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https://github.com/vcmi/vcmi.git
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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
93 lines
2.6 KiB
C++
93 lines
2.6 KiB
C++
/*
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* IBattleState.h, 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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#pragma once
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#include "CBattleInfoEssentials.h"
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class ObstacleChanges;
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class UnitChanges;
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struct Bonus;
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class JsonNode;
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class JsonSerializeFormat;
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namespace vstd
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{
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class RNG;
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}
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namespace battle
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{
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class UnitInfo;
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}
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class DLL_LINKAGE IBattleInfo
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{
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public:
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using ObstacleCList = std::vector<std::shared_ptr<const CObstacleInstance>>;
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virtual ~IBattleInfo() = default;
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virtual int32_t getActiveStackID() const = 0;
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virtual TStacks getStacksIf(TStackFilter predicate) const = 0;
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virtual battle::Units getUnitsIf(battle::UnitFilter predicate) const = 0;
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virtual BFieldType getBattlefieldType() const = 0;
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virtual ETerrainType getTerrainType() const = 0;
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virtual ObstacleCList getAllObstacles() const = 0;
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virtual const CGTownInstance * getDefendedTown() const = 0;
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virtual si8 getWallState(int partOfWall) const = 0;
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virtual EGateState getGateState() const = 0;
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virtual PlayerColor getSidePlayer(ui8 side) const = 0;
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virtual const CArmedInstance * getSideArmy(ui8 side) const = 0;
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virtual const CGHeroInstance * getSideHero(ui8 side) const = 0;
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virtual uint32_t getCastSpells(ui8 side) const = 0;
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virtual int32_t getEnchanterCounter(ui8 side) const = 0;
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virtual ui8 getTacticDist() const = 0;
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virtual ui8 getTacticsSide() const = 0;
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virtual const IBonusBearer * asBearer() const = 0;
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virtual uint32_t nextUnitId() const = 0;
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virtual int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const = 0;
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};
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class DLL_LINKAGE IBattleState : public IBattleInfo
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{
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public:
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//TODO: add non-const API
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virtual void nextRound(int32_t roundNr) = 0;
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virtual void nextTurn(uint32_t unitId) = 0;
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virtual void addUnit(uint32_t id, const JsonNode & data) = 0;
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virtual void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) = 0;
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virtual void moveUnit(uint32_t id, BattleHex destination) = 0;
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virtual void removeUnit(uint32_t id) = 0;
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virtual void updateUnit(uint32_t id, const JsonNode & data) = 0;
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virtual void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
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virtual void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
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virtual void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
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virtual void setWallState(int partOfWall, si8 state) = 0;
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virtual void addObstacle(const ObstacleChanges & changes) = 0;
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virtual void updateObstacle(const ObstacleChanges & changes) = 0;
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virtual void removeObstacle(uint32_t id) = 0;
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};
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