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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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