CBattleCallback.h 17 KB

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  1. #pragma once
  2. #include "BattleHex.h"
  3. /*
  4. * CBattleCallback.h, part of VCMI engine
  5. *
  6. * Authors: listed in file AUTHORS in main folder
  7. *
  8. * License: GNU General Public License v2.0 or later
  9. * Full text of license available in license.txt file, in main folder
  10. *
  11. */
  12. class CGameState;
  13. class CGTownInstance;
  14. class CGHeroInstance;
  15. class CStack;
  16. class CSpell;
  17. struct BattleInfo;
  18. struct CObstacleInstance;
  19. class IBonusBearer;
  20. struct InfoAboutHero;
  21. class CArmedInstance;
  22. namespace boost
  23. {class shared_mutex;}
  24. namespace BattleSide
  25. {
  26. enum {ATTACKER = 0, DEFENDER = 1};
  27. }
  28. typedef std::vector<const CStack*> TStacks;
  29. typedef std::function<bool(const CStack *)> TStackFilter;
  30. class CBattleInfoEssentials;
  31. //Basic class for various callbacks (interfaces called by players to get info about game and so forth)
  32. class DLL_LINKAGE CCallbackBase
  33. {
  34. const BattleInfo *battle; //battle to which the player is engaged, nullptr if none or not applicable
  35. const BattleInfo * getBattle() const
  36. {
  37. return battle;
  38. }
  39. protected:
  40. CGameState *gs;
  41. boost::optional<PlayerColor> player; // not set gives access to all information, otherwise callback provides only information "visible" for player
  42. CCallbackBase(CGameState *GS, boost::optional<PlayerColor> Player)
  43. : battle(nullptr), gs(GS), player(Player)
  44. {}
  45. CCallbackBase()
  46. : battle(nullptr), gs(nullptr)
  47. {}
  48. void setBattle(const BattleInfo *B);
  49. bool duringBattle() const;
  50. public:
  51. boost::shared_mutex &getGsMutex(); //just return a reference to mutex, does not lock nor anything
  52. boost::optional<PlayerColor> getPlayerID() const;
  53. friend class CBattleInfoEssentials;
  54. };
  55. struct DLL_LINKAGE AttackableTiles
  56. {
  57. std::set<BattleHex> hostileCreaturePositions;
  58. std::set<BattleHex> friendlyCreaturePositions; //for Dragon Breath
  59. template <typename Handler> void serialize(Handler &h, const int version)
  60. {
  61. h & hostileCreaturePositions & friendlyCreaturePositions;
  62. }
  63. };
  64. //Accessibility is property of hex in battle. It doesn't depend on stack, side's perspective and so on.
  65. namespace EAccessibility
  66. {
  67. enum EAccessibility
  68. {
  69. ACCESSIBLE,
  70. ALIVE_STACK,
  71. OBSTACLE,
  72. DESTRUCTIBLE_WALL,
  73. GATE, //sieges -> gate opens only for defender stacks
  74. UNAVAILABLE, //indestructible wall parts, special battlefields (like boat-to-boat)
  75. SIDE_COLUMN //used for first and last columns of hexes that are unavailable but wat machines can stand there
  76. };
  77. }
  78. typedef std::array<EAccessibility::EAccessibility, GameConstants::BFIELD_SIZE> TAccessibilityArray;
  79. struct DLL_LINKAGE AccessibilityInfo : TAccessibilityArray
  80. {
  81. bool occupiable(const CStack *stack, BattleHex tile) const;
  82. bool accessible(BattleHex tile, const CStack *stack) const; //checks for both tiles if stack is double wide
  83. bool accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const; //checks for both tiles if stack is double wide
  84. };
  85. namespace BattlePerspective
  86. {
  87. enum BattlePerspective
  88. {
  89. INVALID = -2,
  90. ALL_KNOWING = -1,
  91. LEFT_SIDE,
  92. RIGHT_SIDE
  93. };
  94. }
  95. // Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying),
  96. // startPosition and perpective.
  97. struct DLL_LINKAGE ReachabilityInfo
  98. {
  99. typedef std::array<int, GameConstants::BFIELD_SIZE> TDistances;
  100. typedef std::array<BattleHex, GameConstants::BFIELD_SIZE> TPredecessors;
  101. enum { INFINITE_DIST = 1000000 };
  102. struct DLL_LINKAGE Parameters
  103. {
  104. const CStack *stack; //stack for which calculation is mage => not required (kept for debugging mostly), following variables are enough
  105. bool attackerOwned;
  106. bool doubleWide;
  107. bool flying;
  108. std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
  109. BattleHex startPosition; //assumed position of stack
  110. BattlePerspective::BattlePerspective perspective; //some obstacles (eg. quicksands) may be invisible for some side
  111. Parameters();
  112. Parameters(const CStack *Stack);
  113. };
  114. Parameters params;
  115. AccessibilityInfo accessibility;
  116. TDistances distances;
  117. TPredecessors predecessors;
  118. ReachabilityInfo()
  119. {
  120. distances.fill(INFINITE_DIST);
  121. predecessors.fill(BattleHex::INVALID);
  122. }
  123. bool isReachable(BattleHex hex) const
  124. {
  125. return distances[hex] < INFINITE_DIST;
  126. }
  127. };
  128. class DLL_LINKAGE CBattleInfoEssentials : public virtual CCallbackBase
  129. {
  130. protected:
  131. bool battleDoWeKnowAbout(ui8 side) const;
  132. public:
  133. enum EStackOwnership
  134. {
  135. ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
  136. };
  137. BattlePerspective::BattlePerspective battleGetMySide() const;
  138. ETerrainType battleTerrainType() const;
  139. BFieldType battleGetBattlefieldType() const;
  140. std::vector<shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
  141. /** @brief Main method for getting battle stacks
  142. *
  143. * @param predicate Functor that shall return true for desired stack
  144. * @return filtered stacks
  145. *
  146. */
  147. TStacks battleGetStacksIf(TStackFilter predicate, bool includeTurrets = false) const;
  148. bool battleHasNativeStack(ui8 side) const;
  149. int battleGetMoatDmg() const; //what dmg unit will suffer if ending turn in the moat
  150. const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
  151. const CStack *battleActiveStack() const;
  152. si8 battleTacticDist() const; //returns tactic distance in current tactics phase; 0 if not in tactics phase
  153. si8 battleGetTacticsSide() const; //returns which side is in tactics phase, undefined if none (?)
  154. bool battleCanFlee(PlayerColor player) const;
  155. bool battleCanSurrender(PlayerColor player) const;
  156. ui8 playerToSide(PlayerColor player) const;
  157. ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
  158. bool battleHasHero(ui8 side) const;
  159. int battleCastSpells(ui8 side) const; //how many spells has given side casted
  160. const CGHeroInstance * battleGetFightingHero(ui8 side) const; //depracated for players callback, easy to get wrong
  161. const CArmedInstance * battleGetArmyObject(ui8 side) const;
  162. InfoAboutHero battleGetHeroInfo(ui8 side) const;
  163. // for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
  164. // [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
  165. si8 battleGetWallState(int partOfWall) const;
  166. //helpers
  167. ///returns all stacks, alive or dead or undead or mechanical :)
  168. TStacks battleGetAllStacks(bool includeTurrets = false) const;
  169. ///returns all alive stacks excluding turrets
  170. TStacks battleAliveStacks() const;
  171. ///returns all alive stacks from particular side excluding turrets
  172. TStacks battleAliveStacks(ui8 side) const;
  173. const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
  174. bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const;
  175. //ESpellCastProblem::ESpellCastProblem battleCanCastSpell(int player, ECastingMode::ECastingMode mode) const; //Checks if player is able to cast spells (at all) at the moment
  176. };
  177. struct DLL_LINKAGE BattleAttackInfo
  178. {
  179. const IBonusBearer *attackerBonuses, *defenderBonuses;
  180. const CStack *attacker, *defender;
  181. BattleHex attackerPosition, defenderPosition;
  182. int attackerCount, defenderCount;
  183. bool shooting;
  184. int chargedFields;
  185. bool luckyHit;
  186. bool unluckyHit;
  187. bool deathBlow;
  188. bool ballistaDoubleDamage;
  189. BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting = false);
  190. BattleAttackInfo reverse() const;
  191. };
  192. class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
  193. {
  194. public:
  195. enum ERandomSpell
  196. {
  197. RANDOM_GENIE, RANDOM_AIMED
  198. };
  199. //battle
  200. boost::optional<int> battleIsFinished() const; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
  201. shared_ptr<const CObstacleInstance> battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking = true) const; //blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
  202. const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const; //returns stack info by given pos
  203. void battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn = 0, int lastMoved = -1) const;
  204. void battleGetStackCountOutsideHexes(bool *ac) const; // returns hexes which when in front of a stack cause us to move the amount box back
  205. std::vector<BattleHex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = nullptr) const; //returns hexes reachable by creature with id ID (valid movement destinations), DOES contain stack current position
  206. int battleGetSurrenderCost(PlayerColor Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
  207. ReachabilityInfo::TDistances battleGetDistances(const CStack * stack, BattleHex hex = BattleHex::INVALID, BattleHex * predecessors = nullptr) const; //returns vector of distances to [dest hex number]
  208. std::set<BattleHex> battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
  209. bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
  210. bool battleCanShoot(const CStack * stack, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
  211. bool battleIsStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
  212. std::set<const CStack*> batteAdjacentCreatures (const CStack * stack) const;
  213. TDmgRange calculateDmgRange(const BattleAttackInfo &info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
  214. TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
  215. TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
  216. //hextowallpart //int battleGetWallUnderHex(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
  217. std::pair<ui32, ui32> battleEstimateDamage(const BattleAttackInfo &bai, std::pair<ui32, ui32> * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
  218. std::pair<ui32, ui32> battleEstimateDamage(const CStack * attacker, const CStack * defender, std::pair<ui32, ui32> * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
  219. si8 battleHasDistancePenalty( const CStack * stack, BattleHex destHex ) const;
  220. si8 battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex ) const;
  221. si8 battleHasWallPenalty(const CStack * stack, BattleHex destHex) const; //checks if given stack has wall penalty
  222. si8 battleHasWallPenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const; //checks if given stack has wall penalty
  223. BattleHex wallPartToBattleHex(EWallPart::EWallPart part) const;
  224. EWallPart::EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
  225. bool isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
  226. std::vector<BattleHex> getAttackableBattleHexes() const;
  227. //*** MAGIC
  228. si8 battleMaxSpellLevel() const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
  229. ui32 battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
  230. ESpellCastProblem::ESpellCastProblem battleCanCastSpell(PlayerColor player, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
  231. ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(PlayerColor player, const CSpell * spell, ECastingMode::ECastingMode mode) const; //checks if given player can cast given spell
  232. ESpellCastProblem::ESpellCastProblem battleCanCastThisSpellHere(PlayerColor player, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const; //checks if given player can cast given spell at given tile in given mode
  233. ESpellCastProblem::ESpellCastProblem battleCanCreatureCastThisSpell(const CSpell * spell, BattleHex destination) const; //determines if creature can cast a spell here
  234. std::vector<BattleHex> battleGetPossibleTargets(PlayerColor player, const CSpell *spell) const;
  235. SpellID battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode) const;
  236. SpellID getRandomBeneficialSpell(const CStack * subject) const;
  237. SpellID getRandomCastedSpell(const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
  238. const CStack * getStackIf(std::function<bool(const CStack*)> pred) const;
  239. si8 battleHasShootingPenalty(const CStack * stack, BattleHex destHex)
  240. {
  241. return battleHasDistancePenalty(stack, destHex) || battleHasWallPenalty(stack, destHex);
  242. }
  243. si8 battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const; //checks if teleportation of given stack to given position can take place
  244. //convenience methods using the ones above
  245. bool isInTacticRange( BattleHex dest ) const;
  246. si8 battleGetTacticDist() const; //returns tactic distance for calling player or 0 if this player is not in tactic phase (for ALL_KNOWING actual distance for tactic side)
  247. AttackableTiles getPotentiallyAttackableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
  248. std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
  249. bool isToReverse(BattleHex hexFrom, BattleHex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir) const; //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
  250. bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse
  251. ReachabilityInfo getReachability(const CStack *stack) const;
  252. ReachabilityInfo getReachability(const ReachabilityInfo::Parameters &params) const;
  253. AccessibilityInfo getAccesibility() const;
  254. AccessibilityInfo getAccesibility(const CStack *stack) const; //Hexes ocupied by stack will be marked as accessible.
  255. AccessibilityInfo getAccesibility(const std::vector<BattleHex> &accessibleHexes) const; //given hexes will be marked as accessible
  256. std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const;
  257. protected:
  258. ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters &params) const;
  259. ReachabilityInfo makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters &params) const;
  260. ReachabilityInfo makeBFS(const CStack *stack) const; //uses default parameters -> stack position and owner's perspective
  261. std::set<BattleHex> getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
  262. };
  263. class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback
  264. {
  265. public:
  266. bool battleCanFlee() const; //returns true if caller can flee from the battle
  267. TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) const; //returns stacks on battlefield
  268. ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell) const; //determines if given spell can be casted (and returns problem description)
  269. ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell, BattleHex destination) const; //if hero can cast spell here
  270. ESpellCastProblem::ESpellCastProblem battleCanCreatureCastThisSpell(const CSpell * spell, BattleHex destination) const; //determines if creature can cast a spell here
  271. int battleGetSurrenderCost() const; //returns cost of surrendering battle, -1 if surrendering is not possible
  272. bool battleCanCastSpell(ESpellCastProblem::ESpellCastProblem *outProblem = nullptr) const; //returns true, if caller can cast a spell. If not, if pointer is given via arg, the reason will be written.
  273. const CGHeroInstance * battleGetMyHero() const;
  274. InfoAboutHero battleGetEnemyHero() const;
  275. };