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- /*
- * CBattleInfoEssentials.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 "IBattleInfoCallback.h"
- #include "BattleSide.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class CGTownInstance;
- class CGHeroInstance;
- class CStack;
- class IBonusBearer;
- struct InfoAboutHero;
- struct TownFortifications;
- class CArmedInstance;
- using TStacks = std::vector<const CStack *>;
- using TStackFilter = std::function<bool (const CStack *)>;
- class DLL_LINKAGE CBattleInfoEssentials : public IBattleInfoCallback
- {
- protected:
- bool battleDoWeKnowAbout(BattleSide side) const;
- public:
- enum EStackOwnership
- {
- ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
- };
- bool duringBattle() const;
- BattleSide battleGetMySide() const;
- const IBonusBearer * getBonusBearer() const override;
- TerrainId battleTerrainType() const override;
- BattleField battleGetBattlefieldType() const override;
- int32_t battleGetEnchanterCounter(BattleSide side) const;
- std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstacles(std::optional<BattleSide> perspective = std::nullopt) const; //returns all obstacles on the battlefield
- std::shared_ptr<const CObstacleInstance> battleGetObstacleByID(uint32_t ID) const;
- /** @brief Main method for getting battle stacks
- * returns also turrets and removed stacks
- * @param predicate Functor that shall return true for desired stack
- * @return filtered stacks
- *
- */
- TStacks battleGetStacksIf(const TStackFilter & predicate) const; //deprecated
- battle::Units battleGetUnitsIf(const battle::UnitFilter & predicate) const override;
- const battle::Unit * battleGetUnitByID(uint32_t ID) const override;
- const battle::Unit * battleActiveUnit() const override;
- uint32_t battleNextUnitId() const override;
- bool battleHasNativeStack(BattleSide side) const;
- const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
- si8 battleTacticDist() const override; //returns tactic distance in current tactics phase; 0 if not in tactics phase
- BattleSide battleGetTacticsSide() const override; //returns which side is in tactics phase, undefined if none (?)
- bool battleCanFlee(const PlayerColor & player) const;
- bool battleCanSurrender(const PlayerColor & player) const;
- static BattleSide otherSide(BattleSide side);
- PlayerColor otherPlayer(const PlayerColor & player) const;
- BattleSide playerToSide(const PlayerColor & player) const;
- PlayerColor sideToPlayer(BattleSide side) const;
- bool playerHasAccessToHeroInfo(const PlayerColor & player, const CGHeroInstance * h) const;
- TownFortifications battleGetFortifications() const;
- bool battleHasHero(BattleSide side) const;
- int32_t battleCastSpells(BattleSide side) const; //how many spells has given side cast
- const CGHeroInstance * battleGetFightingHero(BattleSide side) const; //deprecated for players callback, easy to get wrong
- const CArmedInstance * battleGetArmyObject(BattleSide side) const;
- InfoAboutHero battleGetHeroInfo(BattleSide side) 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
- EWallState battleGetWallState(EWallPart partOfWall) const;
- EGateState battleGetGateState() const;
- bool battleIsGatePassable() const;
- //helpers
- ///returns all stacks, alive or dead or undead or mechanical :)
- TStacks battleGetAllStacks(bool includeTurrets = false) const;
- const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
- bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattleSide side) const;
- ///returns player that controls given stack; mind control included
- PlayerColor battleGetOwner(const battle::Unit * unit) const;
- ///returns hero that controls given stack; nullptr if none; mind control included
- const CGHeroInstance * battleGetOwnerHero(const battle::Unit * unit) const;
- ///check that stacks are controlled by same|other player(s) depending on positiveness
- ///mind control included
- bool battleMatchOwner(const battle::Unit * attacker, const battle::Unit * defender, const boost::logic::tribool positivness = false) const;
- bool battleMatchOwner(const PlayerColor & attacker, const battle::Unit * defender, const boost::logic::tribool positivness = false) const;
- };
- VCMI_LIB_NAMESPACE_END
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