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vcmi/AI/BattleAI/StackWithBonuses.h
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

195 lines
5.4 KiB
C++

/*
* StackWithBonuses.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 <vstd/RNG.h>
#include <vcmi/Environment.h>
#include <vcmi/ServerCallback.h>
#include "../../lib/HeroBonus.h"
#include "../../lib/battle/BattleProxy.h"
#include "../../lib/battle/CUnitState.h"
class HypotheticBattle;
class CStack;
///Fake random generator, used by AI to evaluate random server behavior
class RNGStub : public vstd::RNG
{
public:
vstd::TRandI64 getInt64Range(int64_t lower, int64_t upper) override
{
return [=]()->int64_t
{
return (lower + upper)/2;
};
}
vstd::TRand getDoubleRange(double lower, double upper) override
{
return [=]()->double
{
return (lower + upper)/2;
};
}
};
class StackWithBonuses : public battle::CUnitState, public virtual IBonusBearer
{
public:
std::vector<Bonus> bonusesToAdd;
std::vector<Bonus> bonusesToUpdate;
std::set<std::shared_ptr<Bonus>> bonusesToRemove;
StackWithBonuses(const HypotheticBattle * Owner, const CStack * Stack);
StackWithBonuses(const HypotheticBattle * Owner, const battle::UnitInfo & info);
virtual ~StackWithBonuses();
StackWithBonuses & operator= (const battle::CUnitState & other);
///IUnitInfo
const CCreature * unitType() const override;
int32_t unitBaseAmount() const override;
uint32_t unitId() const override;
ui8 unitSide() const override;
PlayerColor unitOwner() const override;
SlotID unitSlot() const override;
///IBonusBearer
TConstBonusListPtr getAllBonuses(const CSelector & selector, const CSelector & limit,
const CBonusSystemNode * root = nullptr, const std::string & cachingStr = "") const override;
int64_t getTreeVersion() const override;
void addUnitBonus(const std::vector<Bonus> & bonus);
void updateUnitBonus(const std::vector<Bonus> & bonus);
void removeUnitBonus(const std::vector<Bonus> & bonus);
void removeUnitBonus(const CSelector & selector);
void spendMana(ServerCallback * server, const int spellCost) const override;
private:
const IBonusBearer * origBearer;
const HypotheticBattle * owner;
const CCreature * type;
ui32 baseAmount;
uint32_t id;
ui8 side;
PlayerColor player;
SlotID slot;
};
class HypotheticBattle : public BattleProxy, public battle::IUnitEnvironment
{
public:
std::map<uint32_t, std::shared_ptr<StackWithBonuses>> stackStates;
const Environment * env;
HypotheticBattle(const Environment * ENV, Subject realBattle);
bool unitHasAmmoCart(const battle::Unit * unit) const override;
PlayerColor unitEffectiveOwner(const battle::Unit * unit) const override;
std::shared_ptr<StackWithBonuses> getForUpdate(uint32_t id);
int32_t getActiveStackID() const override;
battle::Units getUnitsIf(battle::UnitFilter predicate) const override;
void nextRound(int32_t roundNr) override;
void nextTurn(uint32_t unitId) override;
void addUnit(uint32_t id, const JsonNode & data) override;
void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
void moveUnit(uint32_t id, BattleHex destination) override;
void removeUnit(uint32_t id) override;
void updateUnit(uint32_t id, const JsonNode & data) override;
void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void setWallState(int partOfWall, si8 state) override;
void addObstacle(const ObstacleChanges & changes) override;
void updateObstacle(const ObstacleChanges& changes) override;
void removeObstacle(uint32_t id) override;
uint32_t nextUnitId() const override;
int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
int64_t getTreeVersion() const;
scripting::Pool * getContextPool() const override;
ServerCallback * getServerCallback();
private:
class HypotheticServerCallback : public ServerCallback
{
public:
HypotheticServerCallback(HypotheticBattle * owner_);
void complain(const std::string & problem) override;
bool describeChanges() const override;
vstd::RNG * getRNG() override;
void apply(CPackForClient * pack) override;
void apply(BattleLogMessage * pack) override;
void apply(BattleStackMoved * pack) override;
void apply(BattleUnitsChanged * pack) override;
void apply(SetStackEffect * pack) override;
void apply(StacksInjured * pack) override;
void apply(BattleObstaclesChanged * pack) override;
void apply(CatapultAttack * pack) override;
private:
HypotheticBattle * owner;
RNGStub rngStub;
};
class HypotheticEnvironment : public Environment
{
public:
HypotheticEnvironment(HypotheticBattle * owner_, const Environment * upperEnvironment);
const Services * services() const override;
const BattleCb * battle() const override;
const GameCb * game() const override;
vstd::CLoggerBase * logger() const override;
events::EventBus * eventBus() const override;
private:
HypotheticBattle * owner;
const Environment * env;
};
int32_t bonusTreeVersion;
int32_t activeUnitId;
mutable uint32_t nextId;
std::unique_ptr<HypotheticServerCallback> serverCallback;
std::unique_ptr<HypotheticEnvironment> localEnvironment;
mutable std::shared_ptr<scripting::Pool> pool;
mutable std::shared_ptr<events::EventBus> eventBus;
};