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vcmi/lib/battle/CBattleInfoEssentials.h

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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 "IBattleInfoCallback.h"
#include "BattleSide.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGTownInstance;
class CGHeroInstance;
class CStack;
class IBonusBearer;
struct InfoAboutHero;
struct TownFortifications;
class CArmedInstance;
using TStacks = std::vector<const CStack *>;
using TStackFilter = std::function<bool (const CStack *)>;
class DLL_LINKAGE CBattleInfoEssentials : public IBattleInfoCallback
{
protected:
bool battleDoWeKnowAbout(BattleSide side) const;
public:
enum EStackOwnership
{
ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
};
bool duringBattle() const;
BattleSide battleGetMySide() const;
const IBonusBearer * getBonusBearer() const override;
TerrainId battleTerrainType() const override;
BattleField battleGetBattlefieldType() const override;
int32_t battleGetEnchanterCounter(BattleSide side) const;
std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstacles(std::optional<BattleSide> perspective = std::nullopt) const; //returns all obstacles on the battlefield
std::shared_ptr<const CObstacleInstance> battleGetObstacleByID(uint32_t ID) const;
/** @brief Main method for getting battle stacks
* returns also turrets and removed stacks
* @param predicate Functor that shall return true for desired stack
* @return filtered stacks
*
*/
TStacks battleGetStacksIf(const TStackFilter & predicate) const; //deprecated
battle::Units battleGetUnitsIf(const battle::UnitFilter & predicate) const override;
const battle::Unit * battleGetUnitByID(uint32_t ID) const override;
const battle::Unit * battleActiveUnit() const override;
uint32_t battleNextUnitId() const override;
bool battleHasNativeStack(BattleSide side) const;
const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
si8 battleTacticDist() const override; //returns tactic distance in current tactics phase; 0 if not in tactics phase
BattleSide battleGetTacticsSide() const override; //returns which side is in tactics phase, undefined if none (?)
bool battleCanFlee(const PlayerColor & player) const;
bool battleCanSurrender(const PlayerColor & player) const;
static BattleSide otherSide(BattleSide side);
PlayerColor otherPlayer(const PlayerColor & player) const;
BattleSide playerToSide(const PlayerColor & player) const;
PlayerColor sideToPlayer(BattleSide side) const;
bool playerHasAccessToHeroInfo(const PlayerColor & player, const CGHeroInstance * h) const;
TownFortifications battleGetFortifications() const;
bool battleHasHero(BattleSide side) const;
uint32_t battleCastSpells(BattleSide side) const; //how many spells has given side cast
const CGHeroInstance * battleGetFightingHero(BattleSide side) const; //deprecated for players callback, easy to get wrong
const CArmedInstance * battleGetArmyObject(BattleSide side) const;
InfoAboutHero battleGetHeroInfo(BattleSide 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
EWallState battleGetWallState(EWallPart partOfWall) const;
EGateState battleGetGateState() const;
bool battleIsGatePassable() const;
//helpers
///returns all stacks, alive or dead or undead or mechanical :)
TStacks battleGetAllStacks(bool includeTurrets = false) const;
const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattleSide side) const;
///returns player that controls given stack; mind control included
PlayerColor battleGetOwner(const battle::Unit * unit) const;
///returns hero that controls given stack; nullptr if none; mind control included
const CGHeroInstance * battleGetOwnerHero(const battle::Unit * unit) const;
///check that stacks are controlled by same|other player(s) depending on positiveness
///mind control included
bool battleMatchOwner(const battle::Unit * attacker, const battle::Unit * defender, const boost::logic::tribool positivness = false) const;
bool battleMatchOwner(const PlayerColor & attacker, const battle::Unit * defender, const boost::logic::tribool positivness = false) const;
};
VCMI_LIB_NAMESPACE_END