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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
vcmi/lib/battle/IBattleState.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

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2.6 KiB
C++

/*
* IBattleState.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 "CBattleInfoEssentials.h"
class ObstacleChanges;
class UnitChanges;
struct Bonus;
class JsonNode;
class JsonSerializeFormat;
namespace vstd
{
class RNG;
}
namespace battle
{
class UnitInfo;
}
class DLL_LINKAGE IBattleInfo
{
public:
using ObstacleCList = std::vector<std::shared_ptr<const CObstacleInstance>>;
virtual ~IBattleInfo() = default;
virtual int32_t getActiveStackID() const = 0;
virtual TStacks getStacksIf(TStackFilter predicate) const = 0;
virtual battle::Units getUnitsIf(battle::UnitFilter predicate) const = 0;
virtual BFieldType getBattlefieldType() const = 0;
virtual ETerrainType getTerrainType() const = 0;
virtual ObstacleCList getAllObstacles() const = 0;
virtual const CGTownInstance * getDefendedTown() const = 0;
virtual si8 getWallState(int partOfWall) const = 0;
virtual EGateState getGateState() const = 0;
virtual PlayerColor getSidePlayer(ui8 side) const = 0;
virtual const CArmedInstance * getSideArmy(ui8 side) const = 0;
virtual const CGHeroInstance * getSideHero(ui8 side) const = 0;
virtual uint32_t getCastSpells(ui8 side) const = 0;
virtual int32_t getEnchanterCounter(ui8 side) const = 0;
virtual ui8 getTacticDist() const = 0;
virtual ui8 getTacticsSide() const = 0;
virtual const IBonusBearer * asBearer() const = 0;
virtual uint32_t nextUnitId() const = 0;
virtual int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const = 0;
};
class DLL_LINKAGE IBattleState : public IBattleInfo
{
public:
//TODO: add non-const API
virtual void nextRound(int32_t roundNr) = 0;
virtual void nextTurn(uint32_t unitId) = 0;
virtual void addUnit(uint32_t id, const JsonNode & data) = 0;
virtual void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) = 0;
virtual void moveUnit(uint32_t id, BattleHex destination) = 0;
virtual void removeUnit(uint32_t id) = 0;
virtual void updateUnit(uint32_t id, const JsonNode & data) = 0;
virtual void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
virtual void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
virtual void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
virtual void setWallState(int partOfWall, si8 state) = 0;
virtual void addObstacle(const ObstacleChanges & changes) = 0;
virtual void updateObstacle(const ObstacleChanges & changes) = 0;
virtual void removeObstacle(uint32_t id) = 0;
};