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vcmi/server/battles/BattleActionProcessor.h

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/*
* BattleActionProcessor.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
struct BattleLogMessage;
struct BattleAttack;
class BattleAction;
class CBattleInfoCallback;
struct BattleHex;
class CStack;
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class PlayerColor;
enum class BonusType;
namespace battle
{
class Unit;
class CUnitState;
}
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class BattleProcessor;
/// Processes incoming battle action queries and applies requested action(s)
class BattleActionProcessor : boost::noncopyable
{
using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>;
BattleProcessor * owner;
CGameHandler * gameHandler;
int moveStack(const CBattleInfoCallback & battle, int stack, BattleHex dest); //returned value - travelled distance
void makeAttack(const CBattleInfoCallback & battle, const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter);
void handleAttackBeforeCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender);
void handleAfterAttackCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender);
void attackCasting(const CBattleInfoCallback & battle, bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender);
// damage, drain life & fire shield; returns amount of drained life
int64_t applyBattleEffects(const CBattleInfoCallback & battle, BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary);
void sendGenericKilledLog(const CBattleInfoCallback & battle, const CStack * defender, int32_t killed, bool multiple);
void addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple);
bool canStackAct(const CBattleInfoCallback & battle, const CStack * stack);
bool doEmptyAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool doEndTacticsAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool doRetreatAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool doSurrenderAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool doHeroSpellAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool doWalkAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool doWaitAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool doDefendAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool doAttackAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool doShootAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool doCatapultAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool doUnitSpellAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool doHealAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool dispatchBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool makeBattleActionImpl(const CBattleInfoCallback & battle, const BattleAction & ba);
public:
explicit BattleActionProcessor(BattleProcessor * owner);
void setGameHandler(CGameHandler * newGameHandler);
bool makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba);
bool makePlayerBattleAction(const CBattleInfoCallback & battle, PlayerColor player, const BattleAction & ba);
};