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vcmi/lib/battle/BattleAction.h
Dydzio e50efdc279 Creature spellcast refactor (#569)
* Move some logic to lib
* Mouse action priority queue enhancement
* Get rid of siegehandler dependency
* Improve AI offensive spellcasting
* CBattleInterface cleanup
2019-05-04 06:42:55 +03:00

76 lines
2.2 KiB
C++

/*
* BattleAction.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 "Destination.h"
#include "../GameConstants.h"
class CBattleInfoCallback;
namespace battle
{
class Unit;
}
/// A struct which handles battle actions like defending, walking,... - represents a creature stack in a battle
class DLL_LINKAGE BattleAction
{
public:
ui8 side; //who made this action
ui32 stackNumber; //stack ID, -1 left hero, -2 right hero,
EActionType actionType; //use ActionType enum for values
si32 actionSubtype;
BattleAction();
static BattleAction makeHeal(const battle::Unit * healer, const battle::Unit * healed);
static BattleAction makeDefend(const battle::Unit * stack);
static BattleAction makeWait(const battle::Unit * stack);
static BattleAction makeMeleeAttack(const battle::Unit * stack, BattleHex destination, BattleHex attackFrom, bool returnAfterAttack = true);
static BattleAction makeShotAttack(const battle::Unit * shooter, const battle::Unit * target);
static BattleAction makeCreatureSpellcast(const battle::Unit * stack, const battle::Target & target, SpellID spellID);
static BattleAction makeMove(const battle::Unit * stack, BattleHex dest);
static BattleAction makeEndOFTacticPhase(ui8 side);
std::string toString() const;
void aimToHex(const BattleHex & destination);
void aimToUnit(const battle::Unit * destination);
battle::Target getTarget(const CBattleInfoCallback * cb) const;
void setTarget(const battle::Target & target_);
template <typename Handler> void serialize(Handler & h, const int version)
{
h & side;
h & stackNumber;
h & actionType;
h & actionSubtype;
h & target;
}
private:
struct DestinationInfo
{
int32_t unitValue;
BattleHex hexValue;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & unitValue;
h & hexValue;
}
};
std::vector<DestinationInfo> target;
};
DLL_EXPORT std::ostream & operator<<(std::ostream & os, const BattleAction & ba); //todo: remove