- bool HasChosenAttackType() const { return ActiveHero().GetAttackChoice().GetType() != AttackChoice::UNDECIDED; }
- bool AttackSelectionDone() const { return activeHero >= numHeroes; }
-
- int NumHeroes() const { return numHeroes; }
- int MaxHeroes() const { return 4; }
- int MaxMonsters() const { return monsters.size(); }
-
- const std::vector<geometry::Point<int> > &MonsterPositions() const { return monsterPositions; }
- bool MonsterPositionOccupied(int index) { return index >= 0 && index < int(monsters.size()) && monsters[index].Health() > 0; }
- const std::vector<geometry::Point<int> > &HeroesPositions() const { return heroesPositions; }
- bool HeroPositionOccupied(int index) const { return index >= 0 && index < numHeroes; }
+ int NumHeroes() const { return battle.NumHeroes(); }
+ int MaxHeroes() const { return battle.MaxHeroes(); }
+ int NumMonsters() const { return battle.NumMonsters(); }
+ int MaxMonsters() const { return battle.MaxMonsters(); }