1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/server/battles/BattleProcessor.h
Ivan Savenko 39a2c29c97 Removed creatureBank flag from battle, battles now receive BattleLayout
struct that defines how units are placed in combat
2024-09-12 12:11:18 +00:00

80 lines
2.9 KiB
C++

/*
* BattleProcessor.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 "../../lib/GameConstants.h"
#include "../../lib/battle/BattleSide.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGTownInstance;
class CArmedInstance;
class BattleAction;
class int3;
class CBattleInfoCallback;
struct BattleResult;
struct BattleLayout;
class BattleID;
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class CBattleQuery;
class BattleActionProcessor;
class BattleFlowProcessor;
class BattleResultProcessor;
/// Main class for battle handling. Contains all public interface for battles that is accessible from outside, e.g. for CGameHandler
class BattleProcessor : boost::noncopyable
{
friend class BattleActionProcessor;
friend class BattleFlowProcessor;
friend class BattleResultProcessor;
CGameHandler * gameHandler;
std::unique_ptr<BattleActionProcessor> actionsProcessor;
std::unique_ptr<BattleFlowProcessor> flowProcessor;
std::unique_ptr<BattleResultProcessor> resultProcessor;
void updateGateState(const CBattleInfoCallback & battle);
void engageIntoBattle(PlayerColor player);
bool checkBattleStateChanges(const CBattleInfoCallback & battle);
BattleID setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance *town);
bool makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba);
void setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide);
public:
explicit BattleProcessor(CGameHandler * gameHandler);
~BattleProcessor();
/// Starts battle with specified parameters
void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town);
/// Starts battle between two armies (which can also be heroes) at position of 2nd object
void startBattle(const CArmedInstance *army1, const CArmedInstance *army2);
/// Restart ongoing battle and end previous battle
void restartBattle(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town);
/// Processing of incoming battle action netpack
bool makePlayerBattleAction(const BattleID & battleID, PlayerColor player, const BattleAction & ba);
/// Applies results of a battle once player agrees to them
void endBattleConfirm(const BattleID & battleID);
/// Applies results of a battle after potential levelup
void battleAfterLevelUp(const BattleID & battleID, const BattleResult & result);
template <typename Handler> void serialize(Handler &h)
{
}
};