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							- /*
 
-  * CBattleInfoEssentials.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 "CCallbackBase.h"
 
- #include "IBattleInfoCallback.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CGTownInstance;
 
- class CGHeroInstance;
 
- class CStack;
 
- class IBonusBearer;
 
- struct InfoAboutHero;
 
- class CArmedInstance;
 
- using TStacks = std::vector<const CStack *>;
 
- using TStackFilter = std::function<bool (const CStack *)>;
 
- namespace BattlePerspective
 
- {
 
- 	enum BattlePerspective
 
- 	{
 
- 		INVALID = -2,
 
- 		ALL_KNOWING = -1,
 
- 		LEFT_SIDE,
 
- 		RIGHT_SIDE
 
- 	};
 
- }
 
- class DLL_LINKAGE CBattleInfoEssentials : public virtual CCallbackBase, public IBattleInfoCallback
 
- {
 
- protected:
 
- 	bool battleDoWeKnowAbout(ui8 side) const;
 
- public:
 
- 	enum EStackOwnership
 
- 	{
 
- 		ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
 
- 	};
 
- 	BattlePerspective::BattlePerspective battleGetMySide() const;
 
- 	const IBonusBearer * getBonusBearer() const override;
 
- 	TerrainId battleTerrainType() const override;
 
- 	BattleField battleGetBattlefieldType() const override;
 
- 	int32_t battleGetEnchanterCounter(ui8 side) const;
 
- 	std::vector<std::shared_ptr<const CObstacleInstance> > battleGetAllObstacles(std::optional<BattlePerspective::BattlePerspective> perspective = std::nullopt) const; //returns all obstacles on the battlefield
 
- 	std::shared_ptr<const CObstacleInstance> battleGetObstacleByID(uint32_t ID) const;
 
- 	/** @brief Main method for getting battle stacks
 
- 	 * returns also turrets and removed stacks
 
- 	 * @param predicate Functor that shall return true for desired stack
 
- 	 * @return filtered stacks
 
- 	 *
 
- 	 */
 
- 	TStacks battleGetStacksIf(TStackFilter predicate) const; //deprecated
 
- 	battle::Units battleGetUnitsIf(battle::UnitFilter predicate) const override;
 
- 	const battle::Unit * battleGetUnitByID(uint32_t ID) const override;
 
- 	const battle::Unit * battleActiveUnit() const override;
 
- 	uint32_t battleNextUnitId() const override;
 
- 	bool battleHasNativeStack(ui8 side) const;
 
- 	const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
 
- 	si8 battleTacticDist() const override; //returns tactic distance in current tactics phase; 0 if not in tactics phase
 
- 	si8 battleGetTacticsSide() const override; //returns which side is in tactics phase, undefined if none (?)
 
- 	bool battleCanFlee(const PlayerColor & player) const;
 
- 	bool battleCanSurrender(const PlayerColor & player) const;
 
- 	ui8 otherSide(ui8 side) const;
 
- 	PlayerColor otherPlayer(const PlayerColor & player) const;
 
- 	BattleSideOpt playerToSide(const PlayerColor & player) const;
 
- 	PlayerColor sideToPlayer(ui8 side) const;
 
- 	bool playerHasAccessToHeroInfo(const PlayerColor & player, const CGHeroInstance * h) const;
 
- 	ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
 
- 	bool battleHasHero(ui8 side) const;
 
- 	uint32_t battleCastSpells(ui8 side) const; //how many spells has given side cast
 
- 	const CGHeroInstance * battleGetFightingHero(ui8 side) const; //deprecated for players callback, easy to get wrong
 
- 	const CArmedInstance * battleGetArmyObject(ui8 side) const;
 
- 	InfoAboutHero battleGetHeroInfo(ui8 side) const;
 
- 	// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
 
- 	// [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
 
- 	EWallState battleGetWallState(EWallPart partOfWall) const;
 
- 	EGateState battleGetGateState() const;
 
- 	bool battleIsGatePassable() const;
 
- 	//helpers
 
- 	///returns all stacks, alive or dead or undead or mechanical :)
 
- 	TStacks battleGetAllStacks(bool includeTurrets = false) const;
 
- 	const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
 
- 	bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const;
 
- 	///returns player that controls given stack; mind control included
 
- 	PlayerColor battleGetOwner(const battle::Unit * unit) const;
 
- 	///returns hero that controls given stack; nullptr if none; mind control included
 
- 	const CGHeroInstance * battleGetOwnerHero(const battle::Unit * unit) const;
 
- 	///check that stacks are controlled by same|other player(s) depending on positiveness
 
- 	///mind control included
 
- 	bool battleMatchOwner(const battle::Unit * attacker, const battle::Unit * defender, const boost::logic::tribool positivness = false) const;
 
- 	bool battleMatchOwner(const PlayerColor & attacker, const battle::Unit * defender, const boost::logic::tribool positivness = false) const;
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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