/* * 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" VCMI_LIB_NAMESPACE_BEGIN TerrainId CBattleInfoEssentials::battleTerrainType() const { RETURN_IF_NOT_BATTLE(TerrainId()); return getBattle()->getTerrainType(); } BattleField CBattleInfoEssentials::battleGetBattlefieldType() const { RETURN_IF_NOT_BATTLE(BattleField::NONE); return getBattle()->getBattlefieldType(); } int32_t CBattleInfoEssentials::battleGetEnchanterCounter(ui8 side) const { RETURN_IF_NOT_BATTLE(0); return getBattle()->getEnchanterCounter(side); } std::vector> CBattleInfoEssentials::battleGetAllObstacles(boost::optional perspective) const { std::vector > ret; RETURN_IF_NOT_BATTLE(ret); if(!perspective) { //if no particular perspective request, use default one perspective = boost::make_optional(battleGetMySide()); } else { if(!!player && *perspective != battleGetMySide()) logGlobal->warn("Unauthorized obstacles access attempt, assuming massive spell"); } for(const auto & obstacle : getBattle()->getAllObstacles()) { if(battleIsObstacleVisibleForSide(*(obstacle), *perspective)) ret.push_back(obstacle); } return ret; } std::shared_ptr CBattleInfoEssentials::battleGetObstacleByID(uint32_t ID) const { std::shared_ptr ret; RETURN_IF_NOT_BATTLE(std::shared_ptr()); for(auto obstacle : getBattle()->getAllObstacles()) { if(obstacle->uniqueID == ID) return obstacle; } logGlobal->error("Invalid obstacle ID %d", ID); return std::shared_ptr(); } 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->side == side && s->getCreature()->isItNativeTerrain(getBattle()->getTerrainType())) return true; } return false; } TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets) const { return battleGetStacksIf([=](const CStack * s) { return !s->isGhost() && (includeTurrets || !s->isTurret()); }); } TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate) const { RETURN_IF_NOT_BATTLE(TStacks()); return getBattle()->getStacksIf(std::move(predicate)); } battle::Units CBattleInfoEssentials::battleGetUnitsIf(battle::UnitFilter predicate) const { RETURN_IF_NOT_BATTLE(battle::Units()); return getBattle()->getUnitsIf(predicate); } const battle::Unit * CBattleInfoEssentials::battleGetUnitByID(uint32_t ID) const { RETURN_IF_NOT_BATTLE(nullptr); //TODO: consider using map ID -> Unit auto ret = battleGetUnitsIf([=](const battle::Unit * unit) { return unit->unitId() == ID; }); if(ret.empty()) return nullptr; else return ret[0]; } const battle::Unit * CBattleInfoEssentials::battleActiveUnit() const { RETURN_IF_NOT_BATTLE(nullptr); auto id = getBattle()->getActiveStackID(); if(id >= 0) return battleGetUnitByID(static_cast(id)); else return nullptr; } uint32_t CBattleInfoEssentials::battleNextUnitId() const { return getBattle()->nextUnitId(); } const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const { RETURN_IF_NOT_BATTLE(nullptr); return getBattle()->getDefendedTown(); } BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const { RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID); if(!player || player.get().isSpectator()) return BattlePerspective::ALL_KNOWING; if(*player == getBattle()->getSidePlayer(BattleSide::ATTACKER)) return BattlePerspective::LEFT_SIDE; if(*player == getBattle()->getSidePlayer(BattleSide::DEFENDER)) return BattlePerspective::RIGHT_SIDE; logGlobal->error("Cannot find player %s in battle!", player->getStr()); return BattlePerspective::INVALID; } 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()->getTacticDist(); } si8 CBattleInfoEssentials::battleGetTacticsSide() const { RETURN_IF_NOT_BATTLE(-1); return getBattle()->getTacticsSide(); } const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const { RETURN_IF_NOT_BATTLE(nullptr); if(side > 1) { logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__); return nullptr; } if(!battleDoWeKnowAbout(side)) { logGlobal->error("FIXME: %s access check ", __FUNCTION__); return nullptr; } return getBattle()->getSideHero(side); } const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const { RETURN_IF_NOT_BATTLE(nullptr); if(side > 1) { logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__); return nullptr; } if(!battleDoWeKnowAbout(side)) { logGlobal->error("FIXME: %s access check!", __FUNCTION__); return nullptr; } return getBattle()->getSideArmy(side); } InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo(ui8 side) const { const auto * hero = getBattle()->getSideHero(side); if(!hero) { return InfoAboutHero(); } InfoAboutHero::EInfoLevel infoLevel = battleDoWeKnowAbout(side) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC; return InfoAboutHero(hero, infoLevel); } uint32_t CBattleInfoEssentials::battleCastSpells(ui8 side) const { RETURN_IF_NOT_BATTLE(-1); return getBattle()->getCastSpells(side); } const IBonusBearer * CBattleInfoEssentials::getBattleNode() const { return getBattle()->asBearer(); } bool CBattleInfoEssentials::battleCanFlee(const PlayerColor & player) const { RETURN_IF_NOT_BATTLE(false); const auto side = playerToSide(player); if(!side) return false; const CGHeroInstance *myHero = battleGetFightingHero(side.get()); //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(side.get() == BattleSide::DEFENDER && battleGetSiegeLevel()) { const auto * town = battleGetDefendedTown(); if(!town->hasBuilt(BuildingSubID::ESCAPE_TUNNEL)) return false; } return true; } BattleSideOpt CBattleInfoEssentials::playerToSide(const PlayerColor & player) const { RETURN_IF_NOT_BATTLE(boost::none); if(getBattle()->getSidePlayer(BattleSide::ATTACKER) == player) return BattleSideOpt(BattleSide::ATTACKER); if(getBattle()->getSidePlayer(BattleSide::DEFENDER) == player) return BattleSideOpt(BattleSide::DEFENDER); logGlobal->warn("Cannot find side for player %s", player.getStr()); return boost::none; } PlayerColor CBattleInfoEssentials::sideToPlayer(ui8 side) const { RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE); return getBattle()->getSidePlayer(side); } ui8 CBattleInfoEssentials::otherSide(ui8 side) const { if(side == BattleSide::ATTACKER) return BattleSide::DEFENDER; else return BattleSide::ATTACKER; } PlayerColor CBattleInfoEssentials::otherPlayer(const PlayerColor & player) const { RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE); auto side = playerToSide(player); if(!side) return PlayerColor::CANNOT_DETERMINE; return getBattle()->getSidePlayer(otherSide(side.get())); } bool CBattleInfoEssentials::playerHasAccessToHeroInfo(const PlayerColor & player, const CGHeroInstance * h) const { RETURN_IF_NOT_BATTLE(false); const auto side = playerToSide(player); if(side) { auto opponentSide = otherSide(side.get()); if(getBattle()->getSideHero(opponentSide) == h) return true; } return false; } ui8 CBattleInfoEssentials::battleGetSiegeLevel() const { RETURN_IF_NOT_BATTLE(CGTownInstance::NONE); return getBattle()->getDefendedTown() ? getBattle()->getDefendedTown()->fortLevel() : CGTownInstance::NONE; } bool CBattleInfoEssentials::battleCanSurrender(const PlayerColor & player) const { RETURN_IF_NOT_BATTLE(false); const auto side = playerToSide(player); if(!side) return false; bool iAmSiegeDefender = (side.get() == BattleSide::DEFENDER && battleGetSiegeLevel()); //conditions like for fleeing (except escape tunnel presence) + enemy must have a hero return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(otherSide(side.get())); } bool CBattleInfoEssentials::battleHasHero(ui8 side) const { RETURN_IF_NOT_BATTLE(false); return getBattle()->getSideHero(side) != nullptr; } EWallState CBattleInfoEssentials::battleGetWallState(EWallPart partOfWall) const { RETURN_IF_NOT_BATTLE(EWallState::NONE); if(battleGetSiegeLevel() == CGTownInstance::NONE) return EWallState::NONE; return getBattle()->getWallState(partOfWall); } EGateState CBattleInfoEssentials::battleGetGateState() const { RETURN_IF_NOT_BATTLE(EGateState::NONE); if(battleGetSiegeLevel() == CGTownInstance::NONE) return EGateState::NONE; return getBattle()->getGateState(); } PlayerColor CBattleInfoEssentials::battleGetOwner(const battle::Unit * unit) const { RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE); PlayerColor initialOwner = getBattle()->getSidePlayer(unit->unitSide()); static CSelector selector = Selector::type()(Bonus::HYPNOTIZED); static std::string cachingString = "type_103s-1"; if(unit->hasBonus(selector, cachingString)) return otherPlayer(initialOwner); else return initialOwner; } const CGHeroInstance * CBattleInfoEssentials::battleGetOwnerHero(const battle::Unit * unit) const { RETURN_IF_NOT_BATTLE(nullptr); const auto side = playerToSide(battleGetOwner(unit)); if(!side) return nullptr; return getBattle()->getSideHero(side.get()); } bool CBattleInfoEssentials::battleMatchOwner(const battle::Unit * attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const { RETURN_IF_NOT_BATTLE(false); if(boost::logic::indeterminate(positivness)) return true; else if(attacker->unitId() == defender->unitId()) return (bool)positivness; else return battleMatchOwner(battleGetOwner(attacker), defender, positivness); } bool CBattleInfoEssentials::battleMatchOwner(const PlayerColor & attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const { RETURN_IF_NOT_BATTLE(false); PlayerColor initialOwner = getBattle()->getSidePlayer(defender->unitSide()); return boost::logic::indeterminate(positivness) || (attacker == initialOwner) == (bool)positivness; } VCMI_LIB_NAMESPACE_END