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							- /*
 
-  * BattleInfo.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
 
- #include "CBattleInfoCallback.h"
 
- #include "IBattleState.h"
 
- #include "SideInBattle.h"
 
- #include "SiegeInfo.h"
 
- #include "../GameCallbackHolder.h"
 
- #include "../bonuses/Bonus.h"
 
- #include "../bonuses/CBonusSystemNode.h"
 
- #include "../int3.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CStack;
 
- class CStackInstance;
 
- class CStackBasicDescriptor;
 
- class BattleField;
 
- struct BattleLayout;
 
- class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState, public GameCallbackHolder
 
- {
 
- 	BattleSideArray<SideInBattle> sides; //sides[0] - attacker, sides[1] - defender
 
- 	std::unique_ptr<BattleLayout> layout;
 
- 	void postDeserialize();
 
- public:
 
- 	BattleID battleID = BattleID(0);
 
- 	si32 round;
 
- 	si32 activeStack;
 
- 	ObjectInstanceID townID; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
 
- 	int3 tile; //for background and bonuses
 
- 	bool replayAllowed;
 
- 	std::vector<std::unique_ptr<CStack>> stacks;
 
- 	std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
 
- 	SiegeInfo si;
 
- 	BattleField battlefieldType; //like !!BA:B
 
- 	TerrainId terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
 
- 	BattleSide tacticsSide; //which side is requested to play tactics phase
 
- 	ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
 
- 	template <typename Handler> void serialize(Handler &h)
 
- 	{
 
- 		h & battleID;
 
- 		h & sides;
 
- 		h & round;
 
- 		h & activeStack;
 
- 		h & townID;
 
- 		h & tile;
 
- 		h & stacks;
 
- 		h & obstacles;
 
- 		h & si;
 
- 		h & battlefieldType;
 
- 		h & terrainType;
 
- 		h & tacticsSide;
 
- 		h & tacticDistance;
 
- 		h & static_cast<CBonusSystemNode&>(*this);
 
- 		h & replayAllowed;
 
- 		if(!h.saving)
 
- 			postDeserialize();
 
- 	}
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	BattleInfo(IGameCallback *cb, const BattleLayout & layout);
 
- 	BattleInfo(IGameCallback *cb);
 
- 	virtual ~BattleInfo();
 
- 	const IBattleInfo * getBattle() const override;
 
- 	std::optional<PlayerColor> getPlayerID() const override;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	// IBattleInfo
 
- 	BattleID getBattleID() const override;
 
- 	int32_t getActiveStackID() const override;
 
- 	TStacks getStacksIf(const TStackFilter & predicate) const override;
 
- 	battle::Units getUnitsIf(const battle::UnitFilter & predicate) const override;
 
- 	BattleField getBattlefieldType() const override;
 
- 	TerrainId getTerrainType() const override;
 
- 	ObstacleCList getAllObstacles() const override;
 
- 	PlayerColor getSidePlayer(BattleSide side) const override;
 
- 	const CArmedInstance * getSideArmy(BattleSide side) const override;
 
- 	const CGHeroInstance * getSideHero(BattleSide side) const override;
 
- 	const CGTownInstance * getTown() const;
 
- 	ui8 getTacticDist() const override;
 
- 	BattleSide getTacticsSide() const override;
 
- 	const CGTownInstance * getDefendedTown() const override;
 
- 	EWallState getWallState(EWallPart partOfWall) const override;
 
- 	EGateState getGateState() const override;
 
- 	uint32_t getCastSpells(BattleSide side) const override;
 
- 	int32_t getEnchanterCounter(BattleSide side) const override;
 
- 	const IBonusBearer * getBonusBearer() const override;
 
- 	uint32_t nextUnitId() const override;
 
- 	int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
 
- 	int3 getLocation() const override;
 
- 	BattleLayout getLayout() const override;
 
- 	std::vector<SpellID> getUsedSpells(BattleSide side) const override;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	// IBattleState
 
- 	void nextRound() override;
 
- 	void nextTurn(uint32_t unitId, BattleUnitTurnReason reason) override;
 
- 	void addUnit(uint32_t id, const JsonNode & data) override;
 
- 	void moveUnit(uint32_t id, const BattleHex & destination) override;
 
- 	void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
 
- 	void removeUnit(uint32_t id) override;
 
- 	void updateUnit(uint32_t id, const JsonNode & data) override;
 
- 	void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
 
- 	void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
 
- 	void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
 
- 	void setWallState(EWallPart partOfWall, EWallState state) override;
 
- 	void addObstacle(const ObstacleChanges & changes) override;
 
- 	void updateObstacle(const ObstacleChanges& changes) override;
 
- 	void removeObstacle(uint32_t id) override;
 
- 	static void addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd);
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	CStack * getStack(int stackID, bool onlyAlive = true);
 
- 	using CBattleInfoEssentials::battleGetArmyObject;
 
- 	CArmedInstance * battleGetArmyObject(BattleSide side) const;
 
- 	using CBattleInfoEssentials::battleGetFightingHero;
 
- 	CGHeroInstance * battleGetFightingHero(BattleSide side) const;
 
- 	void generateNewStack(uint32_t id, const CStackInstance & base, BattleSide side, const SlotID & slot, const BattleHex & position);
 
- 	void generateNewStack(uint32_t id, const CStackBasicDescriptor & base, BattleSide side, const SlotID & slot, const BattleHex & position);
 
- 	const SideInBattle & getSide(BattleSide side) const;
 
- 	SideInBattle & getSide(BattleSide side);
 
- 	const CGHeroInstance * getHero(const PlayerColor & player) const; //returns fighting hero that belongs to given player
 
- 	void localInit();
 
- 	static std::unique_ptr<BattleInfo> setupBattle(IGameCallback *cb, const int3 & tile, TerrainId, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town);
 
- 	BattleSide whatSide(const PlayerColor & player) const;
 
- protected:
 
- #if SCRIPTING_ENABLED
 
- 	scripting::Pool * getContextPool() const override;
 
- #endif
 
- };
 
- class DLL_LINKAGE CMP_stack
 
- {
 
- 	int phase; //rules of which phase will be used
 
- 	int turn;
 
- 	BattleSide side;
 
- public:
 
- 	bool operator()(const battle::Unit * a, const battle::Unit * b) const;
 
- 	CMP_stack(int Phase = 1, int Turn = 0, BattleSide Side = BattleSide::ATTACKER);
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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