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90 lines
2.5 KiB
C++
90 lines
2.5 KiB
C++
/*
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* IBattleInfoCallback.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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#pragma once
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#include "GameConstants.h"
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#include "BattleHex.h"
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#include <vcmi/Entity.h>
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#define RETURN_IF_NOT_BATTLE(...) do { if(!duringBattle()) {logGlobal->error("%s called when no battle!", __FUNCTION__); return __VA_ARGS__; } } while (false)
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VCMI_LIB_NAMESPACE_BEGIN
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struct CObstacleInstance;
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class BattleField;
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class IBattleInfo;
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namespace battle
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{
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class IUnitInfo;
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class Unit;
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using Units = std::vector<const Unit *>;
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using UnitFilter = std::function<bool(const Unit *)>;
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}
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struct DamageRange
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{
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int64_t min = 0;
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int64_t max = 0;
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};
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struct DamageEstimation
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{
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DamageRange damage;
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DamageRange kills;
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};
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#if SCRIPTING_ENABLED
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namespace scripting
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{
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class Pool;
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}
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#endif
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class DLL_LINKAGE IBattleInfoCallback : public IConstBonusProvider
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{
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public:
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#if SCRIPTING_ENABLED
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virtual scripting::Pool * getContextPool() const = 0;
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#endif
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virtual ~IBattleInfoCallback() = default;
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virtual const IBattleInfo * getBattle() const = 0;
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virtual std::optional<PlayerColor> getPlayerID() const = 0;
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virtual TerrainId battleTerrainType() const = 0;
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virtual BattleField battleGetBattlefieldType() const = 0;
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///return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
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virtual std::optional<int> battleIsFinished() const = 0;
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virtual si8 battleTacticDist() const = 0; //returns tactic distance in current tactics phase; 0 if not in tactics phase
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virtual si8 battleGetTacticsSide() const = 0; //returns which side is in tactics phase, undefined if none (?)
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virtual uint32_t battleNextUnitId() const = 0;
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virtual battle::Units battleGetUnitsIf(const battle::UnitFilter & predicate) const = 0;
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virtual const battle::Unit * battleGetUnitByID(uint32_t ID) const = 0;
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virtual const battle::Unit * battleGetUnitByPos(BattleHex pos, bool onlyAlive = true) const = 0;
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virtual const battle::Unit * battleActiveUnit() const = 0;
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//blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
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virtual std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const = 0;
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virtual std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit, const std::set<BattleHex> & passed) const = 0;
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};
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VCMI_LIB_NAMESPACE_END
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