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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
124 lines
4.7 KiB
C++
124 lines
4.7 KiB
C++
/*
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* CBattleInfoEssentials.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "CCallbackBase.h"
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#include "BattleHex.h"
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class CGTownInstance;
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class CGHeroInstance;
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class CStack;
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struct CObstacleInstance;
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class IBonusBearer;
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struct InfoAboutHero;
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class CArmedInstance;
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typedef std::vector<const CStack *> TStacks;
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typedef std::function<bool(const CStack *)> TStackFilter;
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namespace battle
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{
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class IUnitInfo;
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class Unit;
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using Units = std::vector<const Unit *>;
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using UnitFilter = std::function<bool(const Unit *)>;
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}
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namespace BattlePerspective
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{
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enum BattlePerspective
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{
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INVALID = -2,
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ALL_KNOWING = -1,
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LEFT_SIDE,
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RIGHT_SIDE
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};
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}
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class DLL_LINKAGE CBattleInfoEssentials : public virtual CCallbackBase
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{
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protected:
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bool battleDoWeKnowAbout(ui8 side) const;
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public:
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enum EStackOwnership
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{
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ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
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};
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BattlePerspective::BattlePerspective battleGetMySide() const;
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const IBonusBearer * getBattleNode() const;
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ETerrainType battleTerrainType() const;
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BFieldType battleGetBattlefieldType() const;
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int32_t battleGetEnchanterCounter(ui8 side) const;
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std::vector<std::shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
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std::shared_ptr<const CObstacleInstance> battleGetObstacleByID(uint32_t ID) const;
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/** @brief Main method for getting battle stacks
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* returns also turrets and removed stacks
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* @param predicate Functor that shall return true for desired stack
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* @return filtered stacks
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*
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*/
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TStacks battleGetStacksIf(TStackFilter predicate) const; //deprecated
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battle::Units battleGetUnitsIf(battle::UnitFilter predicate) const;
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const battle::Unit * battleGetUnitByID(uint32_t ID) const;
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const battle::Unit * battleActiveUnit() const;
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uint32_t battleNextUnitId() const;
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bool battleHasNativeStack(ui8 side) const;
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const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
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si8 battleTacticDist() const; //returns tactic distance in current tactics phase; 0 if not in tactics phase
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si8 battleGetTacticsSide() const; //returns which side is in tactics phase, undefined if none (?)
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bool battleCanFlee(PlayerColor player) const;
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bool battleCanSurrender(PlayerColor player) const;
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ui8 otherSide(ui8 side) const;
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PlayerColor otherPlayer(PlayerColor player) const;
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BattleSideOpt playerToSide(PlayerColor player) const;
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PlayerColor sideToPlayer(ui8 side) const;
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bool playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const;
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ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
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bool battleHasHero(ui8 side) const;
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uint32_t battleCastSpells(ui8 side) const; //how many spells has given side cast
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const CGHeroInstance * battleGetFightingHero(ui8 side) const; //deprecated for players callback, easy to get wrong
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const CArmedInstance * battleGetArmyObject(ui8 side) const;
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InfoAboutHero battleGetHeroInfo(ui8 side) const;
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// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
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// [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
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si8 battleGetWallState(int partOfWall) const;
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EGateState battleGetGateState() const;
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//helpers
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///returns all stacks, alive or dead or undead or mechanical :)
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TStacks battleGetAllStacks(bool includeTurrets = false) const;
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const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
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bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const;
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///returns player that controls given stack; mind control included
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PlayerColor battleGetOwner(const battle::Unit * unit) const;
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///returns hero that controls given stack; nullptr if none; mind control included
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const CGHeroInstance * battleGetOwnerHero(const battle::Unit * unit) const;
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///check that stacks are controlled by same|other player(s) depending on positiveness
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///mind control included
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bool battleMatchOwner(const battle::Unit * attacker, const battle::Unit * defender, const boost::logic::tribool positivness = false) const;
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bool battleMatchOwner(const PlayerColor & attacker, const battle::Unit * defender, const boost::logic::tribool positivness = false) const;
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};
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