mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
106 lines
4.3 KiB
C++
106 lines
4.3 KiB
C++
/*
|
|
* CBattleInfoEssentials.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 "CCallbackBase.h"
|
|
#include "BattleHex.h"
|
|
|
|
class CGTownInstance;
|
|
class CGHeroInstance;
|
|
class CStack;
|
|
struct CObstacleInstance;
|
|
class IBonusBearer;
|
|
struct InfoAboutHero;
|
|
class CArmedInstance;
|
|
|
|
typedef std::vector<const CStack*> TStacks;
|
|
typedef std::function<bool(const CStack *)> TStackFilter;
|
|
|
|
namespace BattlePerspective
|
|
{
|
|
enum BattlePerspective
|
|
{
|
|
INVALID = -2,
|
|
ALL_KNOWING = -1,
|
|
LEFT_SIDE,
|
|
RIGHT_SIDE
|
|
};
|
|
}
|
|
|
|
class DLL_LINKAGE CBattleInfoEssentials : public virtual CCallbackBase
|
|
{
|
|
protected:
|
|
bool battleDoWeKnowAbout(ui8 side) const;
|
|
const IBonusBearer * getBattleNode() const;
|
|
public:
|
|
enum EStackOwnership
|
|
{
|
|
ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
|
|
};
|
|
|
|
BattlePerspective::BattlePerspective battleGetMySide() const;
|
|
|
|
ETerrainType battleTerrainType() const;
|
|
BFieldType battleGetBattlefieldType() const;
|
|
std::vector<std::shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
|
|
|
|
/** @brief Main method for getting battle stacks
|
|
*
|
|
* @param predicate Functor that shall return true for desired stack
|
|
* @return filtered stacks
|
|
*
|
|
*/
|
|
TStacks battleGetStacksIf(TStackFilter predicate) const;
|
|
|
|
bool battleHasNativeStack(ui8 side) const;
|
|
int battleGetMoatDmg() const; //what dmg unit will suffer if ending turn in the moat
|
|
const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
|
|
const CStack *battleActiveStack() const;
|
|
si8 battleTacticDist() const; //returns tactic distance in current tactics phase; 0 if not in tactics phase
|
|
si8 battleGetTacticsSide() const; //returns which side is in tactics phase, undefined if none (?)
|
|
bool battleCanFlee(PlayerColor player) const;
|
|
bool battleCanSurrender(PlayerColor player) const;
|
|
ui8 otherSide(ui8 side) const;
|
|
BattleSideOpt playerToSide(PlayerColor player) const;
|
|
bool playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const;
|
|
ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
|
|
bool battleHasHero(ui8 side) const;
|
|
int battleCastSpells(ui8 side) const; //how many spells has given side cast
|
|
const CGHeroInstance * battleGetFightingHero(ui8 side) const; //depracated for players callback, easy to get wrong
|
|
const CArmedInstance * battleGetArmyObject(ui8 side) const;
|
|
InfoAboutHero battleGetHeroInfo(ui8 side) const;
|
|
|
|
// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
|
|
// [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
|
|
si8 battleGetWallState(int partOfWall) const;
|
|
EGateState battleGetGateState() const;
|
|
|
|
//helpers
|
|
///returns all stacks, alive or dead or undead or mechanical :)
|
|
TStacks battleGetAllStacks(bool includeTurrets = false) const;
|
|
|
|
///returns all alive stacks excluding turrets
|
|
TStacks battleAliveStacks() const;
|
|
///returns all alive stacks from particular side excluding turrets
|
|
TStacks battleAliveStacks(ui8 side) const;
|
|
const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
|
|
bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const;
|
|
|
|
///returns player that controls given stack; mind control included
|
|
PlayerColor battleGetOwner(const CStack * stack) const;
|
|
|
|
///returns hero that controls given stack; nullptr if none; mind control included
|
|
const CGHeroInstance * battleGetOwnerHero(const CStack * stack) const;
|
|
|
|
///check that stacks are controlled by same|other player(s) depending on positiveness
|
|
///mind control included
|
|
bool battleMatchOwner(const CStack * attacker, const CStack * defender, const boost::logic::tribool positivness = false) const;
|
|
bool battleMatchOwner(const PlayerColor & attacker, const CStack * defender, const boost::logic::tribool positivness = false) const;
|
|
};
|