/* * CBattleInfoCallback.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 #include "CCallbackBase.h" #include "ReachabilityInfo.h" #include "BattleAttackInfo.h" class CGHeroInstance; class CStack; class ISpellCaster; class CSpell; struct CObstacleInstance; class IBonusBearer; class CRandomGenerator; namespace scripting { class Context; class Pool; class Script; } namespace spells { class Caster; class Spell; } struct DLL_LINKAGE AttackableTiles { std::set hostileCreaturePositions; std::set friendlyCreaturePositions; //for Dragon Breath template void serialize(Handler &h, const int version) { h & hostileCreaturePositions; h & friendlyCreaturePositions; } }; enum class PossiblePlayerBattleAction // actions performed at l-click { INVALID = -1, CREATURE_INFO, MOVE_TACTICS, CHOOSE_TACTICS_STACK, MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege NO_LOCATION, ANY_LOCATION, OBSTACLE, TELEPORT, SACRIFICE, RANDOM_GENIE_SPELL, FREE_LOCATION, //used with Force Field and Fire Wall - all tiles affected by spell must be free CATAPULT, HEAL, RISE_DEMONS, AIMED_SPELL_CREATURE }; struct DLL_LINKAGE BattleClientInterfaceData { si32 creatureSpellToCast; ui8 tacticsMode; }; class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials { public: enum ERandomSpell { RANDOM_GENIE, RANDOM_AIMED }; boost::optional battleIsFinished() const override; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw std::vector> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const override; std::vector> getAllAffectedObstaclesByStack(const battle::Unit * unit) const override; const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const; const battle::Unit * battleGetUnitByPos(BattleHex pos, bool onlyAlive = true) const override; ///returns all alive units excluding turrets battle::Units battleAliveUnits() const; ///returns all alive units from particular side excluding turrets battle::Units battleAliveUnits(ui8 side) const; void battleGetTurnOrder(std::vector & out, const size_t maxUnits, const int maxTurns, const int turn = 0, int8_t lastMoved = -1) const; ///returns reachable hexes (valid movement destinations), DOES contain stack current position std::vector battleGetAvailableHexes(const battle::Unit * unit, bool addOccupiable, std::vector * attackable) const; ///returns reachable hexes (valid movement destinations), DOES contain stack current position (lite version) std::vector battleGetAvailableHexes(const battle::Unit * unit) const; std::vector battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit) const; int battleGetSurrenderCost(PlayerColor Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible ReachabilityInfo::TDistances battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const; std::set battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const; bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination bool battleCanShoot(const battle::Unit * attacker, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination bool battleCanShoot(const battle::Unit * attacker) const; //determines if stack with given ID shoot in principle bool battleIsUnitBlocked(const battle::Unit * unit) const; //returns true if there is neighboring enemy stack std::set battleAdjacentUnits(const battle::Unit * unit) const; TDmgRange calculateDmgRange(const BattleAttackInfo & info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair TDmgRange battleEstimateDamage(const BattleAttackInfo & bai, TDmgRange * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair TDmgRange battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair bool battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const; bool battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const; bool battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const; BattleHex wallPartToBattleHex(EWallPart::EWallPart part) const; EWallPart::EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found bool isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not std::vector getAttackableBattleHexes() const; si8 battleMinSpellLevel(ui8 side) const; //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned si8 battleMaxSpellLevel(ui8 side) const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned int32_t battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const; //returns cost of given spell ESpellCastProblem::ESpellCastProblem battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const; //returns true if there are no general issues preventing from casting a spell SpellID battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const; SpellID getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const; SpellID getRandomCastedSpell(CRandomGenerator & rand, const CStack * caster) const; //called at the beginning of turn for Faerie Dragon si8 battleCanTeleportTo(const battle::Unit * stack, BattleHex destHex, int telportLevel) const; //checks if teleportation of given stack to given position can take place std::vector getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data); PossiblePlayerBattleAction getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const; //convenience methods using the ones above bool isInTacticRange(BattleHex dest) const; si8 battleGetTacticDist() const; //returns tactic distance for calling player or 0 if this player is not in tactic phase (for ALL_KNOWING actual distance for tactic side) AttackableTiles getPotentiallyAttackableHexes(const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker AttackableTiles getPotentiallyShootableHexes(const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const; std::vector getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks std::set getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks bool isToReverse(BattleHex hexFrom, BattleHex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir) const; //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo) bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse ReachabilityInfo getReachability(const battle::Unit * unit) const; ReachabilityInfo getReachability(const ReachabilityInfo::Parameters & params) const; AccessibilityInfo getAccesibility() const; AccessibilityInfo getAccesibility(const battle::Unit * stack) const; //Hexes ocupied by stack will be marked as accessible. AccessibilityInfo getAccesibility(const std::vector & accessibleHexes) const; //given hexes will be marked as accessible std::pair getNearestStack(const battle::Unit * closest) const; BattleHex getAvaliableHex(CreatureID creID, ui8 side, int initialPos = -1) const; //find place for adding new stack protected: ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters & params) const; ReachabilityInfo makeBFS(const AccessibilityInfo & accessibility, const ReachabilityInfo::Parameters & params) const; bool isInObstacle(BattleHex hex, const std::set & obstacles, const ReachabilityInfo::Parameters & params) const; std::set getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands) };