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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

Entities redesign and a few ERM features

* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
This commit is contained in:
AlexVinS
2018-03-17 17:58:30 +03:00
committed by AlexVinS
parent 11bb46780a
commit ecaa9f5d0b
475 changed files with 22491 additions and 7123 deletions

View File

@@ -9,8 +9,11 @@
*/
#pragma once
#include <vcmi/Environment.h>
#include "../lib/IGameCallback.h"
#include "../lib/battle/BattleAction.h"
#include "../lib/battle/CBattleInfoCallback.h"
#include "../lib/CStopWatch.h"
#include "../lib/int3.h"
#include "../lib/CondSh.h"
@@ -28,7 +31,6 @@ class CGameInterface;
class CCallback;
class BattleAction;
class CClient;
class CScriptingModule;
struct CPathsInfo;
class BinaryDeserializer;
class BinarySerializer;
@@ -37,6 +39,16 @@ namespace boost { class thread; }
template<typename T> class CApplier;
class CBaseForCLApply;
namespace scripting
{
class PoolImpl;
}
namespace events
{
class EventBus;
}
template<typename T>
class ThreadSafeVector
{
@@ -95,32 +107,40 @@ public:
}
};
/// Class which handles client - server logic
class CClient : public IGameCallback
class CPlayerEnvironment : public Environment
{
public:
PlayerColor player;
CClient * cl;
std::shared_ptr<CCallback> mainCallback;
CPlayerEnvironment(PlayerColor player_, CClient * cl_, std::shared_ptr<CCallback> mainCallback_);
const Services * services() const override;
vstd::CLoggerBase * logger() const override;
events::EventBus * eventBus() const override;
const BattleCb * battle() const override;
const GameCb * game() const override;
};
/// Class which handles client - server logic
class CClient : public IGameCallback, public CBattleInfoCallback, public Environment
{
std::shared_ptr<CApplier<CBaseForCLApply>> applier;
mutable boost::mutex pathCacheMutex;
std::map<const CGHeroInstance *, std::shared_ptr<CPathsInfo>> pathCache;
std::map<PlayerColor, std::shared_ptr<boost::thread>> playerActionThreads;
void waitForMoveAndSend(PlayerColor color);
public:
std::map<PlayerColor, std::shared_ptr<CCallback>> callbacks; //callbacks given to player interfaces
std::map<PlayerColor, std::shared_ptr<CBattleCallback>> battleCallbacks; //callbacks given to player interfaces
std::vector<std::shared_ptr<IGameEventsReceiver>> privilegedGameEventReceivers; //scripting modules, spectator interfaces
std::vector<std::shared_ptr<IBattleEventsReceiver>> privilegedBattleEventReceivers; //scripting modules, spectator interfaces
std::map<PlayerColor, std::shared_ptr<CGameInterface>> playerint;
std::map<PlayerColor, std::shared_ptr<CBattleGameInterface>> battleints;
std::map<PlayerColor, std::vector<std::shared_ptr<IGameEventsReceiver>>> additionalPlayerInts;
std::map<PlayerColor, std::vector<std::shared_ptr<IBattleEventsReceiver>>> additionalBattleInts;
boost::optional<BattleAction> curbaction;
CScriptingModule * erm;
CClient();
~CClient();
const Services * services() const override;
const BattleCb * battle() const override;
const GameCb * game() const override;
vstd::CLoggerBase * logger() const override;
events::EventBus * eventBus() const override;
void newGame();
void loadGame();
@@ -131,17 +151,16 @@ public:
void endGame();
void initMapHandler();
void initPlayerEnvironments();
void initPlayerInterfaces();
std::string aiNameForPlayer(const PlayerSettings & ps, bool battleAI); //empty means no AI -> human
std::string aiNameForPlayer(bool battleAI);
void installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color, bool battlecb = false);
void installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback = true);
void installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, PlayerColor color, bool battlecb = false);
void installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, PlayerColor color, bool needCallback = true);
static ThreadSafeVector<int> waitingRequest; //FIXME: make this normal field (need to join all threads before client destruction)
void handlePack(CPack * pack); //applies the given pack and deletes it
void commitPackage(CPackForClient * pack) override;
int sendRequest(const CPackForServer * request, PlayerColor player); //returns ID given to that request
void battleStarted(const BattleInfo * info);
@@ -160,7 +179,6 @@ public:
void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> & spells) override {};
bool removeObject(const CGObjectInstance * obj) override {return false;};
void setBlockVis(ObjectInstanceID objid, bool bv) override {};
void setOwner(const CGObjectInstance * obj, PlayerColor owner) override {};
void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs = false) override {};
void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs = false) override {};
@@ -190,7 +208,6 @@ public:
void putArtifact(const ArtifactLocation & al, const CArtifactInstance * a) override {};
void removeArtifact(const ArtifactLocation & al) override {};
bool moveArtifact(const ArtifactLocation & al1, const ArtifactLocation & al2) override {return false;};
void synchronizeArtifactHandlerLists() override {};
void showCompInfo(ShowInInfobox * comp) override {};
void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
@@ -199,7 +216,6 @@ public:
void startBattlePrimary(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank = false, const CGTownInstance * town = nullptr) override {}; //use hero=nullptr for no hero
void startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
void setAmount(ObjectInstanceID objid, ui32 val) override {};
bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;};
void giveHeroBonus(GiveBonus * bonus) override {};
void setMovePoints(SetMovePoints * smp) override {};
@@ -211,4 +227,28 @@ public:
void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override {}
void changeFogOfWar(std::unordered_set<int3, ShashInt3> & tiles, PlayerColor player, bool hide) override {}
void setObjProperty(ObjectInstanceID objid, int prop, si64 val) override {}
void showInfoDialog(InfoWindow * iw) override {};
void showInfoDialog(const std::string & msg, PlayerColor player) override {};
scripting::Pool * getGlobalContextPool() const override;
scripting::Pool * getContextPool() const override;
private:
std::map<PlayerColor, std::shared_ptr<CBattleCallback>> battleCallbacks; //callbacks given to player interfaces
std::map<PlayerColor, std::shared_ptr<CPlayerEnvironment>> playerEnvironments;
std::shared_ptr<scripting::PoolImpl> clientScripts;
std::unique_ptr<events::EventBus> clientEventBus;
std::shared_ptr<CApplier<CBaseForCLApply>> applier;
mutable boost::mutex pathCacheMutex;
std::map<const CGHeroInstance *, std::shared_ptr<CPathsInfo>> pathCache;
std::map<PlayerColor, std::shared_ptr<boost::thread>> playerActionThreads;
void waitForMoveAndSend(PlayerColor color);
void reinitScripting();
};