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39a2c29c97
struct that defines how units are placed in combat
103 lines
3.0 KiB
C++
103 lines
3.0 KiB
C++
/*
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* IBattleState.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 "CBattleInfoEssentials.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class ObstacleChanges;
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class UnitChanges;
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struct Bonus;
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struct BattleLayout;
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class JsonNode;
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class JsonSerializeFormat;
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class BattleField;
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class int3;
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namespace vstd
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{
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class RNG;
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}
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namespace battle
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{
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class UnitInfo;
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}
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class DLL_LINKAGE IBattleInfo : public IConstBonusProvider
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{
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public:
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using ObstacleCList = std::vector<std::shared_ptr<const CObstacleInstance>>;
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virtual ~IBattleInfo() = default;
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virtual BattleID getBattleID() const = 0;
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virtual int32_t getActiveStackID() const = 0;
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virtual TStacks getStacksIf(const TStackFilter & predicate) const = 0;
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virtual battle::Units getUnitsIf(const battle::UnitFilter & predicate) const = 0;
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virtual BattleField getBattlefieldType() const = 0;
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virtual TerrainId getTerrainType() const = 0;
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virtual ObstacleCList getAllObstacles() const = 0;
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virtual const CGTownInstance * getDefendedTown() const = 0;
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virtual EWallState getWallState(EWallPart partOfWall) const = 0;
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virtual EGateState getGateState() const = 0;
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virtual PlayerColor getSidePlayer(BattleSide side) const = 0;
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virtual const CArmedInstance * getSideArmy(BattleSide side) const = 0;
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virtual const CGHeroInstance * getSideHero(BattleSide side) const = 0;
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/// Returns list of all spells used by specified side (and that can be learned by opposite hero)
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virtual std::vector<SpellID> getUsedSpells(BattleSide side) const = 0;
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virtual uint32_t getCastSpells(BattleSide side) const = 0;
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virtual int32_t getEnchanterCounter(BattleSide side) const = 0;
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virtual ui8 getTacticDist() const = 0;
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virtual BattleSide getTacticsSide() const = 0;
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virtual uint32_t nextUnitId() const = 0;
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virtual int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const = 0;
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virtual int3 getLocation() const = 0;
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virtual BattleLayout getLayout() const = 0;
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};
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class DLL_LINKAGE IBattleState : public IBattleInfo
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{
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public:
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virtual void nextRound() = 0;
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virtual void nextTurn(uint32_t unitId) = 0;
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virtual void addUnit(uint32_t id, const JsonNode & data) = 0;
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virtual void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) = 0;
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virtual void moveUnit(uint32_t id, BattleHex destination) = 0;
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virtual void removeUnit(uint32_t id) = 0;
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virtual void updateUnit(uint32_t id, const JsonNode & data) = 0;
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virtual void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
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virtual void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
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virtual void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
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virtual void setWallState(EWallPart partOfWall, EWallState state) = 0;
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virtual void addObstacle(const ObstacleChanges & changes) = 0;
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virtual void updateObstacle(const ObstacleChanges & changes) = 0;
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virtual void removeObstacle(uint32_t id) = 0;
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};
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VCMI_LIB_NAMESPACE_END
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