/* * IBattleState.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 "CBattleInfoEssentials.h" class ObstacleChanges; class UnitChanges; struct Bonus; class JsonNode; class JsonSerializeFormat; namespace vstd { class RNG; } namespace battle { class UnitInfo; } class DLL_LINKAGE IBattleInfo { public: using ObstacleCList = std::vector>; virtual ~IBattleInfo() = default; virtual int32_t getActiveStackID() const = 0; virtual TStacks getStacksIf(TStackFilter predicate) const = 0; virtual battle::Units getUnitsIf(battle::UnitFilter predicate) const = 0; virtual BFieldType getBattlefieldType() const = 0; virtual ETerrainType getTerrainType() const = 0; virtual ObstacleCList getAllObstacles() const = 0; virtual const CGTownInstance * getDefendedTown() const = 0; virtual si8 getWallState(int partOfWall) const = 0; virtual EGateState getGateState() const = 0; virtual PlayerColor getSidePlayer(ui8 side) const = 0; virtual const CArmedInstance * getSideArmy(ui8 side) const = 0; virtual const CGHeroInstance * getSideHero(ui8 side) const = 0; virtual uint32_t getCastSpells(ui8 side) const = 0; virtual int32_t getEnchanterCounter(ui8 side) const = 0; virtual ui8 getTacticDist() const = 0; virtual ui8 getTacticsSide() const = 0; virtual const IBonusBearer * asBearer() const = 0; virtual uint32_t nextUnitId() const = 0; virtual int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const = 0; }; class DLL_LINKAGE IBattleState : public IBattleInfo { public: //TODO: add non-const API virtual void nextRound(int32_t roundNr) = 0; virtual void nextTurn(uint32_t unitId) = 0; virtual void addUnit(uint32_t id, const JsonNode & data) = 0; virtual void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) = 0; virtual void moveUnit(uint32_t id, BattleHex destination) = 0; virtual void removeUnit(uint32_t id) = 0; virtual void addUnitBonus(uint32_t id, const std::vector & bonus) = 0; virtual void updateUnitBonus(uint32_t id, const std::vector & bonus) = 0; virtual void removeUnitBonus(uint32_t id, const std::vector & bonus) = 0; virtual void setWallState(int partOfWall, si8 state) = 0; virtual void addObstacle(const ObstacleChanges & changes) = 0; virtual void removeObstacle(uint32_t id) = 0; };