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							- /*
 
-  * CBattleInfoCallback.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 <vcmi/spells/Magic.h>
 
- #include "CCallbackBase.h"
 
- #include "ReachabilityInfo.h"
 
- #include "BattleAttackInfo.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CGHeroInstance;
 
- class CStack;
 
- class ISpellCaster;
 
- class CSpell;
 
- struct CObstacleInstance;
 
- class IBonusBearer;
 
- class CRandomGenerator;
 
- class PossiblePlayerBattleAction;
 
- namespace spells
 
- {
 
- 	class Caster;
 
- 	class Spell;
 
- }
 
- struct DLL_LINKAGE AttackableTiles
 
- {
 
- 	std::set<BattleHex> hostileCreaturePositions;
 
- 	std::set<BattleHex> friendlyCreaturePositions; //for Dragon Breath
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & hostileCreaturePositions;
 
- 		h & friendlyCreaturePositions;
 
- 	}
 
- };
 
- struct DLL_LINKAGE BattleClientInterfaceData
 
- {
 
- 	std::vector<SpellID> creatureSpellsToCast;
 
- 	ui8 tacticsMode;
 
- };
 
- class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
 
- {
 
- public:
 
- 	enum ERandomSpell
 
- 	{
 
- 		RANDOM_GENIE, RANDOM_AIMED
 
- 	};
 
- 	boost::optional<int> battleIsFinished() const override; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
 
- 	std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const override;
 
- 	std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit, const std::set<BattleHex> & passed) const override;
 
- 	const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const;
 
- 	const battle::Unit * battleGetUnitByPos(BattleHex pos, bool onlyAlive = true) const override;
 
- 	///returns all alive units excluding turrets
 
- 	battle::Units battleAliveUnits() const;
 
- 	///returns all alive units from particular side excluding turrets
 
- 	battle::Units battleAliveUnits(ui8 side) const;
 
- 	void battleGetTurnOrder(std::vector<battle::Units> & out, const size_t maxUnits, const int maxTurns, const int turn = 0, int8_t lastMoved = -1) const;
 
- 	///returns reachable hexes (valid movement destinations), DOES contain stack current position
 
- 	std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit, bool isActiveStack, bool addOccupiable, std::vector<BattleHex> * attackable) const;
 
- 	///returns reachable hexes (valid movement destinations), DOES contain stack current position (lite version)
 
- 	std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit, bool isActiveStack) const;
 
- 	std::vector<BattleHex> battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit, bool isActiveStack) const;
 
- 	int battleGetSurrenderCost(const PlayerColor & Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
 
- 	ReachabilityInfo::TDistances battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const;
 
- 	std::set<BattleHex> battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
 
- 	bool isEnemyUnitWithinSpecifiedRange(BattleHex attackerPosition, const battle::Unit * defenderUnit, unsigned int range) const;
 
- 	bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
 
- 	bool battleCanShoot(const battle::Unit * attacker, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
 
- 	bool battleCanShoot(const battle::Unit * attacker) const; //determines if stack with given ID shoot in principle
 
- 	bool battleIsUnitBlocked(const battle::Unit * unit) const; //returns true if there is neighboring enemy stack
 
- 	std::set<const battle::Unit *> battleAdjacentUnits(const battle::Unit * unit) const;
 
- 	DamageEstimation calculateDmgRange(const BattleAttackInfo & info) const;
 
- 	/// estimates damage dealt by attacker to defender;
 
- 	/// only non-random bonuses are considered in estimation
 
- 	/// returns pair <min dmg, max dmg>
 
- 	DamageEstimation battleEstimateDamage(const BattleAttackInfo & bai, DamageEstimation * retaliationDmg = nullptr) const;
 
- 	DamageEstimation battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageEstimation * retaliationDmg = nullptr) const;
 
- 	DamageEstimation battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, DamageEstimation * retaliationDmg = nullptr) const;
 
- 	bool battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
 
- 	bool battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
 
- 	bool battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const;
 
- 	BattleHex wallPartToBattleHex(EWallPart part) const;
 
- 	EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
 
- 	bool isWallPartPotentiallyAttackable(EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
 
- 	bool isWallPartAttackable(EWallPart wallPart) const; // returns true if the wall part is actually attackable, false if not
 
- 	std::vector<BattleHex> getAttackableBattleHexes() const;
 
- 	si8 battleMinSpellLevel(ui8 side) const; //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
 
- 	si8 battleMaxSpellLevel(ui8 side) 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
 
- 	int32_t battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
 
- 	ESpellCastProblem::ESpellCastProblem battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const; //returns true if there are no general issues preventing from casting a spell
 
- 	SpellID battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const;
 
- 	SpellID getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const;
 
- 	SpellID getRandomCastedSpell(CRandomGenerator & rand, const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
 
- 	si8 battleCanTeleportTo(const battle::Unit * stack, BattleHex destHex, int telportLevel) const; //checks if teleportation of given stack to given position can take place
 
- 	std::vector<PossiblePlayerBattleAction> getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data);
 
- 	PossiblePlayerBattleAction getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const;
 
- 	//convenience methods using the ones above
 
- 	bool isInTacticRange(BattleHex dest) const;
 
- 	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)
 
- 	AttackableTiles getPotentiallyAttackableHexes(const  battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
 
- 	AttackableTiles getPotentiallyShootableHexes(const  battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const;
 
- 	std::vector<const battle::Unit *> getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
 
- 	std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
 
- 	bool isToReverse(const battle::Unit * attacker, const battle::Unit * defender) const; //determines if attacker standing at attackerHex should reverse in order to attack defender
 
- 	ReachabilityInfo getReachability(const battle::Unit * unit) const;
 
- 	ReachabilityInfo getReachability(const ReachabilityInfo::Parameters & params) const;
 
- 	AccessibilityInfo getAccesibility() const;
 
- 	AccessibilityInfo getAccesibility(const battle::Unit * stack) const; //Hexes ocupied by stack will be marked as accessible.
 
- 	AccessibilityInfo getAccesibility(const std::vector<BattleHex> & accessibleHexes) const; //given hexes will be marked as accessible
 
- 	std::pair<const battle::Unit *, BattleHex> getNearestStack(const battle::Unit * closest) const;
 
- 	BattleHex getAvaliableHex(const CreatureID & creID, ui8 side, int initialPos = -1) const; //find place for adding new stack
 
- protected:
 
- 	ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters & params) const;
 
- 	ReachabilityInfo makeBFS(const AccessibilityInfo & accessibility, const ReachabilityInfo::Parameters & params) const;
 
- 	bool isInObstacle(BattleHex hex, const std::set<BattleHex> & obstacles, const ReachabilityInfo::Parameters & params) const;
 
- 	std::set<BattleHex> getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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