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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00
vcmi/lib/BattleAction.cpp
beegee1 69eee05ccc - Partially fixed mantis #1065 (Gate with hex 95 can't be attacked)
- Fixed 'catapult tried to attack non-catapultable hex!' problem, now catapult attacks attackable wall parts only
- Fixed problem that the server performed applying damage on a wall part twice
- Added methods for checking what wall parts are attackable and if a wall part is potentially attackable
- Added functionality to trace net packages
- Added functionality to trace std::vectors
- Added tracing for CatapultAttack(CPack)
- Updated various toString methods to use {} instead of []
- Refactoring
2013-12-08 17:54:13 +00:00

104 lines
2.5 KiB
C++

#include "StdInc.h"
#include "BattleAction.h"
#include "BattleState.h"
/*
* BattleAction.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
*
*/
using namespace Battle;
BattleAction::BattleAction():
side(-1),
stackNumber(-1),
actionType(INVALID),
destinationTile(-1),
additionalInfo(-1),
selectedStack(-1)
{
}
BattleAction BattleAction::makeHeal(const CStack *healer, const CStack *healed)
{
BattleAction ba;
ba.side = !healer->attackerOwned;
ba.actionType = STACK_HEAL;
ba.stackNumber = healer->ID;
ba.destinationTile = healed->position;
return ba;
}
BattleAction BattleAction::makeDefend(const CStack *stack)
{
BattleAction ba;
ba.side = !stack->attackerOwned;
ba.actionType = DEFEND;
ba.stackNumber = stack->ID;
return ba;
}
BattleAction BattleAction::makeMeleeAttack(const CStack *stack, const CStack * attacked, BattleHex attackFrom /*= BattleHex::INVALID*/)
{
BattleAction ba;
ba.side = !stack->attackerOwned;
ba.actionType = WALK_AND_ATTACK;
ba.stackNumber = stack->ID;
ba.destinationTile = attackFrom;
ba.additionalInfo = attacked->position;
return ba;
}
BattleAction BattleAction::makeWait(const CStack *stack)
{
BattleAction ba;
ba.side = !stack->attackerOwned;
ba.actionType = WAIT;
ba.stackNumber = stack->ID;
return ba;
}
BattleAction BattleAction::makeShotAttack(const CStack *shooter, const CStack *target)
{
BattleAction ba;
ba.side = !shooter->attackerOwned;
ba.actionType = SHOOT;
ba.stackNumber = shooter->ID;
ba.destinationTile = target->position;
return ba;
}
BattleAction BattleAction::makeMove(const CStack *stack, BattleHex dest)
{
BattleAction ba;
ba.side = !stack->attackerOwned;
ba.actionType = WALK;
ba.stackNumber = stack->ID;
ba.destinationTile = dest;
return ba;
}
BattleAction BattleAction::makeEndOFTacticPhase(ui8 side)
{
BattleAction ba;
ba.side = side;
ba.actionType = END_TACTIC_PHASE;
return ba;
}
std::ostream & operator<<(std::ostream & os, const BattleAction & ba)
{
std::stringstream actionTypeStream;
actionTypeStream << ba.actionType;
return os << boost::str(boost::format("{BattleAction: side '%d', stackNumber '%d', actionType '%s', destinationTile '%s', additionalInfo '%d', selectedStack '%d'}")
% static_cast<int>(ba.side) % ba.stackNumber % actionTypeStream.str() % ba.destinationTile % ba.additionalInfo % ba.selectedStack);
}