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https://github.com/vcmi/vcmi.git
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Refactoring.
Dividing CBattleCallback into smaller files with classes.
This commit is contained in:
parent
6c8192956e
commit
221386a39d
@ -11,7 +11,7 @@
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#include "SiegeInfo.h"
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#include "SideInBattle.h"
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#include "HeroBonus.h"
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#include "CBattleCallback.h"
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#include "battle/CBattleInfoCallback.h"
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#include "int3.h"
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class CStack;
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@ -1,7 +1,7 @@
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#pragma once
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#include "ResourceSet.h" // for Res::ERes
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#include "CBattleCallback.h" //for CCallbackBase
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#include "battle/CPlayerBattleCallback.h"
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/*
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* CGameInfoCallback.h, part of VCMI engine
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@ -78,12 +78,18 @@ set(lib_SRCS
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BattleAction.cpp
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BattleHex.cpp
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BattleInfo.cpp
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SiegeInfo.cpp
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SideInBattle.cpp
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CStack.cpp
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BattleInfo.cpp
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battle/AccessibilityInfo.cpp
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battle/BattleAttackInfo.cpp
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battle/CBattleInfoCallback.cpp
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battle/CBattleInfoEssentials.cpp
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battle/CCallbackBase.cpp
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battle/CPlayerBattleCallback.cpp
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battle/ReachabilityInfo.cpp
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SiegeInfo.cpp
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SideInBattle.cpp
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CStack.cpp
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CArtHandler.cpp
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CBattleCallback.cpp
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CBonusTypeHandler.cpp
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CBuildingHandler.cpp
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CConfigHandler.cpp
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53
lib/battle/AccessibilityInfo.cpp
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53
lib/battle/AccessibilityInfo.cpp
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@ -0,0 +1,53 @@
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/*
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* AccessibilityInfo.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "AccessibilityInfo.h"
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#include "CStack.h"
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bool AccessibilityInfo::accessible(BattleHex tile, const CStack *stack) const
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{
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return accessible(tile, stack->doubleWide(), stack->attackerOwned);
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}
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bool AccessibilityInfo::accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const
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{
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// All hexes that stack would cover if standing on tile have to be accessible.
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for(auto hex : CStack::getHexes(tile, doubleWide, attackerOwned))
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{
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// If the hex is out of range then the tile isn't accessible
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if(!hex.isValid())
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return false;
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// If we're no defender which step on gate and the hex isn't accessible, then the tile
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// isn't accessible
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else if(at(hex) != EAccessibility::ACCESSIBLE &&
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!(at(hex) == EAccessibility::GATE && !attackerOwned))
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{
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return false;
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}
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}
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return true;
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}
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bool AccessibilityInfo::occupiable(const CStack *stack, BattleHex tile) const
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{
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//obviously, we can occupy tile by standing on it
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if(accessible(tile, stack))
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return true;
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if(stack->doubleWide())
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{
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//Check the tile next to -> if stack stands there, it'll also occupy considered hex
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const BattleHex anotherTile = tile + (stack->attackerOwned ? BattleHex::RIGHT : BattleHex::LEFT);
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if(accessible(anotherTile, stack))
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return true;
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}
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return false;
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}
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37
lib/battle/AccessibilityInfo.h
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37
lib/battle/AccessibilityInfo.h
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@ -0,0 +1,37 @@
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/*
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* AccessibilityInfo.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "BattleHex.h"
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class CStack;
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//Accessibility is property of hex in battle. It doesn't depend on stack, side's perspective and so on.
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namespace EAccessibility
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{
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enum EAccessibility
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{
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ACCESSIBLE,
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ALIVE_STACK,
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OBSTACLE,
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DESTRUCTIBLE_WALL,
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GATE, //sieges -> gate opens only for defender stacks
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UNAVAILABLE, //indestructible wall parts, special battlefields (like boat-to-boat)
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SIDE_COLUMN //used for first and last columns of hexes that are unavailable but wat machines can stand there
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};
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}
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typedef std::array<EAccessibility::EAccessibility, GameConstants::BFIELD_SIZE> TAccessibilityArray;
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struct DLL_LINKAGE AccessibilityInfo : TAccessibilityArray
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{
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bool occupiable(const CStack *stack, BattleHex tile) const;
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bool accessible(BattleHex tile, const CStack *stack) const; //checks for both tiles if stack is double wide
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bool accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const; //checks for both tiles if stack is double wide
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};
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51
lib/battle/BattleAttackInfo.cpp
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51
lib/battle/BattleAttackInfo.cpp
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@ -0,0 +1,51 @@
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/*
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* BattleAttackInfo.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleAttackInfo.h"
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#include "CStack.h"
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BattleAttackInfo::BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting)
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{
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attacker = Attacker;
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defender = Defender;
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attackerBonuses = Attacker;
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defenderBonuses = Defender;
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attackerPosition = Attacker->position;
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defenderPosition = Defender->position;
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attackerCount = Attacker->count;
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defenderCount = Defender->count;
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shooting = Shooting;
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chargedFields = 0;
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luckyHit = false;
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unluckyHit = false;
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deathBlow = false;
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ballistaDoubleDamage = false;
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}
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BattleAttackInfo BattleAttackInfo::reverse() const
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{
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BattleAttackInfo ret = *this;
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std::swap(ret.attacker, ret.defender);
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std::swap(ret.attackerBonuses, ret.defenderBonuses);
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std::swap(ret.attackerPosition, ret.defenderPosition);
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std::swap(ret.attackerCount, ret.defenderCount);
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ret.shooting = false;
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ret.chargedFields = 0;
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ret.luckyHit = ret.ballistaDoubleDamage = ret.deathBlow = false;
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return ret;
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}
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33
lib/battle/BattleAttackInfo.h
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33
lib/battle/BattleAttackInfo.h
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@ -0,0 +1,33 @@
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/*
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* BattleAttackInfo.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "BattleHex.h"
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class CStack;
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class IBonusBearer;
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struct DLL_LINKAGE BattleAttackInfo
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{
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const IBonusBearer *attackerBonuses, *defenderBonuses;
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const CStack *attacker, *defender;
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BattleHex attackerPosition, defenderPosition;
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int attackerCount, defenderCount;
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bool shooting;
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int chargedFields;
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bool luckyHit;
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bool unluckyHit;
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bool deathBlow;
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bool ballistaDoubleDamage;
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BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting = false);
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BattleAttackInfo reverse() const;
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};
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@ -1,14 +1,3 @@
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#include "StdInc.h"
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#include "CBattleCallback.h"
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#include "CStack.h"
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#include "BattleInfo.h"
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#include "CGameState.h"
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#include "NetPacks.h"
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#include "spells/CSpellHandler.h"
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#include "VCMI_Lib.h"
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#include "CTownHandler.h"
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#include "mapObjects/CGTownInstance.h"
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/*
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* CBattleCallback.cpp, part of VCMI engine
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*
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@ -18,331 +7,95 @@
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CBattleInfoCallback.h"
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#include "CStack.h"
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#include "BattleInfo.h"
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#include "NetPacks.h"
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#include "spells/CSpellHandler.h"
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#include "mapObjects/CGTownInstance.h"
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#define RETURN_IF_NOT_BATTLE(X) if(!duringBattle()) {logGlobal->errorStream() << __FUNCTION__ << " called when no battle!"; return X; }
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namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
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{
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static void retreiveTurretDamageRange(const CGTownInstance * town, const CStack *turret, double &outMinDmg, double &outMaxDmg)
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static void retreiveTurretDamageRange(const CGTownInstance * town, const CStack *turret, double &outMinDmg, double &outMaxDmg)
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{
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assert(turret->getCreature()->idNumber == CreatureID::ARROW_TOWERS);
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assert(town);
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assert(turret->position >= -4 && turret->position <= -2);
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float multiplier = (turret->position == -2) ? 1 : 0.5;
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int baseMin = 6;
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int baseMax = 10;
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outMinDmg = multiplier * (baseMin + town->getTownLevel() * 2);
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outMaxDmg = multiplier * (baseMax + town->getTownLevel() * 3);
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}
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static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
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{
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static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
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return lineToHex[line];
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}
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static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
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{
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const int wallInStackLine = lineToWallHex(pos1.getY());
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const int wallInDestLine = lineToWallHex(pos2.getY());
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const bool stackLeft = pos1 < wallInStackLine;
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const bool destLeft = pos2 < wallInDestLine;
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return stackLeft == destLeft;
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}
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// parts of wall
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static const std::pair<int, EWallPart::EWallPart> wallParts[] =
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{
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std::make_pair(50, EWallPart::KEEP),
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std::make_pair(183, EWallPart::BOTTOM_TOWER),
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std::make_pair(182, EWallPart::BOTTOM_WALL),
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std::make_pair(130, EWallPart::BELOW_GATE),
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std::make_pair(78, EWallPart::OVER_GATE),
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std::make_pair(29, EWallPart::UPPER_WALL),
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std::make_pair(12, EWallPart::UPPER_TOWER),
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std::make_pair(95, EWallPart::INDESTRUCTIBLE_PART_OF_GATE),
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std::make_pair(96, EWallPart::GATE),
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std::make_pair(45, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(62, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(165, EWallPart::INDESTRUCTIBLE_PART)
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};
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static EWallPart::EWallPart hexToWallPart(BattleHex hex)
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{
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for(auto & elem : wallParts)
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{
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assert(turret->getCreature()->idNumber == CreatureID::ARROW_TOWERS);
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assert(town);
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assert(turret->position >= -4 && turret->position <= -2);
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float multiplier = (turret->position == -2) ? 1 : 0.5;
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int baseMin = 6;
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int baseMax = 10;
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outMinDmg = multiplier * (baseMin + town->getTownLevel() * 2);
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outMaxDmg = multiplier * (baseMax + town->getTownLevel() * 3);
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if(elem.first == hex)
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return elem.second;
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}
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static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
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{
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static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
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return EWallPart::INVALID; //not found!
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}
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return lineToHex[line];
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static BattleHex WallPartToHex(EWallPart::EWallPart part)
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{
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for(auto & elem : wallParts)
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{
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if(elem.second == part)
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return elem.first;
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}
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static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
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{
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const int wallInStackLine = lineToWallHex(pos1.getY());
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const int wallInDestLine = lineToWallHex(pos2.getY());
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const bool stackLeft = pos1 < wallInStackLine;
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const bool destLeft = pos2 < wallInDestLine;
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return stackLeft == destLeft;
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}
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// parts of wall
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static const std::pair<int, EWallPart::EWallPart> wallParts[] =
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{
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std::make_pair(50, EWallPart::KEEP),
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std::make_pair(183, EWallPart::BOTTOM_TOWER),
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std::make_pair(182, EWallPart::BOTTOM_WALL),
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std::make_pair(130, EWallPart::BELOW_GATE),
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std::make_pair(78, EWallPart::OVER_GATE),
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std::make_pair(29, EWallPart::UPPER_WALL),
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std::make_pair(12, EWallPart::UPPER_TOWER),
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std::make_pair(95, EWallPart::INDESTRUCTIBLE_PART_OF_GATE),
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std::make_pair(96, EWallPart::GATE),
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std::make_pair(45, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(62, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(165, EWallPart::INDESTRUCTIBLE_PART)
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};
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static EWallPart::EWallPart hexToWallPart(BattleHex hex)
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{
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for(auto & elem : wallParts)
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{
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if(elem.first == hex)
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return elem.second;
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}
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return EWallPart::INVALID; //not found!
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}
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static BattleHex WallPartToHex(EWallPart::EWallPart part)
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{
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for(auto & elem : wallParts)
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{
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if(elem.second == part)
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return elem.first;
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}
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return BattleHex::INVALID; //not found!
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}
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return BattleHex::INVALID; //not found!
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}
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}
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using namespace SiegeStuffThatShouldBeMovedToHandlers;
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bool CCallbackBase::duringBattle() const
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{
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return getBattle() != nullptr;
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}
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void CCallbackBase::setBattle(const BattleInfo *B)
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{
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battle = B;
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}
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boost::optional<PlayerColor> CCallbackBase::getPlayerID() const
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{
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return player;
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}
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ETerrainType CBattleInfoEssentials::battleTerrainType() const
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{
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RETURN_IF_NOT_BATTLE(ETerrainType::WRONG);
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return getBattle()->terrainType;
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}
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BFieldType CBattleInfoEssentials::battleGetBattlefieldType() const
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{
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RETURN_IF_NOT_BATTLE(BFieldType::NONE);
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return getBattle()->battlefieldType;
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}
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std::vector<std::shared_ptr<const CObstacleInstance> > CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective /*= boost::none*/) const
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{
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std::vector<std::shared_ptr<const CObstacleInstance> > ret;
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RETURN_IF_NOT_BATTLE(ret);
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if(!perspective)
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{
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//if no particular perspective request, use default one
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perspective = battleGetMySide();
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}
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else
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{
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if(!!player && *perspective != battleGetMySide())
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{
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logGlobal->errorStream() << "Unauthorized access attempt!";
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assert(0); //I want to notice if that happens
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//perspective = battleGetMySide();
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}
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}
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for(auto oi : getBattle()->obstacles)
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{
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if(getBattle()->battleIsObstacleVisibleForSide(*oi, *perspective))
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ret.push_back(oi);
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}
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return ret;
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}
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bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
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}
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bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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for(const CStack *s : battleGetAllStacks())
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{
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if(s->attackerOwned == !side && s->getCreature()->isItNativeTerrain(getBattle()->terrainType))
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return true;
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}
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return false;
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}
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|
||||
TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets /*= false*/) 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->attackerOwned == !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;
|
||||
|
||||
logGlobal->errorStream() << "Cannot find player " << *player << " in battle!";
|
||||
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->errorStream() << "FIXME: " << __FUNCTION__ << " wrong argument!";
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if(!battleDoWeKnowAbout(side))
|
||||
{
|
||||
logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " access check ";
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return getBattle()->sides[side].hero;
|
||||
}
|
||||
|
||||
const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(nullptr);
|
||||
if(side > 1)
|
||||
{
|
||||
logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " wrong argument!";
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if(!battleDoWeKnowAbout(side))
|
||||
{
|
||||
logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " access check ";
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return getBattle()->sides[side].armyObject;
|
||||
}
|
||||
|
||||
InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo( ui8 side ) const
|
||||
{
|
||||
auto hero = getBattle()->sides[side].hero;
|
||||
if(!hero)
|
||||
{
|
||||
logGlobal->warnStream() << __FUNCTION__ << ": side " << (int)side << " does not have hero!";
|
||||
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();
|
||||
}
|
||||
|
||||
ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const ISpellCaster * caster, ECastingMode::ECastingMode mode) const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
|
||||
@ -367,17 +120,17 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(con
|
||||
switch (mode)
|
||||
{
|
||||
case ECastingMode::HERO_CASTING:
|
||||
{
|
||||
if(battleCastSpells(side) > 0)
|
||||
return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;
|
||||
{
|
||||
if(battleCastSpells(side) > 0)
|
||||
return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;
|
||||
|
||||
auto hero = dynamic_cast<const CGHeroInstance *>(caster);
|
||||
auto hero = dynamic_cast<const CGHeroInstance *>(caster);
|
||||
|
||||
if(!hero)
|
||||
return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
|
||||
if(hero->hasBonusOfType(Bonus::BLOCK_ALL_MAGIC))
|
||||
return ESpellCastProblem::MAGIC_IS_BLOCKED;
|
||||
}
|
||||
if(!hero)
|
||||
return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
|
||||
if(hero->hasBonusOfType(Bonus::BLOCK_ALL_MAGIC))
|
||||
return ESpellCastProblem::MAGIC_IS_BLOCKED;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@ -386,120 +139,6 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(con
|
||||
return ESpellCastProblem::OK;
|
||||
}
|
||||
|
||||
bool CBattleInfoEssentials::battleCanFlee(PlayerColor player) const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(false);
|
||||
const si8 mySide = playerToSide(player);
|
||||
const CGHeroInstance *myHero = battleGetFightingHero(mySide);
|
||||
|
||||
//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(mySide == BattleSide::DEFENDER && battleGetSiegeLevel())
|
||||
{
|
||||
auto town = battleGetDefendedTown();
|
||||
if(!town->hasBuilt(BuildingID::ESCAPE_TUNNEL, ETownType::STRONGHOLD))
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
si8 CBattleInfoEssentials::playerToSide(PlayerColor player) const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(-1);
|
||||
int ret = vstd::find_pos_if(getBattle()->sides, [=](const SideInBattle &side){ return side.color == player; });
|
||||
if(ret < 0)
|
||||
logGlobal->warnStream() << "Cannot find side for player " << player;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool CBattleInfoEssentials::playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(false);
|
||||
const si8 playerSide = playerToSide(player);
|
||||
if (playerSide >= 0)
|
||||
{
|
||||
if (getBattle()->sides[!playerSide].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);
|
||||
ui8 mySide = playerToSide(player);
|
||||
bool iAmSiegeDefender = ( mySide == BattleSide::DEFENDER && battleGetSiegeLevel() );
|
||||
//conditions like for fleeing (except escape tunnel presence) + enemy must have a hero
|
||||
return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(!mySide);
|
||||
}
|
||||
|
||||
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);
|
||||
return getBattle()->sides.at(playerToSide(battleGetOwner(stack))).hero;
|
||||
}
|
||||
|
||||
bool CBattleInfoEssentials::battleMatchOwner(const CStack * attacker, const CStack * defender, const boost::logic::tribool positivness /* = false*/) 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 (battleGetOwner(attacker) == battleGetOwner(defender)) == positivness;
|
||||
}
|
||||
|
||||
si8 CBattleInfoCallback::battleHasWallPenalty( const CStack * stack, BattleHex destHex ) const
|
||||
{
|
||||
return battleHasWallPenalty(stack, stack->position, destHex);
|
||||
@ -591,7 +230,7 @@ const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyA
|
||||
RETURN_IF_NOT_BATTLE(nullptr);
|
||||
for(auto s : battleGetAllStacks(true))
|
||||
if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
|
||||
return s;
|
||||
return s;
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
@ -605,7 +244,7 @@ void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out,
|
||||
{
|
||||
const CStack *ret = nullptr;
|
||||
unsigned i, //fastest stack
|
||||
j=0; //fastest stack of the other side
|
||||
j=0; //fastest stack of the other side
|
||||
for(i = 0; i < st.size(); i++)
|
||||
if(st[i])
|
||||
break;
|
||||
@ -683,8 +322,8 @@ void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out,
|
||||
for(auto s : battleGetAllStacks(true))
|
||||
{
|
||||
if((turn <= 0 && !s->willMove()) //we are considering current round and stack won't move
|
||||
|| (turn > 0 && !s->canMove(turn)) //stack won't be able to move in later rounds
|
||||
|| (turn <= 0 && s == active && out.size() && s == out.front())) //it's active stack already added at the beginning of queue
|
||||
|| (turn > 0 && !s->canMove(turn)) //stack won't be able to move in later rounds
|
||||
|| (turn <= 0 && s == active && out.size() && s == out.front())) //it's active stack already added at the beginning of queue
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@ -811,7 +450,7 @@ std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const CStack
|
||||
// Return true if given hex has at least one available neighbour.
|
||||
// Available hexes are already present in ret vector.
|
||||
auto availableNeighbor = boost::find_if(ret, [=] (BattleHex availableHex)
|
||||
{ return BattleHex::mutualPosition(hex, availableHex) >= 0; });
|
||||
{ return BattleHex::mutualPosition(hex, availableHex) >= 0; });
|
||||
|
||||
return availableNeighbor != ret.end();
|
||||
};
|
||||
@ -893,11 +532,11 @@ bool CBattleInfoCallback::battleCanShoot(const CStack * stack, BattleHex dest) c
|
||||
return false;
|
||||
|
||||
if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter
|
||||
&& battleMatchOwner(stack, dst)
|
||||
&& dst->alive()
|
||||
&& (!battleIsStackBlocked(stack) || stack->hasBonusOfType(Bonus::FREE_SHOOTING))
|
||||
&& stack->shots
|
||||
)
|
||||
&& battleMatchOwner(stack, dst)
|
||||
&& dst->alive()
|
||||
&& (!battleIsStackBlocked(stack) || stack->hasBonusOfType(Bonus::FREE_SHOOTING))
|
||||
&& stack->shots
|
||||
)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
@ -914,19 +553,19 @@ TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo &info) c
|
||||
{
|
||||
auto noLimit = Selector::effectRange(Bonus::NO_LIMIT);
|
||||
auto limitMatches = info.shooting
|
||||
? Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)
|
||||
: Selector::effectRange(Bonus::ONLY_MELEE_FIGHT);
|
||||
? Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)
|
||||
: Selector::effectRange(Bonus::ONLY_MELEE_FIGHT);
|
||||
|
||||
//any regular bonuses or just ones for melee/ranged
|
||||
return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
|
||||
};
|
||||
|
||||
double additiveBonus = 1.0, multBonus = 1.0,
|
||||
minDmg = info.attackerBonuses->getMinDamage() * info.attackerCount,//TODO: ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT
|
||||
maxDmg = info.attackerBonuses->getMaxDamage() * info.attackerCount;
|
||||
minDmg = info.attackerBonuses->getMinDamage() * info.attackerCount,//TODO: ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT
|
||||
maxDmg = info.attackerBonuses->getMaxDamage() * info.attackerCount;
|
||||
|
||||
const CCreature *attackerType = info.attacker->getCreature(),
|
||||
*defenderType = info.defender->getCreature();
|
||||
*defenderType = info.defender->getCreature();
|
||||
|
||||
if(attackerType->idNumber == CreatureID::ARROW_TOWERS)
|
||||
{
|
||||
@ -965,8 +604,8 @@ TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo &info) c
|
||||
for(const std::shared_ptr<Bonus> b : VLC->creh->creatures[g]->getBonusList())
|
||||
{
|
||||
if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
|
||||
(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
|
||||
(b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
|
||||
(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
|
||||
(b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
|
||||
{
|
||||
affectedIds.push_back(g);
|
||||
break;
|
||||
@ -1078,8 +717,8 @@ TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo &info) c
|
||||
auto isAdvancedAirShield = [](const Bonus* bonus)
|
||||
{
|
||||
return bonus->source == Bonus::SPELL_EFFECT
|
||||
&& bonus->sid == SpellID::AIR_SHIELD
|
||||
&& bonus->val >= SecSkillLevel::ADVANCED;
|
||||
&& bonus->sid == SpellID::AIR_SHIELD
|
||||
&& bonus->val >= SecSkillLevel::ADVANCED;
|
||||
};
|
||||
|
||||
//wall / distance penalty + advanced air shield
|
||||
@ -1140,7 +779,7 @@ TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo &info) c
|
||||
}
|
||||
|
||||
TDmgRange CBattleInfoCallback::calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount,
|
||||
bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg ) const
|
||||
bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg ) const
|
||||
{
|
||||
BattleAttackInfo bai(attacker, defender, shooting);
|
||||
bai.attackerCount = attackerCount;
|
||||
@ -1201,7 +840,7 @@ std::shared_ptr<const CObstacleInstance> CBattleInfoCallback::battleGetObstacleO
|
||||
for(auto &obs : battleGetAllObstacles())
|
||||
{
|
||||
if(vstd::contains(obs->getBlockedTiles(), tile)
|
||||
|| (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
|
||||
|| (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
|
||||
{
|
||||
return obs;
|
||||
}
|
||||
@ -1423,7 +1062,7 @@ bool CBattleInfoCallback::isInTacticRange(BattleHex dest) const
|
||||
auto dist = battleGetTacticDist();
|
||||
|
||||
return ((!side && dest.getX() > 0 && dest.getX() <= dist)
|
||||
|| (side && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1));
|
||||
|| (side && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1));
|
||||
}
|
||||
|
||||
ReachabilityInfo CBattleInfoCallback::getReachability(const CStack *stack) const
|
||||
@ -1680,7 +1319,7 @@ bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart::EWallPart w
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(false);
|
||||
return wallPart != EWallPart::INDESTRUCTIBLE_PART && wallPart != EWallPart::INDESTRUCTIBLE_PART_OF_GATE &&
|
||||
wallPart != EWallPart::INVALID;
|
||||
wallPart != EWallPart::INVALID;
|
||||
}
|
||||
|
||||
std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
|
||||
@ -1737,8 +1376,13 @@ const CStack * CBattleInfoCallback::getStackIf(std::function<bool(const CStack*)
|
||||
auto stacks = battleGetAllStacks();
|
||||
auto stackItr = range::find_if(stacks, pred);
|
||||
return stackItr == stacks.end()
|
||||
? nullptr
|
||||
: *stackItr;
|
||||
? nullptr
|
||||
: *stackItr;
|
||||
}
|
||||
|
||||
si8 CBattleInfoCallback::battleHasShootingPenalty(const CStack * stack, BattleHex destHex)
|
||||
{
|
||||
return battleHasDistancePenalty(stack, destHex) || battleHasWallPenalty(stack, destHex);
|
||||
}
|
||||
|
||||
bool CBattleInfoCallback::battleIsStackBlocked(const CStack * stack) const
|
||||
@ -1812,33 +1456,33 @@ SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, c
|
||||
cachingStr << "source_" << Bonus::SPELL_EFFECT << "id_" << spellID.num;
|
||||
|
||||
if(subject->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellID), Selector::all, cachingStr.str())
|
||||
//TODO: this ability has special limitations
|
||||
|| spellID.toSpell()->canBeCastAt(this, subject, ECastingMode::CREATURE_ACTIVE_CASTING, subject->position) != ESpellCastProblem::OK)
|
||||
//TODO: this ability has special limitations
|
||||
|| spellID.toSpell()->canBeCastAt(this, subject, ECastingMode::CREATURE_ACTIVE_CASTING, subject->position) != ESpellCastProblem::OK)
|
||||
continue;
|
||||
|
||||
switch (spellID)
|
||||
{
|
||||
case SpellID::SHIELD:
|
||||
case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
|
||||
{
|
||||
auto walker = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
|
||||
{
|
||||
auto walker = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
|
||||
{
|
||||
return !stack->shots;
|
||||
});
|
||||
return !stack->shots;
|
||||
});
|
||||
|
||||
if (!walker)
|
||||
continue;
|
||||
}
|
||||
if (!walker)
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
case SpellID::AIR_SHIELD: //only against active shooters
|
||||
{
|
||||
auto shooter = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
|
||||
{
|
||||
auto shooter = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
|
||||
{
|
||||
return stack->hasBonusOfType(Bonus::SHOOTER) && stack->shots;
|
||||
});
|
||||
if (!shooter)
|
||||
continue;
|
||||
}
|
||||
return stack->hasBonusOfType(Bonus::SHOOTER) && stack->shots;
|
||||
});
|
||||
if (!shooter)
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
case SpellID::ANTI_MAGIC:
|
||||
case SpellID::MAGIC_MIRROR:
|
||||
@ -1846,46 +1490,46 @@ SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, c
|
||||
case SpellID::PROTECTION_FROM_EARTH:
|
||||
case SpellID::PROTECTION_FROM_FIRE:
|
||||
case SpellID::PROTECTION_FROM_WATER:
|
||||
{
|
||||
const ui8 enemySide = (ui8)subject->attackerOwned;
|
||||
//todo: only if enemy has spellbook
|
||||
if (!battleHasHero(enemySide)) //only if there is enemy hero
|
||||
continue;
|
||||
}
|
||||
{
|
||||
const ui8 enemySide = (ui8)subject->attackerOwned;
|
||||
//todo: only if enemy has spellbook
|
||||
if (!battleHasHero(enemySide)) //only if there is enemy hero
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
case SpellID::CURE: //only damaged units
|
||||
{
|
||||
//do not cast on affected by debuffs
|
||||
if (subject->firstHPleft >= subject->MaxHealth())
|
||||
continue;
|
||||
}
|
||||
{
|
||||
//do not cast on affected by debuffs
|
||||
if (subject->firstHPleft >= subject->MaxHealth())
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
case SpellID::BLOODLUST:
|
||||
{
|
||||
if (subject->shots) //if can shoot - only if enemy uits are adjacent
|
||||
continue;
|
||||
}
|
||||
{
|
||||
if (subject->shots) //if can shoot - only if enemy uits are adjacent
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
case SpellID::PRECISION:
|
||||
{
|
||||
if (!(subject->hasBonusOfType(Bonus::SHOOTER) && subject->shots))
|
||||
continue;
|
||||
}
|
||||
{
|
||||
if (!(subject->hasBonusOfType(Bonus::SHOOTER) && subject->shots))
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
case SpellID::SLAYER://only if monsters are present
|
||||
{
|
||||
auto kingMonster = getAliveEnemy([&](const CStack *stack) -> bool //look for enemy, non-shooting stack
|
||||
{
|
||||
auto kingMonster = getAliveEnemy([&](const CStack *stack) -> bool //look for enemy, non-shooting stack
|
||||
{
|
||||
const auto isKing = Selector::type(Bonus::KING1)
|
||||
.Or(Selector::type(Bonus::KING2))
|
||||
.Or(Selector::type(Bonus::KING3));
|
||||
const auto isKing = Selector::type(Bonus::KING1)
|
||||
.Or(Selector::type(Bonus::KING2))
|
||||
.Or(Selector::type(Bonus::KING3));
|
||||
|
||||
return stack->hasBonus(isKing);
|
||||
});
|
||||
return stack->hasBonus(isKing);
|
||||
});
|
||||
|
||||
if (!kingMonster)
|
||||
continue;
|
||||
}
|
||||
if (!kingMonster)
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
}
|
||||
beneficialSpells.push_back(spellID);
|
||||
@ -1993,140 +1637,3 @@ boost::optional<int> CBattleInfoCallback::battleIsFinished() const
|
||||
return 1;
|
||||
return boost::none;
|
||||
}
|
||||
|
||||
bool AccessibilityInfo::accessible(BattleHex tile, const CStack *stack) const
|
||||
{
|
||||
return accessible(tile, stack->doubleWide(), stack->attackerOwned);
|
||||
}
|
||||
|
||||
bool AccessibilityInfo::accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const
|
||||
{
|
||||
// All hexes that stack would cover if standing on tile have to be accessible.
|
||||
for(auto hex : CStack::getHexes(tile, doubleWide, attackerOwned))
|
||||
{
|
||||
// If the hex is out of range then the tile isn't accessible
|
||||
if(!hex.isValid())
|
||||
return false;
|
||||
// If we're no defender which step on gate and the hex isn't accessible, then the tile
|
||||
// isn't accessible
|
||||
else if(at(hex) != EAccessibility::ACCESSIBLE &&
|
||||
!(at(hex) == EAccessibility::GATE && !attackerOwned))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AccessibilityInfo::occupiable(const CStack *stack, BattleHex tile) const
|
||||
{
|
||||
//obviously, we can occupy tile by standing on it
|
||||
if(accessible(tile, stack))
|
||||
return true;
|
||||
|
||||
if(stack->doubleWide())
|
||||
{
|
||||
//Check the tile next to -> if stack stands there, it'll also occupy considered hex
|
||||
const BattleHex anotherTile = tile + (stack->attackerOwned ? BattleHex::RIGHT : BattleHex::LEFT);
|
||||
if(accessible(anotherTile, stack))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
ReachabilityInfo::Parameters::Parameters()
|
||||
{
|
||||
stack = nullptr;
|
||||
perspective = BattlePerspective::ALL_KNOWING;
|
||||
attackerOwned = doubleWide = flying = false;
|
||||
}
|
||||
|
||||
ReachabilityInfo::Parameters::Parameters(const CStack *Stack)
|
||||
{
|
||||
stack = Stack;
|
||||
perspective = (BattlePerspective::BattlePerspective)(!Stack->attackerOwned);
|
||||
startPosition = Stack->position;
|
||||
doubleWide = stack->doubleWide();
|
||||
attackerOwned = stack->attackerOwned;
|
||||
flying = stack->hasBonusOfType(Bonus::FLYING);
|
||||
knownAccessible = stack->getHexes();
|
||||
}
|
||||
|
||||
bool CPlayerBattleCallback::battleCanFlee() const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(false);
|
||||
ASSERT_IF_CALLED_WITH_PLAYER
|
||||
return CBattleInfoEssentials::battleCanFlee(*player);
|
||||
}
|
||||
|
||||
TStacks CPlayerBattleCallback::battleGetStacks(EStackOwnership whose /*= MINE_AND_ENEMY*/, bool onlyAlive /*= true*/) const
|
||||
{
|
||||
if(whose != MINE_AND_ENEMY)
|
||||
{
|
||||
ASSERT_IF_CALLED_WITH_PLAYER
|
||||
}
|
||||
|
||||
return battleGetStacksIf([=](const CStack * s){
|
||||
const bool ownerMatches = (whose == MINE_AND_ENEMY)
|
||||
|| (whose == ONLY_MINE && s->owner == player)
|
||||
|| (whose == ONLY_ENEMY && s->owner != player);
|
||||
|
||||
return ownerMatches && s->isValidTarget(!onlyAlive);
|
||||
});
|
||||
}
|
||||
|
||||
int CPlayerBattleCallback::battleGetSurrenderCost() const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(-3)
|
||||
ASSERT_IF_CALLED_WITH_PLAYER
|
||||
return CBattleInfoCallback::battleGetSurrenderCost(*player);
|
||||
}
|
||||
|
||||
const CGHeroInstance * CPlayerBattleCallback::battleGetMyHero() const
|
||||
{
|
||||
return CBattleInfoEssentials::battleGetFightingHero(battleGetMySide());
|
||||
}
|
||||
|
||||
InfoAboutHero CPlayerBattleCallback::battleGetEnemyHero() const
|
||||
{
|
||||
return battleGetHeroInfo(!battleGetMySide());
|
||||
}
|
||||
|
||||
BattleAttackInfo::BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting)
|
||||
{
|
||||
attacker = Attacker;
|
||||
defender = Defender;
|
||||
|
||||
attackerBonuses = Attacker;
|
||||
defenderBonuses = Defender;
|
||||
|
||||
attackerPosition = Attacker->position;
|
||||
defenderPosition = Defender->position;
|
||||
|
||||
attackerCount = Attacker->count;
|
||||
defenderCount = Defender->count;
|
||||
|
||||
shooting = Shooting;
|
||||
chargedFields = 0;
|
||||
|
||||
luckyHit = false;
|
||||
unluckyHit = false;
|
||||
deathBlow = false;
|
||||
ballistaDoubleDamage = false;
|
||||
}
|
||||
|
||||
BattleAttackInfo BattleAttackInfo::reverse() const
|
||||
{
|
||||
BattleAttackInfo ret = *this;
|
||||
std::swap(ret.attacker, ret.defender);
|
||||
std::swap(ret.attackerBonuses, ret.defenderBonuses);
|
||||
std::swap(ret.attackerPosition, ret.defenderPosition);
|
||||
std::swap(ret.attackerCount, ret.defenderCount);
|
||||
|
||||
ret.shooting = false;
|
||||
ret.chargedFields = 0;
|
||||
ret.luckyHit = ret.ballistaDoubleDamage = ret.deathBlow = false;
|
||||
|
||||
return ret;
|
||||
}
|
@ -1,6 +1,3 @@
|
||||
#pragma once
|
||||
#include "BattleHex.h"
|
||||
|
||||
/*
|
||||
* CBattleCallback.h, part of VCMI engine
|
||||
*
|
||||
@ -10,64 +7,19 @@
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
#include "CCallbackBase.h"
|
||||
#include "ReachabilityInfo.h"
|
||||
#include "BattleAttackInfo.h"
|
||||
|
||||
class CGameState;
|
||||
class CGTownInstance;
|
||||
class CGHeroInstance;
|
||||
class CStack;
|
||||
class ISpellCaster;
|
||||
class CSpell;
|
||||
struct BattleInfo;
|
||||
struct CObstacleInstance;
|
||||
class IBonusBearer;
|
||||
struct InfoAboutHero;
|
||||
class CArmedInstance;
|
||||
class CRandomGenerator;
|
||||
|
||||
namespace boost
|
||||
{class shared_mutex;}
|
||||
|
||||
namespace BattleSide
|
||||
{
|
||||
enum {ATTACKER = 0, DEFENDER = 1};
|
||||
}
|
||||
|
||||
typedef std::vector<const CStack*> TStacks;
|
||||
typedef std::function<bool(const CStack *)> TStackFilter;
|
||||
|
||||
class CBattleInfoEssentials;
|
||||
|
||||
//Basic class for various callbacks (interfaces called by players to get info about game and so forth)
|
||||
class DLL_LINKAGE CCallbackBase
|
||||
{
|
||||
const BattleInfo *battle; //battle to which the player is engaged, nullptr if none or not applicable
|
||||
|
||||
const BattleInfo * getBattle() const
|
||||
{
|
||||
return battle;
|
||||
}
|
||||
|
||||
protected:
|
||||
CGameState *gs;
|
||||
boost::optional<PlayerColor> player; // not set gives access to all information, otherwise callback provides only information "visible" for player
|
||||
|
||||
CCallbackBase(CGameState *GS, boost::optional<PlayerColor> Player)
|
||||
: battle(nullptr), gs(GS), player(Player)
|
||||
{}
|
||||
CCallbackBase()
|
||||
: battle(nullptr), gs(nullptr)
|
||||
{}
|
||||
|
||||
void setBattle(const BattleInfo *B);
|
||||
bool duringBattle() const;
|
||||
|
||||
public:
|
||||
boost::optional<PlayerColor> getPlayerID() const;
|
||||
|
||||
friend class CBattleInfoEssentials;
|
||||
};
|
||||
|
||||
|
||||
struct DLL_LINKAGE AttackableTiles
|
||||
{
|
||||
std::set<BattleHex> hostileCreaturePositions;
|
||||
@ -78,170 +30,6 @@ struct DLL_LINKAGE AttackableTiles
|
||||
}
|
||||
};
|
||||
|
||||
//Accessibility is property of hex in battle. It doesn't depend on stack, side's perspective and so on.
|
||||
namespace EAccessibility
|
||||
{
|
||||
enum EAccessibility
|
||||
{
|
||||
ACCESSIBLE,
|
||||
ALIVE_STACK,
|
||||
OBSTACLE,
|
||||
DESTRUCTIBLE_WALL,
|
||||
GATE, //sieges -> gate opens only for defender stacks
|
||||
UNAVAILABLE, //indestructible wall parts, special battlefields (like boat-to-boat)
|
||||
SIDE_COLUMN //used for first and last columns of hexes that are unavailable but wat machines can stand there
|
||||
};
|
||||
}
|
||||
|
||||
typedef std::array<EAccessibility::EAccessibility, GameConstants::BFIELD_SIZE> TAccessibilityArray;
|
||||
|
||||
struct DLL_LINKAGE AccessibilityInfo : TAccessibilityArray
|
||||
{
|
||||
bool occupiable(const CStack *stack, BattleHex tile) const;
|
||||
bool accessible(BattleHex tile, const CStack *stack) const; //checks for both tiles if stack is double wide
|
||||
bool accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const; //checks for both tiles if stack is double wide
|
||||
};
|
||||
|
||||
namespace BattlePerspective
|
||||
{
|
||||
enum BattlePerspective
|
||||
{
|
||||
INVALID = -2,
|
||||
ALL_KNOWING = -1,
|
||||
LEFT_SIDE,
|
||||
RIGHT_SIDE
|
||||
};
|
||||
}
|
||||
|
||||
// Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying),
|
||||
// startPosition and perpective.
|
||||
struct DLL_LINKAGE ReachabilityInfo
|
||||
{
|
||||
typedef std::array<int, GameConstants::BFIELD_SIZE> TDistances;
|
||||
typedef std::array<BattleHex, GameConstants::BFIELD_SIZE> TPredecessors;
|
||||
|
||||
enum { INFINITE_DIST = 1000000 };
|
||||
|
||||
struct DLL_LINKAGE Parameters
|
||||
{
|
||||
const CStack *stack; //stack for which calculation is mage => not required (kept for debugging mostly), following variables are enough
|
||||
|
||||
bool attackerOwned;
|
||||
bool doubleWide;
|
||||
bool flying;
|
||||
std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
|
||||
|
||||
BattleHex startPosition; //assumed position of stack
|
||||
BattlePerspective::BattlePerspective perspective; //some obstacles (eg. quicksands) may be invisible for some side
|
||||
|
||||
Parameters();
|
||||
Parameters(const CStack *Stack);
|
||||
};
|
||||
|
||||
Parameters params;
|
||||
AccessibilityInfo accessibility;
|
||||
TDistances distances;
|
||||
TPredecessors predecessors;
|
||||
|
||||
ReachabilityInfo()
|
||||
{
|
||||
distances.fill(INFINITE_DIST);
|
||||
predecessors.fill(BattleHex::INVALID);
|
||||
}
|
||||
|
||||
bool isReachable(BattleHex hex) const
|
||||
{
|
||||
return distances[hex] < INFINITE_DIST;
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CBattleInfoEssentials : public virtual CCallbackBase
|
||||
{
|
||||
protected:
|
||||
bool battleDoWeKnowAbout(ui8 side) const;
|
||||
const IBonusBearer * getBattleNode() const;
|
||||
public:
|
||||
enum EStackOwnership
|
||||
{
|
||||
ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
|
||||
};
|
||||
|
||||
BattlePerspective::BattlePerspective battleGetMySide() const;
|
||||
|
||||
ETerrainType battleTerrainType() const;
|
||||
BFieldType battleGetBattlefieldType() const;
|
||||
std::vector<std::shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
|
||||
|
||||
/** @brief Main method for getting battle stacks
|
||||
*
|
||||
* @param predicate Functor that shall return true for desired stack
|
||||
* @return filtered stacks
|
||||
*
|
||||
*/
|
||||
TStacks battleGetStacksIf(TStackFilter predicate) const;
|
||||
|
||||
bool battleHasNativeStack(ui8 side) const;
|
||||
int battleGetMoatDmg() const; //what dmg unit will suffer if ending turn in the moat
|
||||
const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
|
||||
const CStack *battleActiveStack() const;
|
||||
si8 battleTacticDist() const; //returns tactic distance in current tactics phase; 0 if not in tactics phase
|
||||
si8 battleGetTacticsSide() const; //returns which side is in tactics phase, undefined if none (?)
|
||||
bool battleCanFlee(PlayerColor player) const;
|
||||
bool battleCanSurrender(PlayerColor player) const;
|
||||
si8 playerToSide(PlayerColor player) const;
|
||||
bool playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const;
|
||||
ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
|
||||
bool battleHasHero(ui8 side) const;
|
||||
int battleCastSpells(ui8 side) const; //how many spells has given side cast
|
||||
const CGHeroInstance * battleGetFightingHero(ui8 side) const; //depracated for players callback, easy to get wrong
|
||||
const CArmedInstance * battleGetArmyObject(ui8 side) const;
|
||||
InfoAboutHero battleGetHeroInfo(ui8 side) const;
|
||||
|
||||
// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
|
||||
// [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
|
||||
si8 battleGetWallState(int partOfWall) const;
|
||||
EGateState battleGetGateState() const;
|
||||
|
||||
//helpers
|
||||
///returns all stacks, alive or dead or undead or mechanical :)
|
||||
TStacks battleGetAllStacks(bool includeTurrets = false) const;
|
||||
|
||||
///returns all alive stacks excluding turrets
|
||||
TStacks battleAliveStacks() const;
|
||||
///returns all alive stacks from particular side excluding turrets
|
||||
TStacks battleAliveStacks(ui8 side) const;
|
||||
const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
|
||||
bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const;
|
||||
|
||||
///returns player that controls given stack; mind control included
|
||||
PlayerColor battleGetOwner(const CStack * stack) const;
|
||||
|
||||
///returns hero that controls given stack; nullptr if none; mind control included
|
||||
const CGHeroInstance * battleGetOwnerHero(const CStack * stack) const;
|
||||
|
||||
///check that stacks are controlled by same|other player(s) depending on positiveness
|
||||
///mind control included
|
||||
bool battleMatchOwner(const CStack * attacker, const CStack * defender, const boost::logic::tribool positivness = false) const;
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE BattleAttackInfo
|
||||
{
|
||||
const IBonusBearer *attackerBonuses, *defenderBonuses;
|
||||
const CStack *attacker, *defender;
|
||||
BattleHex attackerPosition, defenderPosition;
|
||||
|
||||
int attackerCount, defenderCount;
|
||||
bool shooting;
|
||||
int chargedFields;
|
||||
|
||||
bool luckyHit;
|
||||
bool unluckyHit;
|
||||
bool deathBlow;
|
||||
bool ballistaDoubleDamage;
|
||||
|
||||
BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting = false);
|
||||
BattleAttackInfo reverse() const;
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
|
||||
{
|
||||
@ -299,10 +87,7 @@ public:
|
||||
|
||||
const CStack * getStackIf(std::function<bool(const CStack*)> pred) const;
|
||||
|
||||
si8 battleHasShootingPenalty(const CStack * stack, BattleHex destHex)
|
||||
{
|
||||
return battleHasDistancePenalty(stack, destHex) || battleHasWallPenalty(stack, destHex);
|
||||
}
|
||||
si8 battleHasShootingPenalty(const CStack * stack, BattleHex destHex);
|
||||
si8 battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const; //checks if teleportation of given stack to given position can take place
|
||||
|
||||
|
||||
@ -327,15 +112,3 @@ protected:
|
||||
ReachabilityInfo makeBFS(const CStack *stack) const; //uses default parameters -> stack position and owner's perspective
|
||||
std::set<BattleHex> getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback
|
||||
{
|
||||
public:
|
||||
bool battleCanFlee() const; //returns true if caller can flee from the battle
|
||||
TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) const; //returns stacks on battlefield
|
||||
|
||||
int battleGetSurrenderCost() const; //returns cost of surrendering battle, -1 if surrendering is not possible
|
||||
|
||||
const CGHeroInstance * battleGetMyHero() const;
|
||||
InfoAboutHero battleGetEnemyHero() const;
|
||||
};
|
359
lib/battle/CBattleInfoEssentials.cpp
Normal file
359
lib/battle/CBattleInfoEssentials.cpp
Normal file
@ -0,0 +1,359 @@
|
||||
/*
|
||||
* 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
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "CBattleInfoEssentials.h"
|
||||
#include "CStack.h"
|
||||
#include "BattleInfo.h"
|
||||
#include "NetPacks.h"
|
||||
#include "mapObjects/CGTownInstance.h"
|
||||
|
||||
#define RETURN_IF_NOT_BATTLE(X) if(!duringBattle()) {logGlobal->errorStream() << __FUNCTION__ << " called when no battle!"; return X; }
|
||||
|
||||
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 /*= boost::none*/) 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 = battleGetMySide();
|
||||
}
|
||||
else
|
||||
{
|
||||
if(!!player && *perspective != battleGetMySide())
|
||||
{
|
||||
logGlobal->errorStream() << "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->attackerOwned == !side && s->getCreature()->isItNativeTerrain(getBattle()->terrainType))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets /*= false*/) 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->attackerOwned == !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;
|
||||
|
||||
logGlobal->errorStream() << "Cannot find player " << *player << " in battle!";
|
||||
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->errorStream() << "FIXME: " << __FUNCTION__ << " wrong argument!";
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if(!battleDoWeKnowAbout(side))
|
||||
{
|
||||
logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " access check ";
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return getBattle()->sides[side].hero;
|
||||
}
|
||||
|
||||
const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(nullptr);
|
||||
if(side > 1)
|
||||
{
|
||||
logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " wrong argument!";
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if(!battleDoWeKnowAbout(side))
|
||||
{
|
||||
logGlobal->errorStream() << "FIXME: " << __FUNCTION__ << " access check ";
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return getBattle()->sides[side].armyObject;
|
||||
}
|
||||
|
||||
InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo( ui8 side ) const
|
||||
{
|
||||
auto hero = getBattle()->sides[side].hero;
|
||||
if(!hero)
|
||||
{
|
||||
logGlobal->warnStream() << __FUNCTION__ << ": side " << (int)side << " does not have hero!";
|
||||
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 si8 mySide = playerToSide(player);
|
||||
const CGHeroInstance *myHero = battleGetFightingHero(mySide);
|
||||
|
||||
//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(mySide == BattleSide::DEFENDER && battleGetSiegeLevel())
|
||||
{
|
||||
auto town = battleGetDefendedTown();
|
||||
if(!town->hasBuilt(BuildingID::ESCAPE_TUNNEL, ETownType::STRONGHOLD))
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
si8 CBattleInfoEssentials::playerToSide(PlayerColor player) const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(-1);
|
||||
int ret = vstd::find_pos_if(getBattle()->sides, [=](const SideInBattle &side){ return side.color == player; });
|
||||
if(ret < 0)
|
||||
logGlobal->warnStream() << "Cannot find side for player " << player;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool CBattleInfoEssentials::playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(false);
|
||||
const si8 playerSide = playerToSide(player);
|
||||
if (playerSide >= 0)
|
||||
{
|
||||
if (getBattle()->sides[!playerSide].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);
|
||||
ui8 mySide = playerToSide(player);
|
||||
bool iAmSiegeDefender = ( mySide == BattleSide::DEFENDER && battleGetSiegeLevel() );
|
||||
//conditions like for fleeing (except escape tunnel presence) + enemy must have a hero
|
||||
return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(!mySide);
|
||||
}
|
||||
|
||||
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);
|
||||
return getBattle()->sides.at(playerToSide(battleGetOwner(stack))).hero;
|
||||
}
|
||||
|
||||
bool CBattleInfoEssentials::battleMatchOwner(const CStack * attacker, const CStack * defender, const boost::logic::tribool positivness /* = false*/) 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 (battleGetOwner(attacker) == battleGetOwner(defender)) == positivness;
|
||||
}
|
108
lib/battle/CBattleInfoEssentials.h
Normal file
108
lib/battle/CBattleInfoEssentials.h
Normal file
@ -0,0 +1,108 @@
|
||||
/*
|
||||
* CBattleInfoEssentials.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 "CCallbackBase.h"
|
||||
|
||||
class CGTownInstance;
|
||||
class CGHeroInstance;
|
||||
class CStack;
|
||||
struct CObstacleInstance;
|
||||
class IBonusBearer;
|
||||
struct InfoAboutHero;
|
||||
class CArmedInstance;
|
||||
|
||||
typedef std::vector<const CStack*> TStacks;
|
||||
typedef std::function<bool(const CStack *)> TStackFilter;
|
||||
|
||||
namespace BattlePerspective
|
||||
{
|
||||
enum BattlePerspective
|
||||
{
|
||||
INVALID = -2,
|
||||
ALL_KNOWING = -1,
|
||||
LEFT_SIDE,
|
||||
RIGHT_SIDE
|
||||
};
|
||||
}
|
||||
|
||||
namespace BattleSide
|
||||
{
|
||||
enum {ATTACKER = 0, DEFENDER = 1};
|
||||
}
|
||||
|
||||
|
||||
class DLL_LINKAGE CBattleInfoEssentials : public virtual CCallbackBase
|
||||
{
|
||||
protected:
|
||||
bool battleDoWeKnowAbout(ui8 side) const;
|
||||
const IBonusBearer * getBattleNode() const;
|
||||
public:
|
||||
enum EStackOwnership
|
||||
{
|
||||
ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
|
||||
};
|
||||
|
||||
BattlePerspective::BattlePerspective battleGetMySide() const;
|
||||
|
||||
ETerrainType battleTerrainType() const;
|
||||
BFieldType battleGetBattlefieldType() const;
|
||||
std::vector<std::shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
|
||||
|
||||
/** @brief Main method for getting battle stacks
|
||||
*
|
||||
* @param predicate Functor that shall return true for desired stack
|
||||
* @return filtered stacks
|
||||
*
|
||||
*/
|
||||
TStacks battleGetStacksIf(TStackFilter predicate) const;
|
||||
|
||||
bool battleHasNativeStack(ui8 side) const;
|
||||
int battleGetMoatDmg() const; //what dmg unit will suffer if ending turn in the moat
|
||||
const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
|
||||
const CStack *battleActiveStack() const;
|
||||
si8 battleTacticDist() const; //returns tactic distance in current tactics phase; 0 if not in tactics phase
|
||||
si8 battleGetTacticsSide() const; //returns which side is in tactics phase, undefined if none (?)
|
||||
bool battleCanFlee(PlayerColor player) const;
|
||||
bool battleCanSurrender(PlayerColor player) const;
|
||||
si8 playerToSide(PlayerColor player) const;
|
||||
bool playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const;
|
||||
ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
|
||||
bool battleHasHero(ui8 side) const;
|
||||
int battleCastSpells(ui8 side) const; //how many spells has given side cast
|
||||
const CGHeroInstance * battleGetFightingHero(ui8 side) const; //depracated for players callback, easy to get wrong
|
||||
const CArmedInstance * battleGetArmyObject(ui8 side) const;
|
||||
InfoAboutHero battleGetHeroInfo(ui8 side) const;
|
||||
|
||||
// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
|
||||
// [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
|
||||
si8 battleGetWallState(int partOfWall) const;
|
||||
EGateState battleGetGateState() const;
|
||||
|
||||
//helpers
|
||||
///returns all stacks, alive or dead or undead or mechanical :)
|
||||
TStacks battleGetAllStacks(bool includeTurrets = false) const;
|
||||
|
||||
///returns all alive stacks excluding turrets
|
||||
TStacks battleAliveStacks() const;
|
||||
///returns all alive stacks from particular side excluding turrets
|
||||
TStacks battleAliveStacks(ui8 side) const;
|
||||
const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
|
||||
bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const;
|
||||
|
||||
///returns player that controls given stack; mind control included
|
||||
PlayerColor battleGetOwner(const CStack * stack) const;
|
||||
|
||||
///returns hero that controls given stack; nullptr if none; mind control included
|
||||
const CGHeroInstance * battleGetOwnerHero(const CStack * stack) const;
|
||||
|
||||
///check that stacks are controlled by same|other player(s) depending on positiveness
|
||||
///mind control included
|
||||
bool battleMatchOwner(const CStack * attacker, const CStack * defender, const boost::logic::tribool positivness = false) const;
|
||||
};
|
42
lib/battle/CCallbackBase.cpp
Normal file
42
lib/battle/CCallbackBase.cpp
Normal file
@ -0,0 +1,42 @@
|
||||
/*
|
||||
* CCallbackBase.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
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "CCallbackBase.h"
|
||||
#include "BattleInfo.h"
|
||||
#include "CGameState.h"
|
||||
|
||||
bool CCallbackBase::duringBattle() const
|
||||
{
|
||||
return getBattle() != nullptr;
|
||||
}
|
||||
|
||||
const BattleInfo *CCallbackBase::getBattle() const
|
||||
{
|
||||
return battle;
|
||||
}
|
||||
|
||||
CCallbackBase::CCallbackBase(CGameState * GS, boost::optional<PlayerColor> Player)
|
||||
: battle(nullptr), gs(GS), player(Player)
|
||||
{}
|
||||
|
||||
CCallbackBase::CCallbackBase()
|
||||
: battle(nullptr), gs(nullptr)
|
||||
{}
|
||||
|
||||
void CCallbackBase::setBattle(const BattleInfo *B)
|
||||
{
|
||||
battle = B;
|
||||
}
|
||||
|
||||
boost::optional<PlayerColor> CCallbackBase::getPlayerID() const
|
||||
{
|
||||
return player;
|
||||
}
|
||||
|
40
lib/battle/CCallbackBase.h
Normal file
40
lib/battle/CCallbackBase.h
Normal file
@ -0,0 +1,40 @@
|
||||
/*
|
||||
* CCallbackBase.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 "GameConstants.h"
|
||||
|
||||
class CGameState;
|
||||
struct BattleInfo;
|
||||
|
||||
class CBattleInfoEssentials;
|
||||
|
||||
//Basic class for various callbacks (interfaces called by players to get info about game and so forth)
|
||||
class DLL_LINKAGE CCallbackBase
|
||||
{
|
||||
const BattleInfo *battle; //battle to which the player is engaged, nullptr if none or not applicable
|
||||
|
||||
const BattleInfo * getBattle() const;
|
||||
|
||||
protected:
|
||||
CGameState *gs;
|
||||
boost::optional<PlayerColor> player; // not set gives access to all information, otherwise callback provides only information "visible" for player
|
||||
|
||||
CCallbackBase(CGameState *GS, boost::optional<PlayerColor> Player);
|
||||
CCallbackBase();
|
||||
|
||||
void setBattle(const BattleInfo *B);
|
||||
bool duringBattle() const;
|
||||
|
||||
public:
|
||||
boost::optional<PlayerColor> getPlayerID() const;
|
||||
|
||||
friend class CBattleInfoEssentials;
|
||||
};
|
||||
|
55
lib/battle/CPlayerBattleCallback.cpp
Normal file
55
lib/battle/CPlayerBattleCallback.cpp
Normal file
@ -0,0 +1,55 @@
|
||||
/*
|
||||
* CPlayerBattleCallback.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
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "CPlayerBattleCallback.h"
|
||||
#include "CStack.h"
|
||||
#include "CGameState.h"
|
||||
#define RETURN_IF_NOT_BATTLE(X) if(!duringBattle()) {logGlobal->errorStream() << __FUNCTION__ << " called when no battle!"; return X; }
|
||||
|
||||
bool CPlayerBattleCallback::battleCanFlee() const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(false);
|
||||
ASSERT_IF_CALLED_WITH_PLAYER
|
||||
return CBattleInfoEssentials::battleCanFlee(*player);
|
||||
}
|
||||
|
||||
TStacks CPlayerBattleCallback::battleGetStacks(EStackOwnership whose /*= MINE_AND_ENEMY*/, bool onlyAlive /*= true*/) const
|
||||
{
|
||||
if(whose != MINE_AND_ENEMY)
|
||||
{
|
||||
ASSERT_IF_CALLED_WITH_PLAYER
|
||||
}
|
||||
|
||||
return battleGetStacksIf([=](const CStack * s){
|
||||
const bool ownerMatches = (whose == MINE_AND_ENEMY)
|
||||
|| (whose == ONLY_MINE && s->owner == player)
|
||||
|| (whose == ONLY_ENEMY && s->owner != player);
|
||||
|
||||
return ownerMatches && s->isValidTarget(!onlyAlive);
|
||||
});
|
||||
}
|
||||
|
||||
int CPlayerBattleCallback::battleGetSurrenderCost() const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(-3)
|
||||
ASSERT_IF_CALLED_WITH_PLAYER
|
||||
return CBattleInfoCallback::battleGetSurrenderCost(*player);
|
||||
}
|
||||
|
||||
const CGHeroInstance * CPlayerBattleCallback::battleGetMyHero() const
|
||||
{
|
||||
return CBattleInfoEssentials::battleGetFightingHero(battleGetMySide());
|
||||
}
|
||||
|
||||
InfoAboutHero CPlayerBattleCallback::battleGetEnemyHero() const
|
||||
{
|
||||
return battleGetHeroInfo(!battleGetMySide());
|
||||
}
|
||||
|
26
lib/battle/CPlayerBattleCallback.h
Normal file
26
lib/battle/CPlayerBattleCallback.h
Normal file
@ -0,0 +1,26 @@
|
||||
/*
|
||||
* CPlayerBattleCallback.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 "CBattleInfoCallback.h"
|
||||
|
||||
class CGHeroInstance;
|
||||
|
||||
class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback
|
||||
{
|
||||
public:
|
||||
bool battleCanFlee() const; //returns true if caller can flee from the battle
|
||||
TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) const; //returns stacks on battlefield
|
||||
|
||||
int battleGetSurrenderCost() const; //returns cost of surrendering battle, -1 if surrendering is not possible
|
||||
|
||||
const CGHeroInstance * battleGetMyHero() const;
|
||||
InfoAboutHero battleGetEnemyHero() const;
|
||||
};
|
||||
|
43
lib/battle/ReachabilityInfo.cpp
Normal file
43
lib/battle/ReachabilityInfo.cpp
Normal file
@ -0,0 +1,43 @@
|
||||
/*
|
||||
* ReachabilityInfo.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
|
||||
*
|
||||
*/
|
||||
|
||||
#include "StdInc.h"
|
||||
#include "ReachabilityInfo.h"
|
||||
#include "CStack.h"
|
||||
|
||||
|
||||
ReachabilityInfo::Parameters::Parameters()
|
||||
{
|
||||
stack = nullptr;
|
||||
perspective = BattlePerspective::ALL_KNOWING;
|
||||
attackerOwned = doubleWide = flying = false;
|
||||
}
|
||||
|
||||
ReachabilityInfo::Parameters::Parameters(const CStack *Stack)
|
||||
{
|
||||
stack = Stack;
|
||||
perspective = (BattlePerspective::BattlePerspective)(!Stack->attackerOwned);
|
||||
startPosition = Stack->position;
|
||||
doubleWide = stack->doubleWide();
|
||||
attackerOwned = stack->attackerOwned;
|
||||
flying = stack->hasBonusOfType(Bonus::FLYING);
|
||||
knownAccessible = stack->getHexes();
|
||||
}
|
||||
|
||||
ReachabilityInfo::ReachabilityInfo()
|
||||
{
|
||||
distances.fill(INFINITE_DIST);
|
||||
predecessors.fill(BattleHex::INVALID);
|
||||
}
|
||||
|
||||
bool ReachabilityInfo::isReachable(BattleHex hex) const
|
||||
{
|
||||
return distances[hex] < INFINITE_DIST;
|
||||
}
|
52
lib/battle/ReachabilityInfo.h
Normal file
52
lib/battle/ReachabilityInfo.h
Normal file
@ -0,0 +1,52 @@
|
||||
/*
|
||||
* ReachabilityInfo.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 "BattleHex.h"
|
||||
#include "CBattleInfoEssentials.h"
|
||||
#include "AccessibilityInfo.h"
|
||||
|
||||
class CStack;
|
||||
|
||||
// Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying),
|
||||
// startPosition and perpective.
|
||||
struct DLL_LINKAGE ReachabilityInfo
|
||||
{
|
||||
typedef std::array<int, GameConstants::BFIELD_SIZE> TDistances;
|
||||
typedef std::array<BattleHex, GameConstants::BFIELD_SIZE> TPredecessors;
|
||||
|
||||
enum { INFINITE_DIST = 1000000 };
|
||||
|
||||
struct DLL_LINKAGE Parameters
|
||||
{
|
||||
const CStack *stack; //stack for which calculation is mage => not required (kept for debugging mostly), following variables are enough
|
||||
|
||||
bool attackerOwned;
|
||||
bool doubleWide;
|
||||
bool flying;
|
||||
std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
|
||||
|
||||
BattleHex startPosition; //assumed position of stack
|
||||
BattlePerspective::BattlePerspective perspective; //some obstacles (eg. quicksands) may be invisible for some side
|
||||
|
||||
Parameters();
|
||||
Parameters(const CStack *Stack);
|
||||
};
|
||||
|
||||
Parameters params;
|
||||
AccessibilityInfo accessibility;
|
||||
TDistances distances;
|
||||
TPredecessors predecessors;
|
||||
|
||||
ReachabilityInfo();
|
||||
|
||||
bool isReachable(BattleHex hex) const;
|
||||
};
|
||||
|
||||
|
@ -24,7 +24,7 @@
|
||||
|
||||
#include "../CStack.h"
|
||||
#include "../BattleInfo.h"
|
||||
#include "../CBattleCallback.h"
|
||||
#include "../battle/CBattleInfoCallback.h"
|
||||
#include "../CGameState.h" //todo: remove
|
||||
|
||||
#include "../NetPacks.h" //todo: remove
|
||||
|
Loading…
Reference in New Issue
Block a user