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1657f124e1
- AI goals will now be handled by smart pointers
45 lines
1.6 KiB
C++
45 lines
1.6 KiB
C++
#pragma once
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#include "BattleHex.h"
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/*
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* BattleAction.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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/// A struct which handles battle actions like defending, walking,... - represents a creature stack in a battle
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class CStack;
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struct DLL_LINKAGE BattleAction
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{
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ui8 side; //who made this action: false - left, true - right player
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ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
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Battle::ActionType actionType; //use ActionType enum for values
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BattleHex destinationTile;
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si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
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si32 selectedStack; //spell subject for teleport / sacrifice
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & side & stackNumber & actionType & destinationTile & additionalInfo & selectedStack;
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}
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BattleAction();
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static BattleAction makeHeal(const CStack *healer, const CStack *healed);
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static BattleAction makeDefend(const CStack *stack);
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static BattleAction makeWait(const CStack *stack);
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static BattleAction makeMeleeAttack(const CStack *stack, const CStack * attacked, BattleHex attackFrom = BattleHex::INVALID);
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static BattleAction makeShotAttack(const CStack *shooter, const CStack *target);
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static BattleAction makeMove(const CStack *stack, BattleHex dest);
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static BattleAction makeEndOFTacticPhase(ui8 side);
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};
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DLL_EXPORT std::ostream & operator<<(std::ostream & os, const BattleAction & ba);
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