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c8faca8f39
Now server-side code should always use CRandomGenerator::getDefault which is serialized in GH. CGameState::getRandomGenerator should be only used from GS code and CPackForClient-based applyGs.
338 lines
17 KiB
C++
338 lines
17 KiB
C++
#pragma once
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#include "BattleHex.h"
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/*
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* CBattleCallback.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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class CGameState;
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class CGTownInstance;
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class CGHeroInstance;
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class CStack;
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class ISpellCaster;
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class CSpell;
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struct BattleInfo;
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struct CObstacleInstance;
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class IBonusBearer;
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struct InfoAboutHero;
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class CArmedInstance;
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class CRandomGenerator;
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namespace boost
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{class shared_mutex;}
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namespace BattleSide
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{
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enum {ATTACKER = 0, DEFENDER = 1};
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}
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typedef std::vector<const CStack*> TStacks;
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typedef std::function<bool(const CStack *)> TStackFilter;
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class CBattleInfoEssentials;
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//Basic class for various callbacks (interfaces called by players to get info about game and so forth)
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class DLL_LINKAGE CCallbackBase
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{
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const BattleInfo *battle; //battle to which the player is engaged, nullptr if none or not applicable
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const BattleInfo * getBattle() const
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{
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return battle;
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}
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protected:
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CGameState *gs;
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boost::optional<PlayerColor> player; // not set gives access to all information, otherwise callback provides only information "visible" for player
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CCallbackBase(CGameState *GS, boost::optional<PlayerColor> Player)
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: battle(nullptr), gs(GS), player(Player)
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{}
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CCallbackBase()
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: battle(nullptr), gs(nullptr)
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{}
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void setBattle(const BattleInfo *B);
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bool duringBattle() const;
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public:
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boost::shared_mutex &getGsMutex(); //just return a reference to mutex, does not lock nor anything
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boost::optional<PlayerColor> getPlayerID() const;
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friend class CBattleInfoEssentials;
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};
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struct DLL_LINKAGE AttackableTiles
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{
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std::set<BattleHex> hostileCreaturePositions;
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std::set<BattleHex> friendlyCreaturePositions; //for Dragon Breath
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & hostileCreaturePositions & friendlyCreaturePositions;
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}
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};
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//Accessibility is property of hex in battle. It doesn't depend on stack, side's perspective and so on.
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namespace EAccessibility
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{
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enum EAccessibility
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{
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ACCESSIBLE,
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ALIVE_STACK,
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OBSTACLE,
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DESTRUCTIBLE_WALL,
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GATE, //sieges -> gate opens only for defender stacks
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UNAVAILABLE, //indestructible wall parts, special battlefields (like boat-to-boat)
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SIDE_COLUMN //used for first and last columns of hexes that are unavailable but wat machines can stand there
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};
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}
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typedef std::array<EAccessibility::EAccessibility, GameConstants::BFIELD_SIZE> TAccessibilityArray;
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struct DLL_LINKAGE AccessibilityInfo : TAccessibilityArray
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{
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bool occupiable(const CStack *stack, BattleHex tile) const;
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bool accessible(BattleHex tile, const CStack *stack) const; //checks for both tiles if stack is double wide
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bool accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const; //checks for both tiles if stack is double wide
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};
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namespace BattlePerspective
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{
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enum BattlePerspective
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{
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INVALID = -2,
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ALL_KNOWING = -1,
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LEFT_SIDE,
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RIGHT_SIDE
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};
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}
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// Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying),
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// startPosition and perpective.
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struct DLL_LINKAGE ReachabilityInfo
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{
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typedef std::array<int, GameConstants::BFIELD_SIZE> TDistances;
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typedef std::array<BattleHex, GameConstants::BFIELD_SIZE> TPredecessors;
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enum { INFINITE_DIST = 1000000 };
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struct DLL_LINKAGE Parameters
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{
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const CStack *stack; //stack for which calculation is mage => not required (kept for debugging mostly), following variables are enough
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bool attackerOwned;
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bool doubleWide;
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bool flying;
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std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
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BattleHex startPosition; //assumed position of stack
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BattlePerspective::BattlePerspective perspective; //some obstacles (eg. quicksands) may be invisible for some side
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Parameters();
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Parameters(const CStack *Stack);
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};
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Parameters params;
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AccessibilityInfo accessibility;
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TDistances distances;
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TPredecessors predecessors;
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ReachabilityInfo()
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{
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distances.fill(INFINITE_DIST);
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predecessors.fill(BattleHex::INVALID);
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}
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bool isReachable(BattleHex hex) const
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{
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return distances[hex] < INFINITE_DIST;
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}
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};
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class DLL_LINKAGE CBattleInfoEssentials : public virtual CCallbackBase
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{
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protected:
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bool battleDoWeKnowAbout(ui8 side) const;
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const IBonusBearer * getBattleNode() const;
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public:
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enum EStackOwnership
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{
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ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
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};
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BattlePerspective::BattlePerspective battleGetMySide() const;
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ETerrainType battleTerrainType() const;
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BFieldType battleGetBattlefieldType() const;
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std::vector<std::shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
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/** @brief Main method for getting battle stacks
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*
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* @param predicate Functor that shall return true for desired stack
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* @return filtered stacks
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*
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*/
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TStacks battleGetStacksIf(TStackFilter predicate) const;
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bool battleHasNativeStack(ui8 side) const;
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int battleGetMoatDmg() const; //what dmg unit will suffer if ending turn in the moat
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const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
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const CStack *battleActiveStack() const;
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si8 battleTacticDist() const; //returns tactic distance in current tactics phase; 0 if not in tactics phase
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si8 battleGetTacticsSide() const; //returns which side is in tactics phase, undefined if none (?)
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bool battleCanFlee(PlayerColor player) const;
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bool battleCanSurrender(PlayerColor player) const;
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ui8 playerToSide(PlayerColor player) const;
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ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
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bool battleHasHero(ui8 side) const;
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int battleCastSpells(ui8 side) const; //how many spells has given side cast
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const CGHeroInstance * battleGetFightingHero(ui8 side) const; //depracated for players callback, easy to get wrong
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const CArmedInstance * battleGetArmyObject(ui8 side) const;
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InfoAboutHero battleGetHeroInfo(ui8 side) const;
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// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
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// [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
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si8 battleGetWallState(int partOfWall) const;
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EGateState battleGetGateState() const;
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//helpers
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///returns all stacks, alive or dead or undead or mechanical :)
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TStacks battleGetAllStacks(bool includeTurrets = false) const;
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///returns all alive stacks excluding turrets
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TStacks battleAliveStacks() const;
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///returns all alive stacks from particular side excluding turrets
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TStacks battleAliveStacks(ui8 side) const;
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const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
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bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const;
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//ESpellCastProblem::ESpellCastProblem battleCanCastSpell(int player, ECastingMode::ECastingMode mode) const; //Checks if player is able to cast spells (at all) at the moment
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};
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struct DLL_LINKAGE BattleAttackInfo
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{
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const IBonusBearer *attackerBonuses, *defenderBonuses;
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const CStack *attacker, *defender;
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BattleHex attackerPosition, defenderPosition;
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int attackerCount, defenderCount;
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bool shooting;
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int chargedFields;
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bool luckyHit;
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bool unluckyHit;
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bool deathBlow;
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bool ballistaDoubleDamage;
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BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting = false);
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BattleAttackInfo reverse() const;
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};
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class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
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{
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public:
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enum ERandomSpell
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{
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RANDOM_GENIE, RANDOM_AIMED
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};
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//battle
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boost::optional<int> battleIsFinished() const; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
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std::shared_ptr<const CObstacleInstance> battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking = true) const; //blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
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const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const; //returns stack info by given pos
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void battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn = 0, int lastMoved = -1) const;
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void battleGetStackCountOutsideHexes(bool *ac) const; // returns hexes which when in front of a stack cause us to move the amount box back
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std::vector<BattleHex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = nullptr) const; //returns hexes reachable by creature with id ID (valid movement destinations), DOES contain stack current position
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int battleGetSurrenderCost(PlayerColor Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
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ReachabilityInfo::TDistances battleGetDistances(const CStack * stack, BattleHex hex = BattleHex::INVALID, BattleHex * predecessors = nullptr) const; //returns vector of distances to [dest hex number]
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std::set<BattleHex> battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
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bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
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bool battleCanShoot(const CStack * stack, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
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bool battleIsStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
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std::set<const CStack*> batteAdjacentCreatures (const CStack * stack) const;
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TDmgRange calculateDmgRange(const BattleAttackInfo &info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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//hextowallpart //int battleGetWallUnderHex(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
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std::pair<ui32, ui32> battleEstimateDamage(CRandomGenerator & rand, const BattleAttackInfo &bai, std::pair<ui32, ui32> * 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>
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std::pair<ui32, ui32> battleEstimateDamage(CRandomGenerator & rand, const CStack * attacker, const CStack * defender, std::pair<ui32, ui32> * 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>
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si8 battleHasDistancePenalty( const CStack * stack, BattleHex destHex ) const;
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si8 battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex ) const;
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si8 battleHasWallPenalty(const CStack * stack, BattleHex destHex) const; //checks if given stack has wall penalty
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si8 battleHasWallPenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const; //checks if given stack has wall penalty
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BattleHex wallPartToBattleHex(EWallPart::EWallPart part) const;
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EWallPart::EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
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bool isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
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std::vector<BattleHex> getAttackableBattleHexes() const;
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//*** MAGIC
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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
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ui32 battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
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ESpellCastProblem::ESpellCastProblem battleCanCastSpell(PlayerColor player, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
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ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode) const; //checks if given player can cast given spell
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ESpellCastProblem::ESpellCastProblem battleCanCastThisSpellHere(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const; //checks if given player can cast given spell at given tile in given mode
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std::vector<BattleHex> battleGetPossibleTargets(PlayerColor player, const CSpell *spell) const;
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SpellID battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const;
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SpellID getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const;
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SpellID getRandomCastedSpell(CRandomGenerator & rand, const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
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const CStack * getStackIf(std::function<bool(const CStack*)> pred) const;
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si8 battleHasShootingPenalty(const CStack * stack, BattleHex destHex)
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{
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return battleHasDistancePenalty(stack, destHex) || battleHasWallPenalty(stack, destHex);
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}
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si8 battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const; //checks if teleportation of given stack to given position can take place
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//convenience methods using the ones above
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bool isInTacticRange( BattleHex dest ) const;
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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)
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AttackableTiles getPotentiallyAttackableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
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std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
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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)
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bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse
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ReachabilityInfo getReachability(const CStack *stack) const;
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ReachabilityInfo getReachability(const ReachabilityInfo::Parameters ¶ms) const;
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AccessibilityInfo getAccesibility() const;
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AccessibilityInfo getAccesibility(const CStack *stack) const; //Hexes ocupied by stack will be marked as accessible.
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AccessibilityInfo getAccesibility(const std::vector<BattleHex> &accessibleHexes) const; //given hexes will be marked as accessible
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std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const;
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protected:
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ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters ¶ms) const;
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ReachabilityInfo makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters ¶ms) const;
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ReachabilityInfo makeBFS(const CStack *stack) const; //uses default parameters -> stack position and owner's perspective
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std::set<BattleHex> getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
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};
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class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback
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{
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public:
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bool battleCanFlee() const; //returns true if caller can flee from the battle
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TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) const; //returns stacks on battlefield
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ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell) const; //determines if given spell can be cast (and returns problem description)
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int battleGetSurrenderCost() const; //returns cost of surrendering battle, -1 if surrendering is not possible
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bool battleCanCastSpell(ESpellCastProblem::ESpellCastProblem *outProblem = nullptr) const; //returns true, if caller can cast a spell. If not, if pointer is given via arg, the reason will be written.
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const CGHeroInstance * battleGetMyHero() const;
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InfoAboutHero battleGetEnemyHero() const;
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};
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