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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/lib/battle/CBattleInfoEssentials.cpp
Ivan Savenko 36c1ed670f Support for configurable town fortifications
Removed most of hardcoded checks for fort level or for presence of fort/
citadel/castle buildings.

It is now possible to define which parts of town fortifications are
provided by town buildings

Configuration for H3-like fortifications is provided in
buildingsLibrary.json and will be used automatically by mods as long as
mods have buidings named "fort", "citadel" and "castle".

Alternatively, mods can separately define:
- hitpoints of walls (shared value for all sections)
- hitpoints of central, upper and lower towers (separate values)
- presence of moat
- shooters for each tower (separate values)
2024-08-28 19:42:14 +00:00

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 "CObstacleInstance.h"
#include "../constants/EntityIdentifiers.h"
#include "../entities/building/TownFortifications.h"
#include "../gameState/InfoAboutArmy.h"
#include "../mapObjects/CGTownInstance.h"
VCMI_LIB_NAMESPACE_BEGIN
bool CBattleInfoEssentials::duringBattle() const
{
return getBattle() != nullptr;
}
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(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(0);
return getBattle()->getEnchanterCounter(side);
}
std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoEssentials::battleGetAllObstacles(std::optional<BattleSide> 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 = std::make_optional(battleGetMySide());
}
else
{
if(!!getPlayerID() && *perspective != battleGetMySide())
logGlobal->warn("Unauthorized obstacles access attempt, assuming massive spell");
}
for(const auto & obstacle : getBattle()->getAllObstacles())
{
if(battleIsObstacleVisibleForSide(*(obstacle), *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, BattleSide side) const
{
RETURN_IF_NOT_BATTLE(false);
return side == BattleSide::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
}
bool CBattleInfoEssentials::battleHasNativeStack(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(false);
for(const auto * s : battleGetAllStacks())
{
if(s->unitSide() == side && s->isNativeTerrain(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(const TStackFilter & predicate) const
{
RETURN_IF_NOT_BATTLE(TStacks());
return getBattle()->getStacksIf(std::move(predicate));
}
battle::Units CBattleInfoEssentials::battleGetUnitsIf(const 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();
}
BattleSide CBattleInfoEssentials::battleGetMySide() const
{
RETURN_IF_NOT_BATTLE(BattleSide::INVALID);
if(!getPlayerID() || getPlayerID()->isSpectator())
return BattleSide::ALL_KNOWING;
if(*getPlayerID() == getBattle()->getSidePlayer(BattleSide::ATTACKER))
return BattleSide::LEFT_SIDE;
if(*getPlayerID() == getBattle()->getSidePlayer(BattleSide::DEFENDER))
return BattleSide::RIGHT_SIDE;
logGlobal->error("Cannot find player %s in battle!", getPlayerID()->toString());
return BattleSide::INVALID;
}
const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
{
RETURN_IF_NOT_BATTLE(nullptr);
auto stacks = battleGetStacksIf([=](const CStack * s)
{
return s->unitId() == ID && (!onlyAlive || s->alive());
});
if(stacks.empty())
return nullptr;
else
return stacks[0];
}
bool CBattleInfoEssentials::battleDoWeKnowAbout(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(false);
auto p = battleGetMySide();
return p == BattleSide::ALL_KNOWING || p == side;
}
si8 CBattleInfoEssentials::battleTacticDist() const
{
RETURN_IF_NOT_BATTLE(0);
return getBattle()->getTacticDist();
}
BattleSide CBattleInfoEssentials::battleGetTacticsSide() const
{
RETURN_IF_NOT_BATTLE(BattleSide::NONE);
return getBattle()->getTacticsSide();
}
const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(nullptr);
if(side != BattleSide::DEFENDER && side != BattleSide::ATTACKER)
{
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(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(nullptr);
if(side != BattleSide::DEFENDER && side != BattleSide::ATTACKER)
{
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(BattleSide side) const
{
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(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(-1);
return getBattle()->getCastSpells(side);
}
const IBonusBearer * CBattleInfoEssentials::getBonusBearer() const
{
return getBattle()->getBonusBearer();
}
bool CBattleInfoEssentials::battleCanFlee(const PlayerColor & player) const
{
RETURN_IF_NOT_BATTLE(false);
const auto side = playerToSide(player);
if(side == BattleSide::NONE)
return false;
const CGHeroInstance * myHero = battleGetFightingHero(side);
//current player have no hero
if(!myHero)
return false;
//eg. one of heroes is wearing shakles of war
if(myHero->hasBonusOfType(BonusType::BATTLE_NO_FLEEING))
return false;
//we are besieged defender
if(side == BattleSide::DEFENDER && getBattle()->getDefendedTown() != nullptr)
{
const auto * town = battleGetDefendedTown();
if(!town->hasBuilt(BuildingSubID::ESCAPE_TUNNEL))
return false;
}
return true;
}
BattleSide CBattleInfoEssentials::playerToSide(const PlayerColor & player) const
{
RETURN_IF_NOT_BATTLE(BattleSide::NONE);
if(getBattle()->getSidePlayer(BattleSide::ATTACKER) == player)
return BattleSide::ATTACKER;
if(getBattle()->getSidePlayer(BattleSide::DEFENDER) == player)
return BattleSide::DEFENDER;
logGlobal->warn("Cannot find side for player %s", player.toString());
return BattleSide::INVALID;
}
PlayerColor CBattleInfoEssentials::sideToPlayer(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
return getBattle()->getSidePlayer(side);
}
BattleSide CBattleInfoEssentials::otherSide(BattleSide side)
{
if(side == BattleSide::ATTACKER)
return BattleSide::DEFENDER;
else
return BattleSide::ATTACKER;
}
PlayerColor CBattleInfoEssentials::otherPlayer(const PlayerColor & player) const
{
RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
auto side = playerToSide(player);
if(side == BattleSide::NONE)
return PlayerColor::CANNOT_DETERMINE;
return getBattle()->getSidePlayer(otherSide(side));
}
bool CBattleInfoEssentials::playerHasAccessToHeroInfo(const PlayerColor & player, const CGHeroInstance * h) const
{
RETURN_IF_NOT_BATTLE(false);
const auto side = playerToSide(player);
if(side != BattleSide::NONE)
{
auto opponentSide = otherSide(side);
if(getBattle()->getSideHero(opponentSide) == h)
return true;
}
return false;
}
TownFortifications CBattleInfoEssentials::battleGetFortifications() const
{
RETURN_IF_NOT_BATTLE(TownFortifications());
return getBattle()->getDefendedTown() ? getBattle()->getDefendedTown()->fortificationsLevel() : TownFortifications();
}
bool CBattleInfoEssentials::battleCanSurrender(const PlayerColor & player) const
{
RETURN_IF_NOT_BATTLE(false);
const auto side = playerToSide(player);
if(side == BattleSide::NONE)
return false;
bool iAmSiegeDefender = (side == BattleSide::DEFENDER && getBattle()->getDefendedTown() != nullptr);
//conditions like for fleeing (except escape tunnel presence) + enemy must have a hero
return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(otherSide(side));
}
bool CBattleInfoEssentials::battleHasHero(BattleSide 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(battleGetFortifications().wallsHealth == 0)
return EWallState::NONE;
return getBattle()->getWallState(partOfWall);
}
EGateState CBattleInfoEssentials::battleGetGateState() const
{
RETURN_IF_NOT_BATTLE(EGateState::NONE);
if(battleGetFortifications().wallsHealth == 0)
return EGateState::NONE;
return getBattle()->getGateState();
}
bool CBattleInfoEssentials::battleIsGatePassable() const
{
RETURN_IF_NOT_BATTLE(true);
if(battleGetFortifications().wallsHealth == 0)
return true;
return battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED;
}
PlayerColor CBattleInfoEssentials::battleGetOwner(const battle::Unit * unit) const
{
RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
PlayerColor initialOwner = getBattle()->getSidePlayer(unit->unitSide());
static const CSelector selector = Selector::type()(BonusType::HYPNOTIZED);
if(unit->hasBonus(selector))
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 == BattleSide::NONE)
return nullptr;
return getBattle()->getSideHero(side);
}
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