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vcmi/lib/battle/IBattleInfoCallback.h

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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;
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class BattleField;
class Terrain;
namespace battle
{
class IUnitInfo;
class Unit;
using Units = std::vector<const Unit *>;
using UnitFilter = std::function<bool(const Unit *)>;
}
#if SCRIPTING_ENABLED
namespace scripting
{
class Pool;
}
#endif
class DLL_LINKAGE IBattleInfoCallback
{
public:
#if SCRIPTING_ENABLED
virtual scripting::Pool * getContextPool() const = 0;
#endif
virtual Terrain battleTerrainType() const = 0;
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virtual BattleField 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;
};