1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00
vcmi/lib/battle/BattleInfo.h
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

152 lines
5.6 KiB
C++

/*
* BattleInfo.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
*
*/
#pragma once
#include "../int3.h"
#include "../HeroBonus.h"
#include "CBattleInfoCallback.h"
#include "IBattleState.h"
#include "SiegeInfo.h"
#include "SideInBattle.h"
class CStack;
class CStackInstance;
class CStackBasicDescriptor;
class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState
{
public:
std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
si32 round, activeStack;
const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
int3 tile; //for background and bonuses
std::vector<CStack*> stacks;
std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
SiegeInfo si;
BFieldType battlefieldType; //like !!BA:B
ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
ui8 tacticsSide; //which side is requested to play tactics phase
ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
template <typename Handler> void serialize(Handler &h, const int version)
{
h & sides;
h & round;
h & activeStack;
h & town;
h & tile;
h & stacks;
h & obstacles;
h & si;
h & battlefieldType;
h & terrainType;
h & tacticsSide;
h & tacticDistance;
h & static_cast<CBonusSystemNode&>(*this);
}
//////////////////////////////////////////////////////////////////////////
BattleInfo();
virtual ~BattleInfo();
//////////////////////////////////////////////////////////////////////////
// IBattleInfo
int32_t getActiveStackID() const override;
TStacks getStacksIf(TStackFilter predicate) const override;
battle::Units getUnitsIf(battle::UnitFilter predicate) const override;
BFieldType getBattlefieldType() const override;
ETerrainType getTerrainType() const override;
ObstacleCList getAllObstacles() const override;
PlayerColor getSidePlayer(ui8 side) const override;
const CArmedInstance * getSideArmy(ui8 side) const override;
const CGHeroInstance * getSideHero(ui8 side) const override;
ui8 getTacticDist() const override;
ui8 getTacticsSide() const override;
const CGTownInstance * getDefendedTown() const override;
si8 getWallState(int partOfWall) const override;
EGateState getGateState() const override;
uint32_t getCastSpells(ui8 side) const override;
int32_t getEnchanterCounter(ui8 side) const override;
const IBonusBearer * asBearer() const override;
uint32_t nextUnitId() const override;
int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
//////////////////////////////////////////////////////////////////////////
// IBattleState
void nextRound(int32_t roundNr) override;
void nextTurn(uint32_t unitId) override;
void addUnit(uint32_t id, const JsonNode & data) override;
void moveUnit(uint32_t id, BattleHex destination) override;
void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
void removeUnit(uint32_t id) override;
void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void setWallState(int partOfWall, si8 state) override;
void addObstacle(const ObstacleChanges & changes) override;
void removeObstacle(uint32_t id) override;
void addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd);
//////////////////////////////////////////////////////////////////////////
CStack * getStack(int stackID, bool onlyAlive = true);
using CBattleInfoEssentials::battleGetArmyObject;
CArmedInstance * battleGetArmyObject(ui8 side) const;
using CBattleInfoEssentials::battleGetFightingHero;
CGHeroInstance * battleGetFightingHero(ui8 side) const;
std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack * stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
void calculateCasualties(std::map<ui32,si32> * casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
CStack * generateNewStack(uint32_t id, const CStackInstance &base, ui8 side, SlotID slot, BattleHex position);
CStack * generateNewStack(uint32_t id, const CStackBasicDescriptor &base, ui8 side, SlotID slot, BattleHex position);
const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
void localInit();
static BattleInfo * setupBattle(int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town);
ui8 whatSide(PlayerColor player) const;
static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format
static int battlefieldTypeToTerrain(int bfieldType); //converts above to ERM BI format
};
class DLL_LINKAGE CMP_stack
{
int phase; //rules of which phase will be used
int turn;
public:
bool operator ()(const battle::Unit * a, const battle::Unit * b);
CMP_stack(int Phase = 1, int Turn = 0);
};