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							- /*
 
-  * CBattleInfoEssentials.cpp, 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
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CBattleInfoEssentials.h"
 
- #include "../CStack.h"
 
- #include "BattleInfo.h"
 
- #include "../NetPacks.h"
 
- #include "../mapObjects/CGTownInstance.h"
 
- ETerrainType CBattleInfoEssentials::battleTerrainType() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(ETerrainType::WRONG);
 
- 	return getBattle()->getTerrainType();
 
- }
 
- BFieldType CBattleInfoEssentials::battleGetBattlefieldType() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(BFieldType::NONE);
 
- 	return getBattle()->getBattlefieldType();
 
- }
 
- int32_t CBattleInfoEssentials::battleGetEnchanterCounter(ui8 side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(0);
 
- 	return getBattle()->getEnchanterCounter(side);
 
- }
 
- std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective) const
 
- {
 
- 	std::vector<std::shared_ptr<const CObstacleInstance> > ret;
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	if(!perspective)
 
- 	{
 
- 		//if no particular perspective request, use default one
 
- 		perspective = boost::make_optional(battleGetMySide());
 
- 	}
 
- 	else
 
- 	{
 
- 		if(!!player && *perspective != battleGetMySide())
 
- 		{
 
- 			logGlobal->error("Unauthorized obstacles access attempt!");
 
- 			return ret;
 
- 		}
 
- 	}
 
- 	for(auto obstacle : getBattle()->getAllObstacles())
 
- 	{
 
- 		if(battleIsObstacleVisibleForSide(*(obstacle.get()), *perspective))
 
- 			ret.push_back(obstacle);
 
- 	}
 
- 	return ret;
 
- }
 
- std::shared_ptr<const CObstacleInstance> CBattleInfoEssentials::battleGetObstacleByID(uint32_t ID) const
 
- {
 
- 	std::shared_ptr<const CObstacleInstance> ret;
 
- 	RETURN_IF_NOT_BATTLE(std::shared_ptr<const CObstacleInstance>());
 
- 	for(auto obstacle : getBattle()->getAllObstacles())
 
- 	{
 
- 		if(obstacle->uniqueID == ID)
 
- 			return obstacle;
 
- 	}
 
- 	logGlobal->error("Invalid obstacle ID %d", ID);
 
- 	return std::shared_ptr<const CObstacleInstance>();
 
- }
 
- bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
 
- }
 
- bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	for(const CStack * s : battleGetAllStacks())
 
- 	{
 
- 		if(s->side == side && s->getCreature()->isItNativeTerrain(getBattle()->getTerrainType()))
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets) const
 
- {
 
- 	return battleGetStacksIf([=](const CStack * s)
 
- 	{
 
- 		return !s->isGhost() && (includeTurrets || !s->isTurret());
 
- 	});
 
- }
 
- TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(TStacks());
 
- 	return getBattle()->getStacksIf(predicate);
 
- }
 
- battle::Units CBattleInfoEssentials::battleGetUnitsIf(battle::UnitFilter predicate)  const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(battle::Units());
 
- 	return getBattle()->getUnitsIf(predicate);
 
- }
 
- const battle::Unit * CBattleInfoEssentials::battleGetUnitByID(uint32_t ID) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	//TODO: consider using map ID -> Unit
 
- 	auto ret = battleGetUnitsIf([=](const battle::Unit * unit)
 
- 	{
 
- 		return unit->unitId() == ID;
 
- 	});
 
- 	if(ret.empty())
 
- 		return nullptr;
 
- 	else
 
- 		return ret[0];
 
- }
 
- const battle::Unit * CBattleInfoEssentials::battleActiveUnit() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	auto id = getBattle()->getActiveStackID();
 
- 	if(id >= 0)
 
- 		return battleGetUnitByID(static_cast<uint32_t>(id));
 
- 	else
 
- 		return nullptr;
 
- }
 
- uint32_t CBattleInfoEssentials::battleNextUnitId() const
 
- {
 
- 	return getBattle()->nextUnitId();
 
- }
 
- const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	return getBattle()->getDefendedTown();
 
- }
 
- BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
 
- 	if(!player || player.get().isSpectator())
 
- 		return BattlePerspective::ALL_KNOWING;
 
- 	if(*player == getBattle()->getSidePlayer(BattleSide::ATTACKER))
 
- 		return BattlePerspective::LEFT_SIDE;
 
- 	if(*player == getBattle()->getSidePlayer(BattleSide::DEFENDER))
 
- 		return BattlePerspective::RIGHT_SIDE;
 
- 	logGlobal->error("Cannot find player %s in battle!", player->getStr());
 
- 	return BattlePerspective::INVALID;
 
- }
 
- const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	auto stacks = battleGetStacksIf([=](const CStack * s)
 
- 	{
 
- 		return s->ID == ID && (!onlyAlive || s->alive());
 
- 	});
 
- 	if(stacks.empty())
 
- 		return nullptr;
 
- 	else
 
- 		return stacks[0];
 
- }
 
- bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	auto p = battleGetMySide();
 
- 	return p == BattlePerspective::ALL_KNOWING || p == side;
 
- }
 
- si8 CBattleInfoEssentials::battleTacticDist() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(0);
 
- 	return getBattle()->getTacticDist();
 
- }
 
- si8 CBattleInfoEssentials::battleGetTacticsSide() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(-1);
 
- 	return getBattle()->getTacticsSide();
 
- }
 
- const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	if(side > 1)
 
- 	{
 
- 		logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
 
- 		return nullptr;
 
- 	}
 
- 	if(!battleDoWeKnowAbout(side))
 
- 	{
 
- 		logGlobal->error("FIXME: %s access check ", __FUNCTION__);
 
- 		return nullptr;
 
- 	}
 
- 	return getBattle()->getSideHero(side);
 
- }
 
- const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	if(side > 1)
 
- 	{
 
- 		logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
 
- 		return nullptr;
 
- 	}
 
- 	if(!battleDoWeKnowAbout(side))
 
- 	{
 
- 		logGlobal->error("FIXME: %s access check!", __FUNCTION__);
 
- 		return nullptr;
 
- 	}
 
- 	return getBattle()->getSideArmy(side);
 
- }
 
- InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo(ui8 side) const
 
- {
 
- 	auto hero = getBattle()->getSideHero(side);
 
- 	if(!hero)
 
- 	{
 
- 		return InfoAboutHero();
 
- 	}
 
- 	InfoAboutHero::EInfoLevel infoLevel = battleDoWeKnowAbout(side) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC;
 
- 	return InfoAboutHero(hero, infoLevel);
 
- }
 
- uint32_t CBattleInfoEssentials::battleCastSpells(ui8 side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(-1);
 
- 	return getBattle()->getCastSpells(side);
 
- }
 
- const IBonusBearer * CBattleInfoEssentials::getBattleNode() const
 
- {
 
- 	return getBattle()->asBearer();
 
- }
 
- bool CBattleInfoEssentials::battleCanFlee(PlayerColor player) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	const auto side = playerToSide(player);
 
- 	if(!side)
 
- 		return false;
 
- 	const CGHeroInstance *myHero = battleGetFightingHero(side.get());
 
- 	//current player have no hero
 
- 	if(!myHero)
 
- 		return false;
 
- 	//eg. one of heroes is wearing shakles of war
 
- 	if(myHero->hasBonusOfType(Bonus::BATTLE_NO_FLEEING))
 
- 		return false;
 
- 	//we are besieged defender
 
- 	if(side.get() == BattleSide::DEFENDER && battleGetSiegeLevel())
 
- 	{
 
- 		auto town = battleGetDefendedTown();
 
- 		if(!town->hasBuilt(BuildingSubID::ESCAPE_TUNNEL))
 
- 			return false;
 
- 	}
 
- 	return true;
 
- }
 
- BattleSideOpt CBattleInfoEssentials::playerToSide(PlayerColor player) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(boost::none);
 
- 	if(getBattle()->getSidePlayer(BattleSide::ATTACKER) == player)
 
- 		return BattleSideOpt(BattleSide::ATTACKER);
 
- 	if(getBattle()->getSidePlayer(BattleSide::DEFENDER) == player)
 
- 		return BattleSideOpt(BattleSide::DEFENDER);
 
- 	logGlobal->warn("Cannot find side for player %s", player.getStr());
 
- 	return boost::none;
 
- }
 
- PlayerColor CBattleInfoEssentials::sideToPlayer(ui8 side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
 
-     return getBattle()->getSidePlayer(side);
 
- }
 
- ui8 CBattleInfoEssentials::otherSide(ui8 side) const
 
- {
 
- 	if(side == BattleSide::ATTACKER)
 
- 		return BattleSide::DEFENDER;
 
- 	else
 
- 		return BattleSide::ATTACKER;
 
- }
 
- PlayerColor CBattleInfoEssentials::otherPlayer(PlayerColor player) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
 
- 	auto side = playerToSide(player);
 
-     if(!side)
 
- 		return PlayerColor::CANNOT_DETERMINE;
 
- 	return getBattle()->getSidePlayer(otherSide(side.get()));
 
- }
 
- bool CBattleInfoEssentials::playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	const auto side = playerToSide(player);
 
- 	if(side)
 
- 	{
 
- 		auto opponentSide = otherSide(side.get());
 
- 		if(getBattle()->getSideHero(opponentSide) == h)
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(CGTownInstance::NONE);
 
- 	return getBattle()->getDefendedTown() ? getBattle()->getDefendedTown()->fortLevel() : CGTownInstance::NONE;
 
- }
 
- bool CBattleInfoEssentials::battleCanSurrender(PlayerColor player) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	const auto side = playerToSide(player);
 
- 	if(!side)
 
- 		return false;
 
- 	bool iAmSiegeDefender = (side.get() == BattleSide::DEFENDER && battleGetSiegeLevel());
 
- 	//conditions like for fleeing (except escape tunnel presence) + enemy must have a hero
 
- 	return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(otherSide(side.get()));
 
- }
 
- bool CBattleInfoEssentials::battleHasHero(ui8 side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	return getBattle()->getSideHero(side) != nullptr;
 
- }
 
- si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(EWallState::NONE);
 
- 	if(battleGetSiegeLevel() == CGTownInstance::NONE)
 
- 		return EWallState::NONE;
 
- 	return getBattle()->getWallState(partOfWall);
 
- }
 
- EGateState CBattleInfoEssentials::battleGetGateState() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(EGateState::NONE);
 
- 	if(battleGetSiegeLevel() == CGTownInstance::NONE)
 
- 		return EGateState::NONE;
 
- 	return getBattle()->getGateState();
 
- }
 
- PlayerColor CBattleInfoEssentials::battleGetOwner(const battle::Unit * unit) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
 
- 	PlayerColor initialOwner = getBattle()->getSidePlayer(unit->unitSide());
 
- 	static CSelector selector = Selector::type()(Bonus::HYPNOTIZED);
 
- 	static std::string cachingString = "type_103s-1";
 
- 	if(unit->hasBonus(selector, cachingString))
 
- 		return otherPlayer(initialOwner);
 
- 	else
 
- 		return initialOwner;
 
- }
 
- const CGHeroInstance * CBattleInfoEssentials::battleGetOwnerHero(const battle::Unit * unit) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	const auto side = playerToSide(battleGetOwner(unit));
 
- 	if(!side)
 
- 		return nullptr;
 
- 	return getBattle()->getSideHero(side.get());
 
- }
 
- bool CBattleInfoEssentials::battleMatchOwner(const battle::Unit * attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if(boost::logic::indeterminate(positivness))
 
- 		return true;
 
- 	else if(attacker->unitId() == defender->unitId())
 
- 		return (bool)positivness;
 
- 	else
 
- 		return battleMatchOwner(battleGetOwner(attacker), defender, positivness);
 
- }
 
- bool CBattleInfoEssentials::battleMatchOwner(const PlayerColor & attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	PlayerColor initialOwner = getBattle()->getSidePlayer(defender->unitSide());
 
- 	return boost::logic::indeterminate(positivness) || (attacker == initialOwner) == (bool)positivness;
 
- }
 
 
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