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vcmi/lib/CGameInfoCallback.h

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/*
2014-04-20 11:58:58 +03:00
* CGameInfoCallback.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
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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#include "int3.h"
#include "ResourceSet.h" // for Res::ERes
#include "battle/CCallbackBase.h"
VCMI_LIB_NAMESPACE_BEGIN
class Player;
class Team;
struct InfoWindow;
struct PlayerSettings;
struct CPackForClient;
struct TerrainTile;
struct PlayerState;
class CTown;
struct StartInfo;
struct CPathsInfo;
struct InfoAboutHero;
struct InfoAboutTown;
struct UpgradeInfo;
struct SThievesGuildInfo;
class CMapHeader;
struct TeamState;
struct QuestInfo;
struct ShashInt3;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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class CGameState;
class PathfinderConfig;
class CArmedInstance;
class CGObjectInstance;
class CGHeroInstance;
class CGDwelling;
class CGTeleport;
class CGTownInstance;
class DLL_LINKAGE IGameInfoCallback
{
public:
//TODO: all other public methods of CGameInfoCallback
// //various
virtual int getDate(Date::EDateType mode=Date::DAY) const = 0; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
// const StartInfo * getStartInfo(bool beforeRandomization = false)const;
virtual bool isAllowed(int32_t type, int32_t id) const = 0; //type: 0 - spell; 1- artifact; 2 - secondary skill
//player
virtual const Player * getPlayer(PlayerColor color) const = 0;
// virtual int getResource(PlayerColor Player, Res::ERes which) const = 0;
// bool isVisible(int3 pos) const;
// PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
// void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
// EPlayerStatus::EStatus getPlayerStatus(PlayerColor player, bool verbose = true) const; //-1 if no such player
// PlayerColor getCurrentPlayer() const; //player that currently makes move // TODO synchronous turns
virtual PlayerColor getLocalPlayer() const = 0; //player that is currently owning given client (if not a client, then returns current player)
// const PlayerSettings * getPlayerSettings(PlayerColor color) const;
// //armed object
// void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out)const;
//hero
virtual const CGHeroInstance * getHero(ObjectInstanceID objid) const = 0;
virtual const CGHeroInstance * getHeroWithSubid(int subid) const = 0;
// int getHeroCount(PlayerColor player, bool includeGarrisoned) const;
// bool getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject = nullptr) const;
// int32_t getSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
// int64_t estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
// const CArtifactInstance * getArtInstance(ArtifactInstanceID aid) const;
// const CGObjectInstance * getObjInstance(ObjectInstanceID oid) const;
// const CGObjectInstance * getArmyInstance(ObjectInstanceID oid) const;
//objects
virtual const CGObjectInstance * getObj(ObjectInstanceID objid, bool verbose = true) const = 0;
// std::vector <const CGObjectInstance * > getBlockingObjs(int3 pos) const;
virtual std::vector<const CGObjectInstance *> getVisitableObjs(int3 pos, bool verbose = true) const = 0;
// std::vector <const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
// const CGObjectInstance * getTopObj (int3 pos) const;
// PlayerColor getOwner(ObjectInstanceID heroID) const;
// const CGObjectInstance *getObjByQuestIdentifier(int identifier) const; //nullptr if object has been removed (eg. killed)
//map
// int3 guardingCreaturePosition (int3 pos) const;
// std::vector<const CGObjectInstance*> getGuardingCreatures (int3 pos) const;
// const CMapHeader * getMapHeader()const;
// int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map
// const TerrainTile * getTile(int3 tile, bool verbose = true) const;
// std::shared_ptr<boost::multi_array<TerrainTile*, 3>> getAllVisibleTiles() const;
// bool isInTheMap(const int3 &pos) const;
// void getVisibleTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula = int3::DIST_2D) const;
//town
// const CGTownInstance* getTown(ObjectInstanceID objid) const;
// int howManyTowns(PlayerColor Player) const;
// const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
// std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
// std::string getTavernRumor(const CGObjectInstance * townOrTavern) const;
// EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
// virtual bool getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject = nullptr) const;
// const CTown *getNativeTown(PlayerColor color) const;
//from gs
// const TeamState *getTeam(TeamID teamID) const;
// const TeamState *getPlayerTeam(PlayerColor color) const;
// EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID) const;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
//teleport
// std::vector<ObjectInstanceID> getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const;
// std::vector<ObjectInstanceID> getTeleportChannelEntraces(TeleportChannelID id, PlayerColor Player = PlayerColor::UNFLAGGABLE) const;
// std::vector<ObjectInstanceID> getTeleportChannelExits(TeleportChannelID id, PlayerColor Player = PlayerColor::UNFLAGGABLE) const;
// ETeleportChannelType getTeleportChannelType(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
// bool isTeleportChannelImpassable(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
// bool isTeleportChannelBidirectional(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
// bool isTeleportChannelUnidirectional(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
// bool isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const;
};
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class DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase, public IGameInfoCallback
{
protected:
CGameState * gs;//todo: replace with protected const getter, only actual Server and Client objects should hold game state
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
2023-03-13 23:26:44 +02:00
CGameInfoCallback() = default;
CGameInfoCallback(CGameState *GS, boost::optional<PlayerColor> Player);
bool hasAccess(boost::optional<PlayerColor> playerId) const;
bool canGetFullInfo(const CGObjectInstance *obj) const; //true we player owns obj or ally owns obj or privileged mode
bool isOwnedOrVisited(const CGObjectInstance *obj) const;
public:
//various
int getDate(Date::EDateType mode=Date::DAY)const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
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virtual const StartInfo * getStartInfo(bool beforeRandomization = false)const;
bool isAllowed(int32_t type, int32_t id) const override; //type: 0 - spell; 1- artifact; 2 - secondary skill
//player
const Player * getPlayer(PlayerColor color) const override;
virtual const PlayerState * getPlayerState(PlayerColor color, bool verbose = true) const;
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virtual int getResource(PlayerColor Player, Res::ERes which) const;
virtual PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
virtual void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
virtual EPlayerStatus::EStatus getPlayerStatus(PlayerColor player, bool verbose = true) const; //-1 if no such player
virtual PlayerColor getCurrentPlayer() const; //player that currently makes move // TODO synchronous turns
PlayerColor getLocalPlayer() const override; //player that is currently owning given client (if not a client, then returns current player)
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virtual const PlayerSettings * getPlayerSettings(PlayerColor color) const;
//map
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virtual bool isVisible(int3 pos, const boost::optional<PlayerColor> & Player) const;
virtual bool isVisible(const CGObjectInstance *obj, const boost::optional<PlayerColor> & Player) const;
virtual bool isVisible(const CGObjectInstance *obj) const;
virtual bool isVisible(int3 pos) const;
//armed object
virtual void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out)const;
//hero
virtual const CGHeroInstance * getHero(ObjectInstanceID objid) const override;
const CGHeroInstance * getHeroWithSubid(int subid) const override;
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virtual int getHeroCount(PlayerColor player, bool includeGarrisoned) const;
virtual bool getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject = nullptr) const;
virtual int32_t getSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
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virtual int64_t estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
virtual const CArtifactInstance * getArtInstance(ArtifactInstanceID aid) const;
virtual const CGObjectInstance * getObjInstance(ObjectInstanceID oid) const;
//virtual const CGObjectInstance * getArmyInstance(ObjectInstanceID oid) const;
//objects
virtual const CGObjectInstance * getObj(ObjectInstanceID objid, bool verbose = true) const override;
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virtual std::vector <const CGObjectInstance * > getBlockingObjs(int3 pos)const;
virtual std::vector <const CGObjectInstance * > getVisitableObjs(int3 pos, bool verbose = true) const override;
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virtual std::vector <const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
virtual const CGObjectInstance * getTopObj (int3 pos) const;
virtual PlayerColor getOwner(ObjectInstanceID heroID) const;
virtual const CGObjectInstance *getObjByQuestIdentifier(int identifier) const; //nullptr if object has been removed (eg. killed)
//map
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virtual int3 guardingCreaturePosition (int3 pos) const;
virtual std::vector<const CGObjectInstance*> getGuardingCreatures (int3 pos) const;
virtual const CMapHeader * getMapHeader()const;
virtual int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map
virtual const TerrainTile * getTile(int3 tile, bool verbose = true) const;
virtual std::shared_ptr<const boost::multi_array<TerrainTile*, 3>> getAllVisibleTiles() const;
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virtual bool isInTheMap(const int3 &pos) const;
virtual void getVisibleTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula = int3::DIST_2D) const;
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virtual void calculatePaths(const std::shared_ptr<PathfinderConfig> & config);
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out);
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virtual EDiggingStatus getTileDigStatus(int3 tile, bool verbose = true) const;
//town
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virtual const CGTownInstance* getTown(ObjectInstanceID objid) const;
virtual int howManyTowns(PlayerColor Player) const;
//virtual const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
virtual std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
virtual std::string getTavernRumor(const CGObjectInstance * townOrTavern) const;
virtual EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
virtual bool getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject = nullptr) const;
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virtual const CTown *getNativeTown(PlayerColor color) const;
//from gs
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virtual const TeamState *getTeam(TeamID teamID) const;
virtual const TeamState *getPlayerTeam(PlayerColor color) const;
//virtual EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID) const;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
//teleport
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virtual std::vector<ObjectInstanceID> getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const;
virtual std::vector<ObjectInstanceID> getTeleportChannelEntraces(TeleportChannelID id, PlayerColor Player = PlayerColor::UNFLAGGABLE) const;
virtual std::vector<ObjectInstanceID> getTeleportChannelExits(TeleportChannelID id, PlayerColor Player = PlayerColor::UNFLAGGABLE) const;
virtual ETeleportChannelType getTeleportChannelType(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
virtual bool isTeleportChannelImpassable(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
virtual bool isTeleportChannelBidirectional(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
virtual bool isTeleportChannelUnidirectional(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
virtual bool isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const;
};
class DLL_LINKAGE CPlayerSpecificInfoCallback : public CGameInfoCallback
{
public:
// keep player-specific override in scope
using CGameInfoCallback::howManyTowns;
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virtual int howManyTowns() const;
virtual int howManyHeroes(bool includeGarrisoned = true) const;
virtual int3 getGrailPos(double *outKnownRatio);
virtual boost::optional<PlayerColor> getMyColor() const;
virtual std::vector <const CGTownInstance *> getTownsInfo(bool onlyOur = true) const; //true -> only owned; false -> all visible
virtual int getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned=true) const;
virtual const CGTownInstance* getTownBySerial(int serialId) const; // serial id is [0, number of towns)
virtual const CGHeroInstance* getHeroBySerial(int serialId, bool includeGarrisoned=true) const; // serial id is [0, number of heroes)
virtual std::vector <const CGHeroInstance *> getHeroesInfo(bool onlyOur = true) const; //true -> only owned; false -> all visible
virtual std::vector <const CGDwelling *> getMyDwellings() const; //returns all dwellings that belong to player
virtual std::vector <const CGObjectInstance * > getMyObjects() const; //returns all objects flagged by belonging player
virtual std::vector <QuestInfo> getMyQuests() const;
virtual int getResourceAmount(Res::ERes type) const;
virtual TResources getResourceAmount() const;
virtual std::shared_ptr<const boost::multi_array<ui8, 3>> getVisibilityMap() const; //returns visibility map
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//virtual const PlayerSettings * getPlayerSettings(PlayerColor color) const;
};
VCMI_LIB_NAMESPACE_END