/* * BattleInfo.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 "../int3.h" #include "../HeroBonus.h" #include "CBattleInfoCallback.h" #include "IBattleState.h" #include "SiegeInfo.h" #include "SideInBattle.h" class CStack; class CStackInstance; class CStackBasicDescriptor; class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState { public: std::array sides; //sides[0] - attacker, sides[1] - defender si32 round, activeStack; const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege) int3 tile; //for background and bonuses std::vector stacks; std::vector > obstacles; SiegeInfo si; BFieldType battlefieldType; //like !!BA:B ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy) ui8 tacticsSide; //which side is requested to play tactics phase ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line) template void serialize(Handler &h, const int version) { h & sides; h & round; h & activeStack; h & town; h & tile; h & stacks; h & obstacles; h & si; h & battlefieldType; h & terrainType; h & tacticsSide; h & tacticDistance; h & static_cast(*this); } ////////////////////////////////////////////////////////////////////////// BattleInfo(); virtual ~BattleInfo(); ////////////////////////////////////////////////////////////////////////// // IBattleInfo int32_t getActiveStackID() const override; TStacks getStacksIf(TStackFilter predicate) const override; battle::Units getUnitsIf(battle::UnitFilter predicate) const override; BFieldType getBattlefieldType() const override; ETerrainType getTerrainType() const override; ObstacleCList getAllObstacles() const override; PlayerColor getSidePlayer(ui8 side) const override; const CArmedInstance * getSideArmy(ui8 side) const override; const CGHeroInstance * getSideHero(ui8 side) const override; ui8 getTacticDist() const override; ui8 getTacticsSide() const override; const CGTownInstance * getDefendedTown() const override; si8 getWallState(int partOfWall) const override; EGateState getGateState() const override; uint32_t getCastSpells(ui8 side) const override; int32_t getEnchanterCounter(ui8 side) const override; const IBonusBearer * asBearer() const override; uint32_t nextUnitId() const override; int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const override; ////////////////////////////////////////////////////////////////////////// // IBattleState void nextRound(int32_t roundNr) override; void nextTurn(uint32_t unitId) override; void addUnit(uint32_t id, const JsonNode & data) override; void moveUnit(uint32_t id, BattleHex destination) override; void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override; void removeUnit(uint32_t id) override; void addUnitBonus(uint32_t id, const std::vector & bonus) override; void updateUnitBonus(uint32_t id, const std::vector & bonus) override; void removeUnitBonus(uint32_t id, const std::vector & bonus) override; void setWallState(int partOfWall, si8 state) override; void addObstacle(const ObstacleChanges & changes) override; void removeObstacle(uint32_t id) override; void addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd); ////////////////////////////////////////////////////////////////////////// CStack * getStack(int stackID, bool onlyAlive = true); using CBattleInfoEssentials::battleGetArmyObject; CArmedInstance * battleGetArmyObject(ui8 side) const; using CBattleInfoEssentials::battleGetFightingHero; CGHeroInstance * battleGetFightingHero(ui8 side) const; std::pair< std::vector, int > getPath(BattleHex start, BattleHex dest, const CStack * stack); //returned value: pair; length may be different than number of elements in path since flying vreatures jump between distant hexes void calculateCasualties(std::map * casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount) CStack * generateNewStack(uint32_t id, const CStackInstance &base, ui8 side, SlotID slot, BattleHex position); CStack * generateNewStack(uint32_t id, const CStackBasicDescriptor &base, ui8 side, SlotID slot, BattleHex position); const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player void localInit(); static BattleInfo * setupBattle(int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town); ui8 whatSide(PlayerColor player) const; static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format static int battlefieldTypeToTerrain(int bfieldType); //converts above to ERM BI format }; class DLL_LINKAGE CMP_stack { int phase; //rules of which phase will be used int turn; public: bool operator ()(const battle::Unit * a, const battle::Unit * b); CMP_stack(int Phase = 1, int Turn = 0); };