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- /*
- * BattleProcessor.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 "../../lib/constants/EntityIdentifiers.h"
- #include "../../lib/constants/Enumerations.h"
- #include "../../lib/battle/BattleSide.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CGHeroInstance;
- class CGTownInstance;
- class CArmedInstance;
- class BattleAction;
- class int3;
- class CBattleInfoCallback;
- struct BattleResult;
- struct BattleLayout;
- class BattleID;
- VCMI_LIB_NAMESPACE_END
- class CGameHandler;
- class CBattleQuery;
- class BattleActionProcessor;
- class BattleFlowProcessor;
- class BattleResultProcessor;
- /// Main class for battle handling. Contains all public interface for battles that is accessible from outside, e.g. for CGameHandler
- class BattleProcessor : boost::noncopyable
- {
- friend class BattleActionProcessor;
- friend class BattleFlowProcessor;
- friend class BattleResultProcessor;
- CGameHandler * gameHandler;
- std::unique_ptr<BattleActionProcessor> actionsProcessor;
- std::unique_ptr<BattleFlowProcessor> flowProcessor;
- std::unique_ptr<BattleResultProcessor> resultProcessor;
- void updateGateState(const CBattleInfoCallback & battle);
- void engageIntoBattle(PlayerColor player);
- bool checkBattleStateChanges(const CBattleInfoCallback & battle);
- BattleID setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance *town);
- bool makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba);
- void setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide);
- public:
- explicit BattleProcessor(CGameHandler * gameHandler);
- ~BattleProcessor();
- /// Starts battle with specified parameters
- void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town);
- /// Starts battle between two armies (which can also be heroes) at position of 2nd object
- void startBattle(const CArmedInstance *army1, const CArmedInstance *army2);
- /// Restart ongoing battle and end previous battle
- void restartBattle(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town);
- /// Processing of incoming battle action netpack
- bool makePlayerBattleAction(const BattleID & battleID, PlayerColor player, const BattleAction & ba);
- /// Applies results of a battle once player agrees to them
- void endBattleConfirm(const BattleID & battleID);
- /// Applies results of a battle after potential levelup
- void battleFinalize(const BattleID & battleID, const BattleResult & result);
- template <typename Handler> void serialize(Handler &h)
- {
- }
- };
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