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- /*
- * BattleActionsController.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 "../../lib/battle/CBattleInfoCallback.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class BattleAction;
- namespace spells {
- class Caster;
- enum class Mode;
- }
- VCMI_LIB_NAMESPACE_END
- class BattleInterface;
- enum class MouseHoveredHexContext
- {
- UNOCCUPIED_HEX,
- OCCUPIED_HEX
- };
- /// Class that controls actions that can be performed by player, e.g. moving stacks, attacking, etc
- /// As well as all relevant feedback for these actions in user interface
- class BattleActionsController
- {
- BattleInterface & owner;
- /// all actions possible to call at the moment by player
- std::vector<PossiblePlayerBattleAction> possibleActions;
- /// spell for which player's hero is choosing destination
- std::shared_ptr<BattleAction> heroSpellToCast;
- /// cached message that was set by this class in status bar
- std::string currentConsoleMsg;
- /// if true, active stack could possibly cast some target spell
- const CSpell * creatureSpellToCast;
- bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber);
- bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber) const; //TODO: move to BattleState / callback
- std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack) const; //called when stack gets its turn
- void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
- bool actionIsLegal(PossiblePlayerBattleAction action, BattleHex hoveredHex);
- void actionSetCursor(PossiblePlayerBattleAction action, BattleHex hoveredHex);
- void actionSetCursorBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex);
- std::string actionGetStatusMessage(PossiblePlayerBattleAction action, BattleHex hoveredHex);
- std::string actionGetStatusMessageBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex);
- void actionRealize(PossiblePlayerBattleAction action, BattleHex hoveredHex);
- PossiblePlayerBattleAction selectAction(BattleHex myNumber);
- const CStack * getStackForHex(BattleHex myNumber) ;
- /// attempts to initialize spellcasting action for stack
- /// will silently return if stack is not a spellcaster
- void tryActivateStackSpellcasting(const CStack *casterStack);
- /// returns spell that is currently being cast by hero or nullptr if none
- const CSpell * getHeroSpellToCast() const;
- /// if current stack is spellcaster, returns spell being cast, or null othervice
- const CSpell * getStackSpellToCast( ) const;
- /// returns true if current stack is a spellcaster
- bool isActiveStackSpellcaster() const;
- public:
- BattleActionsController(BattleInterface & owner);
- /// initialize list of potential actions for new active stack
- void activateStack();
- /// returns true if UI is currently in target selection mode
- bool spellcastingModeActive() const;
- /// returns true if one of the following is true:
- /// - we are casting spell by hero
- /// - we are casting spell by creature in targeted mode (F hotkey)
- /// - current creature is spellcaster and preferred action for current hex is spellcast
- bool currentActionSpellcasting(BattleHex hoveredHex);
- /// enter targeted spellcasting mode for creature, e.g. via "F" hotkey
- void enterCreatureCastingMode();
- /// initialize hero spellcasting mode, e.g. on selecting spell in spellbook
- void castThisSpell(SpellID spellID);
- /// ends casting spell (eg. when spell has been cast or canceled)
- void endCastingSpell();
- /// update cursor and status bar according to new active hex
- void onHexHovered(BattleHex hoveredHex);
- /// called when cursor is no longer over battlefield and cursor/battle log should be reset
- void onHoverEnded();
- /// performs action according to selected hex
- void onHexLeftClicked(BattleHex clickedHex);
- /// performs action according to selected hex
- void onHexRightClicked(BattleHex clickedHex);
- const spells::Caster * getCurrentSpellcaster() const;
- const CSpell * getCurrentSpell() const;
- spells::Mode getCurrentCastMode() const;
- /// methods to work with array of possible actions, needed to control special creatures abilities
- const std::vector<PossiblePlayerBattleAction> & getPossibleActions() const;
- void removePossibleAction(PossiblePlayerBattleAction);
-
- /// inserts possible action in the beggining in order to prioritize it
- void pushFrontPossibleAction(PossiblePlayerBattleAction);
- };
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