mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-18 17:40:48 +02:00
ecaa9f5d0b
* 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.
161 lines
9.6 KiB
C++
161 lines
9.6 KiB
C++
/*
|
|
* CBattleInfoCallback.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 <vcmi/spells/Magic.h>
|
|
|
|
#include "CCallbackBase.h"
|
|
#include "ReachabilityInfo.h"
|
|
#include "BattleAttackInfo.h"
|
|
|
|
class CGHeroInstance;
|
|
class CStack;
|
|
class ISpellCaster;
|
|
class CSpell;
|
|
struct CObstacleInstance;
|
|
class IBonusBearer;
|
|
class CRandomGenerator;
|
|
|
|
namespace scripting
|
|
{
|
|
class Context;
|
|
class Pool;
|
|
class Script;
|
|
}
|
|
|
|
namespace spells
|
|
{
|
|
class Caster;
|
|
class Spell;
|
|
}
|
|
|
|
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;
|
|
h & friendlyCreaturePositions;
|
|
}
|
|
};
|
|
|
|
enum class PossiblePlayerBattleAction // actions performed at l-click
|
|
{
|
|
INVALID = -1, CREATURE_INFO,
|
|
MOVE_TACTICS, CHOOSE_TACTICS_STACK,
|
|
MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege
|
|
NO_LOCATION, ANY_LOCATION, OBSTACLE, TELEPORT, SACRIFICE, RANDOM_GENIE_SPELL,
|
|
FREE_LOCATION, //used with Force Field and Fire Wall - all tiles affected by spell must be free
|
|
CATAPULT, HEAL, RISE_DEMONS,
|
|
AIMED_SPELL_CREATURE
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleClientInterfaceData
|
|
{
|
|
si32 creatureSpellToCast;
|
|
ui8 tacticsMode;
|
|
};
|
|
|
|
class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
|
|
{
|
|
public:
|
|
enum ERandomSpell
|
|
{
|
|
RANDOM_GENIE, RANDOM_AIMED
|
|
};
|
|
|
|
boost::optional<int> battleIsFinished() const override; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
|
|
|
|
std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const override;
|
|
std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit) const override;
|
|
|
|
const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const;
|
|
|
|
const battle::Unit * battleGetUnitByPos(BattleHex pos, bool onlyAlive = true) const override;
|
|
|
|
///returns all alive units excluding turrets
|
|
battle::Units battleAliveUnits() const;
|
|
///returns all alive units from particular side excluding turrets
|
|
battle::Units battleAliveUnits(ui8 side) const;
|
|
|
|
void battleGetTurnOrder(std::vector<battle::Units> & out, const size_t maxUnits, const int maxTurns, const int turn = 0, int8_t lastMoved = -1) const;
|
|
|
|
///returns reachable hexes (valid movement destinations), DOES contain stack current position
|
|
std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit, bool addOccupiable, std::vector<BattleHex> * attackable) const;
|
|
|
|
///returns reachable hexes (valid movement destinations), DOES contain stack current position (lite version)
|
|
std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit) const;
|
|
|
|
std::vector<BattleHex> battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit) const;
|
|
|
|
int battleGetSurrenderCost(PlayerColor Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
|
|
ReachabilityInfo::TDistances battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const;
|
|
std::set<BattleHex> battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
|
|
|
|
bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
|
|
bool battleCanShoot(const battle::Unit * attacker, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
|
|
bool battleCanShoot(const battle::Unit * attacker) const; //determines if stack with given ID shoot in principle
|
|
bool battleIsUnitBlocked(const battle::Unit * unit) const; //returns true if there is neighboring enemy stack
|
|
std::set<const battle::Unit *> battleAdjacentUnits(const battle::Unit * unit) 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 battleEstimateDamage(const BattleAttackInfo & bai, TDmgRange * retaliationDmg = nullptr) 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>
|
|
TDmgRange battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg = nullptr) 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>
|
|
|
|
bool battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
|
|
bool battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
|
|
bool battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const;
|
|
|
|
BattleHex wallPartToBattleHex(EWallPart::EWallPart part) const;
|
|
EWallPart::EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
|
|
bool isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
|
|
std::vector<BattleHex> getAttackableBattleHexes() const;
|
|
|
|
si8 battleMinSpellLevel(ui8 side) const; //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
|
|
si8 battleMaxSpellLevel(ui8 side) 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
|
|
int32_t battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
|
|
ESpellCastProblem::ESpellCastProblem battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const; //returns true if there are no general issues preventing from casting a spell
|
|
|
|
SpellID battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const;
|
|
SpellID getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const;
|
|
SpellID getRandomCastedSpell(CRandomGenerator & rand, const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
|
|
|
|
si8 battleCanTeleportTo(const battle::Unit * stack, BattleHex destHex, int telportLevel) const; //checks if teleportation of given stack to given position can take place
|
|
std::vector<PossiblePlayerBattleAction> getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data);
|
|
PossiblePlayerBattleAction getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const;
|
|
|
|
//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 battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
|
|
AttackableTiles getPotentiallyShootableHexes(const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const;
|
|
std::vector<const battle::Unit *> getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
|
|
std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, 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 battle::Unit * unit) const;
|
|
ReachabilityInfo getReachability(const ReachabilityInfo::Parameters & params) const;
|
|
AccessibilityInfo getAccesibility() const;
|
|
AccessibilityInfo getAccesibility(const battle::Unit * 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 battle::Unit *, BattleHex> getNearestStack(const battle::Unit * closest) const;
|
|
|
|
BattleHex getAvaliableHex(CreatureID creID, ui8 side, int initialPos = -1) const; //find place for adding new stack
|
|
protected:
|
|
ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters & params) const;
|
|
ReachabilityInfo makeBFS(const AccessibilityInfo & accessibility, const ReachabilityInfo::Parameters & params) const;
|
|
bool isInObstacle(BattleHex hex, const std::set<BattleHex> & obstacles, const ReachabilityInfo::Parameters & params) const;
|
|
std::set<BattleHex> getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
|
|
};
|