64. TStacks getStacksIf(TStackFilter predicate) const override;
  65. battle::Units getUnitsIf(battle::UnitFilter predicate) const override;
  66. BattleField getBattlefieldType() const override;
  67. TerrainId getTerrainType() const override;
  68. ObstacleCList getAllObstacles() const override;
  69. PlayerColor getSidePlayer(ui8 side) const override;
  70. const CArmedInstance * getSideArmy(ui8 side) const override;
  71. const CGHeroInstance * getSideHero(ui8 side) const override;
  72. ui8 getTacticDist() const override;
  73. ui8 getTacticsSide() const override;
  74. const CGTownInstance * getDefendedTown() const override;
  75. si8 getWallState(int partOfWall) const override;
  76. EGateState getGateState() const override;
  77. uint32_t getCastSpells(ui8 side) const override;
  78. int32_t getEnchanterCounter(ui8 side) const override;
  79. const IBonusBearer * asBearer() const override;
  80. uint32_t nextUnitId() const override;
  81. int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
  82. //////////////////////////////////////////////////////////////////////////
  83. // IBattleState
  84. void nextRound(int32_t roundNr) override;
  85. void nextTurn(uint32_t unitId) override;
  86. void addUnit(uint32_t id, const JsonNode & data) override;
  87. void moveUnit(uint32_t id, BattleHex destination) override;
  88. void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
  89. void removeUnit(uint32_t id) override;
  90. void updateUnit(uint32_t id, const JsonNode & data) override;
  91. void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
  92. void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
  93. void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
  94. void setWallState(int partOfWall, si8 state) override;
  95. void addObstacle(const ObstacleChanges & changes) override;
  96. void updateObstacle(const ObstacleChanges& changes) override;
  97. void removeObstacle(uint32_t id) override;
  98. void addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd);
  99. //////////////////////////////////////////////////////////////////////////
  100. CStack * getStack(int stackID, bool onlyAlive = true);
  101. using CBattleInfoEssentials::battleGetArmyObject;
  102. CArmedInstance * battleGetArmyObject(ui8 side) const;
  103. using CBattleInfoEssentials::battleGetFightingHero;
  104. CGHeroInstance * battleGetFightingHero(ui8 side) const;
  105. std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack * stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
  106. void calculateCasualties(std::map<ui32,si32> * casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
  107. CStack * generateNewStack(uint32_t id, const CStackInstance &base, ui8 side, SlotID slot, BattleHex position);
  108. CStack * generateNewStack(uint32_t id, const CStackBasicDescriptor &base, ui8 side, SlotID slot, BattleHex position);
  109. const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
  110. void localInit();
  111. static BattleInfo * setupBattle(const int3 & tile, TerrainId, const BattleField & battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town);
  112. ui8 whatSide(PlayerColor player) const;
  113. protected:
  114. #if SCRIPTING_ENABLED
  115. scripting::Pool * getContextPool() const override;
  116. #endif
  117. };
  118. class DLL_LINKAGE CMP_stack
  119. {
  120. int phase; //rules of which phase will be used
  121. int turn;
  122. uint8_t side;
  123. public:
  124. bool operator ()(const battle::Unit * a, const battle::Unit * b);
  125. CMP_stack(int Phase = 1, int Turn = 0, uint8_t Side = BattleSide::ATTACKER);
  126. };
  127. VCMI_LIB_NAMESPACE_END