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vcmi/server/battles/BattleResultProcessor.h

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/*
* BattleProcessor.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/GameConstants.h"
#include "../../lib/networkPacks/StackLocation.h"
#include "../../lib/networkPacks/ArtifactLocation.h"
#include "../../lib/battle/BattleSide.h"
VCMI_LIB_NAMESPACE_BEGIN
struct SideInBattle;
struct BattleResult;
class CBattleInfoCallback;
class CGHeroInstance;
VCMI_LIB_NAMESPACE_END
class CBattleQuery;
class BattleProcessor;
class CGameHandler;
struct CasualtiesAfterBattle
{
using TStackAndItsNewCount = std::pair<StackLocation, int>;
using TSummoned = std::map<CreatureID, TQuantity>;
const CArmedInstance * army;
std::vector<TStackAndItsNewCount> newStackCounts;
std::vector<ArtifactLocation> removedWarMachines;
TSummoned summoned;
ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
CasualtiesAfterBattle(const CBattleInfoCallback & battle, BattleSide sideInBattle);
void updateArmy(CGameHandler * gh);
};
struct FinishingBattleHelper
{
FinishingBattleHelper(const CBattleInfoCallback & battle, const BattleResult & result, int RemainingBattleQueriesCount);
inline bool isDraw() const {return winnerSide == BattleSide::NONE;}
const CGHeroInstance *winnerHero, *loserHero;
PlayerColor victor, loser;
BattleSide winnerSide;
int remainingBattleQueriesCount;
template <typename Handler> void serialize(Handler &h)
{
h & winnerHero;
h & loserHero;
h & victor;
h & loser;
h & winnerSide;
h & remainingBattleQueriesCount;
}
};
class BattleResultProcessor : boost::noncopyable
{
// BattleProcessor * owner;
CGameHandler * gameHandler;
std::map<BattleID, std::unique_ptr<BattleResult>> battleResults;
std::map<BattleID, std::unique_ptr<FinishingBattleHelper>> finishingBattles;
public:
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explicit BattleResultProcessor(BattleProcessor * owner, CGameHandler * newGameHandler);
bool battleIsEnding(const CBattleInfoCallback & battle) const;
void setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide);
void endBattle(const CBattleInfoCallback & battle); //ends battle
void endBattleConfirm(const CBattleInfoCallback & battle);
void battleAfterLevelUp(const BattleID & battleID, const BattleResult & result);
};