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vcmi/client/battle/BattleActionsController.h

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/*
* BattleActionsController.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 "../../lib/battle/CBattleInfoCallback.h"
VCMI_LIB_NAMESPACE_BEGIN
class BattleAction;
namespace spells {
class Caster;
enum class Mode;
}
VCMI_LIB_NAMESPACE_END
class BattleInterface;
/// Class that controls actions that can be performed by player, e.g. moving stacks, attacking, etc
/// As well as all relevant feedback for these actions in user interface
class BattleActionsController
{
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BattleInterface & owner;
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/// all actions possible to call at the moment by player
std::vector<PossiblePlayerBattleAction> possibleActions;
/// spell for which player's hero is choosing destination
std::shared_ptr<BattleAction> heroSpellToCast;
/// cached message that was set by this class in status bar
std::string currentConsoleMsg;
/// if true, active stack could possibly cast some target spell
std::vector<const CSpell *> creatureSpells;
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/// stack that has been selected as first target for multi-target spells (Teleport & Sacrifice)
const CStack * selectedStack;
bool isCastingPossibleHere (const CSpell * spell, const CStack *shere, BattleHex myNumber);
bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber) const; //TODO: move to BattleState / callback
std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack) const; //called when stack gets its turn
void reorderPossibleActionsPriority(const CStack * stack, const CStack * targetStack);
bool actionIsLegal(PossiblePlayerBattleAction action, BattleHex hoveredHex);
void actionSetCursor(PossiblePlayerBattleAction action, BattleHex hoveredHex);
void actionSetCursorBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex);
std::string actionGetStatusMessage(PossiblePlayerBattleAction action, BattleHex hoveredHex);
std::string actionGetStatusMessageBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex);
void actionRealize(PossiblePlayerBattleAction action, BattleHex hoveredHex);
PossiblePlayerBattleAction selectAction(BattleHex myNumber);
const CStack * getStackForHex(BattleHex myNumber) ;
/// attempts to initialize spellcasting action for stack
/// will silently return if stack is not a spellcaster
void tryActivateStackSpellcasting(const CStack *casterStack);
/// returns spell that is currently being cast by hero or nullptr if none
const CSpell * getHeroSpellToCast() const;
/// if current stack is spellcaster, returns spell being cast, or null othervice
const CSpell * getStackSpellToCast(BattleHex hoveredHex);
/// returns true if current stack is a spellcaster
bool isActiveStackSpellcaster() const;
public:
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BattleActionsController(BattleInterface & owner);
/// initialize list of potential actions for new active stack
void activateStack();
/// returns true if UI is currently in target selection mode
bool spellcastingModeActive() const;
/// returns true if one of the following is true:
/// - we are casting spell by hero
/// - we are casting spell by creature in targeted mode (F hotkey)
/// - current creature is spellcaster and preferred action for current hex is spellcast
bool currentActionSpellcasting(BattleHex hoveredHex);
/// enter targeted spellcasting mode for creature, e.g. via "F" hotkey
void enterCreatureCastingMode();
/// initialize hero spellcasting mode, e.g. on selecting spell in spellbook
void castThisSpell(SpellID spellID);
/// ends casting spell (eg. when spell has been cast or canceled)
void endCastingSpell();
/// update cursor and status bar according to new active hex
void onHexHovered(BattleHex hoveredHex);
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/// called when cursor is no longer over battlefield and cursor/battle log should be reset
void onHoverEnded();
/// performs action according to selected hex
void onHexLeftClicked(BattleHex clickedHex);
/// performs action according to selected hex
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void onHexRightClicked(BattleHex clickedHex);
const spells::Caster * getCurrentSpellcaster() const;
const CSpell * getCurrentSpell(BattleHex hoveredHex);
spells::Mode getCurrentCastMode() const;
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/// methods to work with array of possible actions, needed to control special creatures abilities
const std::vector<PossiblePlayerBattleAction> & getPossibleActions() const;
void removePossibleAction(PossiblePlayerBattleAction);
/// inserts possible action in the beggining in order to prioritize it
void pushFrontPossibleAction(PossiblePlayerBattleAction);
};