1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/client/battle/BattleActionsController.h
2023-01-03 13:02:54 +04:00

104 lines
3.4 KiB
C++

/*
* BattleActionsController.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 "../../lib/battle/CBattleInfoCallback.h"
VCMI_LIB_NAMESPACE_BEGIN
class BattleAction;
VCMI_LIB_NAMESPACE_END
class BattleInterface;
enum class MouseHoveredHexContext
{
UNOCCUPIED_HEX,
OCCUPIED_HEX
};
/// Class that controls actions that can be performed by player, e.g. moving stacks, attacking, etc
/// As well as all relevant feedback for these actions in user interface
class BattleActionsController
{
BattleInterface & owner;
/// all actions possible to call at the moment by player
std::vector<PossiblePlayerBattleAction> possibleActions;
/// actions possible to take on hovered hex
std::vector<PossiblePlayerBattleAction> localActions;
/// these actions display message in case of illegal target
std::vector<PossiblePlayerBattleAction> illegalActions;
/// action that will be performed on l-click
PossiblePlayerBattleAction currentAction;
/// last action chosen (and saved) by player
PossiblePlayerBattleAction selectedAction;
/// if there are not possible actions to choose from, this action should be show as "illegal" in UI
PossiblePlayerBattleAction illegalAction;
/// if true, stack currently aims to cats a spell
bool creatureCasting;
/// if true, player is choosing destination for his spell - only for GUI / console
bool spellDestSelectMode;
/// spell for which player is choosing destination
std::shared_ptr<BattleAction> spellToCast;
/// spell for which player is choosing destination, pointer for convenience
const CSpell *currentSpell;
/// cached message that was set by this class in status bar
std::string currentConsoleMsg;
bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber);
bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber) const; //TODO: move to BattleState / callback
std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack) const; //called when stack gets its turn
void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
public:
BattleActionsController(BattleInterface & owner);
/// initialize list of potential actions for new active stack
void activateStack();
/// initialize potential actions for spells that can be cast by active stack
void enterCreatureCastingMode();
/// initialize potential actions for selected spell
void castThisSpell(SpellID spellID);
/// ends casting spell (eg. when spell has been cast or canceled)
void endCastingSpell();
/// update UI (e.g. status bar/cursor) according to new active hex
void handleHex(BattleHex myNumber, int eventType);
/// returns currently selected spell or SpellID::NONE on error
SpellID selectedSpell() const;
/// returns true if UI is currently in target selection mode
bool spellcastingModeActive() const;
/// methods to work with array of possible actions, needed to control special creatures abilities
const std::vector<PossiblePlayerBattleAction> & getPossibleActions() const;
void removePossibleAction(PossiblePlayerBattleAction);
/// inserts possible action in the beggining in order to prioritize it
void pushFrontPossibleAction(PossiblePlayerBattleAction);
};