- const geometry::Point<int> &HeroTagPositionAt(int index) const { assert(index >= 0 && index < NumHeroes()); return heroTagPositions[index]; }
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- 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 attackChoices[index]; }
- const AttackChoice &AttackChoiceAt(int index) const { assert(index >= 0 && index < NumHeroes()); return attackChoices[index]; }
- 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]; }
- bool AttackSelectionDone() const { return activeHero >= numHeroes; }
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- int NumHeroes() const { return numHeroes; }
- int MaxHeroes() const { return 4; }
- int MaxMonsters() const { return monsters.size(); }
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- 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; }