/* * CBattleInfoCallback.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 #include "ReachabilityInfo.h" #include "BattleAttackInfo.h" VCMI_LIB_NAMESPACE_BEGIN class CGHeroInstance; class CStack; class ISpellCaster; class SpellCastEnvironment; class CSpell; struct CObstacleInstance; class IBonusBearer; class PossiblePlayerBattleAction; namespace vstd { class RNG; } namespace spells { class Caster; class Spell; } struct DLL_LINKAGE AttackableTiles { std::set hostileCreaturePositions; std::set friendlyCreaturePositions; //for Dragon Breath template void serialize(Handler &h) { h & hostileCreaturePositions; h & friendlyCreaturePositions; } }; struct DLL_LINKAGE BattleClientInterfaceData { std::vector creatureSpellsToCast; ui8 tacticsMode; }; class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials { public: std::optional battleIsFinished() const override; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw std::vector> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const override; std::vector> getAllAffectedObstaclesByStack(const battle::Unit * unit, const std::set & passed) const override; //Handle obstacle damage here, requires SpellCastEnvironment bool handleObstacleTriggersForUnit(SpellCastEnvironment & spellEnv, const battle::Unit & unit, const std::set & passed = {}) const; const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const; const battle::Unit * battleGetUnitByPos(BattleHex pos, bool onlyAlive = true) const override; ///returns all alive units excluding turrets battle::Units battleAliveUnits() const; ///returns all alive units from particular side excluding turrets battle::Units battleAliveUnits(ui8 side) const; void battleGetTurnOrder(std::vector & out, const size_t maxUnits, const int maxTurns, const int turn = 0, int8_t lastMoved = -1) const; ///returns reachable hexes (valid movement destinations), DOES contain stack current position std::vector battleGetAvailableHexes(const battle::Unit * unit, bool obtainMovementRange, bool addOccupiable, std::vector * attackable) const; ///returns reachable hexes (valid movement destinations), DOES contain stack current position (lite version) std::vector battleGetAvailableHexes(const battle::Unit * unit, bool obtainMovementRange) const; std::vector battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit, bool obtainMovementRange) const; int battleGetSurrenderCost(const PlayerColor & Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible ReachabilityInfo::TDistances battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const; std::set battleGetAttackedHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const; bool isEnemyUnitWithinSpecifiedRange(BattleHex attackerPosition, const battle::Unit * defenderUnit, unsigned int range) const; std::pair< std::vector, int > getPath(BattleHex start, BattleHex dest, const battle::Unit * stack) const; bool battleCanAttack(const battle::Unit * stack, const battle::Unit * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination bool battleCanShoot(const battle::Unit * attacker, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination bool battleCanShoot(const battle::Unit * attacker) const; //determines if stack with given ID shoot in principle bool battleIsUnitBlocked(const battle::Unit * unit) const; //returns true if there is neighboring enemy stack std::set battleAdjacentUnits(const battle::Unit * unit) const; DamageEstimation calculateDmgRange(const BattleAttackInfo & info) const; /// estimates damage dealt by attacker to defender; /// only non-random bonuses are considered in estimation /// returns pair DamageEstimation battleEstimateDamage(const BattleAttackInfo & bai, DamageEstimation * retaliationDmg = nullptr) const; DamageEstimation battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageEstimation * retaliationDmg = nullptr) const; DamageEstimation battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int getMovementRange, DamageEstimation * retaliationDmg = nullptr) const; bool battleIsInsideWalls(BattleHex from) const; bool battleHasPenaltyOnLine(BattleHex from, BattleHex dest, bool checkWall, bool checkMoat) const; bool battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const; bool battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const; bool battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const; BattleHex wallPartToBattleHex(EWallPart part) const; EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found bool isWallPartPotentiallyAttackable(EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not bool isWallPartAttackable(EWallPart wallPart) const; // returns true if the wall part is actually attackable, false if not std::vector getAttackableBattleHexes() const; si8 battleMinSpellLevel(ui8 side) const; //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned si8 battleMaxSpellLevel(ui8 side) 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 int32_t battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const; //returns cost of given spell ESpellCastProblem battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const; //returns true if there are no general issues preventing from casting a spell SpellID getRandomBeneficialSpell(vstd::RNG & rand, const battle::Unit * caster, const battle::Unit * target) const; SpellID getRandomCastedSpell(vstd::RNG & rand, const CStack * caster) const; //called at the beginning of turn for Faerie Dragon std::vector getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data); PossiblePlayerBattleAction getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const; //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 battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker AttackableTiles getPotentiallyShootableHexes(const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const; std::vector getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks std::set getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks bool isToReverse(const battle::Unit * attacker, const battle::Unit * defender) const; //determines if attacker standing at attackerHex should reverse in order to attack defender ReachabilityInfo getReachability(const battle::Unit * unit) const; ReachabilityInfo getReachability(const ReachabilityInfo::Parameters & params) const; AccessibilityInfo getAccessibility() const; AccessibilityInfo getAccessibility(const battle::Unit * stack) const; //Hexes occupied by stack will be marked as accessible. AccessibilityInfo getAccessibility(const std::vector & accessibleHexes) const; //given hexes will be marked as accessible std::pair getNearestStack(const battle::Unit * closest) const; BattleHex getAvailableHex(const CreatureID & creID, ui8 side, int initialPos = -1) const; //find place for adding new stack protected: ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters & params) const; ReachabilityInfo makeBFS(const AccessibilityInfo & accessibility, const ReachabilityInfo::Parameters & params) const; bool isInObstacle(BattleHex hex, const std::set & obstacles, const ReachabilityInfo::Parameters & params) const; std::set getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands) }; VCMI_LIB_NAMESPACE_END