/* * BattleAction.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 "Destination.h" #include "../GameConstants.h" class CBattleInfoCallback; namespace battle { class Unit; } /// A struct which handles battle actions like defending, walking,... - represents a creature stack in a battle class DLL_LINKAGE BattleAction { public: ui8 side; //who made this action ui32 stackNumber; //stack ID, -1 left hero, -2 right hero, EActionType actionType; //use ActionType enum for values si32 actionSubtype; BattleAction(); static BattleAction makeHeal(const battle::Unit * healer, const battle::Unit * healed); static BattleAction makeDefend(const battle::Unit * stack); static BattleAction makeWait(const battle::Unit * stack); static BattleAction makeMeleeAttack(const battle::Unit * stack, BattleHex destination, BattleHex attackFrom, bool returnAfterAttack = true); static BattleAction makeShotAttack(const battle::Unit * shooter, const battle::Unit * target); static BattleAction makeMove(const battle::Unit * stack, BattleHex dest); static BattleAction makeEndOFTacticPhase(ui8 side); std::string toString() const; void aimToHex(const BattleHex & destination); void aimToUnit(const battle::Unit * destination); battle::Target getTarget(const CBattleInfoCallback * cb) const; void setTarget(const battle::Target & target_); template void serialize(Handler & h, const int version) { h & side; h & stackNumber; h & actionType; h & actionSubtype; h & target; } private: struct DestinationInfo { int32_t unitValue; BattleHex hexValue; template void serialize(Handler & h, const int version) { h & unitValue; h & hexValue; } }; std::vector target; }; DLL_EXPORT std::ostream & operator<<(std::ostream & os, const BattleAction & ba); //todo: remove