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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 "BattleHex.h"
- struct CObstacleInstance;
- class BFieldType;
- class ETerrainType;
- namespace battle
- {
- class IUnitInfo;
- class Unit;
- using Units = std::vector<const Unit *>;
- using UnitFilter = std::function<bool(const Unit *)>;
- }
- namespace scripting
- {
- class Pool;
- }
- class DLL_LINKAGE IBattleInfoCallback
- {
- public:
- virtual scripting::Pool * getContextPool() const = 0;
- virtual ETerrainType battleTerrainType() const = 0;
- virtual BFieldType battleGetBattlefieldType() const = 0;
- ///return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
- virtual boost::optional<int> battleIsFinished() const = 0;
- virtual si8 battleTacticDist() const = 0; //returns tactic distance in current tactics phase; 0 if not in tactics phase
- virtual si8 battleGetTacticsSide() const = 0; //returns which side is in tactics phase, undefined if none (?)
- virtual uint32_t battleNextUnitId() const = 0;
- virtual battle::Units battleGetUnitsIf(battle::UnitFilter predicate) const = 0;
- virtual const battle::Unit * battleGetUnitByID(uint32_t ID) const = 0;
- virtual const battle::Unit * battleGetUnitByPos(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(BattleHex tile, bool onlyBlocking = true) const = 0;
- virtual std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit) const = 0;
- };
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