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56 lines
1.6 KiB
C++
56 lines
1.6 KiB
C++
/*
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* BattleFlowProcessor.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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VCMI_LIB_NAMESPACE_BEGIN
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class CStack;
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struct BattleHex;
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class BattleAction;
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struct CObstacleInstance;
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VCMI_LIB_NAMESPACE_END
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class CGameHandler;
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class BattleProcessor;
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/// Controls flow of battles - battle startup actions and switching to next stack or next round after actions
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class BattleFlowProcessor : boost::noncopyable
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{
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BattleProcessor * owner;
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CGameHandler * gameHandler;
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const CStack * getNextStack();
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bool rollGoodMorale(const CStack * stack);
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bool tryMakeAutomaticAction(const CStack * stack);
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void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex);
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void trySummonGuardians(const CStack * stack);
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void tryPlaceMoats();
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void castOpeningSpells();
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void activateNextStack();
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void startNextRound(bool isFirstRound);
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void stackEnchantedTrigger(const CStack * stack);
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void removeObstacle(const CObstacleInstance & obstacle);
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void stackTurnTrigger(const CStack * stack);
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void setActiveStack(const CStack * stack);
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void makeStackDoNothing(const CStack * next);
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bool makeAutomaticAction(const CStack * stack, BattleAction & ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
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public:
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explicit BattleFlowProcessor(BattleProcessor * owner);
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void setGameHandler(CGameHandler * newGameHandler);
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void onBattleStarted();
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void onTacticsEnded();
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void onActionMade(const BattleAction & ba);
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};
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