/* * BattleActionsController.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 "../../lib/battle/CBattleInfoCallback.h" VCMI_LIB_NAMESPACE_BEGIN class BattleAction; namespace spells { class Caster; enum class Mode; } VCMI_LIB_NAMESPACE_END class BattleInterface; /// Class that controls actions that can be performed by player, e.g. moving stacks, attacking, etc /// As well as all relevant feedback for these actions in user interface class BattleActionsController { BattleInterface & owner; /// all actions possible to call at the moment by player std::vector possibleActions; /// spell for which player's hero is choosing destination std::shared_ptr heroSpellToCast; /// cached message that was set by this class in status bar std::string currentConsoleMsg; /// if true, active stack could possibly cast some target spell std::vector creatureSpells; /// stack that has been selected as first target for multi-target spells (Teleport & Sacrifice) const CStack * selectedStack; bool isCastingPossibleHere (const CSpell * spell, const CStack *shere, BattleHex myNumber); bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber) const; //TODO: move to BattleState / callback std::vector getPossibleActionsForStack (const CStack *stack) const; //called when stack gets its turn void reorderPossibleActionsPriority(const CStack * stack, const CStack * targetStack); bool actionIsLegal(PossiblePlayerBattleAction action, BattleHex hoveredHex); void actionSetCursor(PossiblePlayerBattleAction action, BattleHex hoveredHex); void actionSetCursorBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex); std::string actionGetStatusMessage(PossiblePlayerBattleAction action, BattleHex hoveredHex); std::string actionGetStatusMessageBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex); void actionRealize(PossiblePlayerBattleAction action, BattleHex hoveredHex); PossiblePlayerBattleAction selectAction(BattleHex myNumber); const CStack * getStackForHex(BattleHex myNumber) ; /// attempts to initialize spellcasting action for stack /// will silently return if stack is not a spellcaster void tryActivateStackSpellcasting(const CStack *casterStack); /// returns spell that is currently being cast by hero or nullptr if none const CSpell * getHeroSpellToCast() const; /// if current stack is spellcaster, returns spell being cast, or null othervice const CSpell * getStackSpellToCast(BattleHex hoveredHex); /// returns true if current stack is a spellcaster bool isActiveStackSpellcaster() const; public: BattleActionsController(BattleInterface & owner); /// initialize list of potential actions for new active stack void activateStack(); /// returns true if UI is currently in target selection mode bool spellcastingModeActive() const; /// returns true if one of the following is true: /// - we are casting spell by hero /// - we are casting spell by creature in targeted mode (F hotkey) /// - current creature is spellcaster and preferred action for current hex is spellcast bool currentActionSpellcasting(BattleHex hoveredHex); /// enter targeted spellcasting mode for creature, e.g. via "F" hotkey void enterCreatureCastingMode(); /// initialize hero spellcasting mode, e.g. on selecting spell in spellbook void castThisSpell(SpellID spellID); /// ends casting spell (eg. when spell has been cast or canceled) void endCastingSpell(); /// update cursor and status bar according to new active hex void onHexHovered(BattleHex hoveredHex); /// called when cursor is no longer over battlefield and cursor/battle log should be reset void onHoverEnded(); /// performs action according to selected hex void onHexLeftClicked(BattleHex clickedHex); /// performs action according to selected hex void onHexRightClicked(BattleHex clickedHex); const spells::Caster * getCurrentSpellcaster() const; const CSpell * getCurrentSpell(BattleHex hoveredHex); spells::Mode getCurrentCastMode() const; /// methods to work with array of possible actions, needed to control special creatures abilities const std::vector & getPossibleActions() const; void removePossibleAction(PossiblePlayerBattleAction); /// inserts possible action in the beginning in order to prioritize it void pushFrontPossibleAction(PossiblePlayerBattleAction); /// resets possible actions to original state void resetCurrentStackPossibleActions(); };