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ea0ceb1805
CStack tweaks
111 lines
8.0 KiB
C++
111 lines
8.0 KiB
C++
/*
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* CBattleInfoCallback.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 "CCallbackBase.h"
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#include "ReachabilityInfo.h"
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#include "BattleAttackInfo.h"
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class CGHeroInstance;
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class CStack;
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class ISpellCaster;
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class CSpell;
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struct CObstacleInstance;
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class IBonusBearer;
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class CRandomGenerator;
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struct DLL_LINKAGE AttackableTiles
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{
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std::set<BattleHex> hostileCreaturePositions;
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std::set<BattleHex> friendlyCreaturePositions; //for Dragon Breath
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & hostileCreaturePositions & friendlyCreaturePositions;
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}
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};
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class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
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{
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public:
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enum ERandomSpell
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{
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RANDOM_GENIE, RANDOM_AIMED
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};
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//battle
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boost::optional<int> battleIsFinished() const; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
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std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const; //blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
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std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const CStack * stack) const;
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const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true) const; //returns stack info by given pos
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void battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn = 0, int lastMoved = -1) const;
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void battleGetStackCountOutsideHexes(bool *ac) const; // returns hexes which when in front of a stack cause us to move the amount box back
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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
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int battleGetSurrenderCost(PlayerColor Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
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ReachabilityInfo::TDistances battleGetDistances(const CStack * stack, BattleHex hex = BattleHex::INVALID, BattleHex * predecessors = nullptr) const; //returns vector of distances to [dest hex number]
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std::set<BattleHex> battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
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bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
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bool battleCanShoot(const CStack * stack, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
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bool battleIsStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
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std::set<const CStack*> batteAdjacentCreatures (const CStack * stack) const;
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TDmgRange calculateDmgRange(const BattleAttackInfo & info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
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//hextowallpart //int battleGetWallUnderHex(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
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std::pair<ui32, ui32> battleEstimateDamage(CRandomGenerator & rand, 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>
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std::pair<ui32, ui32> battleEstimateDamage(CRandomGenerator & rand, 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>
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si8 battleHasDistancePenalty(const CStack * stack, BattleHex destHex) const;
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si8 battleHasDistancePenalty(const IBonusBearer * bonusBearer, BattleHex shooterPosition, BattleHex destHex) const;
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si8 battleHasWallPenalty(const CStack * stack, BattleHex destHex) const; //checks if given stack has wall penalty
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si8 battleHasWallPenalty(const IBonusBearer * bonusBearer, BattleHex shooterPosition, BattleHex destHex) const; //checks if given stack has wall penalty
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BattleHex wallPartToBattleHex(EWallPart::EWallPart part) const;
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EWallPart::EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
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bool isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
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std::vector<BattleHex> getAttackableBattleHexes() const;
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//*** MAGIC
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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
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ui32 battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
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ESpellCastProblem::ESpellCastProblem battleCanCastSpell(const ISpellCaster * caster, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
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SpellID battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const;
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SpellID getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const;
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SpellID getRandomCastedSpell(CRandomGenerator & rand, const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
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const CStack * getStackIf(std::function<bool(const CStack*)> pred) const;
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si8 battleHasShootingPenalty(const CStack * stack, BattleHex destHex);
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si8 battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const; //checks if teleportation of given stack to given position can take place
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//convenience methods using the ones above
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bool isInTacticRange(BattleHex dest) const;
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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)
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AttackableTiles getPotentiallyAttackableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
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std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
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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)
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bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse
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ReachabilityInfo getReachability(const CStack *stack) const;
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ReachabilityInfo getReachability(const ReachabilityInfo::Parameters & params) const;
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AccessibilityInfo getAccesibility() const;
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AccessibilityInfo getAccesibility(const CStack *stack) const; //Hexes ocupied by stack will be marked as accessible.
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AccessibilityInfo getAccesibility(const std::vector<BattleHex> & accessibleHexes) const; //given hexes will be marked as accessible
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std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, BattleSideOpt side) const;
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protected:
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ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters & params) const;
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ReachabilityInfo makeBFS(const AccessibilityInfo & accessibility, const ReachabilityInfo::Parameters & params) const;
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ReachabilityInfo makeBFS(const CStack * stack) const; //uses default parameters -> stack position and owner's perspective
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std::set<BattleHex> getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
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};
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