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/*
* BattleFlowProcessor . 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
VCMI_LIB_NAMESPACE_BEGIN
class CStack ;
struct BattleHex ;
class BattleAction ;
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class CBattleInfoCallback ;
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struct CObstacleInstance ;
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namespace battle
{
class Unit ;
}
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VCMI_LIB_NAMESPACE_END
class CGameHandler ;
class BattleProcessor ;
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/// Controls flow of battles - battle startup actions and switching to next stack or next round after actions
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class BattleFlowProcessor : boost : : noncopyable
{
BattleProcessor * owner ;
CGameHandler * gameHandler ;
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const CStack * getNextStack ( const CBattleInfoCallback & battle ) ;
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bool rollGoodMorale ( const CBattleInfoCallback & battle , const CStack * stack ) ;
bool tryMakeAutomaticAction ( const CBattleInfoCallback & battle , const CStack * stack ) ;
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void summonGuardiansHelper ( const CBattleInfoCallback & battle , std : : vector < BattleHex > & output , const BattleHex & targetPosition , ui8 side , bool targetIsTwoHex ) ;
void trySummonGuardians ( const CBattleInfoCallback & battle , const CStack * stack ) ;
void tryPlaceMoats ( const CBattleInfoCallback & battle ) ;
void castOpeningSpells ( const CBattleInfoCallback & battle ) ;
void activateNextStack ( const CBattleInfoCallback & battle ) ;
void startNextRound ( const CBattleInfoCallback & battle , bool isFirstRound ) ;
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void stackEnchantedTrigger ( const CBattleInfoCallback & battle , const CStack * stack ) ;
void removeObstacle ( const CBattleInfoCallback & battle , const CObstacleInstance & obstacle ) ;
void stackTurnTrigger ( const CBattleInfoCallback & battle , const CStack * stack ) ;
void setActiveStack ( const CBattleInfoCallback & battle , const battle : : Unit * stack ) ;
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void makeStackDoNothing ( const CBattleInfoCallback & battle , const CStack * next ) ;
bool makeAutomaticAction ( const CBattleInfoCallback & battle , const CStack * stack , BattleAction & ba ) ; //used when action is taken by stack without volition of player (eg. unguided catapult attack)
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public :
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explicit BattleFlowProcessor ( BattleProcessor * owner ) ;
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void setGameHandler ( CGameHandler * newGameHandler ) ;
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void onBattleStarted ( const CBattleInfoCallback & battle ) ;
void onTacticsEnded ( const CBattleInfoCallback & battle ) ;
void onActionMade ( const CBattleInfoCallback & battle , const BattleAction & ba ) ;
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} ;