/* * 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 "CObstacleInstance.h" #include "../mapObjects/CGTownInstance.h" #include "../gameState/InfoAboutArmy.h" #include "../constants/EntityIdentifiers.h" VCMI_LIB_NAMESPACE_BEGIN bool CBattleInfoEssentials::duringBattle() const { return getBattle() != nullptr; } 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(BattleSide side) const { RETURN_IF_NOT_BATTLE(0); return getBattle()->getEnchanterCounter(side); } std::vector> CBattleInfoEssentials::battleGetAllObstacles(std::optional perspective) const { std::vector > ret; RETURN_IF_NOT_BATTLE(ret); if(!perspective) { //if no particular perspective request, use default one perspective = std::make_optional(battleGetMySide()); } else { if(!!getPlayerID() && *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, BattleSide side) const { RETURN_IF_NOT_BATTLE(false); return side == BattleSide::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side)); } bool CBattleInfoEssentials::battleHasNativeStack(BattleSide side) const { RETURN_IF_NOT_BATTLE(false); for(const auto * s : battleGetAllStacks()) { if(s->unitSide() == side && s->isNativeTerrain(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(const TStackFilter & predicate) const { RETURN_IF_NOT_BATTLE(TStacks()); return getBattle()->getStacksIf(std::move(predicate)); } battle::Units CBattleInfoEssentials::battleGetUnitsIf(const 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(); } BattleSide CBattleInfoEssentials::battleGetMySide() const { RETURN_IF_NOT_BATTLE(BattleSide::INVALID); if(!getPlayerID() || getPlayerID()->isSpectator()) return BattleSide::ALL_KNOWING; if(*getPlayerID() == getBattle()->getSidePlayer(BattleSide::ATTACKER)) return BattleSide::LEFT_SIDE; if(*getPlayerID() == getBattle()->getSidePlayer(BattleSide::DEFENDER)) return BattleSide::RIGHT_SIDE; logGlobal->error("Cannot find player %s in battle!", getPlayerID()->toString()); return BattleSide::INVALID; } const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const { RETURN_IF_NOT_BATTLE(nullptr); auto stacks = battleGetStacksIf([=](const CStack * s) { return s->unitId() == ID && (!onlyAlive || s->alive()); }); if(stacks.empty()) return nullptr; else return stacks[0]; } bool CBattleInfoEssentials::battleDoWeKnowAbout(BattleSide side) const { RETURN_IF_NOT_BATTLE(false); auto p = battleGetMySide(); return p == BattleSide::ALL_KNOWING || p == side; } si8 CBattleInfoEssentials::battleTacticDist() const { RETURN_IF_NOT_BATTLE(0); return getBattle()->getTacticDist(); } BattleSide CBattleInfoEssentials::battleGetTacticsSide() const { RETURN_IF_NOT_BATTLE(BattleSide::NONE); return getBattle()->getTacticsSide(); } const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(BattleSide side) const { RETURN_IF_NOT_BATTLE(nullptr); if(side != BattleSide::DEFENDER && side != BattleSide::ATTACKER) { 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(BattleSide side) const { RETURN_IF_NOT_BATTLE(nullptr); if(side != BattleSide::DEFENDER && side != BattleSide::ATTACKER) { 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(BattleSide 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(BattleSide side) const { RETURN_IF_NOT_BATTLE(-1); return getBattle()->getCastSpells(side); } const IBonusBearer * CBattleInfoEssentials::getBonusBearer() const { return getBattle()->getBonusBearer(); } bool CBattleInfoEssentials::battleCanFlee(const PlayerColor & player) const { RETURN_IF_NOT_BATTLE(false); const auto side = playerToSide(player); if(side == BattleSide::NONE) return false; const CGHeroInstance * myHero = battleGetFightingHero(side); //current player have no hero if(!myHero) return false; //eg. one of heroes is wearing shakles of war if(myHero->hasBonusOfType(BonusType::BATTLE_NO_FLEEING)) return false; //we are besieged defender if(side == BattleSide::DEFENDER && getBattle()->getDefendedTown() != nullptr) { const auto * town = battleGetDefendedTown(); if(!town->hasBuilt(BuildingSubID::ESCAPE_TUNNEL)) return false; } return true; } BattleSide CBattleInfoEssentials::playerToSide(const PlayerColor & player) const { RETURN_IF_NOT_BATTLE(BattleSide::NONE); if(getBattle()->getSidePlayer(BattleSide::ATTACKER) == player) return BattleSide::ATTACKER; if(getBattle()->getSidePlayer(BattleSide::DEFENDER) == player) return BattleSide::DEFENDER; logGlobal->warn("Cannot find side for player %s", player.toString()); return BattleSide::INVALID; } PlayerColor CBattleInfoEssentials::sideToPlayer(BattleSide side) const { RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE); return getBattle()->getSidePlayer(side); } BattleSide CBattleInfoEssentials::otherSide(BattleSide side) { 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 == BattleSide::NONE) return PlayerColor::CANNOT_DETERMINE; return getBattle()->getSidePlayer(otherSide(side)); } bool CBattleInfoEssentials::playerHasAccessToHeroInfo(const PlayerColor & player, const CGHeroInstance * h) const { RETURN_IF_NOT_BATTLE(false); const auto side = playerToSide(player); if(side != BattleSide::NONE) { auto opponentSide = otherSide(side); 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 == BattleSide::NONE) return false; bool iAmSiegeDefender = (side == BattleSide::DEFENDER && getBattle()->getDefendedTown() != nullptr); //conditions like for fleeing (except escape tunnel presence) + enemy must have a hero return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(otherSide(side)); } bool CBattleInfoEssentials::battleHasHero(BattleSide 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(); } bool CBattleInfoEssentials::battleIsGatePassable() const { RETURN_IF_NOT_BATTLE(true); if(battleGetSiegeLevel() == CGTownInstance::NONE) return true; return battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED; } PlayerColor CBattleInfoEssentials::battleGetOwner(const battle::Unit * unit) const { RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE); PlayerColor initialOwner = getBattle()->getSidePlayer(unit->unitSide()); static const CSelector selector = Selector::type()(BonusType::HYPNOTIZED); if(unit->hasBonus(selector)) 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 == BattleSide::NONE) return nullptr; return getBattle()->getSideHero(side); } 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