The Battle for Wesnoth  1.19.7+dev
move.hpp
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1 /*
2  Copyright (C) 2003 - 2024
3  by David White <dave@whitevine.net>
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 /**
17  * @file
18  * Various functions related to moving units.
19  */
20 
21 #pragma once
22 
23 struct map_location;
24 
25 #include "units/map.hpp"
26 #include "game_events/fwd.hpp"
27 #include "synced_commands.hpp"
28 
29 #include <vector>
30 
31 
32 namespace actions {
33  class undo_list;
34 
35 
37 public:
38 
39  /** ingerited from action_spectator */
40  void error(const std::string& message) override;
41  /** add a location of a seen friend */
43 
44 
45  /** add the location of new seen enemy */
47 
48 
49  /** get the location of an ambusher */
51 
52 
53  /** get the location of a failed teleport */
55 
56 
57  /** get the locations of seen enemies */
58  const std::vector<unit_map::const_iterator>& get_seen_enemies() const;
59 
60 
61  /** get the locations of seen friends */
62  const std::vector<unit_map::const_iterator>& get_seen_friends() const;
63 
64 
65  /** get new location of moved unit */
66  const unit_map::const_iterator& get_unit() const;
67 
68 
69  /** constructor */
70  move_unit_spectator(const unit_map& units);
71 
73 
74 
75  /** destructor */
76  virtual ~move_unit_spectator();
77 
78  /** reset all locations to empty values*/
79  void reset(const unit_map &units);
80 
81 
82  /** set the location of an ambusher */
84 
85 
86  /** set the location of a failed teleport */
88 
89 
90  /** set the iterator to moved unit*/
91  void set_unit(const unit_map::const_iterator &u);
92 
93  void set_ai_move(bool ai_move = true) { is_ai_move_ = ai_move; }
94  bool is_ai_move() const { return is_ai_move_; }
95 
96  void set_interrupted(bool interrupted) { interrupted_ = interrupted; }
97  bool get_interrupted() const { return interrupted_; }
98 
99  void set_tiles_entered(std::size_t tiles_entered) { tiles_entered_ = tiles_entered; }
100  std::size_t get_tiles_entered() const { return tiles_entered_; }
101 
102 private:
105  std::vector<unit_map::const_iterator> seen_enemies_;
106  std::vector<unit_map::const_iterator> seen_friends_;
108  std::size_t tiles_entered_;
110  bool is_ai_move_ = false;
111 };
112 
113 /**
114  * Makes it so the village at the given location is owned by the given side.
115  * Returns true if getting the village triggered a mutating event.
116  * side can be 0 to make the village uncaptured.
117  */
118 game_events::pump_result_t get_village(const map_location& loc, int side, bool *time_bonus = nullptr, bool fire_event = true);
119 
120 /**
121  * Teleports a unit across the board and enters the synced context.
122  */
123 void teleport_unit_and_record(const map_location& teleport_from,
124  const map_location& teleport_to,
125  move_unit_spectator* move_spectator = nullptr);
126 
127 /**
128  * Teleports a unit across the board.
129  * To be called from replay when we are already in the synced context.
130  */
132  const std::vector<map_location> &steps,
133  bool continued_move,
134  bool skip_ally_sighted,
135  bool show_move);
136 
137 /**
138  * Moves a unit across the board.
139  * And enters the synced context.
140  */
142  const std::vector<map_location> &steps,
143  bool continued_move,
144  move_unit_spectator& move_spectator);
145 
146 std::size_t move_unit_and_record(const std::vector<map_location>& steps,
147  bool continued_move = false,
148  bool* interrupted = nullptr);
149 
150 /**
151  * Moves a unit across the board.
152  * to be called from replay when we are already in the synced context.
153  */
154 void execute_move_unit(
155  const std::vector<map_location> &steps,
156  bool continued_move,
157  bool skip_ally_sighted,
158  move_unit_spectator* move_spectator);
159 
160 }//namespace actions
map_location loc
Definition: move.cpp:172
void set_ambusher(const unit_map::const_iterator &u)
set the location of an ambusher
Definition: move.cpp:145
void add_seen_friend(const unit_map::const_iterator &u)
add a location of a seen friend
Definition: move.cpp:60
const std::vector< unit_map::const_iterator > & get_seen_enemies() const
get the locations of seen enemies
Definition: move.cpp:84
const unit_map::const_iterator & get_ambusher() const
get the location of an ambusher
Definition: move.cpp:72
void set_tiles_entered(std::size_t tiles_entered)
Definition: move.hpp:99
void error(const std::string &message) override
ingerited from action_spectator
Definition: move.cpp:140
void add_seen_enemy(const unit_map::const_iterator &u)
add the location of new seen enemy
Definition: move.cpp:66
const unit_map::const_iterator & get_unit() const
get new location of moved unit
Definition: move.cpp:96
unit_map::const_iterator ambusher_
Definition: move.hpp:103
unit_map::const_iterator unit_
Definition: move.hpp:107
void reset(const unit_map &units)
reset all locations to empty values
Definition: move.cpp:129
std::size_t get_tiles_entered() const
Definition: move.hpp:100
void set_unit(const unit_map::const_iterator &u)
set the iterator to moved unit
Definition: move.cpp:157
bool get_interrupted() const
Definition: move.hpp:97
std::vector< unit_map::const_iterator > seen_enemies_
Definition: move.hpp:105
void set_failed_teleport(const unit_map::const_iterator &u)
set the location of a failed teleport
Definition: move.cpp:151
std::vector< unit_map::const_iterator > seen_friends_
Definition: move.hpp:106
virtual ~move_unit_spectator()
destructor
Definition: move.cpp:125
void set_interrupted(bool interrupted)
Definition: move.hpp:96
const std::vector< unit_map::const_iterator > & get_seen_friends() const
get the locations of seen friends
Definition: move.cpp:90
std::size_t tiles_entered_
Definition: move.hpp:108
void set_ai_move(bool ai_move=true)
Definition: move.hpp:93
const unit_map::const_iterator & get_failed_teleport() const
get the location of a failed teleport
Definition: move.cpp:78
unit_map::const_iterator failed_teleport_
Definition: move.hpp:104
bool is_ai_move() const
Definition: move.hpp:94
Container associating units to locations.
Definition: map.hpp:98
void teleport_unit_from_replay(const std::vector< map_location > &steps, bool continued_move, bool skip_ally_sighted, bool show_move)
Teleports a unit across the board.
Definition: move.cpp:1406
void teleport_unit_and_record(const map_location &teleport_from, const map_location &teleport_to, move_unit_spectator *)
Teleports a unit across the board and enters the synced context.
Definition: move.cpp:1397
game_events::pump_result_t get_village(const map_location &loc, int side, bool *action_timebonus, bool fire_event)
Makes it so the village at the given location is owned by the given side.
Definition: move.cpp:219
std::size_t move_unit_and_record(const std::vector< map_location > &steps, bool continued_move, bool *interrupted)
Wrapper around the other overload.
Definition: move.cpp:1429
void execute_move_unit(const std::vector< map_location > &steps, bool continued_move, bool skip_ally_sighted, move_unit_spectator *move_spectator)
Moves a unit across the board.
Definition: move.cpp:1382
static int ai_move(lua_State *L, bool exec, bool remove_movement)
Definition: core.cpp:167
std::tuple< bool, bool > pump_result_t
Definition: fwd.hpp:29
bool fire_event(const ui_event event, const std::vector< std::pair< widget *, ui_event >> &event_chain, widget *dispatcher, widget *w, F &&... params)
Helper function for fire_event.
Encapsulates the map of the game.
Definition: location.hpp:45