/* * 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" ETerrainType CBattleInfoEssentials::battleTerrainType() const { RETURN_IF_NOT_BATTLE(ETerrainType::WRONG); return getBattle()->terrainType; } BFieldType CBattleInfoEssentials::battleGetBattlefieldType() const { RETURN_IF_NOT_BATTLE(BFieldType::NONE); return getBattle()->battlefieldType; } 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->error("Unauthorized access attempt!"); assert(0); //I want to notice if that happens //perspective = battleGetMySide(); } } for(auto oi : getBattle()->obstacles) { if(getBattle()->battleIsObstacleVisibleForSide(*oi, *perspective)) ret.push_back(oi); } return ret; } 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()->terrainType)) 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 { TStacks ret; RETURN_IF_NOT_BATTLE(ret); vstd::copy_if(getBattle()->stacks, std::back_inserter(ret), predicate); return ret; } TStacks CBattleInfoEssentials::battleAliveStacks() const { return battleGetStacksIf([](const CStack * s){ return s->isValidTarget(false); }); } TStacks CBattleInfoEssentials::battleAliveStacks(ui8 side) const { return battleGetStacksIf([=](const CStack * s){ return s->isValidTarget(false) && s->side == side; }); } int CBattleInfoEssentials::battleGetMoatDmg() const { RETURN_IF_NOT_BATTLE(0); auto town = getBattle()->town; if(!town) return 0; return town->town->moatDamage; } const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const { RETURN_IF_NOT_BATTLE(nullptr); if(!getBattle() || getBattle()->town == nullptr) return nullptr; return getBattle()->town; } BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const { RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID); if(!player || player.get().isSpectator()) return BattlePerspective::ALL_KNOWING; if(*player == getBattle()->sides[0].color) return BattlePerspective::LEFT_SIDE; if(*player == getBattle()->sides[1].color) return BattlePerspective::RIGHT_SIDE; logGlobal->error("Cannot find player %s in battle!", player->getStr()); return BattlePerspective::INVALID; } const CStack * CBattleInfoEssentials::battleActiveStack() const { RETURN_IF_NOT_BATTLE(nullptr); return battleGetStackByID(getBattle()->activeStack); } 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()->tacticDistance; } si8 CBattleInfoEssentials::battleGetTacticsSide() const { RETURN_IF_NOT_BATTLE(-1); return getBattle()->tacticsSide; } 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()->sides[side].hero; } 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()->sides[side].armyObject; } InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo(ui8 side) const { auto hero = getBattle()->sides[side].hero; if(!hero) { logGlobal->warn("%s: side %d does not have hero!", __FUNCTION__, static_cast(side)); return InfoAboutHero(); } InfoAboutHero::EInfoLevel infoLevel = battleDoWeKnowAbout(side) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC; return InfoAboutHero(hero, infoLevel); } int CBattleInfoEssentials::battleCastSpells(ui8 side) const { RETURN_IF_NOT_BATTLE(-1); return getBattle()->sides[side].castSpellsCount; } const IBonusBearer * CBattleInfoEssentials::getBattleNode() const { return getBattle(); } bool CBattleInfoEssentials::battleCanFlee(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()) { auto town = battleGetDefendedTown(); if(!town->hasBuilt(BuildingID::ESCAPE_TUNNEL, ETownType::STRONGHOLD)) return false; } return true; } BattleSideOpt CBattleInfoEssentials::playerToSide(PlayerColor player) const { RETURN_IF_NOT_BATTLE(boost::none); int ret = vstd::find_pos_if(getBattle()->sides, [=](const SideInBattle &side){ return side.color == player; }); if(ret < 0) logGlobal->warn("Cannot find side for player %s", player.getStr()); return BattleSideOpt(ret); } ui8 CBattleInfoEssentials::otherSide(ui8 side) const { if(side == BattleSide::ATTACKER) return BattleSide::DEFENDER; else return BattleSide::ATTACKER; } bool CBattleInfoEssentials::playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const { RETURN_IF_NOT_BATTLE(false); const auto side = playerToSide(player); if(side) { if (getBattle()->sides[otherSide(side.get())].hero == h) return true; } return false; } ui8 CBattleInfoEssentials::battleGetSiegeLevel() const { RETURN_IF_NOT_BATTLE(0); return getBattle()->town ? getBattle()->town->fortLevel() : CGTownInstance::NONE; } bool CBattleInfoEssentials::battleCanSurrender(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); assert(side < 2); return getBattle()->sides[side].hero; } si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const { RETURN_IF_NOT_BATTLE(0); if(getBattle()->town == nullptr || getBattle()->town->fortLevel() == CGTownInstance::NONE) return EWallState::NONE; assert(partOfWall >= 0 && partOfWall < EWallPart::PARTS_COUNT); return getBattle()->si.wallState[partOfWall]; } EGateState CBattleInfoEssentials::battleGetGateState() const { RETURN_IF_NOT_BATTLE(EGateState::NONE); if(getBattle()->town == nullptr || getBattle()->town->fortLevel() == CGTownInstance::NONE) return EGateState::NONE; return getBattle()->si.gateState; } PlayerColor CBattleInfoEssentials::battleGetOwner(const CStack * stack) const { RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE); if(stack->hasBonusOfType(Bonus::HYPNOTIZED)) return getBattle()->theOtherPlayer(stack->owner); else return stack->owner; } const CGHeroInstance * CBattleInfoEssentials::battleGetOwnerHero(const CStack * stack) const { RETURN_IF_NOT_BATTLE(nullptr); const auto side = playerToSide(battleGetOwner(stack)); if(!side) return nullptr; return getBattle()->sides.at(side.get()).hero; } bool CBattleInfoEssentials::battleMatchOwner(const CStack * attacker, const CStack * defender, const boost::logic::tribool positivness ) const { RETURN_IF_NOT_BATTLE(false); if(boost::logic::indeterminate(positivness)) return true; else if(attacker == defender) return positivness; else return battleMatchOwner(battleGetOwner(attacker), defender, positivness); } bool CBattleInfoEssentials::battleMatchOwner(const PlayerColor & attacker, const CStack * defender, const boost::logic::tribool positivness ) const { RETURN_IF_NOT_BATTLE(false); if(boost::logic::indeterminate(positivness)) return true; else if(defender->owner != battleGetOwner(defender)) return true; //mind controlled unit is attackable for both sides else return (attacker == battleGetOwner(defender)) == positivness; }