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vcmi/lib/battle/CBattleInfoEssentials.cpp
2023-01-22 20:03:11 +01:00

445 lines
12 KiB
C++

/*
* CBattleInfoEssentials.cpp, 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
*
*/
#include "StdInc.h"
#include "CBattleInfoEssentials.h"
#include "../CStack.h"
#include "BattleInfo.h"
#include "../NetPacks.h"
#include "../mapObjects/CGTownInstance.h"
VCMI_LIB_NAMESPACE_BEGIN
TerrainId CBattleInfoEssentials::battleTerrainType() const
{
RETURN_IF_NOT_BATTLE(TerrainId());
return getBattle()->getTerrainType();
}
BattleField CBattleInfoEssentials::battleGetBattlefieldType() const
{
RETURN_IF_NOT_BATTLE(BattleField::NONE);
return getBattle()->getBattlefieldType();
}
int32_t CBattleInfoEssentials::battleGetEnchanterCounter(ui8 side) const
{
RETURN_IF_NOT_BATTLE(0);
return getBattle()->getEnchanterCounter(side);
}
std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective) const
{
std::vector<std::shared_ptr<const CObstacleInstance> > ret;
RETURN_IF_NOT_BATTLE(ret);
if(!perspective)
{
//if no particular perspective request, use default one
perspective = boost::make_optional(battleGetMySide());
}
else
{
if(!!player && *perspective != battleGetMySide())
{
logGlobal->error("Unauthorized obstacles access attempt!");
return ret;
}
}
for(auto obstacle : getBattle()->getAllObstacles())
{
if(battleIsObstacleVisibleForSide(*(obstacle.get()), *perspective))
ret.push_back(obstacle);
}
return ret;
}
std::shared_ptr<const CObstacleInstance> CBattleInfoEssentials::battleGetObstacleByID(uint32_t ID) const
{
std::shared_ptr<const CObstacleInstance> ret;
RETURN_IF_NOT_BATTLE(std::shared_ptr<const CObstacleInstance>());
for(auto obstacle : getBattle()->getAllObstacles())
{
if(obstacle->uniqueID == ID)
return obstacle;
}
logGlobal->error("Invalid obstacle ID %d", ID);
return std::shared_ptr<const CObstacleInstance>();
}
bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const
{
RETURN_IF_NOT_BATTLE(false);
return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
}
bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
{
RETURN_IF_NOT_BATTLE(false);
for(const CStack * s : battleGetAllStacks())
{
if(s->side == side && s->getCreature()->isItNativeTerrain(getBattle()->getTerrainType()))
return true;
}
return false;
}
TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets) const
{
return battleGetStacksIf([=](const CStack * s)
{
return !s->isGhost() && (includeTurrets || !s->isTurret());
});
}
TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate) const
{
RETURN_IF_NOT_BATTLE(TStacks());
return getBattle()->getStacksIf(predicate);
}
battle::Units CBattleInfoEssentials::battleGetUnitsIf(battle::UnitFilter predicate) const
{
RETURN_IF_NOT_BATTLE(battle::Units());
return getBattle()->getUnitsIf(predicate);
}
const battle::Unit * CBattleInfoEssentials::battleGetUnitByID(uint32_t ID) const
{
RETURN_IF_NOT_BATTLE(nullptr);
//TODO: consider using map ID -> Unit
auto ret = battleGetUnitsIf([=](const battle::Unit * unit)
{
return unit->unitId() == ID;
});
if(ret.empty())
return nullptr;
else
return ret[0];
}
const battle::Unit * CBattleInfoEssentials::battleActiveUnit() const
{
RETURN_IF_NOT_BATTLE(nullptr);
auto id = getBattle()->getActiveStackID();
if(id >= 0)
return battleGetUnitByID(static_cast<uint32_t>(id));
else
return nullptr;
}
uint32_t CBattleInfoEssentials::battleNextUnitId() const
{
return getBattle()->nextUnitId();
}
const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
{
RETURN_IF_NOT_BATTLE(nullptr);
return getBattle()->getDefendedTown();
}
BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
{
RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
if(!player || player.get().isSpectator())
return BattlePerspective::ALL_KNOWING;
if(*player == getBattle()->getSidePlayer(BattleSide::ATTACKER))
return BattlePerspective::LEFT_SIDE;
if(*player == getBattle()->getSidePlayer(BattleSide::DEFENDER))
return BattlePerspective::RIGHT_SIDE;
logGlobal->error("Cannot find player %s in battle!", player->getStr());
return BattlePerspective::INVALID;
}
const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
{
RETURN_IF_NOT_BATTLE(nullptr);
auto stacks = battleGetStacksIf([=](const CStack * s)
{
return s->ID == ID && (!onlyAlive || s->alive());
});
if(stacks.empty())
return nullptr;
else
return stacks[0];
}
const CStack* CBattleInfoEssentials::battleGetStackByUnitId(int unitId, bool onlyAlive) const
{
RETURN_IF_NOT_BATTLE(nullptr);
auto stacks = battleGetStacksIf([=](const CStack * s)
{
return s->unitId() == unitId && (!onlyAlive || s->alive());
});
if(stacks.empty())
return nullptr;
else
return stacks[0];
}
bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
{
RETURN_IF_NOT_BATTLE(false);
auto p = battleGetMySide();
return p == BattlePerspective::ALL_KNOWING || p == side;
}
si8 CBattleInfoEssentials::battleTacticDist() const
{
RETURN_IF_NOT_BATTLE(0);
return getBattle()->getTacticDist();
}
si8 CBattleInfoEssentials::battleGetTacticsSide() const
{
RETURN_IF_NOT_BATTLE(-1);
return getBattle()->getTacticsSide();
}
const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const
{
RETURN_IF_NOT_BATTLE(nullptr);
if(side > 1)
{
logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
return nullptr;
}
if(!battleDoWeKnowAbout(side))
{
logGlobal->error("FIXME: %s access check ", __FUNCTION__);
return nullptr;
}
return getBattle()->getSideHero(side);
}
const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const
{
RETURN_IF_NOT_BATTLE(nullptr);
if(side > 1)
{
logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
return nullptr;
}
if(!battleDoWeKnowAbout(side))
{
logGlobal->error("FIXME: %s access check!", __FUNCTION__);
return nullptr;
}
return getBattle()->getSideArmy(side);
}
InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo(ui8 side) const
{
auto hero = getBattle()->getSideHero(side);
if(!hero)
{
return InfoAboutHero();
}
InfoAboutHero::EInfoLevel infoLevel = battleDoWeKnowAbout(side) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC;
return InfoAboutHero(hero, infoLevel);
}
uint32_t CBattleInfoEssentials::battleCastSpells(ui8 side) const
{
RETURN_IF_NOT_BATTLE(-1);
return getBattle()->getCastSpells(side);
}
const IBonusBearer * CBattleInfoEssentials::getBattleNode() const
{
return getBattle()->asBearer();
}
bool CBattleInfoEssentials::battleCanFlee(PlayerColor player) const
{
RETURN_IF_NOT_BATTLE(false);
const auto side = playerToSide(player);
if(!side)
return false;
const CGHeroInstance *myHero = battleGetFightingHero(side.get());
//current player have no hero
if(!myHero)
return false;
//eg. one of heroes is wearing shakles of war
if(myHero->hasBonusOfType(Bonus::BATTLE_NO_FLEEING))
return false;
//we are besieged defender
if(side.get() == BattleSide::DEFENDER && battleGetSiegeLevel())
{
auto town = battleGetDefendedTown();
if(!town->hasBuilt(BuildingSubID::ESCAPE_TUNNEL))
return false;
}
return true;
}
BattleSideOpt CBattleInfoEssentials::playerToSide(PlayerColor player) const
{
RETURN_IF_NOT_BATTLE(boost::none);
if(getBattle()->getSidePlayer(BattleSide::ATTACKER) == player)
return BattleSideOpt(BattleSide::ATTACKER);
if(getBattle()->getSidePlayer(BattleSide::DEFENDER) == player)
return BattleSideOpt(BattleSide::DEFENDER);
logGlobal->warn("Cannot find side for player %s", player.getStr());
return boost::none;
}
PlayerColor CBattleInfoEssentials::sideToPlayer(ui8 side) const
{
RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
return getBattle()->getSidePlayer(side);
}
ui8 CBattleInfoEssentials::otherSide(ui8 side) const
{
if(side == BattleSide::ATTACKER)
return BattleSide::DEFENDER;
else
return BattleSide::ATTACKER;
}
PlayerColor CBattleInfoEssentials::otherPlayer(PlayerColor player) const
{
RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
auto side = playerToSide(player);
if(!side)
return PlayerColor::CANNOT_DETERMINE;
return getBattle()->getSidePlayer(otherSide(side.get()));
}
bool CBattleInfoEssentials::playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const
{
RETURN_IF_NOT_BATTLE(false);
const auto side = playerToSide(player);
if(side)
{
auto opponentSide = otherSide(side.get());
if(getBattle()->getSideHero(opponentSide) == h)
return true;
}
return false;
}
ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
{
RETURN_IF_NOT_BATTLE(CGTownInstance::NONE);
return getBattle()->getDefendedTown() ? getBattle()->getDefendedTown()->fortLevel() : CGTownInstance::NONE;
}
bool CBattleInfoEssentials::battleCanSurrender(PlayerColor player) const
{
RETURN_IF_NOT_BATTLE(false);
const auto side = playerToSide(player);
if(!side)
return false;
bool iAmSiegeDefender = (side.get() == BattleSide::DEFENDER && battleGetSiegeLevel());
//conditions like for fleeing (except escape tunnel presence) + enemy must have a hero
return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(otherSide(side.get()));
}
bool CBattleInfoEssentials::battleHasHero(ui8 side) const
{
RETURN_IF_NOT_BATTLE(false);
return getBattle()->getSideHero(side) != nullptr;
}
EWallState CBattleInfoEssentials::battleGetWallState(EWallPart partOfWall) const
{
RETURN_IF_NOT_BATTLE(EWallState::NONE);
if(battleGetSiegeLevel() == CGTownInstance::NONE)
return EWallState::NONE;
return getBattle()->getWallState(partOfWall);
}
EGateState CBattleInfoEssentials::battleGetGateState() const
{
RETURN_IF_NOT_BATTLE(EGateState::NONE);
if(battleGetSiegeLevel() == CGTownInstance::NONE)
return EGateState::NONE;
return getBattle()->getGateState();
}
PlayerColor CBattleInfoEssentials::battleGetOwner(const battle::Unit * unit) const
{
RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
PlayerColor initialOwner = getBattle()->getSidePlayer(unit->unitSide());
static CSelector selector = Selector::type()(Bonus::HYPNOTIZED);
static std::string cachingString = "type_103s-1";
if(unit->hasBonus(selector, cachingString))
return otherPlayer(initialOwner);
else
return initialOwner;
}
const CGHeroInstance * CBattleInfoEssentials::battleGetOwnerHero(const battle::Unit * unit) const
{
RETURN_IF_NOT_BATTLE(nullptr);
const auto side = playerToSide(battleGetOwner(unit));
if(!side)
return nullptr;
return getBattle()->getSideHero(side.get());
}
bool CBattleInfoEssentials::battleMatchOwner(const battle::Unit * attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const
{
RETURN_IF_NOT_BATTLE(false);
if(boost::logic::indeterminate(positivness))
return true;
else if(attacker->unitId() == defender->unitId())
return (bool)positivness;
else
return battleMatchOwner(battleGetOwner(attacker), defender, positivness);
}
bool CBattleInfoEssentials::battleMatchOwner(const PlayerColor & attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const
{
RETURN_IF_NOT_BATTLE(false);
PlayerColor initialOwner = getBattle()->getSidePlayer(defender->unitSide());
return boost::logic::indeterminate(positivness) || (attacker == initialOwner) == (bool)positivness;
}
VCMI_LIB_NAMESPACE_END