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	* 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.
		
			
				
	
	
		
			161 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			161 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * CBattleInfoCallback.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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| 
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| #include <vcmi/spells/Magic.h>
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| 
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| #include "CCallbackBase.h"
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| #include "ReachabilityInfo.h"
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| #include "BattleAttackInfo.h"
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| 
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| class CGHeroInstance;
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| class CStack;
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| class ISpellCaster;
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| class CSpell;
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| struct CObstacleInstance;
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| class IBonusBearer;
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| class CRandomGenerator;
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| 
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| namespace scripting
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| {
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| 	class Context;
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| 	class Pool;
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| 	class Script;
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| }
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| 
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| namespace spells
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| {
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| 	class Caster;
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| 	class Spell;
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| }
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| 
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| struct DLL_LINKAGE AttackableTiles
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| {
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| 	std::set<BattleHex> hostileCreaturePositions;
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| 	std::set<BattleHex> friendlyCreaturePositions; //for Dragon Breath
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & hostileCreaturePositions;
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| 		h & friendlyCreaturePositions;
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| 	}
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| };
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| 
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| enum class PossiblePlayerBattleAction // actions performed at l-click
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| {
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| 	INVALID = -1, CREATURE_INFO,
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| 	MOVE_TACTICS, CHOOSE_TACTICS_STACK,
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| 	MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege
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| 	NO_LOCATION, ANY_LOCATION, OBSTACLE, TELEPORT, SACRIFICE, RANDOM_GENIE_SPELL,
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| 	FREE_LOCATION, //used with Force Field and Fire Wall - all tiles affected by spell must be free
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| 	CATAPULT, HEAL, RISE_DEMONS,
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| 	AIMED_SPELL_CREATURE
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| };
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| 
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| struct DLL_LINKAGE BattleClientInterfaceData
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| {
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| 	si32 creatureSpellToCast;
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| 	ui8 tacticsMode;
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| };
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| 
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| class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
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| {
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| public:
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| 	enum ERandomSpell
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| 	{
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| 		RANDOM_GENIE, RANDOM_AIMED
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| 	};
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| 
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| 	boost::optional<int> battleIsFinished() const override; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
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| 
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| 	std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const override;
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| 	std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit) const override;
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| 
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| 	const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const;
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| 
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| 	const battle::Unit * battleGetUnitByPos(BattleHex pos, bool onlyAlive = true) const override;
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| 
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| 	///returns all alive units excluding turrets
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| 	battle::Units battleAliveUnits() const;
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| 	///returns all alive units from particular side excluding turrets
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| 	battle::Units battleAliveUnits(ui8 side) const;
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| 
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| 	void battleGetTurnOrder(std::vector<battle::Units> & out, const size_t maxUnits, const int maxTurns, const int turn = 0, int8_t lastMoved = -1) const;
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| 
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| 	///returns reachable hexes (valid movement destinations), DOES contain stack current position
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| 	std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit, bool addOccupiable, std::vector<BattleHex> * attackable) const;
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| 
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| 	///returns reachable hexes (valid movement destinations), DOES contain stack current position (lite version)
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| 	std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit) const;
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| 
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| 	std::vector<BattleHex> battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit) const;
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| 
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| 	int battleGetSurrenderCost(PlayerColor Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
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| 	ReachabilityInfo::TDistances battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const;
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| 	std::set<BattleHex> battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
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| 
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| 	bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
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| 	bool battleCanShoot(const battle::Unit * attacker, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
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| 	bool battleCanShoot(const battle::Unit * attacker) const; //determines if stack with given ID shoot in principle
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| 	bool battleIsUnitBlocked(const battle::Unit * unit) const; //returns true if there is neighboring enemy stack
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| 	std::set<const battle::Unit *> battleAdjacentUnits(const battle::Unit * unit) const;
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| 
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| 	TDmgRange calculateDmgRange(const BattleAttackInfo & info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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| 
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| 	TDmgRange battleEstimateDamage(const BattleAttackInfo & bai, TDmgRange * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
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| 	TDmgRange battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
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| 
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| 	bool battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
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| 	bool battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
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| 	bool battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const;
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| 
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| 	BattleHex wallPartToBattleHex(EWallPart::EWallPart part) const;
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| 	EWallPart::EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
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| 	bool isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
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| 	std::vector<BattleHex> getAttackableBattleHexes() const;
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| 
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| 	si8 battleMinSpellLevel(ui8 side) const; //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
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| 	si8 battleMaxSpellLevel(ui8 side) const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
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| 	int32_t battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
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| 	ESpellCastProblem::ESpellCastProblem battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const; //returns true if there are no general issues preventing from casting a spell
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| 
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| 	SpellID battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const;
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| 	SpellID getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const;
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| 	SpellID getRandomCastedSpell(CRandomGenerator & rand, const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
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| 
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| 	si8 battleCanTeleportTo(const battle::Unit * stack, BattleHex destHex, int telportLevel) const; //checks if teleportation of given stack to given position can take place
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| 	std::vector<PossiblePlayerBattleAction> getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data);
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| 	PossiblePlayerBattleAction getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const;
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| 
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| 	//convenience methods using the ones above
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| 	bool isInTacticRange(BattleHex dest) const;
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| 	si8 battleGetTacticDist() const; //returns tactic distance for calling player or 0 if this player is not in tactic phase (for ALL_KNOWING actual distance for tactic side)
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| 
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| 	AttackableTiles getPotentiallyAttackableHexes(const  battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
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| 	AttackableTiles getPotentiallyShootableHexes(const  battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const;
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| 	std::vector<const battle::Unit *> getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
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| 	std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
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| 	bool isToReverse(BattleHex hexFrom, BattleHex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir) const; //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
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| 	bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse
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| 
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| 	ReachabilityInfo getReachability(const battle::Unit * unit) const;
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| 	ReachabilityInfo getReachability(const ReachabilityInfo::Parameters & params) const;
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| 	AccessibilityInfo getAccesibility() const;
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| 	AccessibilityInfo getAccesibility(const battle::Unit * stack) const; //Hexes ocupied by stack will be marked as accessible.
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| 	AccessibilityInfo getAccesibility(const std::vector<BattleHex> & accessibleHexes) const; //given hexes will be marked as accessible
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| 	std::pair<const battle::Unit *, BattleHex> getNearestStack(const battle::Unit * closest) const;
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| 
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| 	BattleHex getAvaliableHex(CreatureID creID, ui8 side, int initialPos = -1) const; //find place for adding new stack
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| protected:
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| 	ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters & params) const;
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| 	ReachabilityInfo makeBFS(const AccessibilityInfo & accessibility, const ReachabilityInfo::Parameters & params) const;
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| 	bool isInObstacle(BattleHex hex, const std::set<BattleHex> & obstacles, const ReachabilityInfo::Parameters & params) const;
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| 	std::set<BattleHex> getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
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| };
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