BattleInfo.h 6.2 KB

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  1. /*
  2. * BattleInfo.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "CBattleInfoCallback.h"
  12. #include "IBattleState.h"
  13. #include "SideInBattle.h"
  14. #include "SiegeInfo.h"
  15. #include "../GameCallbackHolder.h"
  16. #include "../bonuses/Bonus.h"
  17. #include "../bonuses/CBonusSystemNode.h"
  18. #include "../int3.h"
  19. VCMI_LIB_NAMESPACE_BEGIN
  20. class CStack;
  21. class CStackInstance;
  22. class CStackBasicDescriptor;
  23. class BattleField;
  24. struct BattleLayout;
  25. class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState, public GameCallbackHolder
  26. {
  27. BattleSideArray<SideInBattle> sides; //sides[0] - attacker, sides[1] - defender
  28. std::unique_ptr<BattleLayout> layout;
  29. public:
  30. BattleID battleID = BattleID(0);
  31. si32 round;
  32. si32 activeStack;
  33. ObjectInstanceID townID; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
  34. int3 tile; //for background and bonuses
  35. bool replayAllowed;
  36. std::vector<std::unique_ptr<CStack>> stacks;
  37. std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
  38. SiegeInfo si;
  39. BattleField battlefieldType; //like !!BA:B
  40. TerrainId terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
  41. BattleSide tacticsSide; //which side is requested to play tactics phase
  42. ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
  43. template <typename Handler> void serialize(Handler &h)
  44. {
  45. h & battleID;
  46. h & sides;
  47. h & round;
  48. h & activeStack;
  49. h & townID;
  50. h & tile;
  51. h & stacks;
  52. h & obstacles;
  53. h & si;
  54. h & battlefieldType;
  55. h & terrainType;
  56. h & tacticsSide;
  57. h & tacticDistance;
  58. h & static_cast<CBonusSystemNode&>(*this);
  59. h & replayAllowed;
  60. }
  61. //////////////////////////////////////////////////////////////////////////
  62. BattleInfo(IGameCallback *cb, const BattleLayout & layout);
  63. BattleInfo(IGameCallback *cb);
  64. virtual ~BattleInfo();
  65. const IBattleInfo * getBattle() const override;
  66. std::optional<PlayerColor> getPlayerID() const override;
  67. //////////////////////////////////////////////////////////////////////////
  68. // IBattleInfo
  69. BattleID getBattleID() const override;
  70. int32_t getActiveStackID() const override;
  71. TStacks getStacksIf(const TStackFilter & predicate) const override;
  72. battle::Units getUnitsIf(const battle::UnitFilter & predicate) const override;
  73. BattleField getBattlefieldType() const override;
  74. TerrainId getTerrainType() const override;
  75. ObstacleCList getAllObstacles() const override;
  76. PlayerColor getSidePlayer(BattleSide side) const override;
  77. const CArmedInstance * getSideArmy(BattleSide side) const override;
  78. const CGHeroInstance * getSideHero(BattleSide side) const override;
  79. const CGTownInstance * getTown() const;
  80. ui8 getTacticDist() const override;
  81. BattleSide getTacticsSide() const override;
  82. const CGTownInstance * getDefendedTown() const override;
  83. EWallState getWallState(EWallPart partOfWall) const override;
  84. EGateState getGateState() const override;
  85. uint32_t getCastSpells(BattleSide side) const override;
  86. int32_t getEnchanterCounter(BattleSide side) const override;
  87. const IBonusBearer * getBonusBearer() const override;
  88. uint32_t nextUnitId() const override;
  89. int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
  90. int3 getLocation() const override;
  91. BattleLayout getLayout() const override;
  92. std::vector<SpellID> getUsedSpells(BattleSide side) const override;
  93. //////////////////////////////////////////////////////////////////////////
  94. // IBattleState
  95. void nextRound() override;
  96. void nextTurn(uint32_t unitId) override;
  97. void addUnit(uint32_t id, const JsonNode & data) override;
  98. void moveUnit(uint32_t id, const BattleHex & destination) override;
  99. void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
  100. void removeUnit(uint32_t id) override;
  101. void updateUnit(uint32_t id, const JsonNode & data) override;
  102. void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
  103. void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
  104. void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
  105. void setWallState(EWallPart partOfWall, EWallState state) override;
  106. void addObstacle(const ObstacleChanges & changes) override;
  107. void updateObstacle(const ObstacleChanges& changes) override;
  108. void removeObstacle(uint32_t id) override;
  109. static void addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd);
  110. //////////////////////////////////////////////////////////////////////////
  111. CStack * getStack(int stackID, bool onlyAlive = true);
  112. using CBattleInfoEssentials::battleGetArmyObject;
  113. CArmedInstance * battleGetArmyObject(BattleSide side) const;
  114. using CBattleInfoEssentials::battleGetFightingHero;
  115. CGHeroInstance * battleGetFightingHero(BattleSide side) const;
  116. void generateNewStack(uint32_t id, const CStackInstance & base, BattleSide side, const SlotID & slot, const BattleHex & position);
  117. void generateNewStack(uint32_t id, const CStackBasicDescriptor & base, BattleSide side, const SlotID & slot, const BattleHex & position);
  118. const SideInBattle & getSide(BattleSide side) const;
  119. SideInBattle & getSide(BattleSide side);
  120. const CGHeroInstance * getHero(const PlayerColor & player) const; //returns fighting hero that belongs to given player
  121. void localInit();
  122. static std::unique_ptr<BattleInfo> setupBattle(IGameCallback *cb, const int3 & tile, TerrainId, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town);
  123. BattleSide whatSide(const PlayerColor & player) const;
  124. protected:
  125. #if SCRIPTING_ENABLED
  126. scripting::Pool * getContextPool() const override;
  127. #endif
  128. };
  129. class DLL_LINKAGE CMP_stack
  130. {
  131. int phase; //rules of which phase will be used
  132. int turn;
  133. BattleSide side;
  134. public:
  135. bool operator()(const battle::Unit * a, const battle::Unit * b) const;
  136. CMP_stack(int Phase = 1, int Turn = 0, BattleSide Side = BattleSide::ATTACKER);
  137. };
  138. VCMI_LIB_NAMESPACE_END