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							- /*
 
-  * IBattleEventsReceiver.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 "../constants/EntityIdentifiers.h"
 
- #include "../int3.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class BattleAction;
 
- struct BattleAttack;
 
- struct BattleStackAttacked;
 
- struct BattleResult;
 
- struct BattleSpellCast;
 
- struct SetStackEffect;
 
- struct BattleTriggerEffect;
 
- struct CatapultAttack;
 
- class ObstacleChanges;
 
- class UnitChanges;
 
- class BattleHexArray;
 
- class CCreatureSet;
 
- class CGHeroInstance;
 
- class MetaString;
 
- class CStack;
 
- enum class BattleSide : int8_t;
 
- enum class EGateState : int8_t;
 
- class DLL_LINKAGE IBattleEventsReceiver
 
- {
 
- public:
 
- 	virtual void actionFinished(const BattleID & battleID, const BattleAction &action){};//occurs AFTER every action taken by any stack or by the hero
 
- 	virtual void actionStarted(const BattleID & battleID, const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
 
- 	virtual void battleAttack(const BattleID & battleID, const BattleAttack *ba){}; //called when stack is performing attack
 
- 	virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged){}; //called when stack receives damage (after battleAttack())
 
- 	virtual void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID){};
 
- 	virtual void battleNewRoundFirst(const BattleID & battleID){}; //called at the beginning of each turn before changes are applied;
 
- 	virtual void battleNewRound(const BattleID & battleID){}; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
 
- 	virtual void battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines){};
 
- 	virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport){};
 
- 	virtual void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc){};
 
- 	virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse){};//called when a specific effect is set to stacks
 
- 	virtual void battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte){}; //called for various one-shot effects
 
- 	virtual void battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
 
- 	virtual void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed){}; //called by engine when battle starts; side=0 - left, side=1 - right
 
- 	virtual void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units){};
 
- 	virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles){};
 
- 	virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca){}; //called when catapult makes an attack
 
- 	virtual void battleGateStateChanged(const BattleID & battleID, const EGateState state){};
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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