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vcmi/server/battles/BattleProcessor.h
Ivan Savenko 2a05fbdd50 Unified handling of battle sides ID's
- Replaced BattleSide namespace-enum with enum class
- Merged two different BattleSide enum's into one
- Merged BattlePerspective enum into BattleSide enum
- Changed all places that use integers to represent battle side to use
BattleSide enum
- Added BattleSideArray convenience wrapper for std::array that is
always 2-elements in size and allows access to its elements using
BattleSide enum
2024-08-11 20:54:44 +00:00

81 lines
3.1 KiB
C++

/*
* BattleProcessor.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 "../../lib/GameConstants.h"
#include "../../lib/battle/BattleSide.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGTownInstance;
class CArmedInstance;
class BattleAction;
class int3;
class CBattleInfoCallback;
struct BattleResult;
class BattleID;
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class CBattleQuery;
class BattleActionProcessor;
class BattleFlowProcessor;
class BattleResultProcessor;
/// Main class for battle handling. Contains all public interface for battles that is accessible from outside, e.g. for CGameHandler
class BattleProcessor : boost::noncopyable
{
friend class BattleActionProcessor;
friend class BattleFlowProcessor;
friend class BattleResultProcessor;
CGameHandler * gameHandler;
std::unique_ptr<BattleActionProcessor> actionsProcessor;
std::unique_ptr<BattleFlowProcessor> flowProcessor;
std::unique_ptr<BattleResultProcessor> resultProcessor;
void updateGateState(const CBattleInfoCallback & battle);
void engageIntoBattle(PlayerColor player);
bool checkBattleStateChanges(const CBattleInfoCallback & battle);
BattleID setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, bool creatureBank, const CGTownInstance *town);
bool makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba);
void setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide);
public:
explicit BattleProcessor(CGameHandler * gameHandler);
~BattleProcessor();
/// Starts battle with specified parameters
void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr);
/// Starts battle between two armies (which can also be heroes) at specified tile
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false);
/// Starts battle between two armies (which can also be heroes) at position of 2nd object
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false);
/// Restart ongoing battle and end previous battle
void restartBattlePrimary(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr);
/// Processing of incoming battle action netpack
bool makePlayerBattleAction(const BattleID & battleID, PlayerColor player, const BattleAction & ba);
/// Applies results of a battle once player agrees to them
void endBattleConfirm(const BattleID & battleID);
/// Applies results of a battle after potential levelup
void battleAfterLevelUp(const BattleID & battleID, const BattleResult & result);
template <typename Handler> void serialize(Handler &h)
{
}
};