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vcmi/lib/battle/IBattleInfoCallback.h

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/*
* IBattleInfoCallback.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
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#include "GameConstants.h"
#include "BattleHex.h"
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#include <vcmi/Entity.h>
#define RETURN_IF_NOT_BATTLE(...) do { if(!duringBattle()) {logGlobal->error("%s called when no battle!", __FUNCTION__); return __VA_ARGS__; } } while (false)
VCMI_LIB_NAMESPACE_BEGIN
struct CObstacleInstance;
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class BattleField;
class IBattleInfo;
namespace battle
{
class IUnitInfo;
class Unit;
using Units = std::vector<const Unit *>;
using UnitFilter = std::function<bool(const Unit *)>;
}
struct DamageRange
{
int64_t min = 0;
int64_t max = 0;
};
struct DamageEstimation
{
DamageRange damage;
DamageRange kills;
};
#if SCRIPTING_ENABLED
namespace scripting
{
class Pool;
}
#endif
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class DLL_LINKAGE IBattleInfoCallback : public IConstBonusProvider
{
public:
#if SCRIPTING_ENABLED
virtual scripting::Pool * getContextPool() const = 0;
#endif
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virtual ~IBattleInfoCallback() = default;
virtual const IBattleInfo * getBattle() const = 0;
virtual std::optional<PlayerColor> getPlayerID() const = 0;
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virtual TerrainId battleTerrainType() const = 0;
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virtual BattleField battleGetBattlefieldType() const = 0;
///return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
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virtual std::optional<int> battleIsFinished() const = 0;
virtual si8 battleTacticDist() const = 0; //returns tactic distance in current tactics phase; 0 if not in tactics phase
virtual si8 battleGetTacticsSide() const = 0; //returns which side is in tactics phase, undefined if none (?)
virtual uint32_t battleNextUnitId() const = 0;
virtual battle::Units battleGetUnitsIf(const battle::UnitFilter & predicate) const = 0;
virtual const battle::Unit * battleGetUnitByID(uint32_t ID) const = 0;
virtual const battle::Unit * battleGetUnitByPos(BattleHex pos, bool onlyAlive = true) const = 0;
virtual const battle::Unit * battleActiveUnit() const = 0;
//blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
virtual std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const = 0;
virtual std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit, const std::set<BattleHex> & passed) const = 0;
};
VCMI_LIB_NAMESPACE_END