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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()->terrainType;
- }
- BFieldType CBattleInfoEssentials::battleGetBattlefieldType() const
- {
- RETURN_IF_NOT_BATTLE(BFieldType::NONE);
- return getBattle()->battlefieldType;
- }
- 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 access attempt!");
- assert(0); //I want to notice if that happens
- //perspective = battleGetMySide();
- }
- }
- for(auto oi : getBattle()->obstacles)
- {
- if(getBattle()->battleIsObstacleVisibleForSide(*oi, *perspective))
- ret.push_back(oi);
- }
- return ret;
- }
- 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()->terrainType))
- 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
- {
- TStacks ret;
- RETURN_IF_NOT_BATTLE(ret);
- vstd::copy_if(getBattle()->stacks, std::back_inserter(ret), predicate);
- return ret;
- }
- TStacks CBattleInfoEssentials::battleAliveStacks() const
- {
- return battleGetStacksIf([](const CStack * s){
- return s->isValidTarget(false);
- });
- }
- TStacks CBattleInfoEssentials::battleAliveStacks(ui8 side) const
- {
- return battleGetStacksIf([=](const CStack * s){
- return s->isValidTarget(false) && s->side == side;
- });
- }
- int CBattleInfoEssentials::battleGetMoatDmg() const
- {
- RETURN_IF_NOT_BATTLE(0);
- auto town = getBattle()->town;
- if(!town)
- return 0;
- return town->town->moatDamage;
- }
- const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
- {
- RETURN_IF_NOT_BATTLE(nullptr);
- if(!getBattle() || getBattle()->town == nullptr)
- return nullptr;
- return getBattle()->town;
- }
- BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
- {
- RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
- if(!player || player.get().isSpectator())
- return BattlePerspective::ALL_KNOWING;
- if(*player == getBattle()->sides[0].color)
- return BattlePerspective::LEFT_SIDE;
- if(*player == getBattle()->sides[1].color)
- return BattlePerspective::RIGHT_SIDE;
- logGlobal->error("Cannot find player %s in battle!", player->getStr());
- return BattlePerspective::INVALID;
- }
- const CStack * CBattleInfoEssentials::battleActiveStack() const
- {
- RETURN_IF_NOT_BATTLE(nullptr);
- return battleGetStackByID(getBattle()->activeStack);
- }
- 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()->tacticDistance;
- }
- si8 CBattleInfoEssentials::battleGetTacticsSide() const
- {
- RETURN_IF_NOT_BATTLE(-1);
- return getBattle()->tacticsSide;
- }
- 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()->sides[side].hero;
- }
- 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()->sides[side].armyObject;
- }
- InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo(ui8 side) const
- {
- auto hero = getBattle()->sides[side].hero;
- if(!hero)
- {
- logGlobal->warn("%s: side %d does not have hero!", __FUNCTION__, static_cast<int>(side));
- return InfoAboutHero();
- }
- InfoAboutHero::EInfoLevel infoLevel = battleDoWeKnowAbout(side) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC;
- return InfoAboutHero(hero, infoLevel);
- }
- int CBattleInfoEssentials::battleCastSpells(ui8 side) const
- {
- RETURN_IF_NOT_BATTLE(-1);
- return getBattle()->sides[side].castSpellsCount;
- }
- const IBonusBearer * CBattleInfoEssentials::getBattleNode() const
- {
- return getBattle();
- }
- 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(BuildingID::ESCAPE_TUNNEL, ETownType::STRONGHOLD))
- return false;
- }
- return true;
- }
- BattleSideOpt CBattleInfoEssentials::playerToSide(PlayerColor player) const
- {
- RETURN_IF_NOT_BATTLE(boost::none);
- int ret = vstd::find_pos_if(getBattle()->sides, [=](const SideInBattle &side){ return side.color == player; });
- if(ret < 0)
- logGlobal->warn("Cannot find side for player %s", player.getStr());
- return BattleSideOpt(ret);
- }
- ui8 CBattleInfoEssentials::otherSide(ui8 side) const
- {
- if(side == BattleSide::ATTACKER)
- return BattleSide::DEFENDER;
- else
- return BattleSide::ATTACKER;
- }
- bool CBattleInfoEssentials::playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const
- {
- RETURN_IF_NOT_BATTLE(false);
- const auto side = playerToSide(player);
- if(side)
- {
- if (getBattle()->sides[otherSide(side.get())].hero == h)
- return true;
- }
- return false;
- }
- ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
- {
- RETURN_IF_NOT_BATTLE(0);
- return getBattle()->town ? getBattle()->town->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);
- assert(side < 2);
- return getBattle()->sides[side].hero;
- }
- si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
- {
- RETURN_IF_NOT_BATTLE(0);
- if(getBattle()->town == nullptr || getBattle()->town->fortLevel() == CGTownInstance::NONE)
- return EWallState::NONE;
- assert(partOfWall >= 0 && partOfWall < EWallPart::PARTS_COUNT);
- return getBattle()->si.wallState[partOfWall];
- }
- EGateState CBattleInfoEssentials::battleGetGateState() const
- {
- RETURN_IF_NOT_BATTLE(EGateState::NONE);
- if(getBattle()->town == nullptr || getBattle()->town->fortLevel() == CGTownInstance::NONE)
- return EGateState::NONE;
- return getBattle()->si.gateState;
- }
- PlayerColor CBattleInfoEssentials::battleGetOwner(const CStack * stack) const
- {
- RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
- if(stack->hasBonusOfType(Bonus::HYPNOTIZED))
- return getBattle()->theOtherPlayer(stack->owner);
- else
- return stack->owner;
- }
- const CGHeroInstance * CBattleInfoEssentials::battleGetOwnerHero(const CStack * stack) const
- {
- RETURN_IF_NOT_BATTLE(nullptr);
- const auto side = playerToSide(battleGetOwner(stack));
- if(!side)
- return nullptr;
- return getBattle()->sides.at(side.get()).hero;
- }
- bool CBattleInfoEssentials::battleMatchOwner(const CStack * attacker, const CStack * defender, const boost::logic::tribool positivness ) const
- {
- RETURN_IF_NOT_BATTLE(false);
- if(boost::logic::indeterminate(positivness))
- return true;
- else if(attacker == defender)
- return positivness;
- else
- return battleMatchOwner(battleGetOwner(attacker), defender, positivness);
- }
- bool CBattleInfoEssentials::battleMatchOwner(const PlayerColor & attacker, const CStack * defender, const boost::logic::tribool positivness ) const
- {
- RETURN_IF_NOT_BATTLE(false);
- if(boost::logic::indeterminate(positivness))
- return true;
- else if(defender->owner != battleGetOwner(defender))
- return true; //mind controlled unit is attackable for both sides
- else
- return (attacker == battleGetOwner(defender)) == positivness;
- }
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