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vcmi/server/battles/BattleFlowProcessor.h

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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;
class CBattleInfoCallback;
struct CObstacleInstance;
namespace battle
{
class Unit;
}
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class BattleProcessor;
/// Controls flow of battles - battle startup actions and switching to next stack or next round after actions
class BattleFlowProcessor : boost::noncopyable
{
BattleProcessor * owner;
CGameHandler * gameHandler;
const CStack * getNextStack(const CBattleInfoCallback & battle);
bool rollGoodMorale(const CBattleInfoCallback & battle, const CStack * stack);
bool tryMakeAutomaticAction(const CBattleInfoCallback & battle, const CStack * stack);
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);
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);
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)
public:
explicit BattleFlowProcessor(BattleProcessor * owner);
void setGameHandler(CGameHandler * newGameHandler);
void onBattleStarted(const CBattleInfoCallback & battle);
void onTacticsEnded(const CBattleInfoCallback & battle);
void onActionMade(const CBattleInfoCallback & battle, const BattleAction & ba);
};