mirror of
				https://github.com/vcmi/vcmi.git
				synced 2025-10-31 00:07:39 +02:00 
			
		
		
		
	
		
			
				
	
	
		
			317 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			317 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #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;
 | |
| 
 | |
| namespace boost
 | |
| {class shared_mutex;}
 | |
| 
 | |
| namespace BattleSide
 | |
| {
 | |
| 	enum {ATTACKER = 0, DEFENDER = 1};
 | |
| }
 | |
| 
 | |
| typedef std::vector<const CStack*> TStacks;
 | |
| 
 | |
| 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, NULL if none or not applicable
 | |
| 
 | |
| 	const BattleInfo * getBattle() const
 | |
| 	{
 | |
| 		return battle;
 | |
| 	}
 | |
| 
 | |
| protected:
 | |
| 	CGameState *gs;
 | |
| 	boost::optional<PlayerColor> player; // not set gives access to all information, otherwise callback provides only information "visible" for player
 | |
| 
 | |
| 	CCallbackBase(CGameState *GS, boost::optional<PlayerColor> 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<PlayerColor> getPlayerID() const;
 | |
| 
 | |
| 	friend class CBattleInfoEssentials;
 | |
| };
 | |
| 
 | |
| 
 | |
| struct DLL_LINKAGE AttackableTiles
 | |
| {
 | |
| 	std::set<BattleHex> hostileCreaturePositions;
 | |
| 	std::set<BattleHex> friendlyCreaturePositions; //for Dragon Breath
 | |
| 	template <typename Handler> 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<EAccessibility::EAccessibility, GameConstants::BFIELD_SIZE> 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 dependant on stack (it's owner, whether it's flying),
 | |
| // startPosition and perpective.
 | |
| struct DLL_LINKAGE ReachabilityInfo
 | |
| {
 | |
| 	typedef std::array<int, GameConstants::BFIELD_SIZE> TDistances;
 | |
| 	typedef std::array<BattleHex, GameConstants::BFIELD_SIZE> 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<BattleHex> 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<shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
 | |
| 	TStacks battleGetAllStacks() const; //returns all stacks, alive or dead or undead or mechanical :)
 | |
| 	bool battleHasNativeStack(ui8 side) const;
 | |
| 	ui8 battleGetWallState(int partOfWall) 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
 | |
| 	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, NULL 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
 | |
| 	InfoAboutHero battleGetHeroInfo(ui8 side) const;
 | |
| 
 | |
| 	//helpers
 | |
| 	TStacks battleAliveStacks() const;
 | |
| 	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;
 | |
| 	bool shooting;
 | |
| 	int chargedFields;
 | |
| 
 | |
| 	bool luckyHit;
 | |
| 	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
 | |
| 	shared_ptr<const CObstacleInstance> 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<const CStack *> &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<BattleHex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = NULL) 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 = NULL) const; //returns vector of distances to [dest hex number]
 | |
| 	std::set<BattleHex> 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<const CStack*>  batteAdjacentCreatures (const CStack * stack) const;
 | |
| 	
 | |
| 	TDmgRange calculateDmgRange(const BattleAttackInfo &info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
 | |
| 	TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
 | |
| 	TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
 | |
| 
 | |
| 	//hextowallpart  //int battleGetWallUnderHex(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
 | |
| 	std::pair<ui32, ui32> battleEstimateDamage(const BattleAttackInfo &bai, std::pair<ui32, ui32> * retaliationDmg = NULL) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
 | |
| 	std::pair<ui32, ui32> battleEstimateDamage(const CStack * attacker, const CStack * defender, std::pair<ui32, ui32> * retaliationDmg = NULL) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
 | |
| 	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
 | |
| 	EWallParts::EWallParts battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
 | |
| 
 | |
| 	//*** 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<BattleHex> battleGetPossibleTargets(PlayerColor player, const CSpell *spell) const;
 | |
| 	ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
 | |
| 	ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
 | |
| 	std::set<const CStack*> getAffectedCreatures(const CSpell * s, int skillLevel, PlayerColor attackerOwner, BattleHex destinationTile); //calculates stack affected by given spell
 | |
| 
 | |
| 	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
 | |
| 
 | |
| 	//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; 
 | |
| 
 | |
| 
 | |
| 	const CStack * getStackIf(boost::function<bool(const CStack*)> 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<const CStack*> 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<BattleHex> &accessibleHexes) const; //given hexes will be marked as accessible
 | |
| 	std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const;
 | |
| protected:
 | |
| 	ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters params) const;
 | |
| 	ReachabilityInfo makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters params) const;
 | |
| 	ReachabilityInfo makeBFS(const CStack *stack) const; //uses default parameters -> stack position and owner's perspective
 | |
| 	std::set<BattleHex> 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;
 | |
| };
 |