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vcmi/server/battles/BattleResultProcessor.h
2023-08-23 22:46:42 +03:00

82 lines
2.1 KiB
C++

/*
* BattleProcessor.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/GameConstants.h"
#include "../../lib/NetPacks.h"
VCMI_LIB_NAMESPACE_BEGIN
struct SideInBattle;
VCMI_LIB_NAMESPACE_END
class CBattleQuery;
class BattleProcessor;
class CGameHandler;
struct CasualtiesAfterBattle
{
using TStackAndItsNewCount = std::pair<StackLocation, int>;
using TSummoned = std::map<CreatureID, TQuantity>;
// enum {ERASE = -1};
const CArmedInstance * army;
std::vector<TStackAndItsNewCount> newStackCounts;
std::vector<ArtifactLocation> removedWarMachines;
TSummoned summoned;
ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat);
void updateArmy(CGameHandler * gh);
};
struct FinishingBattleHelper
{
FinishingBattleHelper();
FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount);
inline bool isDraw() const {return winnerSide == 2;}
const CGHeroInstance *winnerHero, *loserHero;
PlayerColor victor, loser;
ui8 winnerSide;
int remainingBattleQueriesCount;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & winnerHero;
h & loserHero;
h & victor;
h & loser;
h & winnerSide;
h & remainingBattleQueriesCount;
}
};
class BattleResultProcessor : boost::noncopyable
{
// BattleProcessor * owner;
CGameHandler * gameHandler;
std::unique_ptr<BattleResult> battleResult;
std::unique_ptr<FinishingBattleHelper> finishingBattle;
public:
explicit BattleResultProcessor(BattleProcessor * owner);
void setGameHandler(CGameHandler * newGameHandler);
bool battleIsEnding() const;
void setupBattle();
void setBattleResult(EBattleResult resultType, int victoriusSide);
void endBattle(int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2); //ends battle
void endBattleConfirm(const BattleInfo * battleInfo);
void battleAfterLevelUp(const BattleResult & result);
};