The Battle for Wesnoth  1.19.26+dev
game_board.hpp
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1 /*
2  Copyright (C) 2014 - 2025
3  by Chris Beck <render787@gmail.com>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 #pragma once
17 
18 #include "display_context.hpp"
19 #include "side_controller.hpp"
20 #include "team.hpp"
21 #include "terrain/type_data.hpp"
22 #include "units/map.hpp"
23 #include "units/id.hpp"
24 #include "utils/optional_fwd.hpp"
25 
26 #include "utils/optional_fwd.hpp"
27 #include <set>
28 #include <vector>
29 
30 class config;
31 
32 /**
33  *
34  * Game board class.
35  *
36  * The purpose of this class is to encapsulate some of the core game logic, including the unit map,
37  * the list of teams, and the game map.
38  *
39  * This should eventually become part of the game state object IMO, which should be a child of play_controller.
40  *
41  * I also intend to move the pathfinding module to be housed within this class -- this way, we can implement a
42  * sound pathfinding data structure to speed up path computations for AI, without having to make "update event"
43  * code at all points in the engine which modify the relevant data.
44  *
45  **/
47 {
48  std::vector<team> teams_;
49  std::vector<std::string> labels_;
50 
51  std::unique_ptr<gamemap> map_;
54 
55  /**
56  * Temporary unit move structs:
57  *
58  * Probably don't remove these friends, this is actually fairly useful. These structs are used by:
59  * - AI
60  * - Whiteboard
61  * - I think certain wml actions
62  * For AI, the ai wants to move two units next to eachother so it can ask for attack calculations. This should not trigger
63  * pathfinding modifications, so the version that directly changes the unit map is probably preferable, although it should be
64  * refactored.
65  * For whiteboard and wml actions, we generally do want pathfinding to be updated, so use the game_board constructors which I
66  * have added to these structs instead.
67  *
68  **/
69  friend struct temporary_unit_placer;
70  friend struct temporary_unit_mover;
71  friend struct temporary_unit_remover;
72 
73 public:
75  // Constructors, trivial dtor, and const accessors
76 
77  game_board(const config& level);
78 
79  virtual const std::vector<team>& teams() const override
80  {
81  return teams_;
82  }
83 
84  std::vector<team>& teams()
85  {
86  return teams_;
87  }
88 
89  using display_context::get_team; // so as not to hide the const version
90 
91  team& get_team(int i)
92  {
93  return teams_.at(i - 1);
94  }
95 
96  virtual const gamemap& map() const override
97  {
98  return *map_;
99  }
100 
102  {
103  return *map_;
104  }
105 
106  virtual const unit_map& units() const override
107  {
108  return units_;
109  }
110 
112  {
113  return units_;
114  }
115 
116  virtual const std::vector<std::string>& hidden_label_categories() const override
117  {
118  return labels_;
119  }
120 
121  virtual std::vector<std::string>& hidden_label_categories() override
122  {
123  return labels_;
124  }
125 
126  game_board(const game_board & other) = delete;
127  game_board& operator=(const game_board& other) = delete;
128 
129  friend void swap(game_board & one, game_board & other);
130 
131  // Saving
132 
133  void write_config(config & cfg) const;
134 
135  // Manipulators from play_controller
136 
137  void new_turn(int pnum);
138  void end_turn(int pnum);
140 
141  void heal_all_survivors();
142 
143  void check_victory(bool &, bool &, bool &, bool &, std::set<unsigned> &, bool);
144 
145  // Manipulator from playturn
146 
147  void side_drop_to (int side_num, side_controller::type ctrl, side_proxy_controller::type proxy = side_proxy_controller::type::human);
148  void side_change_controller (int side_num, bool is_local, const std::string& pname, const std::string& controller_type);
149 
150  // Manipulator from actionwml
151 
152  bool try_add_unit_to_recall_list(const map_location& loc, const unit_ptr& u);
153  utils::optional<std::string> replace_map(const gamemap & r);
154 
155  bool change_terrain(const map_location &loc, const std::string &t, const std::string & mode, bool replace_if_failed); //used only by lua and debug commands
156  bool change_terrain(const map_location &loc, const t_translation::terrain_code &t, terrain_type_data::merge_mode& mode, bool replace_if_failed); //used only by lua and debug commands
157 
158  // Global accessor from unit.hpp
159 
160  unit_map::iterator find_visible_unit(const map_location &loc, const team& current_team, bool see_all = false);
161  unit_map::iterator find_visible_unit(const map_location & loc, std::size_t team, bool see_all = false) { return find_visible_unit(loc, teams_[team], see_all); }
162  bool has_visible_unit (const map_location & loc, const team & team, bool see_all = false) const;
163  bool has_visible_unit (const map_location & loc, std::size_t team, bool see_all = false) const { return has_visible_unit(loc, teams_[team], see_all); }
164 
165  // Wrapped functions from unit_map. These should ultimately provide notification to observers, pathfinding.
166 
168  /** Calculates whether a team is defeated */
169  bool team_is_defeated(const team& t) const;
170 };
171 
172 void swap(game_board & one, game_board & other);
173 
174 
175 /**
176  * This object is used to temporary place a unit in the unit map, swapping out
177  * any unit that is already there. On destruction, it restores the unit map to
178  * its original.
179  */
181 {
184  virtual ~temporary_unit_placer();
185 
186 private:
190 };
191 
192 // Begin Temporary Unit Move Structs
193 // TODO: Fix up the implementations which use game_board
194 
195 /**
196  * This object is used to temporary remove a unit from the unit map.
197  * On destruction, it restores the unit map to its original.
198  * unit_map iterators to this unit must not be accessed while the unit is temporarily
199  * removed, otherwise a collision will happen when trying to reinsert the unit.
200  */
202 {
205  virtual ~temporary_unit_remover();
206 
207 private:
211 };
212 
213 
214 /**
215  * This object is used to temporary move a unit in the unit map, swapping out
216  * any unit that is already there. On destruction, it restores the unit map to
217  * its original.
218  */
220 {
221  temporary_unit_mover(unit_map& m, const map_location& src, const map_location& dst, int new_moves, bool stand);
222  virtual ~temporary_unit_mover();
223 
224 private:
230  bool stand_;
231 };
map_location loc
Definition: move.cpp:172
double t
Definition: astarsearch.cpp:63
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:157
Abstract class for exposing game data that doesn't depend on the GUI, however which for historical re...
const team & get_team(int side) const
This getter takes a 1-based side number, not a 0-based team number.
Game board class.
Definition: game_board.hpp:47
void check_victory(bool &, bool &, bool &, bool &, std::set< unsigned > &, bool)
Definition: game_board.cpp:101
bool has_visible_unit(const map_location &loc, const team &team, bool see_all=false) const
Definition: game_board.cpp:186
virtual const std::vector< team > & teams() const override
Definition: game_board.hpp:79
game_board & operator=(const game_board &other)=delete
friend void swap(game_board &one, game_board &other)
Definition: game_board.cpp:49
bool has_visible_unit(const map_location &loc, std::size_t team, bool see_all=false) const
Definition: game_board.hpp:163
virtual const std::vector< std::string > & hidden_label_categories() const override
Definition: game_board.hpp:116
virtual std::vector< std::string > & hidden_label_categories() override
Definition: game_board.hpp:121
std::vector< team > teams_
Definition: game_board.hpp:48
void side_drop_to(int side_num, side_controller::type ctrl, side_proxy_controller::type proxy=side_proxy_controller::type::human)
Definition: game_board.cpp:200
unit_map units_
Definition: game_board.hpp:53
std::vector< std::string > labels_
Definition: game_board.hpp:49
std::unique_ptr< gamemap > map_
Definition: game_board.hpp:51
bool change_terrain(const map_location &loc, const std::string &t, const std::string &mode, bool replace_if_failed)
Definition: game_board.cpp:304
utils::optional< std::string > replace_map(const gamemap &r)
Definition: game_board.cpp:269
game_board(const config &level)
Definition: game_board.cpp:38
void heal_all_survivors()
Definition: game_board.cpp:82
game_board(const game_board &other)=delete
n_unit::id_manager unit_id_manager_
Definition: game_board.hpp:52
team & get_team(int i)
Definition: game_board.hpp:91
unit_map::iterator find_visible_unit(const map_location &loc, const team &current_team, bool see_all=false)
Definition: game_board.cpp:172
unit_map & units()
Definition: game_board.hpp:111
bool team_is_defeated(const team &t) const
Calculates whether a team is defeated.
Definition: game_board.cpp:244
std::vector< team > & teams()
Definition: game_board.hpp:84
void end_turn(int pnum)
Definition: game_board.cpp:66
void side_change_controller(int side_num, bool is_local, const std::string &pname, const std::string &controller_type)
Definition: game_board.cpp:216
bool try_add_unit_to_recall_list(const map_location &loc, const unit_ptr &u)
Definition: game_board.cpp:263
n_unit::id_manager & unit_id_manager()
Definition: game_board.hpp:74
void set_all_units_user_end_turn()
Definition: game_board.cpp:75
unit_map::iterator find_unit(const map_location &loc)
Definition: game_board.hpp:167
void write_config(config &cfg) const
Definition: game_board.cpp:358
unit_map::iterator find_visible_unit(const map_location &loc, std::size_t team, bool see_all=false)
Definition: game_board.hpp:161
virtual const unit_map & units() const override
Definition: game_board.hpp:106
void new_turn(int pnum)
Definition: game_board.cpp:57
gamemap & map()
Definition: game_board.hpp:101
virtual const gamemap & map() const override
Definition: game_board.hpp:96
Encapsulates the map of the game.
Definition: map.hpp:176
This class stores all the data for a single 'side' (in game nomenclature).
Definition: team.hpp:74
Container associating units to locations.
Definition: map.hpp:98
unit_iterator find(std::size_t id)
Definition: map.cpp:302
This class represents a single unit of a specific type.
Definition: unit.hpp:39
const config * cfg
std::size_t i
Definition: function.cpp:1031
void swap(game_board &one, game_board &other)
Definition: game_board.cpp:49
std::shared_ptr< unit > unit_ptr
Definition: ptr.hpp:26
rect dst
Location on the final composed sheet.
rect src
Non-transparent portion of the surface to compose.
Encapsulates the map of the game.
Definition: location.hpp:46
A terrain string which is converted to a terrain is a string with 1 or 2 layers the layers are separa...
Definition: translation.hpp:49
This object is used to temporary move a unit in the unit map, swapping out any unit that is already t...
Definition: game_board.hpp:220
const map_location src_
Definition: game_board.hpp:226
virtual ~temporary_unit_mover()
Definition: game_board.cpp:469
temporary_unit_mover(unit_map &m, const map_location &src, const map_location &dst, int new_moves, bool stand)
Constructor This version will change the unit's current movement to new_moves while the unit is moved...
Definition: game_board.cpp:449
const map_location dst_
Definition: game_board.hpp:227
This object is used to temporary place a unit in the unit map, swapping out any unit that is already ...
Definition: game_board.hpp:181
virtual ~temporary_unit_placer()
Definition: game_board.cpp:406
temporary_unit_placer(unit_map &m, const map_location &loc, unit &u)
Definition: game_board.cpp:388
const map_location loc_
Definition: game_board.hpp:188
This object is used to temporary remove a unit from the unit map.
Definition: game_board.hpp:202
const map_location loc_
Definition: game_board.hpp:209
temporary_unit_remover(unit_map &m, const map_location &loc)
Definition: game_board.cpp:418
virtual ~temporary_unit_remover()
Definition: game_board.cpp:432