/* * IBattleInfoCallback.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "GameConstants.h" #include "BattleHex.h" #include #define RETURN_IF_NOT_BATTLE(...) do { if(!duringBattle()) {logGlobal->error("%s called when no battle!", __FUNCTION__); return __VA_ARGS__; } } while (false) VCMI_LIB_NAMESPACE_BEGIN struct CObstacleInstance; class BattleField; class IBattleInfo; namespace battle { class IUnitInfo; class Unit; using Units = std::vector; using UnitFilter = std::function; } struct DamageRange { int64_t min = 0; int64_t max = 0; }; struct DamageEstimation { DamageRange damage; DamageRange kills; }; #if SCRIPTING_ENABLED namespace scripting { class Pool; } #endif class DLL_LINKAGE IBattleInfoCallback : public IConstBonusProvider { public: #if SCRIPTING_ENABLED virtual scripting::Pool * getContextPool() const = 0; #endif virtual ~IBattleInfoCallback() = default; virtual const IBattleInfo * getBattle() const = 0; virtual std::optional getPlayerID() const = 0; virtual TerrainId battleTerrainType() const = 0; virtual BattleField battleGetBattlefieldType() const = 0; ///return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw virtual std::optional battleIsFinished() const = 0; virtual si8 battleTacticDist() const = 0; //returns tactic distance in current tactics phase; 0 if not in tactics phase virtual BattleSide battleGetTacticsSide() const = 0; //returns which side is in tactics phase, undefined if none (?) virtual uint32_t battleNextUnitId() const = 0; virtual battle::Units battleGetUnitsIf(const battle::UnitFilter & predicate) const = 0; virtual const battle::Unit * battleGetUnitByID(uint32_t ID) const = 0; virtual const battle::Unit * battleGetUnitByPos(BattleHex pos, bool onlyAlive = true) const = 0; virtual const battle::Unit * battleActiveUnit() const = 0; //blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands) virtual std::vector> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const = 0; virtual std::vector> getAllAffectedObstaclesByStack(const battle::Unit * unit, const std::set & passed) const = 0; }; VCMI_LIB_NAMESPACE_END