mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
5151da59a7
Initial support of new terrains
162 lines
5.8 KiB
C++
162 lines
5.8 KiB
C++
/*
|
|
* BattleInfo.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 "../int3.h"
|
|
#include "../HeroBonus.h"
|
|
#include "CBattleInfoCallback.h"
|
|
#include "IBattleState.h"
|
|
#include "SiegeInfo.h"
|
|
#include "SideInBattle.h"
|
|
|
|
class CStack;
|
|
class CStackInstance;
|
|
class CStackBasicDescriptor;
|
|
class Terrain;
|
|
|
|
class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState
|
|
{
|
|
public:
|
|
enum BattleSide
|
|
{
|
|
ATTACKER = 0,
|
|
DEFENDER
|
|
};
|
|
std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
|
|
si32 round, activeStack;
|
|
const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
|
|
int3 tile; //for background and bonuses
|
|
std::vector<CStack*> stacks;
|
|
std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
|
|
SiegeInfo si;
|
|
|
|
BFieldType battlefieldType; //like !!BA:B
|
|
Terrain terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
|
|
|
|
ui8 tacticsSide; //which side is requested to play tactics phase
|
|
ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & sides;
|
|
h & round;
|
|
h & activeStack;
|
|
h & town;
|
|
h & tile;
|
|
h & stacks;
|
|
h & obstacles;
|
|
h & si;
|
|
h & battlefieldType;
|
|
h & terrainType;
|
|
h & tacticsSide;
|
|
h & tacticDistance;
|
|
h & static_cast<CBonusSystemNode&>(*this);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
BattleInfo();
|
|
virtual ~BattleInfo();
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// IBattleInfo
|
|
|
|
int32_t getActiveStackID() const override;
|
|
|
|
TStacks getStacksIf(TStackFilter predicate) const override;
|
|
|
|
battle::Units getUnitsIf(battle::UnitFilter predicate) const override;
|
|
|
|
BFieldType getBattlefieldType() const override;
|
|
Terrain getTerrainType() const override;
|
|
|
|
ObstacleCList getAllObstacles() const override;
|
|
|
|
PlayerColor getSidePlayer(ui8 side) const override;
|
|
const CArmedInstance * getSideArmy(ui8 side) const override;
|
|
const CGHeroInstance * getSideHero(ui8 side) const override;
|
|
|
|
ui8 getTacticDist() const override;
|
|
ui8 getTacticsSide() const override;
|
|
|
|
const CGTownInstance * getDefendedTown() const override;
|
|
si8 getWallState(int partOfWall) const override;
|
|
EGateState getGateState() const override;
|
|
|
|
uint32_t getCastSpells(ui8 side) const override;
|
|
int32_t getEnchanterCounter(ui8 side) const override;
|
|
|
|
const IBonusBearer * asBearer() const override;
|
|
|
|
uint32_t nextUnitId() const override;
|
|
|
|
int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// IBattleState
|
|
|
|
void nextRound(int32_t roundNr) override;
|
|
void nextTurn(uint32_t unitId) override;
|
|
|
|
void addUnit(uint32_t id, const JsonNode & data) override;
|
|
void moveUnit(uint32_t id, BattleHex destination) override;
|
|
void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
|
|
void removeUnit(uint32_t id) override;
|
|
void updateUnit(uint32_t id, const JsonNode & data) override;
|
|
|
|
void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
|
|
void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
|
|
void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
|
|
|
|
void setWallState(int partOfWall, si8 state) override;
|
|
|
|
void addObstacle(const ObstacleChanges & changes) override;
|
|
void updateObstacle(const ObstacleChanges& changes) override;
|
|
void removeObstacle(uint32_t id) override;
|
|
|
|
void addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd);
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
CStack * getStack(int stackID, bool onlyAlive = true);
|
|
using CBattleInfoEssentials::battleGetArmyObject;
|
|
CArmedInstance * battleGetArmyObject(ui8 side) const;
|
|
using CBattleInfoEssentials::battleGetFightingHero;
|
|
CGHeroInstance * battleGetFightingHero(ui8 side) const;
|
|
|
|
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
|
|
|
|
void calculateCasualties(std::map<ui32,si32> * casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
|
|
|
|
CStack * generateNewStack(uint32_t id, const CStackInstance &base, ui8 side, SlotID slot, BattleHex position);
|
|
CStack * generateNewStack(uint32_t id, const CStackBasicDescriptor &base, ui8 side, SlotID slot, BattleHex position);
|
|
|
|
const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
|
|
|
|
void localInit();
|
|
static BattleInfo * setupBattle(int3 tile, Terrain terrain, BFieldType battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town);
|
|
|
|
ui8 whatSide(PlayerColor player) const;
|
|
|
|
static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format
|
|
|
|
protected:
|
|
scripting::Pool * getContextPool() const override;
|
|
};
|
|
|
|
|
|
class DLL_LINKAGE CMP_stack
|
|
{
|
|
int phase; //rules of which phase will be used
|
|
int turn;
|
|
uint8_t side;
|
|
public:
|
|
|
|
bool operator ()(const battle::Unit * a, const battle::Unit * b);
|
|
CMP_stack(int Phase = 1, int Turn = 0, uint8_t Side = BattleSide::ATTACKER);
|
|
};
|