mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
336 lines
17 KiB
C++
336 lines
17 KiB
C++
#pragma once
|
|
#include "BattleHex.h"
|
|
|
|
/*
|
|
* CBattleCallback.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
|
|
*
|
|
*/
|
|
|
|
class CGameState;
|
|
class CGTownInstance;
|
|
class CGHeroInstance;
|
|
class CStack;
|
|
class ISpellCaster;
|
|
class CSpell;
|
|
struct BattleInfo;
|
|
struct CObstacleInstance;
|
|
class IBonusBearer;
|
|
struct InfoAboutHero;
|
|
class CArmedInstance;
|
|
|
|
namespace boost
|
|
{class shared_mutex;}
|
|
|
|
namespace BattleSide
|
|
{
|
|
enum {ATTACKER = 0, DEFENDER = 1};
|
|
}
|
|
|
|
typedef std::vector<const CStack*> TStacks;
|
|
typedef std::function<bool(const CStack *)> TStackFilter;
|
|
|
|
class CBattleInfoEssentials;
|
|
|
|
//Basic class for various callbacks (interfaces called by players to get info about game and so forth)
|
|
class DLL_LINKAGE CCallbackBase
|
|
{
|
|
const BattleInfo *battle; //battle to which the player is engaged, nullptr if none or not applicable
|
|
|
|
const BattleInfo * getBattle() const
|
|
{
|
|
return battle;
|
|
}
|
|
|
|
protected:
|
|
CGameState *gs;
|
|
boost::optional<PlayerColor> player; // not set gives access to all information, otherwise callback provides only information "visible" for player
|
|
|
|
CCallbackBase(CGameState *GS, boost::optional<PlayerColor> Player)
|
|
: battle(nullptr), gs(GS), player(Player)
|
|
{}
|
|
CCallbackBase()
|
|
: battle(nullptr), gs(nullptr)
|
|
{}
|
|
|
|
void setBattle(const BattleInfo *B);
|
|
bool duringBattle() const;
|
|
|
|
public:
|
|
boost::shared_mutex &getGsMutex(); //just return a reference to mutex, does not lock nor anything
|
|
boost::optional<PlayerColor> getPlayerID() const;
|
|
|
|
friend class CBattleInfoEssentials;
|
|
};
|
|
|
|
|
|
struct DLL_LINKAGE AttackableTiles
|
|
{
|
|
std::set<BattleHex> hostileCreaturePositions;
|
|
std::set<BattleHex> friendlyCreaturePositions; //for Dragon Breath
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & hostileCreaturePositions & friendlyCreaturePositions;
|
|
}
|
|
};
|
|
|
|
//Accessibility is property of hex in battle. It doesn't depend on stack, side's perspective and so on.
|
|
namespace EAccessibility
|
|
{
|
|
enum EAccessibility
|
|
{
|
|
ACCESSIBLE,
|
|
ALIVE_STACK,
|
|
OBSTACLE,
|
|
DESTRUCTIBLE_WALL,
|
|
GATE, //sieges -> gate opens only for defender stacks
|
|
UNAVAILABLE, //indestructible wall parts, special battlefields (like boat-to-boat)
|
|
SIDE_COLUMN //used for first and last columns of hexes that are unavailable but wat machines can stand there
|
|
};
|
|
}
|
|
|
|
typedef std::array<EAccessibility::EAccessibility, GameConstants::BFIELD_SIZE> TAccessibilityArray;
|
|
|
|
struct DLL_LINKAGE AccessibilityInfo : TAccessibilityArray
|
|
{
|
|
bool occupiable(const CStack *stack, BattleHex tile) const;
|
|
bool accessible(BattleHex tile, const CStack *stack) const; //checks for both tiles if stack is double wide
|
|
bool accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const; //checks for both tiles if stack is double wide
|
|
};
|
|
|
|
namespace BattlePerspective
|
|
{
|
|
enum BattlePerspective
|
|
{
|
|
INVALID = -2,
|
|
ALL_KNOWING = -1,
|
|
LEFT_SIDE,
|
|
RIGHT_SIDE
|
|
};
|
|
}
|
|
|
|
// Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying),
|
|
// startPosition and perpective.
|
|
struct DLL_LINKAGE ReachabilityInfo
|
|
{
|
|
typedef std::array<int, GameConstants::BFIELD_SIZE> TDistances;
|
|
typedef std::array<BattleHex, GameConstants::BFIELD_SIZE> TPredecessors;
|
|
|
|
enum { INFINITE_DIST = 1000000 };
|
|
|
|
struct DLL_LINKAGE Parameters
|
|
{
|
|
const CStack *stack; //stack for which calculation is mage => not required (kept for debugging mostly), following variables are enough
|
|
|
|
bool attackerOwned;
|
|
bool doubleWide;
|
|
bool flying;
|
|
std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
|
|
|
|
BattleHex startPosition; //assumed position of stack
|
|
BattlePerspective::BattlePerspective perspective; //some obstacles (eg. quicksands) may be invisible for some side
|
|
|
|
Parameters();
|
|
Parameters(const CStack *Stack);
|
|
};
|
|
|
|
Parameters params;
|
|
AccessibilityInfo accessibility;
|
|
TDistances distances;
|
|
TPredecessors predecessors;
|
|
|
|
ReachabilityInfo()
|
|
{
|
|
distances.fill(INFINITE_DIST);
|
|
predecessors.fill(BattleHex::INVALID);
|
|
}
|
|
|
|
bool isReachable(BattleHex hex) const
|
|
{
|
|
return distances[hex] < INFINITE_DIST;
|
|
}
|
|
};
|
|
|
|
class DLL_LINKAGE CBattleInfoEssentials : public virtual CCallbackBase
|
|
{
|
|
protected:
|
|
bool battleDoWeKnowAbout(ui8 side) const;
|
|
const IBonusBearer * getBattleNode() const;
|
|
public:
|
|
enum EStackOwnership
|
|
{
|
|
ONLY_MINE, ONLY_ENEMY, MINE_AND_ENEMY
|
|
};
|
|
|
|
BattlePerspective::BattlePerspective battleGetMySide() const;
|
|
|
|
ETerrainType battleTerrainType() const;
|
|
BFieldType battleGetBattlefieldType() const;
|
|
std::vector<shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
|
|
|
|
/** @brief Main method for getting battle stacks
|
|
*
|
|
* @param predicate Functor that shall return true for desired stack
|
|
* @return filtered stacks
|
|
*
|
|
*/
|
|
TStacks battleGetStacksIf(TStackFilter predicate, bool includeTurrets = false) const;
|
|
|
|
bool battleHasNativeStack(ui8 side) const;
|
|
int battleGetMoatDmg() const; //what dmg unit will suffer if ending turn in the moat
|
|
const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
|
|
const CStack *battleActiveStack() const;
|
|
si8 battleTacticDist() const; //returns tactic distance in current tactics phase; 0 if not in tactics phase
|
|
si8 battleGetTacticsSide() const; //returns which side is in tactics phase, undefined if none (?)
|
|
bool battleCanFlee(PlayerColor player) const;
|
|
bool battleCanSurrender(PlayerColor player) const;
|
|
ui8 playerToSide(PlayerColor player) const;
|
|
ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
|
|
bool battleHasHero(ui8 side) const;
|
|
int battleCastSpells(ui8 side) const; //how many spells has given side cast
|
|
const CGHeroInstance * battleGetFightingHero(ui8 side) const; //depracated for players callback, easy to get wrong
|
|
const CArmedInstance * battleGetArmyObject(ui8 side) const;
|
|
InfoAboutHero battleGetHeroInfo(ui8 side) const;
|
|
|
|
// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
|
|
// [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
|
|
si8 battleGetWallState(int partOfWall) const;
|
|
|
|
//helpers
|
|
///returns all stacks, alive or dead or undead or mechanical :)
|
|
TStacks battleGetAllStacks(bool includeTurrets = false) const;
|
|
|
|
///returns all alive stacks excluding turrets
|
|
TStacks battleAliveStacks() const;
|
|
///returns all alive stacks from particular side excluding turrets
|
|
TStacks battleAliveStacks(ui8 side) const;
|
|
const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
|
|
bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const;
|
|
//ESpellCastProblem::ESpellCastProblem battleCanCastSpell(int player, ECastingMode::ECastingMode mode) const; //Checks if player is able to cast spells (at all) at the moment
|
|
};
|
|
|
|
struct DLL_LINKAGE BattleAttackInfo
|
|
{
|
|
const IBonusBearer *attackerBonuses, *defenderBonuses;
|
|
const CStack *attacker, *defender;
|
|
BattleHex attackerPosition, defenderPosition;
|
|
|
|
int attackerCount, defenderCount;
|
|
bool shooting;
|
|
int chargedFields;
|
|
|
|
bool luckyHit;
|
|
bool unluckyHit;
|
|
bool deathBlow;
|
|
bool ballistaDoubleDamage;
|
|
|
|
BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting = false);
|
|
BattleAttackInfo reverse() const;
|
|
};
|
|
|
|
class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
|
|
{
|
|
public:
|
|
enum ERandomSpell
|
|
{
|
|
RANDOM_GENIE, RANDOM_AIMED
|
|
};
|
|
|
|
//battle
|
|
boost::optional<int> battleIsFinished() const; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
|
|
|
|
shared_ptr<const CObstacleInstance> battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking = true) const; //blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
|
|
const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const; //returns stack info by given pos
|
|
void battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn = 0, int lastMoved = -1) const;
|
|
void battleGetStackCountOutsideHexes(bool *ac) const; // returns hexes which when in front of a stack cause us to move the amount box back
|
|
|
|
|
|
std::vector<BattleHex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = nullptr) const; //returns hexes reachable by creature with id ID (valid movement destinations), DOES contain stack current position
|
|
|
|
int battleGetSurrenderCost(PlayerColor Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
|
|
ReachabilityInfo::TDistances battleGetDistances(const CStack * stack, BattleHex hex = BattleHex::INVALID, BattleHex * predecessors = nullptr) const; //returns vector of distances to [dest hex number]
|
|
std::set<BattleHex> battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
|
|
|
|
bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
|
|
bool battleCanShoot(const CStack * stack, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
|
|
bool battleIsStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
|
|
std::set<const CStack*> batteAdjacentCreatures (const CStack * stack) const;
|
|
|
|
TDmgRange calculateDmgRange(const BattleAttackInfo &info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
|
|
TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
|
|
TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
|
|
|
|
//hextowallpart //int battleGetWallUnderHex(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
|
|
std::pair<ui32, ui32> battleEstimateDamage(const BattleAttackInfo &bai, std::pair<ui32, ui32> * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
|
|
std::pair<ui32, ui32> battleEstimateDamage(const CStack * attacker, const CStack * defender, std::pair<ui32, ui32> * retaliationDmg = nullptr) const; //estimates damage dealt by attacker to defender; it may be not precise especially when stack has randomly working bonuses; returns pair <min dmg, max dmg>
|
|
si8 battleHasDistancePenalty( const CStack * stack, BattleHex destHex ) const;
|
|
si8 battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex ) const;
|
|
si8 battleHasWallPenalty(const CStack * stack, BattleHex destHex) const; //checks if given stack has wall penalty
|
|
si8 battleHasWallPenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const; //checks if given stack has wall penalty
|
|
|
|
BattleHex wallPartToBattleHex(EWallPart::EWallPart part) const;
|
|
EWallPart::EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
|
|
bool isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
|
|
std::vector<BattleHex> getAttackableBattleHexes() const;
|
|
|
|
//*** MAGIC
|
|
si8 battleMaxSpellLevel(ui8 side) const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
|
|
ui32 battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
|
|
ESpellCastProblem::ESpellCastProblem battleCanCastSpell(PlayerColor player, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
|
|
ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode) const; //checks if given player can cast given spell
|
|
ESpellCastProblem::ESpellCastProblem battleCanCastThisSpellHere(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const; //checks if given player can cast given spell at given tile in given mode
|
|
std::vector<BattleHex> battleGetPossibleTargets(PlayerColor player, const CSpell *spell) const;
|
|
|
|
SpellID battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode) const;
|
|
SpellID getRandomBeneficialSpell(const CStack * subject) const;
|
|
SpellID getRandomCastedSpell(const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
|
|
|
|
const CStack * getStackIf(std::function<bool(const CStack*)> pred) const;
|
|
|
|
si8 battleHasShootingPenalty(const CStack * stack, BattleHex destHex)
|
|
{
|
|
return battleHasDistancePenalty(stack, destHex) || battleHasWallPenalty(stack, destHex);
|
|
}
|
|
si8 battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const; //checks if teleportation of given stack to given position can take place
|
|
|
|
|
|
//convenience methods using the ones above
|
|
bool isInTacticRange( BattleHex dest ) const;
|
|
si8 battleGetTacticDist() const; //returns tactic distance for calling player or 0 if this player is not in tactic phase (for ALL_KNOWING actual distance for tactic side)
|
|
|
|
AttackableTiles getPotentiallyAttackableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
|
|
std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
|
|
bool isToReverse(BattleHex hexFrom, BattleHex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir) const; //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
|
|
bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse
|
|
|
|
ReachabilityInfo getReachability(const CStack *stack) const;
|
|
ReachabilityInfo getReachability(const ReachabilityInfo::Parameters ¶ms) const;
|
|
AccessibilityInfo getAccesibility() const;
|
|
AccessibilityInfo getAccesibility(const CStack *stack) const; //Hexes ocupied by stack will be marked as accessible.
|
|
AccessibilityInfo getAccesibility(const std::vector<BattleHex> &accessibleHexes) const; //given hexes will be marked as accessible
|
|
std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const;
|
|
protected:
|
|
ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters ¶ms) const;
|
|
ReachabilityInfo makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters ¶ms) const;
|
|
ReachabilityInfo makeBFS(const CStack *stack) const; //uses default parameters -> stack position and owner's perspective
|
|
std::set<BattleHex> getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
|
|
};
|
|
|
|
class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback
|
|
{
|
|
public:
|
|
bool battleCanFlee() const; //returns true if caller can flee from the battle
|
|
TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) const; //returns stacks on battlefield
|
|
ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell) const; //determines if given spell can be cast (and returns problem description)
|
|
|
|
int battleGetSurrenderCost() const; //returns cost of surrendering battle, -1 if surrendering is not possible
|
|
|
|
bool battleCanCastSpell(ESpellCastProblem::ESpellCastProblem *outProblem = nullptr) const; //returns true, if caller can cast a spell. If not, if pointer is given via arg, the reason will be written.
|
|
const CGHeroInstance * battleGetMyHero() const;
|
|
InfoAboutHero battleGetEnemyHero() const;
|
|
};
|