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vcmi/lib/battle/CBattleInfoEssentials.h
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* 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
2018-02-08 11:37:21 +03:00

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/*
* CBattleInfoEssentials.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 "CCallbackBase.h"
#include "BattleHex.h"
class CGTownInstance;
class CGHeroInstance;
class CStack;
struct CObstacleInstance;
class IBonusBearer;
struct InfoAboutHero;
class CArmedInstance;
typedef std::vector<const CStack *> TStacks;
typedef std::function<bool(const CStack *)> TStackFilter;
namespace battle
{
class IUnitInfo;
class Unit;
using Units = std::vector<const Unit *>;
using UnitFilter = std::function<bool(const Unit *)>;
}
namespace BattlePerspective
{
enum BattlePerspective
{
INVALID = -2,
ALL_KNOWING = -1,
LEFT_SIDE,
RIGHT_SIDE
};
}
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;
const IBonusBearer * getBattleNode() const;
ETerrainType battleTerrainType() const;
BFieldType battleGetBattlefieldType() const;
int32_t battleGetEnchanterCounter(ui8 side) const;
std::vector<std::shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
std::shared_ptr<const CObstacleInstance> battleGetObstacleByID(uint32_t ID) const;
/** @brief Main method for getting battle stacks
* returns also turrets and removed stacks
* @param predicate Functor that shall return true for desired stack
* @return filtered stacks
*
*/
TStacks battleGetStacksIf(TStackFilter predicate) const; //deprecated
battle::Units battleGetUnitsIf(battle::UnitFilter predicate) const;
const battle::Unit * battleGetUnitByID(uint32_t ID) const;
const battle::Unit * battleActiveUnit() const;
uint32_t battleNextUnitId() const;
bool battleHasNativeStack(ui8 side) const;
const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
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 otherSide(ui8 side) const;
PlayerColor otherPlayer(PlayerColor player) const;
BattleSideOpt playerToSide(PlayerColor player) const;
PlayerColor sideToPlayer(ui8 side) const;
bool playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) 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;
uint32_t battleCastSpells(ui8 side) const; //how many spells has given side cast
const CGHeroInstance * battleGetFightingHero(ui8 side) const; //deprecated for players callback, easy to get wrong
const CArmedInstance * battleGetArmyObject(ui8 side) const;
InfoAboutHero battleGetHeroInfo(ui8 side) 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
si8 battleGetWallState(int partOfWall) const;
EGateState battleGetGateState() const;
//helpers
///returns all stacks, alive or dead or undead or mechanical :)
TStacks battleGetAllStacks(bool includeTurrets = false) 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;
///returns player that controls given stack; mind control included
PlayerColor battleGetOwner(const battle::Unit * unit) const;
///returns hero that controls given stack; nullptr if none; mind control included
const CGHeroInstance * battleGetOwnerHero(const battle::Unit * unit) const;
///check that stacks are controlled by same|other player(s) depending on positiveness
///mind control included
bool battleMatchOwner(const battle::Unit * attacker, const battle::Unit * defender, const boost::logic::tribool positivness = false) const;
bool battleMatchOwner(const PlayerColor & attacker, const battle::Unit * defender, const boost::logic::tribool positivness = false) const;
};