CBattleInfoEssentials.cpp 12 KB

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  1. /*
  2. * CBattleInfoEssentials.cpp, 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. #include "StdInc.h"
  11. #include "CBattleInfoEssentials.h"
  12. #include "../CStack.h"
  13. #include "BattleInfo.h"
  14. #include "../NetPacks.h"
  15. #include "../mapObjects/CGTownInstance.h"
  16. #include "../gameState/InfoAboutArmy.h"
  17. VCMI_LIB_NAMESPACE_BEGIN
  18. TerrainId CBattleInfoEssentials::battleTerrainType() const
  19. {
  20. RETURN_IF_NOT_BATTLE(TerrainId());
  21. return getBattle()->getTerrainType();
  22. }
  23. BattleField CBattleInfoEssentials::battleGetBattlefieldType() const
  24. {
  25. RETURN_IF_NOT_BATTLE(BattleField::NONE);
  26. return getBattle()->getBattlefieldType();
  27. }
  28. int32_t CBattleInfoEssentials::battleGetEnchanterCounter(ui8 side) const
  29. {
  30. RETURN_IF_NOT_BATTLE(0);
  31. return getBattle()->getEnchanterCounter(side);
  32. }
  33. std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoEssentials::battleGetAllObstacles(std::optional<BattlePerspective::BattlePerspective> perspective) const
  34. {
  35. std::vector<std::shared_ptr<const CObstacleInstance> > ret;
  36. RETURN_IF_NOT_BATTLE(ret);
  37. if(!perspective)
  38. {
  39. //if no particular perspective request, use default one
  40. perspective = std::make_optional(battleGetMySide());
  41. }
  42. else
  43. {
  44. if(!!player && *perspective != battleGetMySide())
  45. logGlobal->warn("Unauthorized obstacles access attempt, assuming massive spell");
  46. }
  47. for(const auto & obstacle : getBattle()->getAllObstacles())
  48. {
  49. if(battleIsObstacleVisibleForSide(*(obstacle), *perspective))
  50. ret.push_back(obstacle);
  51. }
  52. return ret;
  53. }
  54. std::shared_ptr<const CObstacleInstance> CBattleInfoEssentials::battleGetObstacleByID(uint32_t ID) const
  55. {
  56. std::shared_ptr<const CObstacleInstance> ret;
  57. RETURN_IF_NOT_BATTLE(std::shared_ptr<const CObstacleInstance>());
  58. for(auto obstacle : getBattle()->getAllObstacles())
  59. {
  60. if(obstacle->uniqueID == ID)
  61. return obstacle;
  62. }
  63. logGlobal->error("Invalid obstacle ID %d", ID);
  64. return std::shared_ptr<const CObstacleInstance>();
  65. }
  66. bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const
  67. {
  68. RETURN_IF_NOT_BATTLE(false);
  69. return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
  70. }
  71. bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
  72. {
  73. RETURN_IF_NOT_BATTLE(false);
  74. for(const auto * s : battleGetAllStacks())
  75. {
  76. if(s->unitSide() == side && s->isNativeTerrain(getBattle()->getTerrainType()))
  77. return true;
  78. }
  79. return false;
  80. }
  81. TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets) const
  82. {
  83. return battleGetStacksIf([=](const CStack * s)
  84. {
  85. return !s->isGhost() && (includeTurrets || !s->isTurret());
  86. });
  87. }
  88. TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate) const
  89. {
  90. RETURN_IF_NOT_BATTLE(TStacks());
  91. return getBattle()->getStacksIf(std::move(predicate));
  92. }
  93. battle::Units CBattleInfoEssentials::battleGetUnitsIf(battle::UnitFilter predicate) const
  94. {
  95. RETURN_IF_NOT_BATTLE(battle::Units());
  96. return getBattle()->getUnitsIf(predicate);
  97. }
  98. const battle::Unit * CBattleInfoEssentials::battleGetUnitByID(uint32_t ID) const
  99. {
  100. RETURN_IF_NOT_BATTLE(nullptr);
  101. //TODO: consider using map ID -> Unit
  102. auto ret = battleGetUnitsIf([=](const battle::Unit * unit)
  103. {
  104. return unit->unitId() == ID;
  105. });
  106. if(ret.empty())
  107. return nullptr;
  108. else
  109. return ret[0];
  110. }
  111. const battle::Unit * CBattleInfoEssentials::battleActiveUnit() const
  112. {
  113. RETURN_IF_NOT_BATTLE(nullptr);
  114. auto id = getBattle()->getActiveStackID();
  115. if(id >= 0)
  116. return battleGetUnitByID(static_cast<uint32_t>(id));
  117. else
  118. return nullptr;
  119. }
  120. uint32_t CBattleInfoEssentials::battleNextUnitId() const
  121. {
  122. return getBattle()->nextUnitId();
  123. }
  124. const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
  125. {
  126. RETURN_IF_NOT_BATTLE(nullptr);
  127. return getBattle()->getDefendedTown();
  128. }
  129. BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
  130. {
  131. RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
  132. if(!player || player->isSpectator())
  133. return BattlePerspective::ALL_KNOWING;
  134. if(*player == getBattle()->getSidePlayer(BattleSide::ATTACKER))
  135. return BattlePerspective::LEFT_SIDE;
  136. if(*player == getBattle()->getSidePlayer(BattleSide::DEFENDER))
  137. return BattlePerspective::RIGHT_SIDE;
  138. logGlobal->error("Cannot find player %s in battle!", player->getStr());
  139. return BattlePerspective::INVALID;
  140. }
  141. const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
  142. {
  143. RETURN_IF_NOT_BATTLE(nullptr);
  144. auto stacks = battleGetStacksIf([=](const CStack * s)
  145. {
  146. return s->unitId() == ID && (!onlyAlive || s->alive());
  147. });
  148. if(stacks.empty())
  149. return nullptr;
  150. else
  151. return stacks[0];
  152. }
  153. bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
  154. {
  155. RETURN_IF_NOT_BATTLE(false);
  156. auto p = battleGetMySide();
  157. return p == BattlePerspective::ALL_KNOWING || p == side;
  158. }
  159. si8 CBattleInfoEssentials::battleTacticDist() const
  160. {
  161. RETURN_IF_NOT_BATTLE(0);
  162. return getBattle()->getTacticDist();
  163. }
  164. si8 CBattleInfoEssentials::battleGetTacticsSide() const
  165. {
  166. RETURN_IF_NOT_BATTLE(-1);
  167. return getBattle()->getTacticsSide();
  168. }
  169. const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const
  170. {
  171. RETURN_IF_NOT_BATTLE(nullptr);
  172. if(side > 1)
  173. {
  174. logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
  175. return nullptr;
  176. }
  177. if(!battleDoWeKnowAbout(side))
  178. {
  179. logGlobal->error("FIXME: %s access check ", __FUNCTION__);
  180. return nullptr;
  181. }
  182. return getBattle()->getSideHero(side);
  183. }
  184. const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const
  185. {
  186. RETURN_IF_NOT_BATTLE(nullptr);
  187. if(side > 1)
  188. {
  189. logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
  190. return nullptr;
  191. }
  192. if(!battleDoWeKnowAbout(side))
  193. {
  194. logGlobal->error("FIXME: %s access check!", __FUNCTION__);
  195. return nullptr;
  196. }
  197. return getBattle()->getSideArmy(side);
  198. }
  199. InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo(ui8 side) const
  200. {
  201. const auto * hero = getBattle()->getSideHero(side);
  202. if(!hero)
  203. {
  204. return InfoAboutHero();
  205. }
  206. InfoAboutHero::EInfoLevel infoLevel = battleDoWeKnowAbout(side) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC;
  207. return InfoAboutHero(hero, infoLevel);
  208. }
  209. uint32_t CBattleInfoEssentials::battleCastSpells(ui8 side) const
  210. {
  211. RETURN_IF_NOT_BATTLE(-1);
  212. return getBattle()->getCastSpells(side);
  213. }
  214. const IBonusBearer * CBattleInfoEssentials::getBonusBearer() const
  215. {
  216. return getBattle()->getBonusBearer();
  217. }
  218. bool CBattleInfoEssentials::battleCanFlee(const PlayerColor & player) const
  219. {
  220. RETURN_IF_NOT_BATTLE(false);
  221. const auto side = playerToSide(player);
  222. if(!side)
  223. return false;
  224. const CGHeroInstance * myHero = battleGetFightingHero(side.value());
  225. //current player have no hero
  226. if(!myHero)
  227. return false;
  228. //eg. one of heroes is wearing shakles of war
  229. if(myHero->hasBonusOfType(BonusType::BATTLE_NO_FLEEING))
  230. return false;
  231. //we are besieged defender
  232. if(side == BattleSide::DEFENDER && battleGetSiegeLevel())
  233. {
  234. const auto * town = battleGetDefendedTown();
  235. if(!town->hasBuilt(BuildingSubID::ESCAPE_TUNNEL))
  236. return false;
  237. }
  238. return true;
  239. }
  240. BattleSideOpt CBattleInfoEssentials::playerToSide(const PlayerColor & player) const
  241. {
  242. RETURN_IF_NOT_BATTLE(std::nullopt);
  243. if(getBattle()->getSidePlayer(BattleSide::ATTACKER) == player)
  244. return BattleSideOpt(BattleSide::ATTACKER);
  245. if(getBattle()->getSidePlayer(BattleSide::DEFENDER) == player)
  246. return BattleSideOpt(BattleSide::DEFENDER);
  247. logGlobal->warn("Cannot find side for player %s", player.getStr());
  248. return std::nullopt;
  249. }
  250. PlayerColor CBattleInfoEssentials::sideToPlayer(ui8 side) const
  251. {
  252. RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
  253. return getBattle()->getSidePlayer(side);
  254. }
  255. ui8 CBattleInfoEssentials::otherSide(ui8 side) const
  256. {
  257. if(side == BattleSide::ATTACKER)
  258. return BattleSide::DEFENDER;
  259. else
  260. return BattleSide::ATTACKER;
  261. }
  262. PlayerColor CBattleInfoEssentials::otherPlayer(const PlayerColor & player) const
  263. {
  264. RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
  265. auto side = playerToSide(player);
  266. if(!side)
  267. return PlayerColor::CANNOT_DETERMINE;
  268. return getBattle()->getSidePlayer(otherSide(side.value()));
  269. }
  270. bool CBattleInfoEssentials::playerHasAccessToHeroInfo(const PlayerColor & player, const CGHeroInstance * h) const
  271. {
  272. RETURN_IF_NOT_BATTLE(false);
  273. const auto side = playerToSide(player);
  274. if(side)
  275. {
  276. auto opponentSide = otherSide(side.value());
  277. if(getBattle()->getSideHero(opponentSide) == h)
  278. return true;
  279. }
  280. return false;
  281. }
  282. ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
  283. {
  284. RETURN_IF_NOT_BATTLE(CGTownInstance::NONE);
  285. return getBattle()->getDefendedTown() ? getBattle()->getDefendedTown()->fortLevel() : CGTownInstance::NONE;
  286. }
  287. bool CBattleInfoEssentials::battleCanSurrender(const PlayerColor & player) const
  288. {
  289. RETURN_IF_NOT_BATTLE(false);
  290. const auto side = playerToSide(player);
  291. if(!side)
  292. return false;
  293. bool iAmSiegeDefender = (side.value() == BattleSide::DEFENDER && battleGetSiegeLevel());
  294. //conditions like for fleeing (except escape tunnel presence) + enemy must have a hero
  295. return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(otherSide(side.value()));
  296. }
  297. bool CBattleInfoEssentials::battleHasHero(ui8 side) const
  298. {
  299. RETURN_IF_NOT_BATTLE(false);
  300. return getBattle()->getSideHero(side) != nullptr;
  301. }
  302. EWallState CBattleInfoEssentials::battleGetWallState(EWallPart partOfWall) const
  303. {
  304. RETURN_IF_NOT_BATTLE(EWallState::NONE);
  305. if(battleGetSiegeLevel() == CGTownInstance::NONE)
  306. return EWallState::NONE;
  307. return getBattle()->getWallState(partOfWall);
  308. }
  309. EGateState CBattleInfoEssentials::battleGetGateState() const
  310. {
  311. RETURN_IF_NOT_BATTLE(EGateState::NONE);
  312. if(battleGetSiegeLevel() == CGTownInstance::NONE)
  313. return EGateState::NONE;
  314. return getBattle()->getGateState();
  315. }
  316. bool CBattleInfoEssentials::battleIsGatePassable() const
  317. {
  318. RETURN_IF_NOT_BATTLE(true);
  319. if(battleGetSiegeLevel() == CGTownInstance::NONE)
  320. return true;
  321. return battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED;
  322. }
  323. PlayerColor CBattleInfoEssentials::battleGetOwner(const battle::Unit * unit) const
  324. {
  325. RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
  326. PlayerColor initialOwner = getBattle()->getSidePlayer(unit->unitSide());
  327. static CSelector selector = Selector::type()(BonusType::HYPNOTIZED);
  328. static std::string cachingString = "type_103s-1";
  329. if(unit->hasBonus(selector, cachingString))
  330. return otherPlayer(initialOwner);
  331. else
  332. return initialOwner;
  333. }
  334. const CGHeroInstance * CBattleInfoEssentials::battleGetOwnerHero(const battle::Unit * unit) const
  335. {
  336. RETURN_IF_NOT_BATTLE(nullptr);
  337. const auto side = playerToSide(battleGetOwner(unit));
  338. if(!side)
  339. return nullptr;
  340. return getBattle()->getSideHero(side.value());
  341. }
  342. bool CBattleInfoEssentials::battleMatchOwner(const battle::Unit * attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const
  343. {
  344. RETURN_IF_NOT_BATTLE(false);
  345. if(boost::logic::indeterminate(positivness))
  346. return true;
  347. else if(attacker->unitId() == defender->unitId())
  348. return (bool)positivness;
  349. else
  350. return battleMatchOwner(battleGetOwner(attacker), defender, positivness);
  351. }
  352. bool CBattleInfoEssentials::battleMatchOwner(const PlayerColor & attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const
  353. {
  354. RETURN_IF_NOT_BATTLE(false);
  355. PlayerColor initialOwner = getBattle()->getSidePlayer(defender->unitSide());
  356. return boost::logic::indeterminate(positivness) || (attacker == initialOwner) == (bool)positivness;
  357. }
  358. VCMI_LIB_NAMESPACE_END