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vcmi/lib/CBattleCallback.h
Arseniy Shestakov 9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00

336 lines
17 KiB
C++

#pragma once
#include "BattleHex.h"
/*
* CBattleCallback.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
*
*/
class CGameState;
class CGTownInstance;
class CGHeroInstance;
class CStack;
class ISpellCaster;
class CSpell;
struct BattleInfo;
struct CObstacleInstance;
class IBonusBearer;
struct InfoAboutHero;
class CArmedInstance;
namespace boost
{class shared_mutex;}
namespace BattleSide
{
enum {ATTACKER = 0, DEFENDER = 1};
}
typedef std::vector<const CStack*> TStacks;
typedef std::function<bool(const CStack *)> TStackFilter;
class CBattleInfoEssentials;
//Basic class for various callbacks (interfaces called by players to get info about game and so forth)
class DLL_LINKAGE CCallbackBase
{
const BattleInfo *battle; //battle to which the player is engaged, nullptr if none or not applicable
const BattleInfo * getBattle() const
{
return battle;
}
protected:
CGameState *gs;
boost::optional<PlayerColor> player; // not set gives access to all information, otherwise callback provides only information "visible" for player
CCallbackBase(CGameState *GS, boost::optional<PlayerColor> Player)
: battle(nullptr), gs(GS), player(Player)
{}
CCallbackBase()
: battle(nullptr), gs(nullptr)
{}
void setBattle(const BattleInfo *B);
bool duringBattle() const;
public:
boost::shared_mutex &getGsMutex(); //just return a reference to mutex, does not lock nor anything
boost::optional<PlayerColor> getPlayerID() const;
friend class CBattleInfoEssentials;
};
struct DLL_LINKAGE AttackableTiles
{
std::set<BattleHex> hostileCreaturePositions;
std::set<BattleHex> friendlyCreaturePositions; //for Dragon Breath
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hostileCreaturePositions & friendlyCreaturePositions;
}
};
//Accessibility is property of hex in battle. It doesn't depend on stack, side's perspective and so on.
namespace EAccessibility
{
enum EAccessibility
{
ACCESSIBLE,
ALIVE_STACK,
OBSTACLE,
DESTRUCTIBLE_WALL,
GATE, //sieges -> gate opens only for defender stacks
UNAVAILABLE, //indestructible wall parts, special battlefields (like boat-to-boat)
SIDE_COLUMN //used for first and last columns of hexes that are unavailable but wat machines can stand there
};
}
typedef std::array<EAccessibility::EAccessibility, GameConstants::BFIELD_SIZE> TAccessibilityArray;
struct DLL_LINKAGE AccessibilityInfo : TAccessibilityArray
{
bool occupiable(const CStack *stack, BattleHex tile) const;
bool accessible(BattleHex tile, const CStack *stack) const; //checks for both tiles if stack is double wide
bool accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const; //checks for both tiles if stack is double wide
};
namespace BattlePerspective
{
enum BattlePerspective
{
INVALID = -2,
ALL_KNOWING = -1,
LEFT_SIDE,
RIGHT_SIDE
};
}
// Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying),
// startPosition and perpective.
struct DLL_LINKAGE ReachabilityInfo
{
typedef std::array<int, GameConstants::BFIELD_SIZE> TDistances;
typedef std::array<BattleHex, GameConstants::BFIELD_SIZE> TPredecessors;
enum { INFINITE_DIST = 1000000 };
struct DLL_LINKAGE Parameters
{
const CStack *stack; //stack for which calculation is mage => not required (kept for debugging mostly), following variables are enough
bool attackerOwned;
bool doubleWide;
bool flying;
std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
BattleHex startPosition; //assumed position of stack
BattlePerspective::BattlePerspective perspective; //some obstacles (eg. quicksands) may be invisible for some side
Parameters();
Parameters(const CStack *Stack);
};
Parameters params;
AccessibilityInfo accessibility;
TDistances distances;
TPredecessors predecessors;
ReachabilityInfo()
{
distances.fill(INFINITE_DIST);
predecessors.fill(BattleHex::INVALID);
}
bool isReachable(BattleHex hex) const
{
return distances[hex] < INFINITE_DIST;
}
};
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, bool includeTurrets = false) 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 playerToSide(PlayerColor player) 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;
//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;
//ESpellCastProblem::ESpellCastProblem battleCanCastSpell(int player, ECastingMode::ECastingMode mode) const; //Checks if player is able to cast spells (at all) at the moment
};
struct DLL_LINKAGE BattleAttackInfo
{
const IBonusBearer *attackerBonuses, *defenderBonuses;
const CStack *attacker, *defender;
BattleHex attackerPosition, defenderPosition;
int attackerCount, defenderCount;
bool shooting;
int chargedFields;
bool luckyHit;
bool unluckyHit;
bool deathBlow;
bool ballistaDoubleDamage;
BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting = false);
BattleAttackInfo reverse() const;
};
class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
{
public:
enum ERandomSpell
{
RANDOM_GENIE, RANDOM_AIMED
};
//battle
boost::optional<int> battleIsFinished() const; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
std::shared_ptr<const CObstacleInstance> battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking = true) const; //blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const; //returns stack info by given pos
void battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn = 0, int lastMoved = -1) const;
void battleGetStackCountOutsideHexes(bool *ac) const; // returns hexes which when in front of a stack cause us to move the amount box back
std::vector<BattleHex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = nullptr) const; //returns hexes reachable by creature with id ID (valid movement destinations), DOES contain stack current position
int battleGetSurrenderCost(PlayerColor Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
ReachabilityInfo::TDistances battleGetDistances(const CStack * stack, BattleHex hex = BattleHex::INVALID, BattleHex * predecessors = nullptr) const; //returns vector of distances to [dest hex number]
std::set<BattleHex> battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
bool battleCanShoot(const CStack * stack, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
bool battleIsStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
std::set<const CStack*> batteAdjacentCreatures (const CStack * stack) const;
TDmgRange calculateDmgRange(const BattleAttackInfo &info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
//hextowallpart //int battleGetWallUnderHex(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
std::pair<ui32, ui32> battleEstimateDamage(const BattleAttackInfo &bai, std::pair<ui32, ui32> * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
std::pair<ui32, ui32> battleEstimateDamage(const CStack * attacker, const CStack * defender, std::pair<ui32, ui32> * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
si8 battleHasDistancePenalty( const CStack * stack, BattleHex destHex ) const;
si8 battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex ) const;
si8 battleHasWallPenalty(const CStack * stack, BattleHex destHex) const; //checks if given stack has wall penalty
si8 battleHasWallPenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const; //checks if given stack has wall penalty
BattleHex wallPartToBattleHex(EWallPart::EWallPart part) const;
EWallPart::EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
bool isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
std::vector<BattleHex> getAttackableBattleHexes() const;
//*** MAGIC
si8 battleMaxSpellLevel(ui8 side) const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
ui32 battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
ESpellCastProblem::ESpellCastProblem battleCanCastSpell(PlayerColor player, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode) const; //checks if given player can cast given spell
ESpellCastProblem::ESpellCastProblem battleCanCastThisSpellHere(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const; //checks if given player can cast given spell at given tile in given mode
std::vector<BattleHex> battleGetPossibleTargets(PlayerColor player, const CSpell *spell) const;
SpellID battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode) const;
SpellID getRandomBeneficialSpell(const CStack * subject) const;
SpellID getRandomCastedSpell(const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
const CStack * getStackIf(std::function<bool(const CStack*)> pred) const;
si8 battleHasShootingPenalty(const CStack * stack, BattleHex destHex)
{
return battleHasDistancePenalty(stack, destHex) || battleHasWallPenalty(stack, destHex);
}
si8 battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const; //checks if teleportation of given stack to given position can take place
//convenience methods using the ones above
bool isInTacticRange( BattleHex dest ) const;
si8 battleGetTacticDist() const; //returns tactic distance for calling player or 0 if this player is not in tactic phase (for ALL_KNOWING actual distance for tactic side)
AttackableTiles getPotentiallyAttackableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
bool isToReverse(BattleHex hexFrom, BattleHex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir) const; //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse
ReachabilityInfo getReachability(const CStack *stack) const;
ReachabilityInfo getReachability(const ReachabilityInfo::Parameters &params) const;
AccessibilityInfo getAccesibility() const;
AccessibilityInfo getAccesibility(const CStack *stack) const; //Hexes ocupied by stack will be marked as accessible.
AccessibilityInfo getAccesibility(const std::vector<BattleHex> &accessibleHexes) const; //given hexes will be marked as accessible
std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const;
protected:
ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters &params) const;
ReachabilityInfo makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters &params) const;
ReachabilityInfo makeBFS(const CStack *stack) const; //uses default parameters -> stack position and owner's perspective
std::set<BattleHex> getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
};
class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback
{
public:
bool battleCanFlee() const; //returns true if caller can flee from the battle
TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) const; //returns stacks on battlefield
ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell) const; //determines if given spell can be cast (and returns problem description)
int battleGetSurrenderCost() const; //returns cost of surrendering battle, -1 if surrendering is not possible
bool battleCanCastSpell(ESpellCastProblem::ESpellCastProblem *outProblem = nullptr) const; //returns true, if caller can cast a spell. If not, if pointer is given via arg, the reason will be written.
const CGHeroInstance * battleGetMyHero() const;
InfoAboutHero battleGetEnemyHero() const;
};