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vcmi/lib/battle/BattleInfo.h

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/*
* BattleInfo.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 "../int3.h"
#include "../bonuses/Bonus.h"
#include "../bonuses/CBonusSystemNode.h"
#include "CBattleInfoCallback.h"
#include "IBattleState.h"
#include "SiegeInfo.h"
#include "SideInBattle.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
class CStackInstance;
class CStackBasicDescriptor;
class BattleField;
struct BattleLayout;
class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState
{
BattleSideArray<SideInBattle> sides; //sides[0] - attacker, sides[1] - defender
std::unique_ptr<BattleLayout> layout;
public:
BattleID battleID = BattleID(0);
si32 round;
si32 activeStack;
const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
int3 tile; //for background and bonuses
bool replayAllowed;
std::vector<CStack*> stacks;
std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
SiegeInfo si;
BattleField battlefieldType; //like !!BA:B
TerrainId terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
BattleSide tacticsSide; //which side is requested to play tactics phase
ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
template <typename Handler> void serialize(Handler &h)
{
h & battleID;
h & sides;
h & round;
h & activeStack;
h & town;
h & tile;
h & stacks;
h & obstacles;
h & si;
h & battlefieldType;
h & terrainType;
h & tacticsSide;
h & tacticDistance;
h & static_cast<CBonusSystemNode&>(*this);
h & replayAllowed;
}
//////////////////////////////////////////////////////////////////////////
BattleInfo(const BattleLayout & layout);
BattleInfo();
virtual ~BattleInfo();
const IBattleInfo * getBattle() const override;
std::optional<PlayerColor> getPlayerID() const override;
//////////////////////////////////////////////////////////////////////////
// IBattleInfo
BattleID getBattleID() const override;
int32_t getActiveStackID() const override;
TStacks getStacksIf(const TStackFilter & predicate) const override;
battle::Units getUnitsIf(const battle::UnitFilter & predicate) const override;
BattleField getBattlefieldType() const override;
TerrainId getTerrainType() const override;
ObstacleCList getAllObstacles() const override;
PlayerColor getSidePlayer(BattleSide side) const override;
const CArmedInstance * getSideArmy(BattleSide side) const override;
const CGHeroInstance * getSideHero(BattleSide side) const override;
ui8 getTacticDist() const override;
BattleSide getTacticsSide() const override;
const CGTownInstance * getDefendedTown() const override;
EWallState getWallState(EWallPart partOfWall) const override;
EGateState getGateState() const override;
uint32_t getCastSpells(BattleSide side) const override;
int32_t getEnchanterCounter(BattleSide side) const override;
const IBonusBearer * getBonusBearer() const override;
uint32_t nextUnitId() const override;
int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
int3 getLocation() const override;
BattleLayout getLayout() const override;
std::vector<SpellID> getUsedSpells(BattleSide side) const override;
//////////////////////////////////////////////////////////////////////////
// IBattleState
void nextRound() override;
void nextTurn(uint32_t unitId) override;
void addUnit(uint32_t id, const JsonNode & data) override;
void moveUnit(uint32_t id, BattleHex destination) override;
void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
void removeUnit(uint32_t id) override;
void updateUnit(uint32_t id, const JsonNode & data) override;
void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void setWallState(EWallPart partOfWall, EWallState state) override;
void addObstacle(const ObstacleChanges & changes) override;
void updateObstacle(const ObstacleChanges& changes) override;
void removeObstacle(uint32_t id) override;
static void addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd);
//////////////////////////////////////////////////////////////////////////
CStack * getStack(int stackID, bool onlyAlive = true);
using CBattleInfoEssentials::battleGetArmyObject;
CArmedInstance * battleGetArmyObject(BattleSide side) const;
using CBattleInfoEssentials::battleGetFightingHero;
CGHeroInstance * battleGetFightingHero(BattleSide side) const;
CStack * generateNewStack(uint32_t id, const CStackInstance & base, BattleSide side, const SlotID & slot, BattleHex position);
CStack * generateNewStack(uint32_t id, const CStackBasicDescriptor & base, BattleSide side, const SlotID & slot, BattleHex position);
const SideInBattle & getSide(BattleSide side) const;
SideInBattle & getSide(BattleSide side);
const CGHeroInstance * getHero(const PlayerColor & player) const; //returns fighting hero that belongs to given player
void localInit();
static BattleInfo * setupBattle(const int3 & tile, TerrainId, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town);
BattleSide whatSide(const PlayerColor & player) const;
protected:
#if SCRIPTING_ENABLED
scripting::Pool * getContextPool() const override;
#endif
};
class DLL_LINKAGE CMP_stack
{
int phase; //rules of which phase will be used
int turn;
BattleSide side;
public:
bool operator()(const battle::Unit * a, const battle::Unit * b) const;
CMP_stack(int Phase = 1, int Turn = 0, BattleSide Side = BattleSide::ATTACKER);
};
VCMI_LIB_NAMESPACE_END