- const geometry::Point<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
-
- bool HasChosenAttackType() const { return ActiveHeroAttackChoice().GetType() != AttackChoice::UNDECIDED; }
- AttackChoice &ActiveHeroAttackChoice() { return AttackChoiceAt(activeHero); }
- const AttackChoice &ActiveHeroAttackChoice() const { return AttackChoiceAt(activeHero); }
- AttackChoice &AttackChoiceAt(int index) { assert(index >= 0 && index < NumHeroes()); return heroes[index].GetAttackChoice(); }
- const AttackChoice &AttackChoiceAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroes[index].GetAttackChoice(); }
- AttackChoice &MonsterAttackChoiceAt(int index) { assert(index >= 0 && index < MaxMonsters()); return monsterAttacks[index]; }
- const AttackChoice &MonsterAttackChoiceAt(int index) const { assert(index >= 0 && index < MaxMonsters()); return monsterAttacks[index]; }
+ const geometry::Vector<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
+
+ Capsule &GetCapsule() { return capsule; }
+
+ bool HasChosenAttackType() const { return ActiveHero().GetAttackChoice().GetType() != AttackChoice::UNDECIDED; }