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vcmi/lib/battle/BattleInfo.h
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* 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.
2021-02-14 19:05:43 +03:00

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5.7 KiB
C++

/*
* BattleInfo.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 "../int3.h"
#include "../HeroBonus.h"
#include "CBattleInfoCallback.h"
#include "IBattleState.h"
#include "SiegeInfo.h"
#include "SideInBattle.h"
class CStack;
class CStackInstance;
class CStackBasicDescriptor;
class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState
{
public:
std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
si32 round, activeStack;
const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
int3 tile; //for background and bonuses
std::vector<CStack*> stacks;
std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
SiegeInfo si;
BFieldType battlefieldType; //like !!BA:B
ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
ui8 tacticsSide; //which side is requested to play tactics phase
ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
template <typename Handler> void serialize(Handler &h, const int version)
{
h & sides;
h & round;
h & activeStack;
h & town;
h & tile;
h & stacks;
h & obstacles;
h & si;
h & battlefieldType;
h & terrainType;
h & tacticsSide;
h & tacticDistance;
h & static_cast<CBonusSystemNode&>(*this);
}
//////////////////////////////////////////////////////////////////////////
BattleInfo();
virtual ~BattleInfo();
//////////////////////////////////////////////////////////////////////////
// IBattleInfo
int32_t getActiveStackID() const override;
TStacks getStacksIf(TStackFilter predicate) const override;
battle::Units getUnitsIf(battle::UnitFilter predicate) const override;
BFieldType getBattlefieldType() const override;
ETerrainType getTerrainType() const override;
ObstacleCList getAllObstacles() const override;
PlayerColor getSidePlayer(ui8 side) const override;
const CArmedInstance * getSideArmy(ui8 side) const override;
const CGHeroInstance * getSideHero(ui8 side) const override;
ui8 getTacticDist() const override;
ui8 getTacticsSide() const override;
const CGTownInstance * getDefendedTown() const override;
si8 getWallState(int partOfWall) const override;
EGateState getGateState() const override;
uint32_t getCastSpells(ui8 side) const override;
int32_t getEnchanterCounter(ui8 side) const override;
const IBonusBearer * asBearer() const override;
uint32_t nextUnitId() const override;
int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
//////////////////////////////////////////////////////////////////////////
// IBattleState
void nextRound(int32_t roundNr) override;
void nextTurn(uint32_t unitId) override;
void addUnit(uint32_t id, const JsonNode & data) override;
void moveUnit(uint32_t id, BattleHex destination) override;
void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
void removeUnit(uint32_t id) override;
void updateUnit(uint32_t id, const JsonNode & data) override;
void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void setWallState(int partOfWall, si8 state) override;
void addObstacle(const ObstacleChanges & changes) override;
void updateObstacle(const ObstacleChanges& changes) override;
void removeObstacle(uint32_t id) override;
void addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd);
//////////////////////////////////////////////////////////////////////////
CStack * getStack(int stackID, bool onlyAlive = true);
using CBattleInfoEssentials::battleGetArmyObject;
CArmedInstance * battleGetArmyObject(ui8 side) const;
using CBattleInfoEssentials::battleGetFightingHero;
CGHeroInstance * battleGetFightingHero(ui8 side) const;
std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack * stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
void calculateCasualties(std::map<ui32,si32> * casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
CStack * generateNewStack(uint32_t id, const CStackInstance &base, ui8 side, SlotID slot, BattleHex position);
CStack * generateNewStack(uint32_t id, const CStackBasicDescriptor &base, ui8 side, SlotID slot, BattleHex position);
const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
void localInit();
static BattleInfo * setupBattle(int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town);
ui8 whatSide(PlayerColor player) const;
static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format
protected:
scripting::Pool * getContextPool() const override;
};
class DLL_LINKAGE CMP_stack
{
int phase; //rules of which phase will be used
int turn;
uint8_t side;
public:
bool operator ()(const battle::Unit * a, const battle::Unit * b);
CMP_stack(int Phase = 1, int Turn = 0, uint8_t Side = BattleSide::ATTACKER);
};