mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
36c1ed670f
Removed most of hardcoded checks for fort level or for presence of fort/ citadel/castle buildings. It is now possible to define which parts of town fortifications are provided by town buildings Configuration for H3-like fortifications is provided in buildingsLibrary.json and will be used automatically by mods as long as mods have buidings named "fort", "citadel" and "castle". Alternatively, mods can separately define: - hitpoints of walls (shared value for all sections) - hitpoints of central, upper and lower towers (separate values) - presence of moat - shooters for each tower (separate values)
112 lines
4.5 KiB
C++
112 lines
4.5 KiB
C++
/*
|
|
* 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 "IBattleInfoCallback.h"
|
|
#include "BattleSide.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
class CGTownInstance;
|
|
class CGHeroInstance;
|
|
class CStack;
|
|
class IBonusBearer;
|
|
struct InfoAboutHero;
|
|
struct TownFortifications;
|
|
class CArmedInstance;
|
|
|
|
using TStacks = std::vector<const CStack *>;
|
|
using TStackFilter = std::function<bool (const CStack *)>;
|
|
|
|
class DLL_LINKAGE CBattleInfoEssentials : public IBattleInfoCallback
|
|
{
|
|
protected:
|
|
bool battleDoWeKnowAbout(BattleSide side) const;
|
|
|
|
public:
|
|
enum EStackOwnership
|
|
{
|
|
ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
|
|
};
|
|
|
|
bool duringBattle() const;
|
|
BattleSide battleGetMySide() const;
|
|
const IBonusBearer * getBonusBearer() const override;
|
|
|
|
TerrainId battleTerrainType() const override;
|
|
BattleField battleGetBattlefieldType() const override;
|
|
int32_t battleGetEnchanterCounter(BattleSide side) const;
|
|
|
|
std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstacles(std::optional<BattleSide> perspective = std::nullopt) 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(const TStackFilter & predicate) const; //deprecated
|
|
battle::Units battleGetUnitsIf(const battle::UnitFilter & predicate) const override;
|
|
|
|
const battle::Unit * battleGetUnitByID(uint32_t ID) const override;
|
|
const battle::Unit * battleActiveUnit() const override;
|
|
|
|
uint32_t battleNextUnitId() const override;
|
|
|
|
bool battleHasNativeStack(BattleSide side) const;
|
|
const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
|
|
|
|
si8 battleTacticDist() const override; //returns tactic distance in current tactics phase; 0 if not in tactics phase
|
|
BattleSide battleGetTacticsSide() const override; //returns which side is in tactics phase, undefined if none (?)
|
|
|
|
bool battleCanFlee(const PlayerColor & player) const;
|
|
bool battleCanSurrender(const PlayerColor & player) const;
|
|
|
|
static BattleSide otherSide(BattleSide side);
|
|
PlayerColor otherPlayer(const PlayerColor & player) const;
|
|
|
|
BattleSide playerToSide(const PlayerColor & player) const;
|
|
PlayerColor sideToPlayer(BattleSide side) const;
|
|
bool playerHasAccessToHeroInfo(const PlayerColor & player, const CGHeroInstance * h) const;
|
|
TownFortifications battleGetFortifications() const;
|
|
bool battleHasHero(BattleSide side) const;
|
|
uint32_t battleCastSpells(BattleSide side) const; //how many spells has given side cast
|
|
const CGHeroInstance * battleGetFightingHero(BattleSide side) const; //deprecated for players callback, easy to get wrong
|
|
const CArmedInstance * battleGetArmyObject(BattleSide side) const;
|
|
InfoAboutHero battleGetHeroInfo(BattleSide 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
|
|
EWallState battleGetWallState(EWallPart partOfWall) const;
|
|
EGateState battleGetGateState() const;
|
|
bool battleIsGatePassable() 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, BattleSide 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;
|
|
};
|
|
|
|
VCMI_LIB_NAMESPACE_END
|