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vcmi/lib/battle/IBattleState.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

103 lines
3.0 KiB
C++

/*
* IBattleState.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 "CBattleInfoEssentials.h"
VCMI_LIB_NAMESPACE_BEGIN
class ObstacleChanges;
class UnitChanges;
struct Bonus;
struct BattleLayout;
class JsonNode;
class JsonSerializeFormat;
class BattleField;
class int3;
namespace vstd
{
class RNG;
}
namespace battle
{
class UnitInfo;
}
class DLL_LINKAGE IBattleInfo : public IConstBonusProvider
{
public:
using ObstacleCList = std::vector<std::shared_ptr<const CObstacleInstance>>;
virtual ~IBattleInfo() = default;
virtual BattleID getBattleID() const = 0;
virtual int32_t getActiveStackID() const = 0;
virtual TStacks getStacksIf(const TStackFilter & predicate) const = 0;
virtual battle::Units getUnitsIf(const battle::UnitFilter & predicate) const = 0;
virtual BattleField getBattlefieldType() const = 0;
virtual TerrainId getTerrainType() const = 0;
virtual ObstacleCList getAllObstacles() const = 0;
virtual const CGTownInstance * getDefendedTown() const = 0;
virtual EWallState getWallState(EWallPart partOfWall) const = 0;
virtual EGateState getGateState() const = 0;
virtual PlayerColor getSidePlayer(BattleSide side) const = 0;
virtual const CArmedInstance * getSideArmy(BattleSide side) const = 0;
virtual const CGHeroInstance * getSideHero(BattleSide side) const = 0;
/// Returns list of all spells used by specified side (and that can be learned by opposite hero)
virtual std::vector<SpellID> getUsedSpells(BattleSide side) const = 0;
virtual uint32_t getCastSpells(BattleSide side) const = 0;
virtual int32_t getEnchanterCounter(BattleSide side) const = 0;
virtual ui8 getTacticDist() const = 0;
virtual BattleSide getTacticsSide() const = 0;
virtual uint32_t nextUnitId() const = 0;
virtual int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const = 0;
virtual int3 getLocation() const = 0;
virtual BattleLayout getLayout() const = 0;
};
class DLL_LINKAGE IBattleState : public IBattleInfo
{
public:
virtual void nextRound() = 0;
virtual void nextTurn(uint32_t unitId) = 0;
virtual void addUnit(uint32_t id, const JsonNode & data) = 0;
virtual void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) = 0;
virtual void moveUnit(uint32_t id, BattleHex destination) = 0;
virtual void removeUnit(uint32_t id) = 0;
virtual void updateUnit(uint32_t id, const JsonNode & data) = 0;
virtual void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
virtual void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
virtual void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
virtual void setWallState(EWallPart partOfWall, EWallState state) = 0;
virtual void addObstacle(const ObstacleChanges & changes) = 0;
virtual void updateObstacle(const ObstacleChanges & changes) = 0;
virtual void removeObstacle(uint32_t id) = 0;
};
VCMI_LIB_NAMESPACE_END