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vcmi/lib/battle/CBattleInfoEssentials.cpp

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/*
* CBattleInfoEssentials.cpp, 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
*
*/
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#include "StdInc.h"
#include "CBattleInfoEssentials.h"
#include "../CStack.h"
#include "BattleInfo.h"
#include "../NetPacks.h"
#include "../mapObjects/CGTownInstance.h"
ETerrainType CBattleInfoEssentials::battleTerrainType() const
{
RETURN_IF_NOT_BATTLE(ETerrainType::WRONG);
return getBattle()->terrainType;
}
BFieldType CBattleInfoEssentials::battleGetBattlefieldType() const
{
RETURN_IF_NOT_BATTLE(BFieldType::NONE);
return getBattle()->battlefieldType;
}
std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective) const
{
std::vector<std::shared_ptr<const CObstacleInstance> > ret;
RETURN_IF_NOT_BATTLE(ret);
if(!perspective)
{
//if no particular perspective request, use default one
perspective = boost::make_optional(battleGetMySide());
}
else
{
if(!!player && *perspective != battleGetMySide())
{
logGlobal->error("Unauthorized access attempt!");
assert(0); //I want to notice if that happens
//perspective = battleGetMySide();
}
}
for(auto oi : getBattle()->obstacles)
{
if(getBattle()->battleIsObstacleVisibleForSide(*oi, *perspective))
ret.push_back(oi);
}
return ret;
}
bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const
{
RETURN_IF_NOT_BATTLE(false);
return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
}
bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
{
RETURN_IF_NOT_BATTLE(false);
for(const CStack * s : battleGetAllStacks())
{
if(s->side == side && s->getCreature()->isItNativeTerrain(getBattle()->terrainType))
return true;
}
return false;
}
TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets) const
{
return battleGetStacksIf([=](const CStack * s)
{
return !s->isGhost() && (includeTurrets || !s->isTurret());
});
}
TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate) const
{
TStacks ret;
RETURN_IF_NOT_BATTLE(ret);
vstd::copy_if(getBattle()->stacks, std::back_inserter(ret), predicate);
return ret;
}
TStacks CBattleInfoEssentials::battleAliveStacks() const
{
return battleGetStacksIf([](const CStack * s){
return s->isValidTarget(false);
});
}
TStacks CBattleInfoEssentials::battleAliveStacks(ui8 side) const
{
return battleGetStacksIf([=](const CStack * s){
return s->isValidTarget(false) && s->side == side;
});
}
int CBattleInfoEssentials::battleGetMoatDmg() const
{
RETURN_IF_NOT_BATTLE(0);
auto town = getBattle()->town;
if(!town)
return 0;
return town->town->moatDamage;
}
const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
{
RETURN_IF_NOT_BATTLE(nullptr);
if(!getBattle() || getBattle()->town == nullptr)
return nullptr;
return getBattle()->town;
}
BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
{
RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
if(!player || player.get().isSpectator())
return BattlePerspective::ALL_KNOWING;
if(*player == getBattle()->sides[0].color)
return BattlePerspective::LEFT_SIDE;
if(*player == getBattle()->sides[1].color)
return BattlePerspective::RIGHT_SIDE;
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logGlobal->error("Cannot find player %s in battle!", player->getStr());
return BattlePerspective::INVALID;
}
const CStack * CBattleInfoEssentials::battleActiveStack() const
{
RETURN_IF_NOT_BATTLE(nullptr);
return battleGetStackByID(getBattle()->activeStack);
}
const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
{
RETURN_IF_NOT_BATTLE(nullptr);
auto stacks = battleGetStacksIf([=](const CStack * s)
{
return s->ID == ID && (!onlyAlive || s->alive());
});
if(stacks.empty())
return nullptr;
else
return stacks[0];
}
bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
{
RETURN_IF_NOT_BATTLE(false);
auto p = battleGetMySide();
return p == BattlePerspective::ALL_KNOWING || p == side;
}
si8 CBattleInfoEssentials::battleTacticDist() const
{
RETURN_IF_NOT_BATTLE(0);
return getBattle()->tacticDistance;
}
si8 CBattleInfoEssentials::battleGetTacticsSide() const
{
RETURN_IF_NOT_BATTLE(-1);
return getBattle()->tacticsSide;
}
const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const
{
RETURN_IF_NOT_BATTLE(nullptr);
if(side > 1)
{
logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
return nullptr;
}
if(!battleDoWeKnowAbout(side))
{
logGlobal->error("FIXME: %s access check ", __FUNCTION__);
return nullptr;
}
return getBattle()->sides[side].hero;
}
const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const
{
RETURN_IF_NOT_BATTLE(nullptr);
if(side > 1)
{
logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
return nullptr;
}
if(!battleDoWeKnowAbout(side))
{
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logGlobal->error("FIXME: %s access check!", __FUNCTION__);
return nullptr;
}
return getBattle()->sides[side].armyObject;
}
InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo(ui8 side) const
{
auto hero = getBattle()->sides[side].hero;
if(!hero)
{
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logGlobal->warn("%s: side %d does not have hero!", __FUNCTION__, static_cast<int>(side));
return InfoAboutHero();
}
InfoAboutHero::EInfoLevel infoLevel = battleDoWeKnowAbout(side) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC;
return InfoAboutHero(hero, infoLevel);
}
int CBattleInfoEssentials::battleCastSpells(ui8 side) const
{
RETURN_IF_NOT_BATTLE(-1);
return getBattle()->sides[side].castSpellsCount;
}
const IBonusBearer * CBattleInfoEssentials::getBattleNode() const
{
return getBattle();
}
bool CBattleInfoEssentials::battleCanFlee(PlayerColor player) const
{
RETURN_IF_NOT_BATTLE(false);
const auto side = playerToSide(player);
if(!side)
return false;
const CGHeroInstance *myHero = battleGetFightingHero(side.get());
//current player have no hero
if(!myHero)
return false;
//eg. one of heroes is wearing shakles of war
if(myHero->hasBonusOfType(Bonus::BATTLE_NO_FLEEING))
return false;
//we are besieged defender
if(side.get() == BattleSide::DEFENDER && battleGetSiegeLevel())
{
auto town = battleGetDefendedTown();
if(!town->hasBuilt(BuildingID::ESCAPE_TUNNEL, ETownType::STRONGHOLD))
return false;
}
return true;
}
BattleSideOpt CBattleInfoEssentials::playerToSide(PlayerColor player) const
{
RETURN_IF_NOT_BATTLE(boost::none);
int ret = vstd::find_pos_if(getBattle()->sides, [=](const SideInBattle &side){ return side.color == player; });
if(ret < 0)
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logGlobal->warn("Cannot find side for player %s", player.getStr());
return BattleSideOpt(ret);
}
ui8 CBattleInfoEssentials::otherSide(ui8 side) const
{
if(side == BattleSide::ATTACKER)
return BattleSide::DEFENDER;
else
return BattleSide::ATTACKER;
}
bool CBattleInfoEssentials::playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const
{
RETURN_IF_NOT_BATTLE(false);
const auto side = playerToSide(player);
if(side)
{
if (getBattle()->sides[otherSide(side.get())].hero == h)
return true;
}
return false;
}
ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
{
RETURN_IF_NOT_BATTLE(0);
return getBattle()->town ? getBattle()->town->fortLevel() : CGTownInstance::NONE;
}
bool CBattleInfoEssentials::battleCanSurrender(PlayerColor player) const
{
RETURN_IF_NOT_BATTLE(false);
const auto side = playerToSide(player);
if(!side)
return false;
bool iAmSiegeDefender = (side.get() == BattleSide::DEFENDER && battleGetSiegeLevel());
//conditions like for fleeing (except escape tunnel presence) + enemy must have a hero
return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(otherSide(side.get()));
}
bool CBattleInfoEssentials::battleHasHero(ui8 side) const
{
RETURN_IF_NOT_BATTLE(false);
assert(side < 2);
return getBattle()->sides[side].hero;
}
si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
{
RETURN_IF_NOT_BATTLE(0);
if(getBattle()->town == nullptr || getBattle()->town->fortLevel() == CGTownInstance::NONE)
return EWallState::NONE;
assert(partOfWall >= 0 && partOfWall < EWallPart::PARTS_COUNT);
return getBattle()->si.wallState[partOfWall];
}
EGateState CBattleInfoEssentials::battleGetGateState() const
{
RETURN_IF_NOT_BATTLE(EGateState::NONE);
if(getBattle()->town == nullptr || getBattle()->town->fortLevel() == CGTownInstance::NONE)
return EGateState::NONE;
return getBattle()->si.gateState;
}
PlayerColor CBattleInfoEssentials::battleGetOwner(const CStack * stack) const
{
RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
if(stack->hasBonusOfType(Bonus::HYPNOTIZED))
return getBattle()->theOtherPlayer(stack->owner);
else
return stack->owner;
}
const CGHeroInstance * CBattleInfoEssentials::battleGetOwnerHero(const CStack * stack) const
{
RETURN_IF_NOT_BATTLE(nullptr);
const auto side = playerToSide(battleGetOwner(stack));
if(!side)
return nullptr;
return getBattle()->sides.at(side.get()).hero;
}
bool CBattleInfoEssentials::battleMatchOwner(const CStack * attacker, const CStack * defender, const boost::logic::tribool positivness ) const
{
RETURN_IF_NOT_BATTLE(false);
if(boost::logic::indeterminate(positivness))
return true;
else if(attacker == defender)
return positivness;
else
return battleMatchOwner(battleGetOwner(attacker), defender, positivness);
}
bool CBattleInfoEssentials::battleMatchOwner(const PlayerColor & attacker, const CStack * defender, const boost::logic::tribool positivness ) const
{
RETURN_IF_NOT_BATTLE(false);
if(boost::logic::indeterminate(positivness))
return true;
else if(defender->owner != battleGetOwner(defender))
return true; //mind controlled unit is attackable for both sides
else
return (attacker == battleGetOwner(defender)) == positivness;
}