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H7CombatController

Class in MMH7Game · MMH7Game.H7CombatController · native

Object › Actor › H7BaseGameController › H7CombatController

Using it from Lua
h7.find_all("H7CombatController")            -- live instances
h7.find_class("MMH7Game.H7CombatController")   -- the class
h7.hook("MMH7Game.H7CombatController.AddAbilityTrackingData", fn)

Constants

NameValue
TACTICS_PHASE_TIMER60

Properties

NameTypeNotes
mAbilityTrackingDataarray<H7AbilityTrackingData>protected
mActiveUnitH7Unitprotected
mAIH7AiCombatMapprotected
mArmyAttackerH7CombatArmyprotected
mArmyAttackerDefaultSetupstringprotected
mArmyDefenderH7CombatArmyprotected
mArmyDefenderDefaultSetupstringprotected
mAttackBufferarray<H7Unit>protected
mAventureConfigurationDuelsH7AdventureConfigurationprotected
mBadMoraleTimefloatprotected
mCameraActionTemplateH7CameraActionControllerprotected
mCheckEndCombatImmediatelyboolprotected
mCombatConfigurationH7CombatConfigurationprotected
mCoverManagerH7CoverManagerprotected
mCurrentTimeBadMoralefloatprotected
mCurrentTurnTimeLeftfloatprotected
mCursorH7CombatMapCursorprotected
mDisableFleeSurrenderArtifactstringprotected
mForceEndTurnAfterAnimboolprotected
mGameProcessorH7GameProcessorprotected
mGameSpeedfloatprotected
mGridControllerH7CombatMapGridControllerprotected
mHeroEventParamH7HeroEventParamprotected
mHeroWithDisableFleeSurrenderstringprotected
mInitiativeQueueH7InitiativeQueueprotected
mIsInFinishTurnTransitionboolprotected
mIsLastStackDyingboolprotected
mIsNavalCombatboolprotected
mIsOverwhelmingbool
mIsSomeoneDyingboolprotected
mLastUnitWasHeroboolprotected
mMPPlayerResponsibleForMoralRollsH7Player
mNoAttackBufferarray<H7Unit>protected
mNumberOfRoundsInFightsAutoCombatintprotected
mNumberOfRoundsInFightsTotalintprotected
mPlacingAttackerDoneboolprotected
mPlacingDefenderDoneboolprotected
mPlayerAttackerTemplateH7Playerprotected
mPlayerDefenderTemplateH7Playerprotected
mRedirectEffectsThisFramearray<H7EffectSpecialRedirectDamage>protected
mRefreshAllRequestedboolprotected
mResultArmyH7CombatArmytransient, protected
mResultWinbooltransient, protected
mResultXPLoserinttransient, protected
mResultXPWinnerinttransient, protected
mSkipTurnCommandboolprotected
mTacticsStartableboolprotected
mTrackingMapEndSendbooltransient, protected
mTurnCounterintprotected
mTurnNameInststringtransient, private
mUniqueGameNamestringprotected

Functions

NameDeclaration
AddAbilityTrackingDatafunction AddAbilityTrackingData(H7AbilityTrackingData Data)
AddRedirectEffectfunction AddRedirectEffect(H7EffectSpecialRedirectDamage eff)
AllAnimationsDoneevent bool AllAnimationsDone()
AllowCurrentUnitActionfunction bool AllowCurrentUnitAction()
ApplyGameModeGfxSettingsfunction ApplyGameModeGfxSettings()
ApplyOutlinefunction ApplyOutline()
ArtifactAllowsFleeSurrenderfunction bool ArtifactAllowsFleeSurrender()
CalculateInputAllowedevent CalculateInputAllowed(optional bool waitForAnimIfNecessary = true)
CameraActionIntroduceHeroprivate final function CameraActionIntroduceHero()
CameraActionPresentArmyprivate final function CameraActionPresentArmy()
CanHeroDoActionInCreatureTurnfunction bool CanHeroDoActionInCreatureTurn()
canRangeAttackfunction bool canRangeAttack(H7IEffectTargetable Target)
CheckStartablefunction CheckStartable()
CreateCombatArmyUsingAdventureArmyprotected function H7CombatArmy CreateCombatArmyUsingAdventureArmy(H7AdventureArmy Army, bool IsAttacker)
DelayedRestartfunction DelayedRestart()
DestroyAllStackGhostsfunction DestroyAllStackGhosts()
DonePresentArmyprivate final function DonePresentArmy()
DoNewUnitHudUpdatesevent DoNewUnitHudUpdates()
EndBattlefunction EndBattle(optional bool isRestarting = false)
FinishActiveUnitTurnprotected function bool FinishActiveUnitTurn(optional bool triggerUnitEndTurn = true)
FinishMovementnative function FinishMovement()
GetAbilityTrackingDatafunction array<H7AbilityTrackingData> GetAbilityTrackingData()
GetActiveArmynative function H7CombatArmy GetActiveArmy()
GetActiveUnitfunction H7Unit GetActiveUnit()
GetAIfunction H7AiCombatMap GetAI()
GetAllCellsnative function GetAllCells(out array<H7CombatMapCell> outCells)
GetAllTargetablenative function GetAllTargetable(out array<H7IEffectTargetable> outTargets)
GetArmyAttackerfunction H7CombatArmy GetArmyAttacker()
GetArmyDefenderfunction H7CombatArmy GetArmyDefender()
GetCellByIDfunction H7CombatMapCell GetCellByID(int cellId)
GetCombatConfigurationfunction H7CombatConfiguration GetCombatConfiguration()
GetCoverManagerfunction H7CoverManager GetCoverManager()
GetCurrentGameModefunction string GetCurrentGameMode()
GetCurrentlyDeployingArmyevent H7CombatArmy GetCurrentlyDeployingArmy()
GetCurrentTurnfunction int GetCurrentTurn()
GetCursorfunction H7CombatMapCursor GetCursor()
GetDisableFleeSurrenderArtifactfunction string GetDisableFleeSurrenderArtifact()
GetGameSpeedfunction float GetGameSpeed()
GetGridControllerfunction H7CombatMapGridController GetGridController()
GetHeroWithDisableFleeSurrenderfunction string GetHeroWithDisableFleeSurrender()
GetInitiativeQueuefunction H7InitiativeQueue GetInitiativeQueue()
GetInstancestatic function H7CombatController GetInstance()
GetLocalGuardSlotsfunction int GetLocalGuardSlots()
GetLocalPlayerfunction H7Player GetLocalPlayer()
GetLocalPlayerArmyfunction H7CombatArmy GetLocalPlayerArmy()
GetMaxDeployNumberfunction int GetMaxDeployNumber()
GetMPPlayerResponsibleForMoralRollsfunction H7Player GetMPPlayerResponsibleForMoralRolls()
GetOffGridDeployablesfunction array<H7IOffGridDeployable> GetOffGridDeployables()
GetOpponentArmyfunction H7CombatArmy GetOpponentArmy(H7CombatArmy Army)
GetOpponentPlayerfunction H7Player GetOpponentPlayer(H7Player Player)
GetPlayerByNumberfunction H7Player GetPlayerByNumber(H7StructsAndEnumsNative.EPlayerNumber PlayerNumber)
GetStackDeploymentsfunction array<H7StackDeployment> GetStackDeployments()
GetTotalHealthfunction int GetTotalHealth()
GetTurnNamefunction string GetTurnName()
GetUnitsForDeploymentfunction array<H7CreatureStack> GetUnitsForDeployment()
HasEnoughCurrencyForSurrenderfunction bool HasEnoughCurrencyForSurrender()
InitCameraActionControllerfunction InitCameraActionController()
InitCombatnative function InitCombat()
InitCombatAIprotected function InitCombatAI()
InitFCTprotected function InitFCT()
InitializeAurasOnEnterCellprotected function InitializeAurasOnEnterCell()
InitInitiativeQueuefunction InitInitiativeQueue(optional bool firstRound)
InitInsertArmyInInitiativeQueueprotected function InitInsertArmyInInitiativeQueue(H7CombatArmy Army, bool IsAttacker)
InitPlayerAndArmyfunction InitPlayerAndArmy()
InitTemplatePlayersAndArmiesfunction InitTemplatePlayersAndArmies()
IsBadMoraleDelayRunningfunction bool IsBadMoraleDelayRunning()
IsCombatComingFromAdventureMapfunction bool IsCombatComingFromAdventureMap()
IsEndOfCombatfunction bool IsEndOfCombat()
IsFleePossiblefunction bool IsFleePossible(optional out string blockReason)
IsHeroInCreatureTurnfunction bool IsHeroInCreatureTurn()
IsInFinishTurnTransitionfunction bool IsInFinishTurnTransition()
IsInNonCombatPhasefunction bool IsInNonCombatPhase()
IsInTacticsPhaseevent bool IsInTacticsPhase()
IsLocalPlayerSpectatorfunction bool IsLocalPlayerSpectator()
IsPlayerParticipatingInCombatfunction bool IsPlayerParticipatingInCombat(H7Player pl)
IsRedirectEffectTriggeredfunction bool IsRedirectEffectTriggered(H7EffectSpecialRedirectDamage eff)
IsSomeoneDyingfunction bool IsSomeoneDying()
IsSurrenderPossiblefunction bool IsSurrenderPossible(optional out string blockReason)
LoadSummonableCreatureVisualsfunction LoadSummonableCreatureVisuals()
LoseCombatfunction LoseCombat()
MPAutoWinprotected function MPAutoWin()
NextPlayerfunction NextPlayer()
NotifyStartCombatnative function NotifyStartCombat()
PostBeginPlayfunction PostBeginPlay()
PutUnitOnBarfunction PutUnitOnBar(int Id)
PutUnitOnCursorfunction PutUnitOnCursor(int Id)
raiseEventnative function raiseEvent(H7StructsAndEnumsNative.ETrigger Trigger, optional bool simulate = false, optional H7CombatArmy Army, optional H7EventContainerStruct container)
RaiseEventOnArmiesRunesnative function RaiseEventOnArmiesRunes(H7StructsAndEnumsNative.ETrigger dasTrigger, H7CombatArmy Army, optional bool simulate = false, optional H7EventContainerStruct container)
RaiseEventOnArmiesStacksnative function RaiseEventOnArmiesStacks(H7StructsAndEnumsNative.ETrigger Trigger, H7CombatArmy Army, optional bool simulate = false, optional H7EventContainerStruct container)
RaiseEventOnArmiesTowersnative function RaiseEventOnArmiesTowers(H7StructsAndEnumsNative.ETrigger Trigger, H7CombatArmy Army, optional bool simulate = false, optional H7EventContainerStruct container)
RaiseEventOnArmiesWarUnitsnative function RaiseEventOnArmiesWarUnits(H7StructsAndEnumsNative.ETrigger dasTrigger, H7CombatArmy Army, optional bool simulate = false, optional H7EventContainerStruct container)
RaiseEventOnArrayfunction RaiseEventOnArray(array<H7IEffectTargetable> units, H7StructsAndEnumsNative.ETrigger Event)
RefreshAllUnitsevent RefreshAllUnits()
RefreshAllUnitsCompleteevent RefreshAllUnitsComplete()
ResetCurrentTurnTimerfunction ResetCurrentTurnTimer()
ResetTimerForTacticsfunction ResetTimerForTactics()
SendTrackingCombatDataDuelfunction SendTrackingCombatDataDuel()
SendTrackingSpellUsedfunction SendTrackingSpellUsed()
SetActiveUnitfunction SetActiveUnit(H7Unit Unit)
SetActiveUnitCommand_Fleefunction SetActiveUnitCommand_Flee()
SetActiveUnitCommand_FleeCompletefunction SetActiveUnitCommand_FleeComplete()
SetActiveUnitCommand_Movefunction SetActiveUnitCommand_Move(array<H7CombatMapCell> Path, optional bool isMoveAttack = false, optional H7StructsAndEnumsNative.EDirection turnDirection)
SetActiveUnitCommand_MoveAttackfunction SetActiveUnitCommand_MoveAttack(array<H7CombatMapCell> Path, H7IEffectTargetable Target)
SetActiveUnitCommand_PrepareAbilityfunction bool SetActiveUnitCommand_PrepareAbility(H7BaseAbility Ability)
SetActiveUnitCommand_SkipTurnfunction SetActiveUnitCommand_SkipTurn(bool doMPSynchronization)
SetActiveUnitCommand_Surrenderfunction SetActiveUnitCommand_Surrender()
SetActiveUnitCommand_SurrenderCompletefunction SetActiveUnitCommand_SurrenderComplete()
SetActiveUnitCommand_UsePreparedAbilityfunction SetActiveUnitCommand_UsePreparedAbility(H7IEffectTargetable Target, optional H7StructsAndEnumsNative.EDirection Direction = 8, optional H7CombatMapCell TrueHitCell, optional H7StructsAndEnumsNative.ECommandTag commandTagOverride = 19)
SetActiveUnitHerofunction SetActiveUnitHero()
SetCheckCombatEndfunction SetCheckCombatEnd(bool val)
SetGameSpeedfunction SetGameSpeed(float NewSpeed)
SetLastStackDyingfunction SetLastStackDying(bool val)
SetPreviousActiveUnitevent SetPreviousActiveUnit()
SetSomeoneDyingfunction SetSomeoneDying(bool IsDying)
SetTacticPhaseFinishedMPfunction SetTacticPhaseFinishedMP(bool IsDefender)
ShouldTakeCareOfArmyfunction bool ShouldTakeCareOfArmy(H7CombatArmy Army)
SkipTurnfunction SkipTurn()
StartBadMoraleDelayfunction StartBadMoraleDelay(optional float Time = -1.0000000, optional bool doSkipTurnCommand = false)
StartCombatfunction StartCombat()
TeleportSpellWasCanceledevent TeleportSpellWasCanceled()
TrackingGameModeEndfunction TrackingGameModeEnd()
TrackingMapEndfunction TrackingMapEnd(string Reason)
TrackingMapStartfunction TrackingMapStart()
TravelBackfunction TravelBack()
UpdateCurrentTurnTimerfunction UpdateCurrentTurnTimer(float ElapsedTime)
VictoryCamEndedfunction VictoryCamEnded()
WinCombatfunction WinCombat()

States

State code replaces the class's functions while the object is in that state. Hook a state's version as MMH7Game.H7CombatController.<State>.<Function>.

StateFunctions
BeginningBeginState, EndState, StartCombatMusic, Tick, TryToStart
combatActivateNextUnit, AllAnimationsDone, AllowCurrentUnitAction, ArtifactAllowsFleeSurrender, BeginState, CalculateGridAllowed, CalculateInputAllowed, canRangeAttack, CheckEndBattle, CheckEndOfCombatDirty, EndState, FinishActiveUnitTurn, HasCreatureOnPlace, IsAllAnimationFinished, IsBadMoraleDelayOver, IsFleePossible, IsSurrenderPossible, MechanicAllowsFleeSurrender, RaiseEventOnArray, SetActiveUnitCommand_PrepareAbility, SetActiveUnitCommand_UsePreparedAbility, SetActiveUnitHero, SetInitiativeInfoDelayed, SetPreviousActiveUnit, ShouldTick, StoreDisableFleeSurrenderOrigin, Tick
CombatEpilogBeginState, EndState, Tick
EndOfCombatBeginState, EndState, TravelBack
PlayingVictoryCamBeginState, EndState, VictoryCamEnded
PrePresentHeroArmyBeginState, Tick
PresentHeroArmyBeginState
TacticsBeginState, CalculateInputAllowed, EndState, FinishAttackerTacticsPhase, FinishDefenderTacticsPhase, NextPlayer, OnPlaceUnits, OnPlaceUnitsAI, SetTacticPhaseFinishedMP, Tick

Default values

mPlacingAttackerDone=true
mPlacingDefenderDone=true
mCameraActionTemplate=H7CameraActionController'H7CameraActions.DefaultCameraActionController'

Inherited

FromMembers
H7BaseGameControllerProperties: mCommandQueue, mHostLeftTheGame
Functions: GetBaseInstance, GetCommandQueue, IsGameAbandonedByHost, PostBeginPlay, SetGameAbandonedByHost
Actor156 properties, 262 functions
Object13 properties, 308 functions