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/*
* BattleAction.cpp, 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
*
*/
#include "StdInc.h"
#include "BattleAction.h"
#include "Unit.h"
#include "CBattleInfoCallback.h"
VCMI_LIB_NAMESPACE_BEGIN
static const int32_t INVALID_UNIT_ID = -1000;
BattleAction::BattleAction():
side(BattleSide::NONE),
stackNumber(-1),
actionType(EActionType::NO_ACTION)
{
}
BattleAction BattleAction::makeHeal(const battle::Unit * healer, const battle::Unit * healed)
{
BattleAction ba;
ba.side = healer->unitSide();
ba.actionType = EActionType::STACK_HEAL;
ba.stackNumber = healer->unitId();
ba.aimToUnit(healed);
return ba;
}
BattleAction BattleAction::makeDefend(const battle::Unit * stack)
{
BattleAction ba;
ba.side = stack->unitSide();
ba.actionType = EActionType::DEFEND;
ba.stackNumber = stack->unitId();
return ba;
}
BattleAction BattleAction::makeMeleeAttack(const battle::Unit * stack, const BattleHex & destination, const BattleHex & attackFrom, bool returnAfterAttack)
{
BattleAction ba;
ba.side = stack->unitSide(); //FIXME: will it fail if stack mind controlled?
ba.actionType = EActionType::WALK_AND_ATTACK;
ba.stackNumber = stack->unitId();
ba.aimToHex(attackFrom);
ba.aimToHex(destination);
if(returnAfterAttack && stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE))
ba.aimToHex(stack->getPosition());
return ba;
}
BattleAction BattleAction::makeWait(const battle::Unit * stack)
{
BattleAction ba;
ba.side = stack->unitSide();
ba.actionType = EActionType::WAIT;
ba.stackNumber = stack->unitId();
return ba;
}
BattleAction BattleAction::makeShotAttack(const battle::Unit * shooter, const battle::Unit * target)
{
BattleAction ba;
ba.side = shooter->unitSide();
ba.actionType = EActionType::SHOOT;
ba.stackNumber = shooter->unitId();
ba.aimToUnit(target);
return ba;
}
BattleAction BattleAction::makeCreatureSpellcast(const battle::Unit * stack, const battle::Target & target, const SpellID & spellID)
{
BattleAction ba;
ba.actionType = EActionType::MONSTER_SPELL;
ba.spell = spellID;
ba.setTarget(target);
ba.side = stack->unitSide();
ba.stackNumber = stack->unitId();
return ba;
}
BattleAction BattleAction::makeMove(const battle::Unit * stack, const BattleHex & dest)
{
BattleAction ba;
ba.side = stack->unitSide();
ba.actionType = EActionType::WALK;
ba.stackNumber = stack->unitId();
ba.aimToHex(dest);
return ba;
}
BattleAction BattleAction::makeEndOFTacticPhase(BattleSide side)
{
BattleAction ba;
ba.side = side;
ba.actionType = EActionType::END_TACTIC_PHASE;
return ba;
}
BattleAction BattleAction::makeSurrender(BattleSide side)
{
BattleAction ba;
ba.side = side;
ba.actionType = EActionType::SURRENDER;
return ba;
}
BattleAction BattleAction::makeRetreat(BattleSide side)
{
BattleAction ba;
ba.side = side;
ba.actionType = EActionType::RETREAT;
return ba;
}
std::string BattleAction::toString() const
{
std::stringstream targetStream;
for(const DestinationInfo & info : target)
{
if(info.unitValue == INVALID_UNIT_ID)
{
targetStream << info.hexValue;
}
else
{
targetStream << info.unitValue;
targetStream << "@";
targetStream << info.hexValue;
}
targetStream << ",";
}
boost::format fmt("{BattleAction: side '%d', stackNumber '%d', actionType '%s', actionSubtype '%d', target {%s}}");
fmt % static_cast<int>(side) % stackNumber % static_cast<int>(actionType) % spell.getNum() % targetStream.str();
return fmt.str();
}
void BattleAction::aimToHex(const BattleHex & destination)
{
DestinationInfo info;
info.hexValue = destination;
info.unitValue = INVALID_UNIT_ID;
target.push_back(info);
}
void BattleAction::aimToUnit(const battle::Unit * destination)
{
DestinationInfo info;
info.hexValue = destination->getPosition();
info.unitValue = destination->unitId();
target.push_back(info);
}
battle::Target BattleAction::getTarget(const CBattleInfoCallback * cb) const
{
battle::Target ret;
for(const auto & destination : target)
{
if(destination.unitValue == INVALID_UNIT_ID)
ret.emplace_back(destination.hexValue);
else
ret.emplace_back(cb->battleGetUnitByID(destination.unitValue));
}
return ret;
}
void BattleAction::setTarget(const battle::Target & target_)
{
target.clear();
for(const auto & destination : target_)
{
if(destination.unitValue == nullptr)
aimToHex(destination.hexValue);
else
aimToUnit(destination.unitValue);
}
}
bool BattleAction::isUnitAction() const
{
static const std::array<EActionType, 109> actions = {
EActionType::NO_ACTION,
EActionType::WALK,
EActionType::WAIT,
EActionType::DEFEND,
EActionType::WALK_AND_ATTACK,
EActionType::SHOOT,
EActionType::CATAPULT,
EActionType::MONSTER_SPELL,
EActionType::BAD_MORALE,
EActionType::STACK_HEAL
};
return vstd::contains(actions, actionType);
}
bool BattleAction::isSpellAction() const
{
static const std::array<EActionType, 2> actions = {
EActionType::HERO_SPELL,
EActionType::MONSTER_SPELL
};
return vstd::contains(actions, actionType);
}
bool BattleAction::isBattleEndAction() const
{
static const std::array<EActionType, 2> actions = {
EActionType::RETREAT,
EActionType::SURRENDER
};
return vstd::contains(actions, actionType);
}
bool BattleAction::isTacticsAction() const
{
static const std::array<EActionType, 9> actions = {
EActionType::WALK,
EActionType::END_TACTIC_PHASE,
EActionType::RETREAT,
EActionType::SURRENDER
};
return vstd::contains(actions, actionType);
}
std::ostream & operator<<(std::ostream & os, const BattleAction & ba)
{
os << ba.toString();
return os;
}
VCMI_LIB_NAMESPACE_END
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