The Battle for Wesnoth  1.19.0-dev
game_board.hpp
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1 /*
2  Copyright (C) 2014 - 2024
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 
25 #include <optional>
26 #include <set>
27 #include <vector>
28 
29 class config;
30 
31 /**
32  *
33  * Game board class.
34  *
35  * The purpose of this class is to encapsulate some of the core game logic, including the unit map,
36  * the list of teams, and the game map.
37  *
38  * This should eventually become part of the game state object IMO, which should be a child of play_controller.
39  *
40  * I also intend to move the pathfinding module to be housed within this class -- this way, we can implement a
41  * sound pathfinding data structure to speed up path computations for AI, without having to make "update event"
42  * code at all points in the engine which modify the relevant data.
43  *
44  **/
46 {
47  std::vector<team> teams_;
48  std::vector<std::string> labels_;
49 
50  std::unique_ptr<gamemap> map_;
53 
54  /**
55  * Temporary unit move structs:
56  *
57  * Probably don't remove these friends, this is actually fairly useful. These structs are used by:
58  * - AI
59  * - Whiteboard
60  * - I think certain wml actions
61  * For AI, the ai wants to move two units next to eachother so it can ask for attack calculations. This should not trigger
62  * pathfinding modifications, so the version that directly changes the unit map is probably preferable, although it should be
63  * refactored.
64  * For whiteboard and wml actions, we generally do want pathfinding to be updated, so use the game_board constructors which I
65  * have added to these structs instead.
66  *
67  **/
68  friend struct temporary_unit_placer;
69  friend struct temporary_unit_mover;
70  friend struct temporary_unit_remover;
71 
72 public:
74  // Constructors, trivial dtor, and const accessors
75 
76  game_board(const config& level);
77  virtual ~game_board();
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  // Copy and swap idiom, because we have a scoped pointer.
127 
128  game_board(const game_board & other);
129  game_board& operator=(const game_board& other) = delete;
130 
131  friend void swap(game_board & one, game_board & other);
132 
133  // Saving
134 
135  void write_config(config & cfg) const;
136 
137  // Manipulators from play_controller
138 
139  void new_turn(int pnum);
140  void end_turn(int pnum);
142 
143  void heal_all_survivors();
144 
145  void check_victory(bool &, bool &, bool &, bool &, std::set<unsigned> &, bool);
146 
147  // Manipulator from playturn
148 
149  void side_drop_to (int side_num, side_controller::type ctrl, side_proxy_controller::type proxy = side_proxy_controller::type::human);
150  void side_change_controller (int side_num, bool is_local, const std::string& pname, const std::string& controller_type);
151 
152  // Manipulator from actionwml
153 
154  bool try_add_unit_to_recall_list(const map_location& loc, const unit_ptr u);
155  std::optional<std::string> replace_map(const gamemap & r);
156 
157  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
158  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
159 
160  // Global accessor from unit.hpp
161 
162  unit_map::iterator find_visible_unit(const map_location &loc, const team& current_team, bool see_all = false);
163  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); }
164  bool has_visible_unit (const map_location & loc, const team & team, bool see_all = false) const;
165  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); }
166 
167  unit* get_visible_unit(const map_location &loc, const team &current_team, bool see_all = false); //TODO: can this not return a pointer?
168 
169  // Wrapped functions from unit_map. These should ultimately provide notification to observers, pathfinding.
170 
171  unit_map::iterator find_unit(const map_location & loc) { return units_.find(loc); }
172  /** Calculates whether a team is defeated */
173  bool team_is_defeated(const team& t) const;
174 };
175 
176 void swap(game_board & one, game_board & other);
177 
178 
179 /**
180  * This object is used to temporary place a unit in the unit map, swapping out
181  * any unit that is already there. On destruction, it restores the unit map to
182  * its original.
183  */
185 {
186  temporary_unit_placer(unit_map& m, const map_location& loc, unit& u);
188  virtual ~temporary_unit_placer();
189 
190 private:
194 };
195 
196 // Begin Temporary Unit Move Structs
197 // TODO: Fix up the implementations which use game_board
198 
199 /**
200  * This object is used to temporary remove a unit from the unit map.
201  * On destruction, it restores the unit map to its original.
202  * unit_map iterators to this unit must not be accessed while the unit is temporarily
203  * removed, otherwise a collision will happen when trying to reinsert the unit.
204  */
206 {
209  virtual ~temporary_unit_remover();
210 
211 private:
215 };
216 
217 
218 /**
219  * This object is used to temporary move a unit in the unit map, swapping out
220  * any unit that is already there. On destruction, it restores the unit map to
221  * its original.
222  */
224 {
225  temporary_unit_mover(unit_map& m, const map_location& src, const map_location& dst, int new_moves, bool stand);
226  virtual ~temporary_unit_mover();
227 
228 private:
234  bool stand_;
235 };
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:159
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:46
void check_victory(bool &, bool &, bool &, bool &, std::set< unsigned > &, bool)
Definition: game_board.cpp:114
bool has_visible_unit(const map_location &loc, const team &team, bool see_all=false) const
Definition: game_board.cpp:199
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:62
bool has_visible_unit(const map_location &loc, std::size_t team, bool see_all=false) const
Definition: game_board.hpp:165
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:47
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:223
unit_map units_
Definition: game_board.hpp:52
std::optional< std::string > replace_map(const gamemap &r)
Definition: game_board.cpp:292
std::vector< std::string > labels_
Definition: game_board.hpp:48
std::unique_ptr< gamemap > map_
Definition: game_board.hpp:50
bool change_terrain(const map_location &loc, const std::string &t, const std::string &mode, bool replace_if_failed)
Definition: game_board.cpp:327
game_board(const config &level)
Definition: game_board.cpp:38
void heal_all_survivors()
Definition: game_board.cpp:95
bool try_add_unit_to_recall_list(const map_location &loc, const unit_ptr u)
Definition: game_board.cpp:286
n_unit::id_manager unit_id_manager_
Definition: game_board.hpp:51
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:185
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:267
std::vector< team > & teams()
Definition: game_board.hpp:84
void end_turn(int pnum)
Definition: game_board.cpp:79
void side_change_controller(int side_num, bool is_local, const std::string &pname, const std::string &controller_type)
Definition: game_board.cpp:239
unit * get_visible_unit(const map_location &loc, const team &current_team, bool see_all=false)
Definition: game_board.cpp:213
n_unit::id_manager & unit_id_manager()
Definition: game_board.hpp:73
void set_all_units_user_end_turn()
Definition: game_board.cpp:88
unit_map::iterator find_unit(const map_location &loc)
Definition: game_board.hpp:171
void write_config(config &cfg) const
Definition: game_board.cpp:381
unit_map::iterator find_visible_unit(const map_location &loc, std::size_t team, bool see_all=false)
Definition: game_board.hpp:163
virtual const unit_map & units() const override
Definition: game_board.hpp:106
virtual ~game_board()
Definition: game_board.cpp:55
void new_turn(int pnum)
Definition: game_board.cpp:70
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:172
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:133
std::size_t i
Definition: function.cpp:968
void swap(game_board &one, game_board &other)
Definition: game_board.cpp:62
std::shared_ptr< unit > unit_ptr
Definition: ptr.hpp:26
Encapsulates the map of the game.
Definition: location.hpp:38
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:224
const map_location src_
Definition: game_board.hpp:230
virtual ~temporary_unit_mover()
Definition: game_board.cpp:494
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:474
const map_location dst_
Definition: game_board.hpp:231
This object is used to temporary place a unit in the unit map, swapping out any unit that is already ...
Definition: game_board.hpp:185
virtual ~temporary_unit_placer()
Definition: game_board.cpp:431
temporary_unit_placer(unit_map &m, const map_location &loc, unit &u)
Definition: game_board.cpp:413
const map_location loc_
Definition: game_board.hpp:192
This object is used to temporary remove a unit from the unit map.
Definition: game_board.hpp:206
const map_location loc_
Definition: game_board.hpp:213
temporary_unit_remover(unit_map &m, const map_location &loc)
Definition: game_board.cpp:443
virtual ~temporary_unit_remover()
Definition: game_board.cpp:457