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- /*
- * CBattleInfoEssentials.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 "CCallbackBase.h"
- #include "BattleHex.h"
- class CGTownInstance;
- class CGHeroInstance;
- class CStack;
- struct CObstacleInstance;
- class IBonusBearer;
- struct InfoAboutHero;
- class CArmedInstance;
- typedef std::vector<const CStack*> TStacks;
- typedef std::function<bool(const CStack *)> TStackFilter;
- namespace BattlePerspective
- {
- enum BattlePerspective
- {
- INVALID = -2,
- ALL_KNOWING = -1,
- LEFT_SIDE,
- RIGHT_SIDE
- };
- }
- class DLL_LINKAGE CBattleInfoEssentials : public virtual CCallbackBase
- {
- protected:
- bool battleDoWeKnowAbout(ui8 side) const;
- const IBonusBearer * getBattleNode() const;
- public:
- enum EStackOwnership
- {
- ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
- };
- BattlePerspective::BattlePerspective battleGetMySide() const;
- ETerrainType battleTerrainType() const;
- BFieldType battleGetBattlefieldType() const;
- std::vector<std::shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
- /** @brief Main method for getting battle stacks
- *
- * @param predicate Functor that shall return true for desired stack
- * @return filtered stacks
- *
- */
- TStacks battleGetStacksIf(TStackFilter predicate) const;
- bool battleHasNativeStack(ui8 side) const;
- int battleGetMoatDmg() const; //what dmg unit will suffer if ending turn in the moat
- const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
- const CStack *battleActiveStack() const;
- si8 battleTacticDist() const; //returns tactic distance in current tactics phase; 0 if not in tactics phase
- si8 battleGetTacticsSide() const; //returns which side is in tactics phase, undefined if none (?)
- bool battleCanFlee(PlayerColor player) const;
- bool battleCanSurrender(PlayerColor player) const;
- ui8 otherSide(ui8 side) const;
- BattleSideOpt playerToSide(PlayerColor player) const;
- bool playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const;
- ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
- bool battleHasHero(ui8 side) const;
- int battleCastSpells(ui8 side) const; //how many spells has given side cast
- const CGHeroInstance * battleGetFightingHero(ui8 side) const; //depracated for players callback, easy to get wrong
- const CArmedInstance * battleGetArmyObject(ui8 side) const;
- InfoAboutHero battleGetHeroInfo(ui8 side) const;
- // for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
- // [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
- si8 battleGetWallState(int partOfWall) const;
- EGateState battleGetGateState() const;
- //helpers
- ///returns all stacks, alive or dead or undead or mechanical :)
- TStacks battleGetAllStacks(bool includeTurrets = false) const;
- ///returns all alive stacks excluding turrets
- TStacks battleAliveStacks() const;
- ///returns all alive stacks from particular side excluding turrets
- TStacks battleAliveStacks(ui8 side) const;
- const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
- bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const;
- ///returns player that controls given stack; mind control included
- PlayerColor battleGetOwner(const CStack * stack) const;
- ///returns hero that controls given stack; nullptr if none; mind control included
- const CGHeroInstance * battleGetOwnerHero(const CStack * stack) const;
- ///check that stacks are controlled by same|other player(s) depending on positiveness
- ///mind control included
- bool battleMatchOwner(const CStack * attacker, const CStack * defender, const boost::logic::tribool positivness = false) const;
- bool battleMatchOwner(const PlayerColor & attacker, const CStack * defender, const boost::logic::tribool positivness = false) const;
- };
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