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- /*
- * IBattleInfoCallback.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 "GameConstants.h"
- #include "BattleHexArray.h"
- #include <vcmi/Entity.h>
- #define RETURN_IF_NOT_BATTLE(...) do { if(!duringBattle()) {logGlobal->error("%s called when no battle!", __FUNCTION__); return __VA_ARGS__; } } while (false)
- VCMI_LIB_NAMESPACE_BEGIN
- struct CObstacleInstance;
- class BattleField;
- class IBattleInfo;
- namespace battle
- {
- class IUnitInfo;
- class Unit;
- using Units = boost::container::small_vector<const Unit *, 4>;
- using UnitFilter = std::function<bool(const Unit *)>;
- }
- struct DamageRange
- {
- int64_t min = 0;
- int64_t max = 0;
- };
- struct DamageEstimation
- {
- DamageRange damage;
- DamageRange kills;
- };
- #if SCRIPTING_ENABLED
- namespace scripting
- {
- class Pool;
- }
- #endif
- class DLL_LINKAGE IBattleInfoCallback : public IConstBonusProvider
- {
- public:
- #if SCRIPTING_ENABLED
- virtual scripting::Pool * getContextPool() const = 0;
- #endif
- virtual ~IBattleInfoCallback() = default;
- virtual const IBattleInfo * getBattle() const = 0;
- virtual std::optional<PlayerColor> getPlayerID() const = 0;
- virtual TerrainId battleTerrainType() const = 0;
- virtual BattleField battleGetBattlefieldType() const = 0;
- ///return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
- virtual std::optional<BattleSide> battleIsFinished() const = 0;
- virtual si8 battleTacticDist() const = 0; //returns tactic distance in current tactics phase; 0 if not in tactics phase
- virtual BattleSide battleGetTacticsSide() const = 0; //returns which side is in tactics phase, undefined if none (?)
- virtual uint32_t battleNextUnitId() const = 0;
- virtual battle::Units battleGetUnitsIf(const battle::UnitFilter & predicate) const = 0;
- virtual const battle::Unit * battleGetUnitByID(uint32_t ID) const = 0;
- virtual const battle::Unit * battleGetUnitByPos(const BattleHex & pos, bool onlyAlive = true) const = 0;
- virtual const battle::Unit * battleActiveUnit() const = 0;
- //blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
- virtual std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(const BattleHex & tile, bool onlyBlocking = true) const = 0;
- virtual std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit, const BattleHexArray & passed) const = 0;
- };
- VCMI_LIB_NAMESPACE_END
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