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39a2c29c97
struct that defines how units are placed in combat
179 lines
6.0 KiB
C++
179 lines
6.0 KiB
C++
/*
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* BattleInfo.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 "../int3.h"
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#include "../bonuses/Bonus.h"
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#include "../bonuses/CBonusSystemNode.h"
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#include "CBattleInfoCallback.h"
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#include "IBattleState.h"
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#include "SiegeInfo.h"
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#include "SideInBattle.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CStack;
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class CStackInstance;
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class CStackBasicDescriptor;
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class BattleField;
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struct BattleLayout;
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class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState
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{
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BattleSideArray<SideInBattle> sides; //sides[0] - attacker, sides[1] - defender
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std::unique_ptr<BattleLayout> layout;
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public:
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BattleID battleID = BattleID(0);
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si32 round;
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si32 activeStack;
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const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
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int3 tile; //for background and bonuses
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bool replayAllowed;
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std::vector<CStack*> stacks;
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std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
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SiegeInfo si;
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BattleField battlefieldType; //like !!BA:B
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TerrainId terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
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BattleSide tacticsSide; //which side is requested to play tactics phase
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ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
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template <typename Handler> void serialize(Handler &h)
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{
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h & battleID;
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h & sides;
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h & round;
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h & activeStack;
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h & town;
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h & tile;
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h & stacks;
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h & obstacles;
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h & si;
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h & battlefieldType;
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h & terrainType;
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h & tacticsSide;
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h & tacticDistance;
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h & static_cast<CBonusSystemNode&>(*this);
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h & replayAllowed;
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}
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//////////////////////////////////////////////////////////////////////////
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BattleInfo(const BattleLayout & layout);
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BattleInfo();
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virtual ~BattleInfo();
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const IBattleInfo * getBattle() const override;
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std::optional<PlayerColor> getPlayerID() const override;
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//////////////////////////////////////////////////////////////////////////
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// IBattleInfo
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BattleID getBattleID() const override;
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int32_t getActiveStackID() const override;
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TStacks getStacksIf(const TStackFilter & predicate) const override;
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battle::Units getUnitsIf(const battle::UnitFilter & predicate) const override;
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BattleField getBattlefieldType() const override;
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TerrainId getTerrainType() const override;
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ObstacleCList getAllObstacles() const override;
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PlayerColor getSidePlayer(BattleSide side) const override;
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const CArmedInstance * getSideArmy(BattleSide side) const override;
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const CGHeroInstance * getSideHero(BattleSide side) const override;
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ui8 getTacticDist() const override;
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BattleSide getTacticsSide() const override;
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const CGTownInstance * getDefendedTown() const override;
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EWallState getWallState(EWallPart partOfWall) const override;
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EGateState getGateState() const override;
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uint32_t getCastSpells(BattleSide side) const override;
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int32_t getEnchanterCounter(BattleSide side) const override;
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const IBonusBearer * getBonusBearer() const override;
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uint32_t nextUnitId() const override;
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int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
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int3 getLocation() const override;
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BattleLayout getLayout() const override;
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std::vector<SpellID> getUsedSpells(BattleSide side) const override;
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//////////////////////////////////////////////////////////////////////////
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// IBattleState
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void nextRound() override;
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void nextTurn(uint32_t unitId) override;
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void addUnit(uint32_t id, const JsonNode & data) override;
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void moveUnit(uint32_t id, BattleHex destination) override;
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void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
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void removeUnit(uint32_t id) override;
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void updateUnit(uint32_t id, const JsonNode & data) override;
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void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
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void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
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void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
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void setWallState(EWallPart partOfWall, EWallState state) override;
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void addObstacle(const ObstacleChanges & changes) override;
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void updateObstacle(const ObstacleChanges& changes) override;
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void removeObstacle(uint32_t id) override;
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static void addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd);
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//////////////////////////////////////////////////////////////////////////
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CStack * getStack(int stackID, bool onlyAlive = true);
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using CBattleInfoEssentials::battleGetArmyObject;
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CArmedInstance * battleGetArmyObject(BattleSide side) const;
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using CBattleInfoEssentials::battleGetFightingHero;
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CGHeroInstance * battleGetFightingHero(BattleSide side) const;
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CStack * generateNewStack(uint32_t id, const CStackInstance & base, BattleSide side, const SlotID & slot, BattleHex position);
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CStack * generateNewStack(uint32_t id, const CStackBasicDescriptor & base, BattleSide side, const SlotID & slot, BattleHex position);
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const SideInBattle & getSide(BattleSide side) const;
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SideInBattle & getSide(BattleSide side);
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const CGHeroInstance * getHero(const PlayerColor & player) const; //returns fighting hero that belongs to given player
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void localInit();
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static BattleInfo * setupBattle(const int3 & tile, TerrainId, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town);
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BattleSide whatSide(const PlayerColor & player) const;
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protected:
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#if SCRIPTING_ENABLED
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scripting::Pool * getContextPool() const override;
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#endif
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};
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class DLL_LINKAGE CMP_stack
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{
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int phase; //rules of which phase will be used
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int turn;
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BattleSide side;
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public:
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bool operator()(const battle::Unit * a, const battle::Unit * b) const;
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CMP_stack(int Phase = 1, int Turn = 0, BattleSide Side = BattleSide::ATTACKER);
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};
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VCMI_LIB_NAMESPACE_END
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