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- #pragma once
- #include "BattleHex.h"
- /*
- * CBattleCallback.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
- *
- */
- class CGameState;
- class CGTownInstance;
- class CGHeroInstance;
- class CStack;
- class ISpellCaster;
- class CSpell;
- struct BattleInfo;
- struct CObstacleInstance;
- class IBonusBearer;
- struct InfoAboutHero;
- class CArmedInstance;
- class CRandomGenerator;
- namespace boost
- {class shared_mutex;}
- namespace BattleSide
- {
- enum {ATTACKER = 0, DEFENDER = 1};
- }
- typedef std::vector<const CStack*> TStacks;
- typedef std::function<bool(const CStack *)> TStackFilter;
- class CBattleInfoEssentials;
- //Basic class for various callbacks (interfaces called by players to get info about game and so forth)
- class DLL_LINKAGE CCallbackBase
- {
- const BattleInfo *battle; //battle to which the player is engaged, nullptr if none or not applicable
- const BattleInfo * getBattle() const
- {
- return battle;
- }
- protected:
- CGameState *gs;
- boost::optional<PlayerColor> player; // not set gives access to all information, otherwise callback provides only information "visible" for player
- CCallbackBase(CGameState *GS, boost::optional<PlayerColor> Player)
- : battle(nullptr), gs(GS), player(Player)
- {}
- CCallbackBase()
- : battle(nullptr), gs(nullptr)
- {}
- void setBattle(const BattleInfo *B);
- bool duringBattle() const;
- public:
- boost::shared_mutex &getGsMutex(); //just return a reference to mutex, does not lock nor anything
- boost::optional<PlayerColor> getPlayerID() const;
- friend class CBattleInfoEssentials;
- };
- struct DLL_LINKAGE AttackableTiles
- {
- std::set<BattleHex> hostileCreaturePositions;
- std::set<BattleHex> friendlyCreaturePositions; //for Dragon Breath
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & hostileCreaturePositions & friendlyCreaturePositions;
- }
- };
- //Accessibility is property of hex in battle. It doesn't depend on stack, side's perspective and so on.
- namespace EAccessibility
- {
- enum EAccessibility
- {
- ACCESSIBLE,
- ALIVE_STACK,
- OBSTACLE,
- DESTRUCTIBLE_WALL,
- GATE, //sieges -> gate opens only for defender stacks
- UNAVAILABLE, //indestructible wall parts, special battlefields (like boat-to-boat)
- SIDE_COLUMN //used for first and last columns of hexes that are unavailable but wat machines can stand there
- };
- }
- typedef std::array<EAccessibility::EAccessibility, GameConstants::BFIELD_SIZE> TAccessibilityArray;
- struct DLL_LINKAGE AccessibilityInfo : TAccessibilityArray
- {
- bool occupiable(const CStack *stack, BattleHex tile) const;
- bool accessible(BattleHex tile, const CStack *stack) const; //checks for both tiles if stack is double wide
- bool accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const; //checks for both tiles if stack is double wide
- };
- namespace BattlePerspective
- {
- enum BattlePerspective
- {
- INVALID = -2,
- ALL_KNOWING = -1,
- LEFT_SIDE,
- RIGHT_SIDE
- };
- }
- // Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying),
- // startPosition and perpective.
- struct DLL_LINKAGE ReachabilityInfo
- {
- typedef std::array<int, GameConstants::BFIELD_SIZE> TDistances;
- typedef std::array<BattleHex, GameConstants::BFIELD_SIZE> TPredecessors;
- enum { INFINITE_DIST = 1000000 };
- struct DLL_LINKAGE Parameters
- {
- const CStack *stack; //stack for which calculation is mage => not required (kept for debugging mostly), following variables are enough
- bool attackerOwned;
- bool doubleWide;
- bool flying;
- std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
- BattleHex startPosition; //assumed position of stack
- BattlePerspective::BattlePerspective perspective; //some obstacles (eg. quicksands) may be invisible for some side
- Parameters();
- Parameters(const CStack *Stack);
- };
- Parameters params;
- AccessibilityInfo accessibility;
- TDistances distances;
- TPredecessors predecessors;
- ReachabilityInfo()
- {
- distances.fill(INFINITE_DIST);
- predecessors.fill(BattleHex::INVALID);
- }
- bool isReachable(BattleHex hex) const
- {
- return distances[hex] < INFINITE_DIST;
- }
- };
- 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 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;
- };
- struct DLL_LINKAGE BattleAttackInfo
- {
- const IBonusBearer *attackerBonuses, *defenderBonuses;
- const CStack *attacker, *defender;
- BattleHex attackerPosition, defenderPosition;
- int attackerCount, defenderCount;
- bool shooting;
- int chargedFields;
- bool luckyHit;
- bool unluckyHit;
- bool deathBlow;
- bool ballistaDoubleDamage;
- BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting = false);
- BattleAttackInfo reverse() const;
- };
- class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
- {
- public:
- enum ERandomSpell
- {
- RANDOM_GENIE, RANDOM_AIMED
- };
- //battle
- boost::optional<int> battleIsFinished() const; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
- std::shared_ptr<const CObstacleInstance> battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking = true) const; //blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
- const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const; //returns stack info by given pos
- void battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn = 0, int lastMoved = -1) const;
- void battleGetStackCountOutsideHexes(bool *ac) const; // returns hexes which when in front of a stack cause us to move the amount box back
- std::vector<BattleHex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = nullptr) const; //returns hexes reachable by creature with id ID (valid movement destinations), DOES contain stack current position
- int battleGetSurrenderCost(PlayerColor Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
- ReachabilityInfo::TDistances battleGetDistances(const CStack * stack, BattleHex hex = BattleHex::INVALID, BattleHex * predecessors = nullptr) const; //returns vector of distances to [dest hex number]
- std::set<BattleHex> battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
- bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
- bool battleCanShoot(const CStack * stack, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
- bool battleIsStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
- std::set<const CStack*> batteAdjacentCreatures (const CStack * stack) const;
- TDmgRange calculateDmgRange(const BattleAttackInfo &info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
- TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
- TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
- //hextowallpart //int battleGetWallUnderHex(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
- std::pair<ui32, ui32> battleEstimateDamage(CRandomGenerator & rand, const BattleAttackInfo &bai, std::pair<ui32, ui32> * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
- std::pair<ui32, ui32> battleEstimateDamage(CRandomGenerator & rand, const CStack * attacker, const CStack * defender, std::pair<ui32, ui32> * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
- si8 battleHasDistancePenalty( const CStack * stack, BattleHex destHex ) const;
- si8 battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex ) const;
- si8 battleHasWallPenalty(const CStack * stack, BattleHex destHex) const; //checks if given stack has wall penalty
- si8 battleHasWallPenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const; //checks if given stack has wall penalty
- BattleHex wallPartToBattleHex(EWallPart::EWallPart part) const;
- EWallPart::EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
- bool isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
- std::vector<BattleHex> getAttackableBattleHexes() const;
- //*** MAGIC
- si8 battleMaxSpellLevel(ui8 side) const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
- ui32 battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
- ESpellCastProblem::ESpellCastProblem battleCanCastSpell(const ISpellCaster * caster, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
- ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode) const; //checks if given player can cast given spell
- ESpellCastProblem::ESpellCastProblem battleCanCastThisSpellHere(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const; //checks if given player can cast given spell at given tile in given mode
- SpellID battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const;
- SpellID getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const;
- SpellID getRandomCastedSpell(CRandomGenerator & rand, const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
- const CStack * getStackIf(std::function<bool(const CStack*)> pred) const;
- si8 battleHasShootingPenalty(const CStack * stack, BattleHex destHex)
- {
- return battleHasDistancePenalty(stack, destHex) || battleHasWallPenalty(stack, destHex);
- }
- si8 battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const; //checks if teleportation of given stack to given position can take place
- //convenience methods using the ones above
- bool isInTacticRange( BattleHex dest ) const;
- si8 battleGetTacticDist() const; //returns tactic distance for calling player or 0 if this player is not in tactic phase (for ALL_KNOWING actual distance for tactic side)
- AttackableTiles getPotentiallyAttackableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
- std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
- bool isToReverse(BattleHex hexFrom, BattleHex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir) const; //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
- bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse
- ReachabilityInfo getReachability(const CStack *stack) const;
- ReachabilityInfo getReachability(const ReachabilityInfo::Parameters ¶ms) const;
- AccessibilityInfo getAccesibility() const;
- AccessibilityInfo getAccesibility(const CStack *stack) const; //Hexes ocupied by stack will be marked as accessible.
- AccessibilityInfo getAccesibility(const std::vector<BattleHex> &accessibleHexes) const; //given hexes will be marked as accessible
- std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const;
- protected:
- ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters ¶ms) const;
- ReachabilityInfo makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters ¶ms) const;
- ReachabilityInfo makeBFS(const CStack *stack) const; //uses default parameters -> stack position and owner's perspective
- std::set<BattleHex> getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
- };
- class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback
- {
- public:
- bool battleCanFlee() const; //returns true if caller can flee from the battle
- TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) const; //returns stacks on battlefield
- ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell) const; //determines if given spell can be cast (and returns problem description)
- int battleGetSurrenderCost() const; //returns cost of surrendering battle, -1 if surrendering is not possible
- bool battleCanCastSpell(ESpellCastProblem::ESpellCastProblem *outProblem = nullptr) const; //returns true, if caller can cast a spell. If not, if pointer is given via arg, the reason will be written.
- const CGHeroInstance * battleGetMyHero() const;
- InfoAboutHero battleGetEnemyHero() const;
- };
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