| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346 | 
							- #pragma once
 
- #include "BattleHex.h"
 
- /*
 
-  * CBattleCallback.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
 
-  *
 
-  */
 
- class CGameState;
 
- class CGTownInstance;
 
- class CGHeroInstance;
 
- class CStack;
 
- class ISpellCaster;
 
- class CSpell;
 
- struct BattleInfo;
 
- struct CObstacleInstance;
 
- class IBonusBearer;
 
- struct InfoAboutHero;
 
- class CArmedInstance;
 
- class CRandomGenerator;
 
- namespace boost
 
- {class shared_mutex;}
 
- namespace BattleSide
 
- {
 
- 	enum {ATTACKER = 0, DEFENDER = 1};
 
- }
 
- typedef std::vector<const CStack*> TStacks;
 
- typedef std::function<bool(const CStack *)> TStackFilter;
 
- class CBattleInfoEssentials;
 
- //Basic class for various callbacks (interfaces called by players to get info about game and so forth)
 
- class DLL_LINKAGE CCallbackBase
 
- {
 
- 	const BattleInfo *battle; //battle to which the player is engaged, nullptr if none or not applicable
 
- 	const BattleInfo * getBattle() const
 
- 	{
 
- 		return battle;
 
- 	}
 
- protected:
 
- 	CGameState *gs;
 
- 	boost::optional<PlayerColor> player; // not set gives access to all information, otherwise callback provides only information "visible" for player
 
- 	CCallbackBase(CGameState *GS, boost::optional<PlayerColor> Player)
 
- 		: battle(nullptr), gs(GS), player(Player)
 
- 	{}
 
- 	CCallbackBase()
 
- 		: battle(nullptr), gs(nullptr)
 
- 	{}
 
- 	void setBattle(const BattleInfo *B);
 
- 	bool duringBattle() const;
 
- public:
 
- 	boost::shared_mutex &getGsMutex(); //just return a reference to mutex, does not lock nor anything
 
- 	boost::optional<PlayerColor> getPlayerID() const;
 
- 	friend class CBattleInfoEssentials;
 
- };
 
- 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 & friendlyCreaturePositions;
 
- 	}
 
- };
 
- //Accessibility is property of hex in battle. It doesn't depend on stack, side's perspective and so on.
 
- namespace EAccessibility
 
- {
 
- 	enum EAccessibility
 
- 	{
 
- 		ACCESSIBLE,
 
- 		ALIVE_STACK,
 
- 		OBSTACLE,
 
- 		DESTRUCTIBLE_WALL,
 
- 		GATE, //sieges -> gate opens only for defender stacks
 
- 		UNAVAILABLE, //indestructible wall parts, special battlefields (like boat-to-boat)
 
- 		SIDE_COLUMN //used for first and last columns of hexes that are unavailable but wat machines can stand there
 
- 	};
 
- }
 
- typedef std::array<EAccessibility::EAccessibility, GameConstants::BFIELD_SIZE> TAccessibilityArray;
 
- struct DLL_LINKAGE AccessibilityInfo : TAccessibilityArray
 
- {
 
- 	bool occupiable(const CStack *stack, BattleHex tile) const;
 
- 	bool accessible(BattleHex tile, const CStack *stack) const; //checks for both tiles if stack is double wide
 
- 	bool accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const; //checks for both tiles if stack is double wide
 
- };
 
- namespace BattlePerspective
 
- {
 
- 	enum BattlePerspective
 
- 	{
 
- 		INVALID = -2,
 
- 		ALL_KNOWING = -1,
 
- 		LEFT_SIDE,
 
- 		RIGHT_SIDE
 
- 	};
 
- }
 
- // Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying),
 
- // startPosition and perpective.
 
- struct DLL_LINKAGE ReachabilityInfo
 
- {
 
- 	typedef std::array<int, GameConstants::BFIELD_SIZE> TDistances;
 
- 	typedef std::array<BattleHex, GameConstants::BFIELD_SIZE> TPredecessors;
 
- 	enum { 	INFINITE_DIST = 1000000 };
 
- 	struct DLL_LINKAGE Parameters
 
- 	{
 
- 		const CStack *stack; //stack for which calculation is mage => not required (kept for debugging mostly), following variables are enough
 
- 		bool attackerOwned;
 
- 		bool doubleWide;
 
- 		bool flying;
 
- 		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)
 
- 		BattleHex startPosition; //assumed position of stack
 
- 		BattlePerspective::BattlePerspective perspective; //some obstacles (eg. quicksands) may be invisible for some side
 
- 		Parameters();
 
- 		Parameters(const CStack *Stack);
 
- 	};
 
- 	Parameters params;
 
- 	AccessibilityInfo accessibility;
 
- 	TDistances distances;
 
- 	TPredecessors predecessors;
 
- 	ReachabilityInfo()
 
- 	{
 
- 		distances.fill(INFINITE_DIST);
 
- 		predecessors.fill(BattleHex::INVALID);
 
- 	}
 
- 	bool isReachable(BattleHex hex) const
 
- 	{
 
- 		return distances[hex] < INFINITE_DIST;
 
- 	}
 
- };
 
- class DLL_LINKAGE CBattleInfoEssentials : public virtual CCallbackBase
 
- {
 
- protected:
 
- 	bool battleDoWeKnowAbout(ui8 side) const;
 
- 	const IBonusBearer * getBattleNode() const;
 
- public:
 
- 	enum EStackOwnership
 
- 	{
 
- 		ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
 
- 	};
 
- 	BattlePerspective::BattlePerspective battleGetMySide() const;
 
- 	ETerrainType battleTerrainType() const;
 
- 	BFieldType battleGetBattlefieldType() const;
 
- 	std::vector<std::shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
 
-     /** @brief Main method for getting battle stacks
 
-      *
 
-      * @param predicate Functor that shall return true for desired stack
 
-      * @return filtered stacks
 
-      *
 
-      */
 
- 	TStacks battleGetStacksIf(TStackFilter predicate) const;
 
- 	bool battleHasNativeStack(ui8 side) const;
 
- 	int battleGetMoatDmg() const; //what dmg unit will suffer if ending turn in the moat
 
- 	const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
 
- 	const CStack *battleActiveStack() const;
 
- 	si8 battleTacticDist() const; //returns tactic distance in current tactics phase; 0 if not in tactics phase
 
- 	si8 battleGetTacticsSide() const; //returns which side is in tactics phase, undefined if none (?)
 
- 	bool battleCanFlee(PlayerColor player) const;
 
- 	bool battleCanSurrender(PlayerColor player) const;
 
- 	ui8 playerToSide(PlayerColor player) const;
 
- 	bool playerHasAccessToHeroInfo(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;
 
- 	int battleCastSpells(ui8 side) const; //how many spells has given side cast
 
- 	const CGHeroInstance * battleGetFightingHero(ui8 side) const; //depracated 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
 
- 	si8 battleGetWallState(int partOfWall) const;
 
- 	EGateState battleGetGateState() const;
 
- 	//helpers
 
- 	///returns all stacks, alive or dead or undead or mechanical :)
 
- 	TStacks battleGetAllStacks(bool includeTurrets = false) const;
 
- 	///returns all alive stacks excluding turrets
 
- 	TStacks battleAliveStacks() const;
 
- 	///returns all alive stacks from particular side excluding turrets
 
- 	TStacks battleAliveStacks(ui8 side) 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 CStack * stack) const;
 
- 	///returns hero that controls given stack; nullptr if none; mind control included
 
- 	const CGHeroInstance * battleGetOwnerHero(const CStack * stack) const;
 
- 	///check that stacks are controlled by same|other player(s) depending on positiveness
 
- 	///mind control included
 
- 	bool battleMatchOwner(const CStack * attacker, const CStack * defender, const boost::logic::tribool positivness = false) const;
 
- };
 
- struct DLL_LINKAGE BattleAttackInfo
 
- {
 
- 	const IBonusBearer *attackerBonuses, *defenderBonuses;
 
- 	const CStack *attacker, *defender;
 
- 	BattleHex attackerPosition, defenderPosition;
 
- 	int attackerCount, defenderCount;
 
- 	bool shooting;
 
- 	int chargedFields;
 
- 	bool luckyHit;
 
- 	bool unluckyHit;
 
- 	bool deathBlow;
 
- 	bool ballistaDoubleDamage;
 
- 	BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting = false);
 
- 	BattleAttackInfo reverse() const;
 
- };
 
- class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
 
- {
 
- public:
 
- 	enum ERandomSpell
 
- 	{
 
- 		RANDOM_GENIE, RANDOM_AIMED
 
- 	};
 
- 	//battle
 
- 	boost::optional<int> battleIsFinished() const; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
 
- 	std::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)
 
- 	const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const; //returns stack info by given pos
 
- 	void battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn = 0, int lastMoved = -1) const;
 
- 	void battleGetStackCountOutsideHexes(bool *ac) const; // returns hexes which when in front of a stack cause us to move the amount box back
 
- 	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
 
- 	int battleGetSurrenderCost(PlayerColor Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
 
- 	ReachabilityInfo::TDistances battleGetDistances(const CStack * stack, BattleHex hex = BattleHex::INVALID, BattleHex * predecessors = nullptr) const; //returns vector of distances to [dest hex number]
 
- 	std::set<BattleHex> battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) 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 CStack * stack, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
 
- 	bool battleIsStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
 
- 	std::set<const CStack*>  batteAdjacentCreatures (const CStack * stack) const;
 
- 	TDmgRange calculateDmgRange(const BattleAttackInfo &info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
 
- 	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>
 
- 	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>
 
- 	//hextowallpart  //int battleGetWallUnderHex(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
 
- 	std::pair<ui32, ui32> battleEstimateDamage(CRandomGenerator & rand, 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>
 
- 	std::pair<ui32, ui32> battleEstimateDamage(CRandomGenerator & rand, 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>
 
- 	si8 battleHasDistancePenalty( const CStack * stack, BattleHex destHex ) const;
 
- 	si8 battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex ) const;
 
- 	si8 battleHasWallPenalty(const CStack * stack, BattleHex destHex) const; //checks if given stack has wall penalty
 
- 	si8 battleHasWallPenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const; //checks if given stack has wall penalty
 
- 	BattleHex wallPartToBattleHex(EWallPart::EWallPart part) const;
 
- 	EWallPart::EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
 
- 	bool isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
 
- 	std::vector<BattleHex> getAttackableBattleHexes() const;
 
- 	//*** MAGIC
 
- 	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
 
- 	ui32 battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
 
- 	ESpellCastProblem::ESpellCastProblem battleCanCastSpell(const ISpellCaster * caster, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
 
- 	ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode) const; //checks if given player can cast given spell
 
- 	ESpellCastProblem::ESpellCastProblem battleCanCastThisSpellHere(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const; //checks if given player can cast given spell at given tile in given mode
 
- 	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
 
- 	const CStack * getStackIf(std::function<bool(const CStack*)> pred) const;
 
- 	si8 battleHasShootingPenalty(const CStack * stack, BattleHex destHex)
 
- 	{
 
- 		return battleHasDistancePenalty(stack, destHex) || battleHasWallPenalty(stack, destHex);
 
- 	}
 
- 	si8 battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const; //checks if teleportation of given stack to given position can take place
 
- 	//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 CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
 
- 	std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
 
- 	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)
 
- 	bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse
 
- 	ReachabilityInfo getReachability(const CStack *stack) const;
 
- 	ReachabilityInfo getReachability(const ReachabilityInfo::Parameters ¶ms) const;
 
- 	AccessibilityInfo getAccesibility() const;
 
- 	AccessibilityInfo getAccesibility(const CStack *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 CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const;
 
- protected:
 
- 	ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters ¶ms) const;
 
- 	ReachabilityInfo makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters ¶ms) const;
 
- 	ReachabilityInfo makeBFS(const CStack *stack) const; //uses default parameters -> stack position and owner's perspective
 
- 	std::set<BattleHex> getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
 
- };
 
- class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback
 
- {
 
- public:
 
- 	bool battleCanFlee() const; //returns true if caller can flee from the battle
 
- 	TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) const; //returns stacks on battlefield
 
- 	ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell) const; //determines if given spell can be cast (and returns problem description)
 
- 	int battleGetSurrenderCost() const; //returns cost of surrendering battle, -1 if surrendering is not possible
 
- 	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.
 
- 	const CGHeroInstance * battleGetMyHero() const;
 
- 	InfoAboutHero battleGetEnemyHero() const;
 
- };
 
 
  |