- bool HasMoreHeroes() const { return activeHero < numHeroes; }
- void NextHero() { ++activeHero; }
- bool BeforeFirstHero() const { return activeHero < 0; }
- void PreviousHero() { --activeHero; }
- Hero &ActiveHero() { return heroes[activeHero]; }
- const Hero &ActiveHero() const { return heroes[activeHero]; }
- Hero &HeroAt(int index) { return heroes[index]; }
- const Hero &HeroAt(int index) const { return heroes[index]; }
- Monster &MonsterAt(std::vector<Monster>::size_type index) { return monsters[index]; }
- const Monster &MonsterAt(std::vector<Monster>::size_type index) const { return monsters[index]; }
- void SwapHeroes(int lhs, int rhs);
- const HeroTag &ActiveHeroTag() const { return heroTags[activeHero]; }
- const HeroTag &HeroTagAt(int index) const { return heroTags[index]; }
- const geometry::Point<int> &HeroTagPositionAt(int index) const { return heroTagPositions[index]; }
- bool HasChosenAttackType() const { return attackChoices[activeHero].GetType() != AttackChoice::UNDECIDED; }
- void SetAttackType(AttackChoice::Type t) { attackChoices[activeHero].SetType(t); }
- AttackChoice &ActiveHeroAttackChoice() { return attackChoices[activeHero]; }
- const AttackChoice &ActiveHeroAttackChoice() const { return attackChoices[activeHero]; }
- const AttackChoice &AttackChoiceAt(int index) const { return attackChoices[index]; }
- TargetSelection &ActiveHeroTargets() { return attackChoices[activeHero].Selection(); }
- const TargetSelection &ActiveHeroTargets() const { return attackChoices[activeHero].Selection(); }
- bool AttackSelectionDone() const { return activeHero >= numHeroes; }
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