BattleInfo.h 5.6 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 "../int3.h"
  12. #include "../HeroBonus.h"
  13. #include "CBattleInfoCallback.h"
  14. #include "IBattleState.h"
  15. #include "SiegeInfo.h"
  16. #include "SideInBattle.h"
  17. class CStack;
  18. class CStackInstance;
  19. class CStackBasicDescriptor;
  20. class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState
  21. {
  22. public:
  23. std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
  24. si32 round, activeStack;
  25. const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
  26. int3 tile; //for background and bonuses
  27. std::vector<CStack*> stacks;
  28. std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
  29. SiegeInfo si;
  30. BFieldType battlefieldType; //like !!BA:B
  31. ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
  32. ui8 tacticsSide; //which side is requested to play tactics phase
  33. ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
  34. template <typename Handler> void serialize(Handler &h, const int version)
  35. {
  36. h & sides;
  37. h & round;
  38. h & activeStack;
  39. h & town;
  40. h & tile;
  41. h & stacks;
  42. h & obstacles;
  43. h & si;
  44. h & battlefieldType;
  45. h & terrainType;
  46. h & tacticsSide;
  47. h & tacticDistance;
  48. h & static_cast<CBonusSystemNode&>(*this);
  49. }
  50. //////////////////////////////////////////////////////////////////////////
  51. BattleInfo();
  52. virtual ~BattleInfo();
  53. //////////////////////////////////////////////////////////////////////////
  54. // IBattleInfo
  55. int32_t getActiveStackID() const override;
  56. TStacks getStacksIf(TStackFilter predicate) const override;
  57. battle::Units getUnitsIf(battle::UnitFilter predicate) const override;
  58. BFieldType getBattlefieldType() const override;
  59. ETerrainType getTerrainType() const override;
  60. ObstacleCList getAllObstacles() const override;
  61. PlayerColor getSidePlayer(ui8 side) const override;
  62. const CArmedInstance * getSideArmy(ui8 side) const override;
  63. const CGHeroInstance * getSideHero(ui8 side) const override;
  64. ui8 getTacticDist() const override;
  65. ui8 getTacticsSide() const override;
  66. const CGTownInstance * getDefendedTown() const override;
  67. si8 getWallState(int partOfWall) const override;
  68. EGateState getGateState() const override;
  69. uint32_t getCastSpells(ui8 side) const override;
  70. int32_t getEnchanterCounter(ui8 side) const override;
  71. const IBonusBearer * asBearer() const override;
  72. uint32_t nextUnitId() const override;
  73. int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
  74. //////////////////////////////////////////////////////////////////////////
  75. // IBattleState
  76. void nextRound(int32_t roundNr) override;
  77. void nextTurn(uint32_t unitId) override;
  78. void addUnit(uint32_t id, const JsonNode & data) override;
  79. void moveUnit(uint32_t id, BattleHex destination) override;
  80. void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
  81. void removeUnit(uint32_t id) override;
  82. void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
  83. void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
  84. void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
  85. void setWallState(int partOfWall, si8 state) override;
  86. void addObstacle(const ObstacleChanges & changes) override;
  87. void removeObstacle(uint32_t id) override;
  88. void addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd);
  89. //////////////////////////////////////////////////////////////////////////
  90. CStack * getStack(int stackID, bool onlyAlive = true);
  91. using CBattleInfoEssentials::battleGetArmyObject;
  92. CArmedInstance * battleGetArmyObject(ui8 side) const;
  93. using CBattleInfoEssentials::battleGetFightingHero;
  94. CGHeroInstance * battleGetFightingHero(ui8 side) const;
  95. std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack * stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
  96. void calculateCasualties(std::map<ui32,si32> * casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
  97. CStack * generateNewStack(uint32_t id, const CStackInstance &base, ui8 side, SlotID slot, BattleHex position);
  98. CStack * generateNewStack(uint32_t id, const CStackBasicDescriptor &base, ui8 side, SlotID slot, BattleHex position);
  99. const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
  100. void localInit();
  101. static BattleInfo * setupBattle(int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town);
  102. ui8 whatSide(PlayerColor player) const;
  103. static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format
  104. static int battlefieldTypeToTerrain(int bfieldType); //converts above to ERM BI format
  105. };
  106. class DLL_LINKAGE CMP_stack
  107. {
  108. int phase; //rules of which phase will be used
  109. int turn;
  110. public:
  111. bool operator ()(const battle::Unit * a, const battle::Unit * b);
  112. CMP_stack(int Phase = 1, int Turn = 0);
  113. };