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177 lines
9.7 KiB
C++
177 lines
9.7 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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#include <vcmi/spells/Magic.h>
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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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VCMI_LIB_NAMESPACE_BEGIN
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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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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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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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enum class PossiblePlayerBattleAction // actions performed at l-click
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{
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INVALID = -1,
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CREATURE_INFO,
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HERO_INFO,
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MOVE_TACTICS,
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CHOOSE_TACTICS_STACK,
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MOVE_STACK,
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ATTACK,
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WALK_AND_ATTACK,
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ATTACK_AND_RETURN,
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SHOOT,
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CATAPULT,
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HEAL,
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NO_LOCATION, // massive spells that affect every possible target, automatic casts
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ANY_LOCATION,
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OBSTACLE,
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TELEPORT,
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SACRIFICE,
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RANDOM_GENIE_SPELL, // random spell on a friendly creature
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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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AIMED_SPELL_CREATURE, // spell targeted at creature
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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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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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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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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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const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const;
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const battle::Unit * battleGetUnitByPos(BattleHex pos, bool onlyAlive = true) const override;
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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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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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///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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///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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std::vector<BattleHex> battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit) const;
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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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bool isEnemyUnitWithinSpecifiedRange(BattleHex attackerPosition, const battle::Unit * defenderUnit, unsigned int range) const;
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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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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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/// estimates damage dealt by attacker to defender;
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/// only non-random bonuses are considered in estimation
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/// returns pair <min dmg, max dmg>
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TDmgRange battleEstimateDamage(const BattleAttackInfo & bai, TDmgRange * retaliationDmg = nullptr) const;
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TDmgRange battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, TDmgRange * retaliationDmg = nullptr) const;
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TDmgRange battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, TDmgRange * retaliationDmg = nullptr) const;
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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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BattleHex wallPartToBattleHex(EWallPart part) const;
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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 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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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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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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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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//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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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(const battle::Unit *attacker, const battle::Unit *defender) const; //determines if attacker standing at attackerHex should reverse in order to attack defender
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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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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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VCMI_LIB_NAMESPACE_END
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