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https://github.com/vcmi/vcmi.git
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36c1ed670f
Removed most of hardcoded checks for fort level or for presence of fort/ citadel/castle buildings. It is now possible to define which parts of town fortifications are provided by town buildings Configuration for H3-like fortifications is provided in buildingsLibrary.json and will be used automatically by mods as long as mods have buidings named "fort", "citadel" and "castle". Alternatively, mods can separately define: - hitpoints of walls (shared value for all sections) - hitpoints of central, upper and lower towers (separate values) - presence of moat - shooters for each tower (separate values)
445 lines
12 KiB
C++
445 lines
12 KiB
C++
/*
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* CBattleInfoEssentials.cpp, 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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#include "StdInc.h"
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#include "CBattleInfoEssentials.h"
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#include "../CStack.h"
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#include "BattleInfo.h"
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#include "CObstacleInstance.h"
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#include "../constants/EntityIdentifiers.h"
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#include "../entities/building/TownFortifications.h"
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#include "../gameState/InfoAboutArmy.h"
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#include "../mapObjects/CGTownInstance.h"
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VCMI_LIB_NAMESPACE_BEGIN
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bool CBattleInfoEssentials::duringBattle() const
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{
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return getBattle() != nullptr;
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}
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TerrainId CBattleInfoEssentials::battleTerrainType() const
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{
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RETURN_IF_NOT_BATTLE(TerrainId());
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return getBattle()->getTerrainType();
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}
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BattleField CBattleInfoEssentials::battleGetBattlefieldType() const
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{
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RETURN_IF_NOT_BATTLE(BattleField::NONE);
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return getBattle()->getBattlefieldType();
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}
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int32_t CBattleInfoEssentials::battleGetEnchanterCounter(BattleSide side) const
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{
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RETURN_IF_NOT_BATTLE(0);
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return getBattle()->getEnchanterCounter(side);
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}
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std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoEssentials::battleGetAllObstacles(std::optional<BattleSide> perspective) const
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{
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std::vector<std::shared_ptr<const CObstacleInstance> > ret;
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RETURN_IF_NOT_BATTLE(ret);
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if(!perspective)
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{
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//if no particular perspective request, use default one
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perspective = std::make_optional(battleGetMySide());
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}
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else
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{
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if(!!getPlayerID() && *perspective != battleGetMySide())
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logGlobal->warn("Unauthorized obstacles access attempt, assuming massive spell");
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}
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for(const auto & obstacle : getBattle()->getAllObstacles())
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{
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if(battleIsObstacleVisibleForSide(*(obstacle), *perspective))
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ret.push_back(obstacle);
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}
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return ret;
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}
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std::shared_ptr<const CObstacleInstance> CBattleInfoEssentials::battleGetObstacleByID(uint32_t ID) const
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{
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std::shared_ptr<const CObstacleInstance> ret;
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RETURN_IF_NOT_BATTLE(std::shared_ptr<const CObstacleInstance>());
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for(auto obstacle : getBattle()->getAllObstacles())
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{
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if(obstacle->uniqueID == ID)
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return obstacle;
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}
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logGlobal->error("Invalid obstacle ID %d", ID);
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return std::shared_ptr<const CObstacleInstance>();
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}
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bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattleSide side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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return side == BattleSide::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
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}
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bool CBattleInfoEssentials::battleHasNativeStack(BattleSide side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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for(const auto * s : battleGetAllStacks())
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{
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if(s->unitSide() == side && s->isNativeTerrain(getBattle()->getTerrainType()))
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return true;
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}
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return false;
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}
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TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets) const
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{
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return battleGetStacksIf([=](const CStack * s)
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{
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return !s->isGhost() && (includeTurrets || !s->isTurret());
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});
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}
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TStacks CBattleInfoEssentials::battleGetStacksIf(const TStackFilter & predicate) const
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{
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RETURN_IF_NOT_BATTLE(TStacks());
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return getBattle()->getStacksIf(std::move(predicate));
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}
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battle::Units CBattleInfoEssentials::battleGetUnitsIf(const battle::UnitFilter & predicate) const
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{
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RETURN_IF_NOT_BATTLE(battle::Units());
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return getBattle()->getUnitsIf(predicate);
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}
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const battle::Unit * CBattleInfoEssentials::battleGetUnitByID(uint32_t ID) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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//TODO: consider using map ID -> Unit
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auto ret = battleGetUnitsIf([=](const battle::Unit * unit)
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{
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return unit->unitId() == ID;
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});
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if(ret.empty())
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return nullptr;
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else
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return ret[0];
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}
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const battle::Unit * CBattleInfoEssentials::battleActiveUnit() const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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auto id = getBattle()->getActiveStackID();
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if(id >= 0)
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return battleGetUnitByID(static_cast<uint32_t>(id));
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else
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return nullptr;
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}
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uint32_t CBattleInfoEssentials::battleNextUnitId() const
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{
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return getBattle()->nextUnitId();
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}
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const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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return getBattle()->getDefendedTown();
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}
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BattleSide CBattleInfoEssentials::battleGetMySide() const
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{
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RETURN_IF_NOT_BATTLE(BattleSide::INVALID);
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if(!getPlayerID() || getPlayerID()->isSpectator())
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return BattleSide::ALL_KNOWING;
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if(*getPlayerID() == getBattle()->getSidePlayer(BattleSide::ATTACKER))
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return BattleSide::LEFT_SIDE;
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if(*getPlayerID() == getBattle()->getSidePlayer(BattleSide::DEFENDER))
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return BattleSide::RIGHT_SIDE;
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logGlobal->error("Cannot find player %s in battle!", getPlayerID()->toString());
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return BattleSide::INVALID;
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}
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const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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auto stacks = battleGetStacksIf([=](const CStack * s)
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{
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return s->unitId() == ID && (!onlyAlive || s->alive());
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});
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if(stacks.empty())
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return nullptr;
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else
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return stacks[0];
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}
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bool CBattleInfoEssentials::battleDoWeKnowAbout(BattleSide side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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auto p = battleGetMySide();
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return p == BattleSide::ALL_KNOWING || p == side;
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}
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si8 CBattleInfoEssentials::battleTacticDist() const
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{
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RETURN_IF_NOT_BATTLE(0);
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return getBattle()->getTacticDist();
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}
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BattleSide CBattleInfoEssentials::battleGetTacticsSide() const
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{
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RETURN_IF_NOT_BATTLE(BattleSide::NONE);
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return getBattle()->getTacticsSide();
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}
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const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(BattleSide side) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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if(side != BattleSide::DEFENDER && side != BattleSide::ATTACKER)
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{
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logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
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return nullptr;
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}
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if(!battleDoWeKnowAbout(side))
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{
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logGlobal->error("FIXME: %s access check ", __FUNCTION__);
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return nullptr;
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}
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return getBattle()->getSideHero(side);
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}
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const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(BattleSide side) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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if(side != BattleSide::DEFENDER && side != BattleSide::ATTACKER)
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{
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logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
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return nullptr;
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}
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if(!battleDoWeKnowAbout(side))
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{
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logGlobal->error("FIXME: %s access check!", __FUNCTION__);
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return nullptr;
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}
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return getBattle()->getSideArmy(side);
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}
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InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo(BattleSide side) const
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{
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const auto * hero = getBattle()->getSideHero(side);
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if(!hero)
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{
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return InfoAboutHero();
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}
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InfoAboutHero::EInfoLevel infoLevel = battleDoWeKnowAbout(side) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC;
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return InfoAboutHero(hero, infoLevel);
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}
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uint32_t CBattleInfoEssentials::battleCastSpells(BattleSide side) const
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{
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RETURN_IF_NOT_BATTLE(-1);
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return getBattle()->getCastSpells(side);
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}
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const IBonusBearer * CBattleInfoEssentials::getBonusBearer() const
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{
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return getBattle()->getBonusBearer();
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}
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bool CBattleInfoEssentials::battleCanFlee(const PlayerColor & player) const
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{
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RETURN_IF_NOT_BATTLE(false);
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const auto side = playerToSide(player);
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if(side == BattleSide::NONE)
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return false;
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const CGHeroInstance * myHero = battleGetFightingHero(side);
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//current player have no hero
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if(!myHero)
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return false;
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//eg. one of heroes is wearing shakles of war
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if(myHero->hasBonusOfType(BonusType::BATTLE_NO_FLEEING))
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return false;
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//we are besieged defender
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if(side == BattleSide::DEFENDER && getBattle()->getDefendedTown() != nullptr)
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{
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const auto * town = battleGetDefendedTown();
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if(!town->hasBuilt(BuildingSubID::ESCAPE_TUNNEL))
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return false;
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}
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return true;
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}
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BattleSide CBattleInfoEssentials::playerToSide(const PlayerColor & player) const
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{
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RETURN_IF_NOT_BATTLE(BattleSide::NONE);
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if(getBattle()->getSidePlayer(BattleSide::ATTACKER) == player)
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return BattleSide::ATTACKER;
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if(getBattle()->getSidePlayer(BattleSide::DEFENDER) == player)
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return BattleSide::DEFENDER;
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logGlobal->warn("Cannot find side for player %s", player.toString());
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return BattleSide::INVALID;
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}
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PlayerColor CBattleInfoEssentials::sideToPlayer(BattleSide side) const
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{
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RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
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return getBattle()->getSidePlayer(side);
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}
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BattleSide CBattleInfoEssentials::otherSide(BattleSide side)
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{
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if(side == BattleSide::ATTACKER)
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return BattleSide::DEFENDER;
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else
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return BattleSide::ATTACKER;
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}
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PlayerColor CBattleInfoEssentials::otherPlayer(const PlayerColor & player) const
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{
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RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
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auto side = playerToSide(player);
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if(side == BattleSide::NONE)
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return PlayerColor::CANNOT_DETERMINE;
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return getBattle()->getSidePlayer(otherSide(side));
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}
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bool CBattleInfoEssentials::playerHasAccessToHeroInfo(const PlayerColor & player, const CGHeroInstance * h) const
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{
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RETURN_IF_NOT_BATTLE(false);
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const auto side = playerToSide(player);
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if(side != BattleSide::NONE)
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{
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auto opponentSide = otherSide(side);
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if(getBattle()->getSideHero(opponentSide) == h)
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return true;
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}
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return false;
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}
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TownFortifications CBattleInfoEssentials::battleGetFortifications() const
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{
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RETURN_IF_NOT_BATTLE(TownFortifications());
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return getBattle()->getDefendedTown() ? getBattle()->getDefendedTown()->fortificationsLevel() : TownFortifications();
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}
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bool CBattleInfoEssentials::battleCanSurrender(const PlayerColor & player) const
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{
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RETURN_IF_NOT_BATTLE(false);
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const auto side = playerToSide(player);
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if(side == BattleSide::NONE)
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return false;
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bool iAmSiegeDefender = (side == BattleSide::DEFENDER && getBattle()->getDefendedTown() != nullptr);
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//conditions like for fleeing (except escape tunnel presence) + enemy must have a hero
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return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(otherSide(side));
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}
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bool CBattleInfoEssentials::battleHasHero(BattleSide side) const
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{
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RETURN_IF_NOT_BATTLE(false);
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return getBattle()->getSideHero(side) != nullptr;
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}
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EWallState CBattleInfoEssentials::battleGetWallState(EWallPart partOfWall) const
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{
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RETURN_IF_NOT_BATTLE(EWallState::NONE);
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if(battleGetFortifications().wallsHealth == 0)
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return EWallState::NONE;
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return getBattle()->getWallState(partOfWall);
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}
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EGateState CBattleInfoEssentials::battleGetGateState() const
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{
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RETURN_IF_NOT_BATTLE(EGateState::NONE);
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if(battleGetFortifications().wallsHealth == 0)
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return EGateState::NONE;
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return getBattle()->getGateState();
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}
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bool CBattleInfoEssentials::battleIsGatePassable() const
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{
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RETURN_IF_NOT_BATTLE(true);
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if(battleGetFortifications().wallsHealth == 0)
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return true;
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return battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED;
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}
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PlayerColor CBattleInfoEssentials::battleGetOwner(const battle::Unit * unit) const
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{
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RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
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PlayerColor initialOwner = getBattle()->getSidePlayer(unit->unitSide());
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static const CSelector selector = Selector::type()(BonusType::HYPNOTIZED);
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if(unit->hasBonus(selector))
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return otherPlayer(initialOwner);
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else
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return initialOwner;
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}
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const CGHeroInstance * CBattleInfoEssentials::battleGetOwnerHero(const battle::Unit * unit) const
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{
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RETURN_IF_NOT_BATTLE(nullptr);
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const auto side = playerToSide(battleGetOwner(unit));
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if(side == BattleSide::NONE)
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return nullptr;
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return getBattle()->getSideHero(side);
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}
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bool CBattleInfoEssentials::battleMatchOwner(const battle::Unit * attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const
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{
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RETURN_IF_NOT_BATTLE(false);
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if(boost::logic::indeterminate(positivness))
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return true;
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else if(attacker->unitId() == defender->unitId())
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return (bool)positivness;
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else
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return battleMatchOwner(battleGetOwner(attacker), defender, positivness);
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}
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bool CBattleInfoEssentials::battleMatchOwner(const PlayerColor & attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const
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{
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RETURN_IF_NOT_BATTLE(false);
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PlayerColor initialOwner = getBattle()->getSidePlayer(defender->unitSide());
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return boost::logic::indeterminate(positivness) || (attacker == initialOwner) == (bool)positivness;
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}
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VCMI_LIB_NAMESPACE_END
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