/* * 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 "BattleHex.h" struct CObstacleInstance; class BFieldType; class Terrain; namespace battle { class IUnitInfo; class Unit; using Units = std::vector; using UnitFilter = std::function; } namespace scripting { class Pool; } class DLL_LINKAGE IBattleInfoCallback { public: virtual scripting::Pool * getContextPool() const = 0; virtual Terrain battleTerrainType() const = 0; virtual BFieldType battleGetBattlefieldType() const = 0; ///return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw virtual boost::optional battleIsFinished() const = 0; virtual si8 battleTacticDist() const = 0; //returns tactic distance in current tactics phase; 0 if not in tactics phase virtual si8 battleGetTacticsSide() const = 0; //returns which side is in tactics phase, undefined if none (?) virtual uint32_t battleNextUnitId() const = 0; virtual battle::Units battleGetUnitsIf(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 = 0; };