CBattleCallback.h 17 KB

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  1. #pragma once
  2. #include "BattleHex.h"
  3. /*
  4. * CBattleCallback.h, part of VCMI engine
  5. *
  6. * Authors: listed in file AUTHORS in main folder
  7. *
  8. * License: GNU General Public License v2.0 or later
  9. * Full text of license available in license.txt file, in main folder
  10. *
  11. */
  12. class CGameState;
  13. class CGTownInstance;
  14. class CGHeroInstance;
  15. class CStack;
  16. class CSpell;
  17. struct BattleInfo;
  18. struct CObstacleInstance;
  19. class IBonusBearer;
  20. struct InfoAboutHero;
  21. class CArmedInstance;
  22. namespace boost
  23. {class shared_mutex;}
  24. namespace BattleSide
  25. {
  26. enum {ATTACKER = 0, DEFENDER = 1};
  27. }
  28. typedef std::vector<const CStack*> TStacks;
  29. class CBattleInfoEssentials;
  30. //Basic class for various callbacks (interfaces called by players to get info about game and so forth)
  31. class DLL_LINKAGE CCallbackBase
  32. {
  33. const BattleInfo *battle; //battle to which the player is engaged, nullptr if none or not applicable
  34. const BattleInfo * getBattle() const
  35. {
  36. return battle;
  37. }
  38. protected:
  39. CGameState *gs;
  40. boost::optional<PlayerColor> player; // not set gives access to all information, otherwise callback provides only information "visible" for player
  41. CCallbackBase(CGameState *GS, boost::optional<PlayerColor> Player)
  42. : battle(nullptr), gs(GS), player(Player)
  43. {}
  44. CCallbackBase()
  45. : battle(nullptr), gs(nullptr)
  46. {}
  47. void setBattle(const BattleInfo *B);
  48. bool duringBattle() const;
  49. public:
  50. boost::shared_mutex &getGsMutex(); //just return a reference to mutex, does not lock nor anything
  51. boost::optional<PlayerColor> getPlayerID() const;
  52. friend class CBattleInfoEssentials;
  53. };
  54. struct DLL_LINKAGE AttackableTiles
  55. {
  56. std::set<BattleHex> hostileCreaturePositions;
  57. std::set<BattleHex> friendlyCreaturePositions; //for Dragon Breath
  58. template <typename Handler> void serialize(Handler &h, const int version)
  59. {
  60. h & hostileCreaturePositions & friendlyCreaturePositions;
  61. }
  62. };
  63. //Accessibility is property of hex in battle. It doesn't depend on stack, side's perspective and so on.
  64. namespace EAccessibility
  65. {
  66. enum EAccessibility
  67. {
  68. ACCESSIBLE,
  69. ALIVE_STACK,
  70. OBSTACLE,
  71. DESTRUCTIBLE_WALL,
  72. GATE, //sieges -> gate opens only for defender stacks
  73. UNAVAILABLE, //indestructible wall parts, special battlefields (like boat-to-boat)
  74. SIDE_COLUMN //used for first and last columns of hexes that are unavailable but wat machines can stand there
  75. };
  76. }
  77. typedef std::array<EAccessibility::EAccessibility, GameConstants::BFIELD_SIZE> TAccessibilityArray;
  78. struct DLL_LINKAGE AccessibilityInfo : TAccessibilityArray
  79. {
  80. bool occupiable(const CStack *stack, BattleHex tile) const;
  81. bool accessible(BattleHex tile, const CStack *stack) const; //checks for both tiles if stack is double wide
  82. bool accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const; //checks for both tiles if stack is double wide
  83. };
  84. namespace BattlePerspective
  85. {
  86. enum BattlePerspective
  87. {
  88. INVALID = -2,
  89. ALL_KNOWING = -1,
  90. LEFT_SIDE,
  91. RIGHT_SIDE
  92. };
  93. }
  94. // Reachability info is result of BFS calculation. It's dependant on stack (it's owner, whether it's flying),
  95. // startPosition and perpective.
  96. struct DLL_LINKAGE ReachabilityInfo
  97. {
  98. typedef std::array<int, GameConstants::BFIELD_SIZE> TDistances;
  99. typedef std::array<BattleHex, GameConstants::BFIELD_SIZE> TPredecessors;
  100. enum { INFINITE_DIST = 1000000 };
  101. struct DLL_LINKAGE Parameters
  102. {
  103. const CStack *stack; //stack for which calculation is mage => not required (kept for debugging mostly), following variables are enough
  104. bool attackerOwned;
  105. bool doubleWide;
  106. bool flying;
  107. std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
  108. BattleHex startPosition; //assumed position of stack
  109. BattlePerspective::BattlePerspective perspective; //some obstacles (eg. quicksands) may be invisible for some side
  110. Parameters();
  111. Parameters(const CStack *Stack);
  112. };
  113. Parameters params;
  114. AccessibilityInfo accessibility;
  115. TDistances distances;
  116. TPredecessors predecessors;
  117. ReachabilityInfo()
  118. {
  119. distances.fill(INFINITE_DIST);
  120. predecessors.fill(BattleHex::INVALID);
  121. }
  122. bool isReachable(BattleHex hex) const
  123. {
  124. return distances[hex] < INFINITE_DIST;
  125. }
  126. };
  127. class DLL_LINKAGE CBattleInfoEssentials : public virtual CCallbackBase
  128. {
  129. protected:
  130. bool battleDoWeKnowAbout(ui8 side) const;
  131. public:
  132. enum EStackOwnership
  133. {
  134. ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
  135. };
  136. BattlePerspective::BattlePerspective battleGetMySide() const;
  137. ETerrainType battleTerrainType() const;
  138. BFieldType battleGetBattlefieldType() const;
  139. std::vector<shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
  140. TStacks battleGetAllStacks() const; //returns all stacks, alive or dead or undead or mechanical :)
  141. bool battleHasNativeStack(ui8 side) const;
  142. ui8 battleGetWallState(int partOfWall) const; //for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
  143. int battleGetMoatDmg() const; //what dmg unit will suffer if ending turn in the moat
  144. const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
  145. const CStack *battleActiveStack() const;
  146. si8 battleTacticDist() const; //returns tactic distance in current tactics phase; 0 if not in tactics phase
  147. si8 battleGetTacticsSide() const; //returns which side is in tactics phase, undefined if none (?)
  148. bool battleCanFlee(PlayerColor player) const;
  149. bool battleCanSurrender(PlayerColor player) const;
  150. ui8 playerToSide(PlayerColor player) const;
  151. ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
  152. bool battleHasHero(ui8 side) const;
  153. int battleCastSpells(ui8 side) const; //how many spells has given side casted
  154. const CGHeroInstance * battleGetFightingHero(ui8 side) const; //depracated for players callback, easy to get wrong
  155. const CArmedInstance * battleGetArmyObject(ui8 side) const;
  156. InfoAboutHero battleGetHeroInfo(ui8 side) const;
  157. //helpers
  158. TStacks battleAliveStacks() const;
  159. TStacks battleAliveStacks(ui8 side) const;
  160. const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
  161. bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const;
  162. //ESpellCastProblem::ESpellCastProblem battleCanCastSpell(int player, ECastingMode::ECastingMode mode) const; //Checks if player is able to cast spells (at all) at the moment
  163. };
  164. struct DLL_LINKAGE BattleAttackInfo
  165. {
  166. const IBonusBearer *attackerBonuses, *defenderBonuses;
  167. const CStack *attacker, *defender;
  168. BattleHex attackerPosition, defenderPosition;
  169. int attackerCount, defenderCount;
  170. bool shooting;
  171. int chargedFields;
  172. bool luckyHit;
  173. bool unluckyHit;
  174. bool deathBlow;
  175. bool ballistaDoubleDamage;
  176. BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting = false);
  177. BattleAttackInfo reverse() const;
  178. };
  179. class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
  180. {
  181. public:
  182. enum ERandomSpell
  183. {
  184. RANDOM_GENIE, RANDOM_AIMED
  185. };
  186. //battle
  187. shared_ptr<const CObstacleInstance> battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking = true) const; //blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
  188. const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const; //returns stack info by given pos
  189. void battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn = 0, int lastMoved = -1) const;
  190. void battleGetStackCountOutsideHexes(bool *ac) const; // returns hexes which when in front of a stack cause us to move the amount box back
  191. std::vector<BattleHex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = nullptr) const; //returns hexes reachable by creature with id ID (valid movement destinations), DOES contain stack current position
  192. int battleGetSurrenderCost(PlayerColor Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
  193. ReachabilityInfo::TDistances battleGetDistances(const CStack * stack, BattleHex hex = BattleHex::INVALID, BattleHex * predecessors = nullptr) const; //returns vector of distances to [dest hex number]
  194. std::set<BattleHex> battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
  195. bool battleCanShoot(const CStack * stack, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
  196. bool battleIsStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
  197. std::set<const CStack*> batteAdjacentCreatures (const CStack * stack) const;
  198. TDmgRange calculateDmgRange(const BattleAttackInfo &info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
  199. TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
  200. TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
  201. //hextowallpart //int battleGetWallUnderHex(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
  202. std::pair<ui32, ui32> battleEstimateDamage(const BattleAttackInfo &bai, std::pair<ui32, ui32> * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
  203. std::pair<ui32, ui32> battleEstimateDamage(const CStack * attacker, const CStack * defender, std::pair<ui32, ui32> * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
  204. si8 battleHasDistancePenalty( const CStack * stack, BattleHex destHex ) const;
  205. si8 battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex ) const;
  206. si8 battleHasWallPenalty(const CStack * stack, BattleHex destHex) const; //checks if given stack has wall penalty
  207. si8 battleHasWallPenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const; //checks if given stack has wall penalty
  208. EWallParts::EWallParts battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
  209. //*** MAGIC
  210. si8 battleMaxSpellLevel() const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
  211. ui32 battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
  212. ESpellCastProblem::ESpellCastProblem battleCanCastSpell(PlayerColor player, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
  213. ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(PlayerColor player, const CSpell * spell, ECastingMode::ECastingMode mode) const; //checks if given player can cast given spell
  214. ESpellCastProblem::ESpellCastProblem battleCanCastThisSpellHere(PlayerColor player, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const; //checks if given player can cast given spell at given tile in given mode
  215. ESpellCastProblem::ESpellCastProblem battleCanCreatureCastThisSpell(const CSpell * spell, BattleHex destination) const; //determines if creature can cast a spell here
  216. std::vector<BattleHex> battleGetPossibleTargets(PlayerColor player, const CSpell *spell) const;
  217. ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
  218. ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
  219. std::set<const CStack*> getAffectedCreatures(const CSpell * s, int skillLevel, PlayerColor attackerOwner, BattleHex destinationTile); //calculates stack affected by given spell
  220. SpellID battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode) const;
  221. SpellID getRandomBeneficialSpell(const CStack * subject) const;
  222. SpellID getRandomCastedSpell(const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
  223. //checks for creature immunity / anything that prevent casting *at given hex* - doesn't take into acount general problems such as not having spellbook or mana points etc.
  224. ESpellCastProblem::ESpellCastProblem battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const;
  225. const CStack * getStackIf(std::function<bool(const CStack*)> pred) const;
  226. si8 battleHasShootingPenalty(const CStack * stack, BattleHex destHex)
  227. {
  228. return battleHasDistancePenalty(stack, destHex) || battleHasWallPenalty(stack, destHex);
  229. }
  230. si8 battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const; //checks if teleportation of given stack to given position can take place
  231. //convenience methods using the ones above
  232. bool isInTacticRange( BattleHex dest ) const;
  233. si8 battleGetTacticDist() const; //returns tactic distance for calling player or 0 if this player is not in tactic phase (for ALL_KNOWING actual distance for tactic side)
  234. AttackableTiles getPotentiallyAttackableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
  235. std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
  236. bool isToReverse(BattleHex hexFrom, BattleHex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir) const; //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
  237. bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse
  238. ReachabilityInfo getReachability(const CStack *stack) const;
  239. ReachabilityInfo getReachability(const ReachabilityInfo::Parameters &params) const;
  240. AccessibilityInfo getAccesibility() const;
  241. AccessibilityInfo getAccesibility(const CStack *stack) const; //Hexes ocupied by stack will be marked as accessible.
  242. AccessibilityInfo getAccesibility(const std::vector<BattleHex> &accessibleHexes) const; //given hexes will be marked as accessible
  243. std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const;
  244. protected:
  245. ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters params) const;
  246. ReachabilityInfo makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters params) const;
  247. ReachabilityInfo makeBFS(const CStack *stack) const; //uses default parameters -> stack position and owner's perspective
  248. std::set<BattleHex> getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
  249. };
  250. class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback
  251. {
  252. public:
  253. bool battleCanFlee() const; //returns true if caller can flee from the battle
  254. TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) const; //returns stacks on battlefield
  255. ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell) const; //determines if given spell can be casted (and returns problem description)
  256. ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell, BattleHex destination) const; //if hero can cast spell here
  257. ESpellCastProblem::ESpellCastProblem battleCanCreatureCastThisSpell(const CSpell * spell, BattleHex destination) const; //determines if creature can cast a spell here
  258. int battleGetSurrenderCost() const; //returns cost of surrendering battle, -1 if surrendering is not possible
  259. bool battleCanCastSpell(ESpellCastProblem::ESpellCastProblem *outProblem = nullptr) const; //returns true, if caller can cast a spell. If not, if pointer is given via arg, the reason will be written.
  260. const CGHeroInstance * battleGetMyHero() const;
  261. InfoAboutHero battleGetEnemyHero() const;
  262. };