state.h 3.2 KB

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  1. /*
  2. * state.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 "battle/CBattleInfoEssentials.h"
  12. #include "battle/CPlayerBattleCallback.h"
  13. #include "networkPacks/PacksForClientBattle.h"
  14. #include "BAI/v13/action.h"
  15. #include "BAI/v13/attack_log.h"
  16. #include "BAI/v13/battlefield.h"
  17. #include "BAI/v13/global_stats.h"
  18. #include "BAI/v13/player_stats.h"
  19. #include "BAI/v13/supplementary_data.h"
  20. #include "schema/base.h"
  21. #include "schema/v13/types.h"
  22. namespace MMAI::BAI::V13
  23. {
  24. using BS = Schema::BattlefieldState;
  25. static const auto DUMMY_ATTNMASK = Schema::AttentionMask();
  26. class State : public Schema::IState
  27. {
  28. public:
  29. // IState impl
  30. const Schema::ActionMask * getActionMask() const override
  31. {
  32. return &actmask;
  33. };
  34. const Schema::AttentionMask * getAttentionMask() const override
  35. {
  36. return &DUMMY_ATTNMASK;
  37. }
  38. const Schema::BattlefieldState * getBattlefieldState() const override
  39. {
  40. return &bfstate;
  41. }
  42. std::any getSupplementaryData() const override
  43. {
  44. return static_cast<const MMAI::Schema::V13::ISupplementaryData *>(supdata.get());
  45. }
  46. int version() const override
  47. {
  48. return version_;
  49. }
  50. State() = delete;
  51. State(
  52. int version_,
  53. const std::string & colorname,
  54. const CPlayerBattleCallback * battle,
  55. bool enableTransitions = false // disabled for performance
  56. );
  57. void onActiveStack(const CStack * astack, CombatResult result = CombatResult::NONE, bool recording = false, bool fastpath = false);
  58. void onBattleStacksAttacked(const std::vector<BattleStackAttacked> & bsa);
  59. void onBattleTriggerEffect(const BattleTriggerEffect & bte);
  60. void onActionStarted(const BattleAction & ba);
  61. void _onActionStarted(const BattleAction & ba);
  62. void onActionFinished(const BattleAction & ba);
  63. void onBattleEnd(const BattleResult * br);
  64. // Subsequent versions may override this if they only change
  65. // the data type of encoded values (i.e. have their own HEX_ENCODING)
  66. void encodeGlobal(CombatResult result);
  67. void encodePlayer(const PlayerStats * pstats);
  68. void encodeHex(const Hex * hex);
  69. void verify() const;
  70. const int version_;
  71. const CPlayerBattleCallback * const battle;
  72. bool enableTransitions;
  73. Schema::BattlefieldState bfstate;
  74. Schema::ActionMask actmask;
  75. std::unique_ptr<SupplementaryData> supdata = nullptr;
  76. std::vector<std::shared_ptr<AttackLog>> attackLogs;
  77. std::vector<std::shared_ptr<AttackLog>> persistentAttackLogs;
  78. std::vector<std::tuple<Schema::Action, std::shared_ptr<Schema::ActionMask>, std::shared_ptr<Schema::BattlefieldState>>> transitions;
  79. std::unique_ptr<Action> action = nullptr;
  80. std::unique_ptr<GlobalStats> gstats = nullptr;
  81. std::unique_ptr<PlayerStats> lpstats = nullptr;
  82. std::unique_ptr<PlayerStats> rpstats = nullptr;
  83. std::map<const CStack *, Stack::Stats> sstats;
  84. const std::pair<int, int> initialArmyValues;
  85. const std::string colorname;
  86. const BattleSide side;
  87. std::shared_ptr<const Battlefield> battlefield;
  88. bool isMorale = false;
  89. int previousAction = -1;
  90. int startedAction = -1;
  91. const CStack * actingStack = nullptr;
  92. static std::vector<float> InitNullStack();
  93. const std::vector<float> nullstack;
  94. };
  95. }