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https://github.com/vcmi/vcmi.git
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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
61 lines
1.8 KiB
C++
61 lines
1.8 KiB
C++
/*
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* IBattleInfoCallback.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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#include "BattleHex.h"
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struct CObstacleInstance;
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class BFieldType;
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class ETerrainType;
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namespace battle
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{
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class IUnitInfo;
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class Unit;
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using Units = std::vector<const Unit *>;
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using UnitFilter = std::function<bool(const Unit *)>;
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}
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namespace scripting
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{
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class Pool;
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}
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class DLL_LINKAGE IBattleInfoCallback
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{
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public:
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virtual scripting::Pool * getContextPool() const = 0;
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virtual ETerrainType battleTerrainType() const = 0;
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virtual BFieldType battleGetBattlefieldType() const = 0;
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///return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
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virtual boost::optional<int> battleIsFinished() const = 0;
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virtual si8 battleTacticDist() const = 0; //returns tactic distance in current tactics phase; 0 if not in tactics phase
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virtual si8 battleGetTacticsSide() const = 0; //returns which side is in tactics phase, undefined if none (?)
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virtual uint32_t battleNextUnitId() const = 0;
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virtual battle::Units battleGetUnitsIf(battle::UnitFilter predicate) const = 0;
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virtual const battle::Unit * battleGetUnitByID(uint32_t ID) const = 0;
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virtual const battle::Unit * battleGetUnitByPos(BattleHex pos, bool onlyAlive = true) const = 0;
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virtual const battle::Unit * battleActiveUnit() const = 0;
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//blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
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virtual std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const = 0;
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virtual std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit) const = 0;
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};
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