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/*
* CGameInterface . h , part of VCMI engine
*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
*/
# pragma once
# include "battle/AutocombatPreferences.h"
# include "IGameEventsReceiver.h"
# include "spells/ViewSpellInt.h"
class CBattleCallback ;
class CCallback ;
VCMI_LIB_NAMESPACE_BEGIN
using boost : : logic : : tribool ;
class Environment ;
class ICallback ;
class CGlobalAI ;
struct Component ;
struct TryMoveHero ;
class CGHeroInstance ;
class CGTownInstance ;
class CGObjectInstance ;
class CGBlackMarket ;
class CGDwelling ;
class CCreatureSet ;
class CArmedInstance ;
class IShipyard ;
class IMarket ;
class BattleAction ;
struct BattleResult ;
struct BattleAttack ;
struct BattleStackAttacked ;
struct BattleSpellCast ;
struct SetStackEffect ;
struct Bonus ;
struct PackageApplied ;
struct SetObjectProperty ;
struct CatapultAttack ;
struct StackLocation ;
class CStackInstance ;
class CCommanderInstance ;
class CStack ;
class CCreature ;
class CLoadFile ;
class CSaveFile ;
class BinaryDeserializer ;
class BinarySerializer ;
class BattleStateInfo ;
struct ArtifactLocation ;
class BattleStateInfoForRetreat ;
# if SCRIPTING_ENABLED
namespace scripting
{
class Module ;
}
# endif
using TTeleportExitsList = std : : vector < std : : pair < ObjectInstanceID , int3 > > ;
class DLL_LINKAGE CBattleGameInterface : public IBattleEventsReceiver
{
public :
bool human ;
PlayerColor playerID ;
std : : string dllName ;
virtual ~ CBattleGameInterface ( ) { } ;
virtual void initBattleInterface ( std : : shared_ptr < Environment > ENV , std : : shared_ptr < CBattleCallback > CB ) { } ;
virtual void initBattleInterface ( std : : shared_ptr < Environment > ENV , std : : shared_ptr < CBattleCallback > CB , AutocombatPreferences autocombatPreferences ) { } ;
//battle call-ins
virtual void activeStack ( const BattleID & battleID , const CStack * stack ) = 0 ; //called when it's turn of that stack
virtual void yourTacticPhase ( const BattleID & battleID , int distance ) = 0 ; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
} ;
/// Central class for managing human player / AI interface logic
class DLL_LINKAGE CGameInterface : public CBattleGameInterface , public IGameEventsReceiver
{
public :
virtual ~ CGameInterface ( ) = default ;
virtual void initGameInterface ( std : : shared_ptr < Environment > ENV , std : : shared_ptr < CCallback > CB ) { } ;
virtual void yourTurn ( QueryID askID ) { } ; //called AFTER playerStartsTurn(player)
//pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
virtual void heroGotLevel ( const CGHeroInstance * hero , PrimarySkill pskill , std : : vector < SecondarySkill > & skills , QueryID queryID ) = 0 ;
virtual void commanderGotLevel ( const CCommanderInstance * commander , std : : vector < ui32 > skills , QueryID queryID ) = 0 ;
// Show a dialog, player must take decision. If selection then he has to choose between one of given components,
// if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called
// with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
virtual void showBlockingDialog ( const std : : string & text , const std : : vector < Component > & components , QueryID askID , const int soundID , bool selection , bool cancel ) = 0 ;
// all stacks operations between these objects become allowed, interface has to call onEnd when done
virtual void showGarrisonDialog ( const CArmedInstance * up , const CGHeroInstance * down , bool removableUnits , QueryID queryID ) = 0 ;
virtual void showTeleportDialog ( const CGHeroInstance * hero , TeleportChannelID channel , TTeleportExitsList exits , bool impassable , QueryID askID ) = 0 ;
virtual void showMapObjectSelectDialog ( QueryID askID , const Component & icon , const MetaString & title , const MetaString & description , const std : : vector < ObjectInstanceID > & objects ) = 0 ;
virtual void finish ( ) { } ; //if for some reason we want to end
virtual void showWorldViewEx ( const std : : vector < ObjectPosInfo > & objectPositions , bool showTerrain ) { } ;
virtual std : : optional < BattleAction > makeSurrenderRetreatDecision ( const BattleID & battleID , const BattleStateInfoForRetreat & battleState ) = 0 ;
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virtual void saveGame ( BinarySerializer & h ) = 0 ;
virtual void loadGame ( BinaryDeserializer & h ) = 0 ;
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} ;
class DLL_LINKAGE CDynLibHandler
{
public :
static std : : shared_ptr < CGlobalAI > getNewAI ( const std : : string & dllname ) ;
static std : : shared_ptr < CBattleGameInterface > getNewBattleAI ( const std : : string & dllname ) ;
# if SCRIPTING_ENABLED
static std : : shared_ptr < scripting : : Module > getNewScriptingModule ( const boost : : filesystem : : path & dllname ) ;
# endif
} ;
class DLL_LINKAGE CGlobalAI : public CGameInterface // AI class (to derivate)
{
public :
std : : shared_ptr < Environment > env ;
CGlobalAI ( ) ;
} ;
//class to be inherited by adventure-only AIs, it cedes battle actions to given battle-AI
class DLL_LINKAGE CAdventureAI : public CGlobalAI
{
public :
CAdventureAI ( ) = default ;
std : : shared_ptr < CBattleGameInterface > battleAI ;
std : : shared_ptr < CBattleCallback > cbc ;
virtual std : : string getBattleAIName ( ) const = 0 ; //has to return name of the battle AI to be used
//battle interface
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void activeStack ( const BattleID & battleID , const CStack * stack ) override ;
void yourTacticPhase ( const BattleID & battleID , int distance ) override ;
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void battleNewRound ( const BattleID & battleID ) override ;
void battleCatapultAttacked ( const BattleID & battleID , const CatapultAttack & ca ) override ;
void battleStart ( const BattleID & battleID , const CCreatureSet * army1 , const CCreatureSet * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool side , bool replayAllowed ) override ;
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void battleStacksAttacked ( const BattleID & battleID , const std : : vector < BattleStackAttacked > & bsa , bool ranged ) override ;
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void actionStarted ( const BattleID & battleID , const BattleAction & action ) override ;
void battleNewRoundFirst ( const BattleID & battleID ) override ;
void actionFinished ( const BattleID & battleID , const BattleAction & action ) override ;
void battleStacksEffectsSet ( const BattleID & battleID , const SetStackEffect & sse ) override ;
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void battleObstaclesChanged ( const BattleID & battleID , const std : : vector < ObstacleChanges > & obstacles ) override ;
void battleStackMoved ( const BattleID & battleID , const CStack * stack , std : : vector < BattleHex > dest , int distance , bool teleport ) override ;
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void battleAttack ( const BattleID & battleID , const BattleAttack * ba ) override ;
void battleSpellCast ( const BattleID & battleID , const BattleSpellCast * sc ) override ;
void battleEnd ( const BattleID & battleID , const BattleResult * br , QueryID queryID ) override ;
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void battleUnitsChanged ( const BattleID & battleID , const std : : vector < UnitChanges > & units ) override ;
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void saveGame ( BinarySerializer & h ) override ;
void loadGame ( BinaryDeserializer & h ) override ;
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} ;
VCMI_LIB_NAMESPACE_END