#pragma once #include "BattleHex.h" /* * 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 * */ class CGameState; class CGTownInstance; class CGHeroInstance; class CStack; class CSpell; struct BattleInfo; struct CObstacleInstance; class IBonusBearer; struct InfoAboutHero; class CArmedInstance; namespace boost {class shared_mutex;} namespace BattleSide { enum {ATTACKER = 0, DEFENDER = 1}; } typedef std::vector TStacks; typedef std::function TStackFilter; class CBattleInfoEssentials; //Basic class for various callbacks (interfaces called by players to get info about game and so forth) class DLL_LINKAGE CCallbackBase { const BattleInfo *battle; //battle to which the player is engaged, nullptr if none or not applicable const BattleInfo * getBattle() const { return battle; } protected: CGameState *gs; boost::optional player; // not set gives access to all information, otherwise callback provides only information "visible" for player CCallbackBase(CGameState *GS, boost::optional Player) : battle(nullptr), gs(GS), player(Player) {} CCallbackBase() : battle(nullptr), gs(nullptr) {} void setBattle(const BattleInfo *B); bool duringBattle() const; public: boost::shared_mutex &getGsMutex(); //just return a reference to mutex, does not lock nor anything boost::optional getPlayerID() const; friend class CBattleInfoEssentials; }; struct DLL_LINKAGE AttackableTiles { std::set hostileCreaturePositions; std::set friendlyCreaturePositions; //for Dragon Breath template void serialize(Handler &h, const int version) { h & hostileCreaturePositions & friendlyCreaturePositions; } }; //Accessibility is property of hex in battle. It doesn't depend on stack, side's perspective and so on. namespace EAccessibility { enum EAccessibility { ACCESSIBLE, ALIVE_STACK, OBSTACLE, DESTRUCTIBLE_WALL, GATE, //sieges -> gate opens only for defender stacks UNAVAILABLE, //indestructible wall parts, special battlefields (like boat-to-boat) SIDE_COLUMN //used for first and last columns of hexes that are unavailable but wat machines can stand there }; } typedef std::array TAccessibilityArray; struct DLL_LINKAGE AccessibilityInfo : TAccessibilityArray { bool occupiable(const CStack *stack, BattleHex tile) const; bool accessible(BattleHex tile, const CStack *stack) const; //checks for both tiles if stack is double wide bool accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const; //checks for both tiles if stack is double wide }; namespace BattlePerspective { enum BattlePerspective { INVALID = -2, ALL_KNOWING = -1, LEFT_SIDE, RIGHT_SIDE }; } // Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying), // startPosition and perpective. struct DLL_LINKAGE ReachabilityInfo { typedef std::array TDistances; typedef std::array TPredecessors; enum { INFINITE_DIST = 1000000 }; struct DLL_LINKAGE Parameters { const CStack *stack; //stack for which calculation is mage => not required (kept for debugging mostly), following variables are enough bool attackerOwned; bool doubleWide; bool flying; std::vector knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself) BattleHex startPosition; //assumed position of stack BattlePerspective::BattlePerspective perspective; //some obstacles (eg. quicksands) may be invisible for some side Parameters(); Parameters(const CStack *Stack); }; Parameters params; AccessibilityInfo accessibility; TDistances distances; TPredecessors predecessors; ReachabilityInfo() { distances.fill(INFINITE_DIST); predecessors.fill(BattleHex::INVALID); } bool isReachable(BattleHex hex) const { return distances[hex] < INFINITE_DIST; } }; class DLL_LINKAGE CBattleInfoEssentials : public virtual CCallbackBase { protected: bool battleDoWeKnowAbout(ui8 side) const; public: enum EStackOwnership { ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY }; BattlePerspective::BattlePerspective battleGetMySide() const; ETerrainType battleTerrainType() const; BFieldType battleGetBattlefieldType() const; std::vector > battleGetAllObstacles(boost::optional perspective = boost::none) const; //returns all obstacles on the battlefield /** @brief Main method for getting battle stacks * * @param predicate Functor that shall return true for desired stack * @return filtered stacks * */ TStacks battleGetStacksIf(TStackFilter predicate, bool includeTurrets = false) const; bool battleHasNativeStack(ui8 side) const; int battleGetMoatDmg() const; //what dmg unit will suffer if ending turn in the moat const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead const CStack *battleActiveStack() const; si8 battleTacticDist() const; //returns tactic distance in current tactics phase; 0 if not in tactics phase si8 battleGetTacticsSide() const; //returns which side is in tactics phase, undefined if none (?) bool battleCanFlee(PlayerColor player) const; bool battleCanSurrender(PlayerColor player) const; ui8 playerToSide(PlayerColor player) const; ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle bool battleHasHero(ui8 side) const; int battleCastSpells(ui8 side) const; //how many spells has given side casted const CGHeroInstance * battleGetFightingHero(ui8 side) const; //depracated for players callback, easy to get wrong const CArmedInstance * battleGetArmyObject(ui8 side) const; InfoAboutHero battleGetHeroInfo(ui8 side) const; // for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall, // [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle si8 battleGetWallState(int partOfWall) const; //helpers ///returns all stacks, alive or dead or undead or mechanical :) TStacks battleGetAllStacks(bool includeTurrets = false) const; ///returns all alive stacks excluding turrets TStacks battleAliveStacks() const; ///returns all alive stacks from particular side excluding turrets TStacks battleAliveStacks(ui8 side) const; const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const; //ESpellCastProblem::ESpellCastProblem battleCanCastSpell(int player, ECastingMode::ECastingMode mode) const; //Checks if player is able to cast spells (at all) at the moment }; struct DLL_LINKAGE BattleAttackInfo { const IBonusBearer *attackerBonuses, *defenderBonuses; const CStack *attacker, *defender; BattleHex attackerPosition, defenderPosition; int attackerCount, defenderCount; bool shooting; int chargedFields; bool luckyHit; bool unluckyHit; bool deathBlow; bool ballistaDoubleDamage; BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting = false); BattleAttackInfo reverse() const; }; 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 shared_ptr battleGetObstacleOnPos(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 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(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(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() 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(PlayerColor player, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(PlayerColor player, const CSpell * spell, ECastingMode::ECastingMode mode) const; //checks if given player can cast given spell ESpellCastProblem::ESpellCastProblem battleCanCastThisSpellHere(PlayerColor player, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const; //checks if given player can cast given spell at given tile in given mode ESpellCastProblem::ESpellCastProblem battleCanCreatureCastThisSpell(const CSpell * spell, BattleHex destination) const; //determines if creature can cast a spell here std::vector battleGetPossibleTargets(PlayerColor player, const CSpell *spell) const; ui32 calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const; //for Archangel ui32 calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const; //healing spells casted by stacks SpellID battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode) const; SpellID getRandomBeneficialSpell(const CStack * subject) const; SpellID getRandomCastedSpell(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) { return battleHasDistancePenalty(stack, destHex) || battleHasWallPenalty(stack, 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 ¶ms) 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, boost::logic::tribool attackerOwned) const; protected: //checks for creature immunity / anything that prevent casting *at given hex* - doesn't take into acount general problems such as not having spellbook or mana points etc. ESpellCastProblem::ESpellCastProblem battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const; ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters ¶ms) const; ReachabilityInfo makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters ¶ms) 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) }; class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback { public: bool battleCanFlee() const; //returns true if caller can flee from the battle TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) const; //returns stacks on battlefield ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell) const; //determines if given spell can be casted (and returns problem description) ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell, BattleHex destination) const; //if hero can cast spell here ESpellCastProblem::ESpellCastProblem battleCanCreatureCastThisSpell(const CSpell * spell, BattleHex destination) const; //determines if creature can cast a spell here int battleGetSurrenderCost() const; //returns cost of surrendering battle, -1 if surrendering is not possible bool battleCanCastSpell(ESpellCastProblem::ESpellCastProblem *outProblem = nullptr) const; //returns true, if caller can cast a spell. If not, if pointer is given via arg, the reason will be written. const CGHeroInstance * battleGetMyHero() const; InfoAboutHero battleGetEnemyHero() const; };