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- /*
- * CBattleInfoCallback.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 <vcmi/spells/Magic.h>
- #include "ReachabilityInfo.h"
- #include "BattleAttackInfo.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CGHeroInstance;
- class CStack;
- class ISpellCaster;
- class SpellCastEnvironment;
- class CSpell;
- struct CObstacleInstance;
- class IBonusBearer;
- class PossiblePlayerBattleAction;
- namespace vstd
- {
- class RNG;
- }
- namespace spells
- {
- class Caster;
- class Spell;
- }
- struct DLL_LINKAGE AttackableTiles
- {
- /// Hexes on which only hostile units will be targeted
- BattleHexArray hostileCreaturePositions;
- /// for Dragon Breath, hexes on which both friendly and hostile creatures will be targeted
- BattleHexArray friendlyCreaturePositions;
- /// for animation purposes, if any of targets are on specified positions, unit should play alternative animation
- BattleHexArray overrideAnimationPositions;
- };
- struct DLL_LINKAGE BattleClientInterfaceData
- {
- std::vector<SpellID> creatureSpellsToCast;
- ui8 tacticsMode;
- };
- struct ForcedAction {
- EActionType type = EActionType::NO_ACTION;
- BattleHex position;
- const battle::Unit * target;
- };
- class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
- {
- public:
- std::optional<BattleSide> battleIsFinished() const override; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
- std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(const BattleHex & tile, bool onlyBlocking = true) const override;
- std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit, const BattleHexArray & passed) const override;
- //Handle obstacle damage here, requires SpellCastEnvironment
- bool handleObstacleTriggersForUnit(SpellCastEnvironment & spellEnv, const battle::Unit & unit, const BattleHexArray & passed = {}) const;
- const CStack * battleGetStackByPos(const BattleHex & pos, bool onlyAlive = true) const;
- const battle::Unit * battleGetUnitByPos(const BattleHex & pos, bool onlyAlive = true) const override;
- ///returns all alive units excluding turrets
- battle::Units battleAliveUnits() const;
- ///returns all alive units from particular side excluding turrets
- battle::Units battleAliveUnits(BattleSide side) const;
- void battleGetTurnOrder(std::vector<battle::Units> & out, const size_t maxUnits, const int maxTurns, const int turn = 0, BattleSide lastMoved = BattleSide::NONE) const;
- ///returns reachable hexes (valid movement destinations), DOES contain stack current position
- BattleHexArray battleGetAvailableHexes(const battle::Unit * unit, bool obtainMovementRange, bool addOccupiable, BattleHexArray * attackable) const;
- ///returns reachable hexes (valid movement destinations), DOES contain stack current position (lite version)
- BattleHexArray battleGetAvailableHexes(const battle::Unit * unit, bool obtainMovementRange) const;
- BattleHexArray battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit, bool obtainMovementRange) const;
- int battleGetSurrenderCost(const PlayerColor & Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
- ReachabilityInfo::TDistances battleGetDistances(const battle::Unit * unit, const BattleHex & assumedPosition) const;
- BattleHexArray battleGetAttackedHexes(const battle::Unit * attacker, const BattleHex & destinationTile, const BattleHex & attackerPos = BattleHex::INVALID) const;
- bool isEnemyUnitWithinSpecifiedRange(const BattleHex & attackerPosition, const battle::Unit * defenderUnit, unsigned int range) const;
- bool isHexWithinSpecifiedRange(const BattleHex & attackerPosition, const BattleHex & targetPosition, unsigned int range) const;
- std::pair< BattleHexArray, int > getPath(const BattleHex & start, const BattleHex & dest, const battle::Unit * stack) const;
- bool battleCanTargetEmptyHex(const battle::Unit * attacker) const; //determines of stack with given ID can target empty hex to attack - currently used only for SPELL_LIKE_ATTACK shooting
- bool battleCanAttack(const battle::Unit * stack, const battle::Unit * target, const BattleHex & dest) const; //determines if stack with given ID can attack target at the selected destination
- bool battleCanShoot(const battle::Unit * attacker, const BattleHex & dest) const; //determines if stack with given ID shoot at the selected destination
- bool battleCanShoot(const battle::Unit * attacker) const; //determines if stack with given ID shoot in principle
- bool battleIsUnitBlocked(const battle::Unit * unit) const; //returns true if there is neighboring enemy stack
- battle::Units battleAdjacentUnits(const battle::Unit * unit) const;
- DamageEstimation calculateDmgRange(const BattleAttackInfo & info) const;
- /// estimates damage dealt by attacker to defender;
- /// only non-random bonuses are considered in estimation
- /// returns pair <min dmg, max dmg>
- DamageEstimation battleEstimateDamage(const BattleAttackInfo & bai, DamageEstimation * retaliationDmg = nullptr) const;
- DamageEstimation battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, const BattleHex & attackerPosition, DamageEstimation * retaliationDmg = nullptr) const;
- DamageEstimation battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int getMovementRange, DamageEstimation * retaliationDmg = nullptr) const;
- bool battleIsInsideWalls(const BattleHex & from) const;
- bool battleHasPenaltyOnLine(const BattleHex & from, const BattleHex & dest, bool checkWall, bool checkMoat) const;
- bool battleHasDistancePenalty(const IBonusBearer * shooter, const BattleHex & shooterPosition, const BattleHex & destHex) const;
- bool battleHasWallPenalty(const IBonusBearer * shooter, const BattleHex & shooterPosition, const BattleHex & destHex) const;
- bool battleHasShootingPenalty(const battle::Unit * shooter, const BattleHex & destHex) const;
- BattleHex wallPartToBattleHex(EWallPart part) const;
- EWallPart battleHexToWallPart(const BattleHex & hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
- bool isWallPartPotentiallyAttackable(EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
- bool isWallPartAttackable(EWallPart wallPart) const; // returns true if the wall part is actually attackable, false if not
- BattleHexArray getAttackableWallParts() const;
- si8 battleMinSpellLevel(BattleSide side) const; //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
- si8 battleMaxSpellLevel(BattleSide side) 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
- int32_t battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
- ESpellCastProblem battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const; //returns true if there are no general issues preventing from casting a spell
- SpellID getRandomBeneficialSpell(vstd::RNG & rand, const battle::Unit * caster, const battle::Unit * target) const;
- SpellID getRandomCastedSpell(vstd::RNG & rand, const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
- std::vector<PossiblePlayerBattleAction> getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data);
- PossiblePlayerBattleAction getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const;
- //convenience methods using the ones above
- bool isInTacticRange(const BattleHex & dest) const;
- 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)
- AttackableTiles getPotentiallyAttackableHexes(
- const battle::Unit* attacker,
- const battle::Unit* defender,
- BattleHex destinationTile,
- BattleHex attackerPos,
- BattleHex defenderPos) const; //TODO: apply rotation to two-hex attacker
- AttackableTiles getPotentiallyAttackableHexes(
- const battle::Unit * attacker,
- BattleHex destinationTile,
- BattleHex attackerPos) const;
- AttackableTiles getPotentiallyShootableHexes(const battle::Unit* attacker, const BattleHex & destinationTile, const BattleHex & attackerPos) const;
- battle::Units getAttackedBattleUnits(
- const battle::Unit* attacker,
- const battle::Unit * defender,
- BattleHex destinationTile,
- bool rangedAttack,
- BattleHex attackerPos = BattleHex::INVALID,
- BattleHex defenderPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
-
- std::pair<std::set<const CStack*>, bool> getAttackedCreatures(const CStack* attacker, const BattleHex & destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
- bool isToReverse(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerHex = BattleHex::INVALID, BattleHex defenderHex = BattleHex::INVALID) const; //determines if attacker standing at attackerHex should reverse in order to attack defender
- ReachabilityInfo getReachability(const battle::Unit * unit) const;
- ReachabilityInfo getReachability(const ReachabilityInfo::Parameters & params) const;
- AccessibilityInfo getAccessibility() const;
- AccessibilityInfo getAccessibility(const battle::Unit * stack) const; //Hexes occupied by stack will be marked as accessible.
- AccessibilityInfo getAccessibility(const BattleHexArray & accessibleHexes) const; //given hexes will be marked as accessible
- ForcedAction getBerserkForcedAction(const battle::Unit * berserker) const;
- BattleHex getAvailableHex(const CreatureID & creID, BattleSide side, int initialPos = -1) const; //find place for adding new stack
- protected:
- ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters & params) const;
- ReachabilityInfo makeBFS(const AccessibilityInfo & accessibility, const ReachabilityInfo::Parameters & params) const;
- bool isInObstacle(const BattleHex & hex, const BattleHexArray & obstacles, const ReachabilityInfo::Parameters & params) const;
- BattleHexArray getStoppers(BattleSide whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
- };
- VCMI_LIB_NAMESPACE_END
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