#pragma once #include "BattleAction.h" #include "IGameEventsReceiver.h" #include "CGameStateFwd.h" #include "spells/ViewSpellInt.h" #include "mapObjects/CObjectHandler.h" /* * 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 * */ using boost::logic::tribool; class CCallback; class CBattleCallback; class ICallback; class CGlobalAI; struct Component; class CSelectableComponent; struct TryMoveHero; class CGHeroInstance; class CGTownInstance; class CGObjectInstance; class CGBlackMarket; class CGDwelling; class CCreatureSet; class CArmedInstance; class IShipyard; class IMarket; struct BattleResult; struct BattleAttack; struct BattleStackAttacked; struct BattleSpellCast; struct SetStackEffect; struct Bonus; struct PackageApplied; struct SetObjectProperty; struct CatapultAttack; struct BattleStacksRemoved; struct StackLocation; class CStackInstance; class CCommanderInstance; class CStack; class CPathsInfo; class CCreature; class CLoadFile; class CSaveFile; class CISer; class COSer; struct ArtifactLocation; class CScriptingModule; class DLL_LINKAGE CBattleGameInterface : public IBattleEventsReceiver { public: bool human; PlayerColor playerID; std::string dllName; virtual ~CBattleGameInterface() {}; virtual void init(std::shared_ptr CB){}; //battle call-ins virtual BattleAction activeStack(const CStack * stack)=0; //called when it's turn of that stack virtual void yourTacticPhase(int distance){}; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function virtual void saveGame(COSer &h, const int version); virtual void loadGame(CISer &h, const int version); }; /// Central class for managing human player / AI interface logic class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEventsReceiver { public: virtual void init(std::shared_ptr CB){}; virtual void yourTurn(){}; //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::PrimarySkill pskill, std::vector &skills, QueryID queryID)=0; virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector 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 &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(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) = 0; virtual void finish(){}; //if for some reason we want to end virtual void showWorldViewEx(const std::vector & objectPositions){}; }; class DLL_LINKAGE CDynLibHandler { public: static std::shared_ptr getNewAI(std::string dllname); static std::shared_ptr getNewBattleAI(std::string dllname); static std::shared_ptr getNewScriptingModule(std::string dllname); }; class DLL_LINKAGE CGlobalAI : public CGameInterface // AI class (to derivate) { public: CGlobalAI(); virtual BattleAction activeStack(const CStack * stack) override; }; //class to be inherited by adventure-only AIs, it cedes battle actions to given battle-AI class DLL_LINKAGE CAdventureAI : public CGlobalAI { public: CAdventureAI() {}; std::shared_ptr battleAI; std::shared_ptr cbc; virtual std::string getBattleAIName() const = 0; //has to return name of the battle AI to be used //battle interface virtual BattleAction activeStack(const CStack * stack) override; virtual void yourTacticPhase(int distance) override; virtual void battleNewRound(int round) override; virtual void battleCatapultAttacked(const CatapultAttack & ca) override; virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; virtual void battleStacksAttacked(const std::vector & bsa) override; virtual void actionStarted(const BattleAction &action) override; virtual void battleNewRoundFirst(int round) override; virtual void actionFinished(const BattleAction &action) override; virtual void battleStacksEffectsSet(const SetStackEffect & sse) override; //virtual void battleTriggerEffect(const BattleTriggerEffect & bte); virtual void battleStacksRemoved(const BattleStacksRemoved & bsr) override; virtual void battleObstaclesRemoved(const std::set & removedObstacles) override; virtual void battleNewStackAppeared(const CStack * stack) override; virtual void battleStackMoved(const CStack * stack, std::vector dest, int distance) override; virtual void battleAttack(const BattleAttack *ba) override; virtual void battleSpellCast(const BattleSpellCast *sc) override; virtual void battleEnd(const BattleResult *br) override; virtual void battleStacksHealedRes(const std::vector > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override; virtual void saveGame(COSer & h, const int version) override; //saving virtual void loadGame(CISer & h, const int version) override; //loading };