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# ifndef CGAMEINTERFACE_H
# define CGAMEINTERFACE_H
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# include "global.h"
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# include <set>
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# include <vector>
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# include "lib/BattleAction.h"
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# include "client/FunctionList.h"
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using namespace boost : : logic ;
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class CCallback ;
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class ICallback ;
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class CGlobalAI ;
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class CGHeroInstance ;
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class Component ;
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class CSelectableComponent ;
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struct HeroMoveDetails ;
class CGHeroInstance ;
class CGTownInstance ;
class CGObjectInstance ;
class CCreatureSet ;
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class CArmedInstance ;
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struct BattleResult ;
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struct BattleAttack ;
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struct BattleStackAttacked ;
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class CObstacle
{
int ID ;
int position ;
//TODO: add some kind of the blockmap
} ;
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struct StackState
{
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StackState ( ) { attackBonus = defenseBonus = healthBonus = speedBonus = morale = luck = shotsLeft = currentHealth = 0 ; } ;
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int attackBonus , defenseBonus , healthBonus , speedBonus ;
int currentHealth ;
int shotsLeft ;
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std : : set < int > effects ;
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int morale , luck ;
} ;
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class CGameInterface
{
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public :
bool human ;
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int playerID , serialID ;
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virtual void buildChanged ( const CGTownInstance * town , int buildingID , int what ) { } ; //what: 1 - built, 2 - demolished
virtual void garrisonChanged ( const CGObjectInstance * obj ) { } ;
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virtual void heroArtifactSetChanged ( const CGHeroInstance * hero ) { } ;
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virtual void heroCreated ( const CGHeroInstance * ) { } ;
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virtual void heroGotLevel ( const CGHeroInstance * hero , int pskill , std : : vector < ui16 > & skills , boost : : function < void ( ui32 ) > & callback ) = 0 ; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
virtual void heroInGarrisonChange ( const CGTownInstance * town ) { } ;
virtual void heroKilled ( const CGHeroInstance * ) { } ;
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virtual void heroMoved ( const HeroMoveDetails & details ) { } ;
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virtual void heroPrimarySkillChanged ( const CGHeroInstance * hero , int which , int val ) { } ;
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virtual void heroVisitsTown ( const CGHeroInstance * hero , const CGTownInstance * town ) { } ;
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virtual void init ( ICallback * CB ) { } ;
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virtual void receivedResource ( int type , int val ) { } ;
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virtual void showInfoDialog ( std : : string & text , const std : : vector < Component * > & components ) { } ;
virtual void showSelDialog ( std : : string & text , const std : : vector < Component * > & components , ui32 askID ) { } ;
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virtual void showYesNoDialog ( std : : string & text , const std : : vector < Component * > & components , ui32 askID ) { } ;
virtual void tileHidden ( int3 pos ) { } ;
virtual void tileRevealed ( int3 pos ) { } ;
virtual void yourTurn ( ) { } ;
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virtual void availableCreaturesChanged ( const CGTownInstance * town ) { } ;
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//battle call-ins
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virtual void actionFinished ( const BattleAction * action ) { } ; //occurs AFTER every action taken by any stack or by the hero
virtual void actionStarted ( const BattleAction * action ) { } ; //occurs BEFORE every action taken by any stack or by the hero
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virtual BattleAction activeStack ( int stackID ) = 0 ; //called when it's turn of that stack
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virtual void battleAttack ( BattleAttack * ba ) { } ; //called when stack is performing attack
virtual void battleStackAttacked ( BattleStackAttacked * bsa ) { } ; //called when stack receives damage (after battleAttack())
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virtual void battleEnd ( BattleResult * br ) { } ;
virtual void battleNewRound ( int round ) { } ; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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virtual void battleStackMoved ( int ID , int dest ) { } ;
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virtual void battleStart ( CCreatureSet * army1 , CCreatureSet * army2 , int3 tile , CGHeroInstance * hero1 , CGHeroInstance * hero2 , bool side ) { } ; //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared ( int battlefieldType , std : : vector < CObstacle * > obstacles ) { } ; //called when battlefield is prepared, prior the battle beginning
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} ;
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class CAIHandler
{
public :
static CGlobalAI * getNewAI ( CCallback * cb , std : : string dllname ) ;
} ;
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class CGlobalAI : public CGameInterface // AI class (to derivate)
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{
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public :
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//CGlobalAI();
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virtual void yourTurn ( ) { } ;
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virtual void heroKilled ( const CGHeroInstance * ) { } ;
virtual void heroCreated ( const CGHeroInstance * ) { } ;
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virtual void battleStackMoved ( int ID , int dest , bool startMoving , bool endMoving ) { } ;
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virtual void battleStackAttacking ( int ID , int dest ) { } ;
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virtual void battleStackIsAttacked ( int ID , int dmg , int killed , int IDby , bool byShooting ) { } ;
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virtual BattleAction activeStack ( int stackID ) { BattleAction ba ; ba . actionType = 3 ; ba . stackNumber = stackID ; return ba ; } ;
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} ;
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# endif //CGAMEINTERFACE_H