123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186 |
- /*
- * BattleInfo.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 "CBattleInfoCallback.h"
- #include "IBattleState.h"
- #include "SideInBattle.h"
- #include "SiegeInfo.h"
- #include "../callback/GameCallbackHolder.h"
- #include "../bonuses/Bonus.h"
- #include "../bonuses/CBonusSystemNode.h"
- #include "../int3.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CStack;
- class CStackInstance;
- class CStackBasicDescriptor;
- class BattleField;
- struct BattleLayout;
- class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState, public GameCallbackHolder
- {
- BattleSideArray<SideInBattle> sides; //sides[0] - attacker, sides[1] - defender
- std::unique_ptr<BattleLayout> layout;
- void postDeserialize();
- public:
- BattleID battleID = BattleID(0);
- si32 round;
- si32 activeStack;
- ObjectInstanceID townID; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
- int3 tile; //for background and bonuses
- bool replayAllowed;
- std::vector<std::unique_ptr<CStack>> stacks;
- std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
- SiegeInfo si;
- BattleField battlefieldType; //like !!BA:B
- TerrainId terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
- BattleSide tacticsSide; //which side is requested to play tactics phase
- ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
- template <typename Handler> void serialize(Handler &h)
- {
- h & battleID;
- h & sides;
- h & round;
- h & activeStack;
- h & townID;
- h & tile;
- h & stacks;
- h & obstacles;
- h & si;
- h & battlefieldType;
- h & terrainType;
- h & tacticsSide;
- h & tacticDistance;
- h & static_cast<CBonusSystemNode&>(*this);
- h & replayAllowed;
- if(!h.saving)
- postDeserialize();
- }
- //////////////////////////////////////////////////////////////////////////
- BattleInfo(IGameInfoCallback *cb, const BattleLayout & layout);
- BattleInfo(IGameInfoCallback *cb);
- virtual ~BattleInfo();
- const IBattleInfo * getBattle() const override;
- std::optional<PlayerColor> getPlayerID() const override;
- //////////////////////////////////////////////////////////////////////////
- // IBattleInfo
- BattleID getBattleID() const override;
- int32_t getActiveStackID() const override;
- TStacks getStacksIf(const TStackFilter & predicate) const override;
- battle::Units getUnitsIf(const battle::UnitFilter & predicate) const override;
- BattleField getBattlefieldType() const override;
- TerrainId getTerrainType() const override;
- ObstacleCList getAllObstacles() const override;
- PlayerColor getSidePlayer(BattleSide side) const override;
- const CArmedInstance * getSideArmy(BattleSide side) const override;
- const CGHeroInstance * getSideHero(BattleSide side) const override;
- ui8 getTacticDist() const override;
- BattleSide getTacticsSide() const override;
- const CGTownInstance * getDefendedTown() const override;
- EWallState getWallState(EWallPart partOfWall) const override;
- EGateState getGateState() const override;
- int32_t getCastSpells(BattleSide side) const override;
- int32_t getEnchanterCounter(BattleSide side) const override;
- const IBonusBearer * getBonusBearer() const override;
- uint32_t nextUnitId() const override;
- int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
- int3 getLocation() const override;
- BattleLayout getLayout() const override;
- std::vector<SpellID> getUsedSpells(BattleSide side) const override;
- //////////////////////////////////////////////////////////////////////////
- // IBattleState
- void nextRound() override;
- void nextTurn(uint32_t unitId, BattleUnitTurnReason reason) override;
- void addUnit(uint32_t id, const JsonNode & data) override;
- void moveUnit(uint32_t id, const BattleHex & destination) override;
- void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
- void removeUnit(uint32_t id) override;
- void updateUnit(uint32_t id, const JsonNode & data) override;
- void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
- void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
- void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
- void setWallState(EWallPart partOfWall, EWallState state) override;
- void addObstacle(const ObstacleChanges & changes) override;
- void updateObstacle(const ObstacleChanges& changes) override;
- void removeObstacle(uint32_t id) override;
- static void addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd);
- //////////////////////////////////////////////////////////////////////////
- CStack * getStack(int stackID, bool onlyAlive = true);
- using CBattleInfoEssentials::battleGetArmyObject;
- CArmedInstance * battleGetArmyObject(BattleSide side) const;
- using CBattleInfoEssentials::battleGetFightingHero;
- CGHeroInstance * battleGetFightingHero(BattleSide side) const;
- void generateNewStack(uint32_t id, const CStackInstance & base, BattleSide side, const SlotID & slot, const BattleHex & position);
- void generateNewStack(uint32_t id, const CStackBasicDescriptor & base, BattleSide side, const SlotID & slot, const BattleHex & position);
- const SideInBattle & getSide(BattleSide side) const;
- SideInBattle & getSide(BattleSide side);
- const CGHeroInstance * getHero(const PlayerColor & player) const; //returns fighting hero that belongs to given player
- void localInit();
- static std::unique_ptr<BattleInfo> setupBattle(IGameInfoCallback *cb, const int3 & tile, TerrainId, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town);
- BattleSide whatSide(const PlayerColor & player) const;
- protected:
- #if SCRIPTING_ENABLED
- scripting::Pool * getContextPool() const override;
- #endif
- };
- class DLL_LINKAGE CMP_stack
- {
- int phase; //rules of which phase will be used
- int turn;
- BattleSide side;
- public:
- bool operator()(const battle::Unit * a, const battle::Unit * b) const;
- CMP_stack(int Phase = 1, int Turn = 0, BattleSide Side = BattleSide::ATTACKER);
- };
- VCMI_LIB_NAMESPACE_END
|