/* * CBattleCallback.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" #include "ReachabilityInfo.h" #include "BattleAttackInfo.h" class CGHeroInstance; class CStack; class ISpellCaster; class CSpell; struct CObstacleInstance; class IBonusBearer; class CRandomGenerator; struct DLL_LINKAGE AttackableTiles { std::set hostileCreaturePositions; std::set friendlyCreaturePositions; //for Dragon Breath template void serialize(Handler &h, const int version) { h & hostileCreaturePositions & friendlyCreaturePositions; } }; class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials { public: enum ERandomSpell { RANDOM_GENIE, RANDOM_AIMED }; //battle boost::optional battleIsFinished() const; //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; //blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands) const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const; //returns stack info by given pos void battleGetStackQueue(std::vector &out, const int howMany, const int turn = 0, int lastMoved = -1) const; void battleGetStackCountOutsideHexes(bool *ac) const; // returns hexes which when in front of a stack cause us to move the amount box back std::vector battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector * attackable = nullptr) const; //returns hexes reachable by creature with id ID (valid movement destinations), DOES contain stack current position int battleGetSurrenderCost(PlayerColor Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible ReachabilityInfo::TDistances battleGetDistances(const CStack * stack, BattleHex hex = BattleHex::INVALID, BattleHex * predecessors = nullptr) const; //returns vector of distances to [dest hex number] 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 CStack * stack, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination bool battleIsStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack std::set batteAdjacentCreatures (const CStack * stack) const; TDmgRange calculateDmgRange(const BattleAttackInfo & info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair //hextowallpart //int battleGetWallUnderHex(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found std::pair battleEstimateDamage(CRandomGenerator & rand, const BattleAttackInfo & bai, std::pair * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair std::pair battleEstimateDamage(CRandomGenerator & rand, const CStack * attacker, const CStack * defender, std::pair * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair si8 battleHasDistancePenalty(const CStack * stack, BattleHex destHex) const; si8 battleHasDistancePenalty(const IBonusBearer * bonusBearer, BattleHex shooterPosition, BattleHex destHex) const; si8 battleHasWallPenalty(const CStack * stack, BattleHex destHex) const; //checks if given stack has wall penalty si8 battleHasWallPenalty(const IBonusBearer * bonusBearer, BattleHex shooterPosition, BattleHex destHex) const; //checks if given stack has wall penalty 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; //*** MAGIC 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 ui32 battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell ESpellCastProblem::ESpellCastProblem battleCanCastSpell(const ISpellCaster * caster, ECastingMode::ECastingMode 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 const CStack * getStackIf(std::function pred) const; 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 //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 CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker std::set getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, 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 CStack *stack) const; ReachabilityInfo getReachability(const ReachabilityInfo::Parameters & params) const; AccessibilityInfo getAccesibility() const; AccessibilityInfo getAccesibility(const CStack *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 CStack * closest, BattleSideOpt side) const; protected: ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters & params) const; ReachabilityInfo makeBFS(const AccessibilityInfo & accessibility, const ReachabilityInfo::Parameters & params) const; ReachabilityInfo makeBFS(const CStack * stack) const; //uses default parameters -> stack position and owner's perspective std::set getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands) };