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9fd1cff090
Long time ago it's was used without prefix to make future switch from boost to std version easier. I discusses this with Ivan and decide to drop these using from Global.h now. This change wouldn't break anything because there was already code with prefix for each of three cases.
306 lines
15 KiB
C++
306 lines
15 KiB
C++
/*
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* BattleState.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 "BattleHex.h"
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#include "mapObjects/CArmedInstance.h" // for army serialization
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#include "mapObjects/CGHeroInstance.h" // for commander serialization
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#include "CCreatureHandler.h"
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#include "ConstTransitivePtr.h"
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#include "GameConstants.h"
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#include "CBattleCallback.h"
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#include "int3.h"
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#include "spells/Magic.h"
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class CGHeroInstance;
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class CStack;
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class CArmedInstance;
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class CGTownInstance;
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class CStackInstance;
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struct BattleStackAttacked;
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class CRandomGenerator;
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//only for use in BattleInfo
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struct DLL_LINKAGE SiegeInfo
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{
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std::array<si8, EWallPart::PARTS_COUNT> wallState;
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// return EWallState decreased by value of damage points
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static EWallState::EWallState applyDamage(EWallState::EWallState state, unsigned int value)
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{
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if (value == 0)
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return state;
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switch (applyDamage(state, value - 1))
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{
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case EWallState::INTACT : return EWallState::DAMAGED;
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case EWallState::DAMAGED : return EWallState::DESTROYED;
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case EWallState::DESTROYED : return EWallState::DESTROYED;
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default: return EWallState::NONE;
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}
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & wallState;
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}
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};
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struct DLL_LINKAGE SideInBattle
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{
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PlayerColor color;
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const CGHeroInstance *hero; //may be NULL if army is not commanded by hero
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const CArmedInstance *armyObject; //adv. map object with army that participates in battle; may be same as hero
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ui8 castSpellsCount; //how many spells each side has cast this turn
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std::vector<const CSpell *> usedSpellsHistory; //every time hero casts spell, it's inserted here -> eagle eye skill
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si16 enchanterCounter; //tends to pass through 0, so sign is needed
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SideInBattle();
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void init(const CGHeroInstance *Hero, const CArmedInstance *Army);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & color & hero & armyObject;
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h & castSpellsCount & usedSpellsHistory & enchanterCounter;
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}
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};
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struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback
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{
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std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
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si32 round, activeStack, selectedStack;
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const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
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int3 tile; //for background and bonuses
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std::vector<CStack*> stacks;
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std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
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SiegeInfo si;
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BFieldType battlefieldType; //like !!BA:B
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ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
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ui8 tacticsSide; //which side is requested to play tactics phase
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ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & sides;
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h & round & activeStack & selectedStack & town & tile & stacks & obstacles
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& si & battlefieldType & terrainType;
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h & tacticsSide & tacticDistance;
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h & static_cast<CBonusSystemNode&>(*this);
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}
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//////////////////////////////////////////////////////////////////////////
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BattleInfo();
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~BattleInfo(){};
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//////////////////////////////////////////////////////////////////////////
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CStack * getStackT(BattleHex tileID, bool onlyAlive = true);
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CStack * getStack(int stackID, bool onlyAlive = true);
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using CBattleInfoEssentials::battleGetArmyObject;
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CArmedInstance * battleGetArmyObject(ui8 side) const;
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using CBattleInfoEssentials::battleGetFightingHero;
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CGHeroInstance * battleGetFightingHero(ui8 side) const;
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const CStack * getNextStack() const; //which stack will have turn after current one
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//void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
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//void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack* stackToOmmit = nullptr) const; //send pointer to at least 187 allocated bytes
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//static bool isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
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int getAvaliableHex(CreatureID creID, bool attackerOwned, int initialPos = -1) const; //find place for summon / clone effects
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//void makeBFS(BattleHex start, bool*accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
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std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack *stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
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//std::vector<BattleHex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = nullptr, bool forPassingBy = false) const; //returns vector of accessible tiles (taking into account the creature range)
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//bool isObstacleVisibleForSide(const CObstacleInstance &obstacle, ui8 side) const;
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std::shared_ptr<CObstacleInstance> getObstacleOnTile(BattleHex tile) const;
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std::set<BattleHex> getStoppers(bool whichSidePerspective) const;
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ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg, CRandomGenerator & rand); //charge - number of hexes travelled before attack (for champion's jousting)
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void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
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//void getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos); //hexes around target that could be attacked in melee
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//std::set<CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
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//std::set<BattleHex> getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
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CStack * generateNewStack(const CStackInstance &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
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CStack * generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
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int getIdForNewStack() const; //suggest a currently unused ID that'd suitable for generating a new stack
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//std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
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const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
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const CStack * battleGetStack(BattleHex pos, bool onlyAlive); //returns stack at given tile
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const CGHeroInstance * battleGetOwner(const CStack * stack) const; //returns hero that owns given stack; nullptr if none
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void localInit();
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void localInitStack(CStack * s);
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static BattleInfo * setupBattle( int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
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//bool hasNativeStack(ui8 side) const;
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PlayerColor theOtherPlayer(PlayerColor player) const;
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ui8 whatSide(PlayerColor player) const;
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static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format
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static int battlefieldTypeToTerrain(int bfieldType); //converts above to ERM BI format
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};
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class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor, public ISpellCaster
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{
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public:
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const CStackInstance *base; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
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ui32 ID; //unique ID of stack
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ui32 baseAmount;
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ui32 firstHPleft; //HP of first creature in stack
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PlayerColor owner; //owner - player colour (255 for neutrals)
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SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
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bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
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BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
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///how many times this stack has been counterattacked this round
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ui8 counterAttacksPerformed;
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///cached total count of counterattacks; should be cleared each round;do not serialize
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mutable ui8 counterAttacksTotalCache;
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si16 shots; //how many shots left
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ui8 casts; //how many casts left
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TQuantity resurrected; // these units will be taken back after battle is over
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///id of alive clone of this stack clone if any
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si32 cloneID;
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std::set<EBattleStackState::EBattleStackState> state;
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//overrides
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const CCreature* getCreature() const {return type;}
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CStack(const CStackInstance *base, PlayerColor O, int I, bool AO, SlotID S); //c-tor
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CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S = SlotID(255)); //c-tor
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CStack(); //c-tor
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~CStack();
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std::string nodeName() const override;
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void init(); //set initial (invalid) values
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void postInit(); //used to finish initialization when inheriting creature parameters is working
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std::string getName() const; //plural or singular
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bool willMove(int turn = 0) const; //if stack has remaining move this turn
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bool ableToRetaliate() const; //if stack can retaliate after attacked
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///how many times this stack can counterattack in one round
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ui8 counterAttacksTotal() const;
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///how many times this stack can counterattack in one round more
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si8 counterAttacksRemaining() const;
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bool moved(int turn = 0) const; //if stack was already moved this turn
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bool waited(int turn = 0) const;
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bool canMove(int turn = 0) const; //if stack can move
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bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
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///returns actual heal value based on internal state
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ui32 calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const;
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ui32 level() const;
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si32 magicResistance() const override; //include aura of resistance
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static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
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std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
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const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
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static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, Bonus::LimitEffect limit = Bonus::NO_LIMIT)
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{
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Bonus hb = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
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hb.effectRange = limit;
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return hb;
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}
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static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
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bool doubleWide() const;
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BattleHex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
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BattleHex occupiedHex(BattleHex assumedPos) const; //returns number of occupied hex (not the position) if stack is double wide and would stand on assumedPos; otherwise -1
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std::vector<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
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std::vector<BattleHex> getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front
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static std::vector<BattleHex> getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned); //up to two occupied hexes, starting from front
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bool coversPos(BattleHex position) const; //checks also if unit is double-wide
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std::vector<BattleHex> getSurroundingHexes(BattleHex attackerPos = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
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std::pair<int,int> countKilledByAttack(int damageReceived) const; //returns pair<killed count, new left HP>
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void prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount = boost::none) const; //requires bsa.damageAmout filled
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///ISpellCaster
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ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const override;
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ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const override;
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///default spell school level for effect calculation
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int getEffectLevel(const CSpell * spell) const override;
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///default spell-power for damage/heal calculation
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int getEffectPower(const CSpell * spell) const override;
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///default spell-power for timed effects duration
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int getEnchantPower(const CSpell * spell) const override;
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///damage/heal override(ignores spell configuration, effect level and effect power)
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int getEffectValue(const CSpell * spell) const override;
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const PlayerColor getOwner() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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assert(isIndependentNode());
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h & static_cast<CBonusSystemNode&>(*this);
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h & static_cast<CStackBasicDescriptor&>(*this);
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h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacksPerformed
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& shots & casts & count & resurrected;
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const CArmedInstance *army = (base ? base->armyObj : nullptr);
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SlotID slot = (base ? base->armyObj->findStack(base) : SlotID());
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if(h.saving)
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{
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h & army & slot;
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}
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else
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{
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h & army & slot;
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if (slot == SlotID::COMMANDER_SLOT_PLACEHOLDER) //TODO
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{
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auto hero = dynamic_cast<const CGHeroInstance *>(army);
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assert (hero);
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base = hero->commander;
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}
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else if(!army || slot == SlotID() || !army->hasStackAtSlot(slot))
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{
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base = nullptr;
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logGlobal->warnStream() << type->nameSing << " doesn't have a base stack!";
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}
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else
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{
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base = &army->getStack(slot);
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}
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}
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}
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bool alive() const //determines if stack is alive
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{
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return vstd::contains(state,EBattleStackState::ALIVE);
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}
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bool idDeadClone() const //determines if stack is alive
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{
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return vstd::contains(state,EBattleStackState::DEAD_CLONE);
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}
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bool isValidTarget(bool allowDead = false) const; //alive non-turret stacks (can be attacked or be object of magic effect)
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};
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class DLL_LINKAGE CMP_stack
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{
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int phase; //rules of which phase will be used
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int turn;
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public:
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bool operator ()(const CStack* a, const CStack* b);
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CMP_stack(int Phase = 1, int Turn = 0);
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};
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