/* * 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 #include "int3.h" #include "ResourceSet.h" // for Res::ERes #include "battle/CCallbackBase.h" class Player; class Team; struct InfoWindow; struct PlayerSettings; struct CPackForClient; struct TerrainTile; struct PlayerState; class CTown; struct StartInfo; struct InfoAboutHero; struct InfoAboutTown; struct UpgradeInfo; struct SThievesGuildInfo; class CMapHeader; struct TeamState; struct QuestInfo; struct ShashInt3; 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 getUpgradeInfo(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 getBlockingObjs(int3 pos) const; virtual std::vector getVisitableObjs(int3 pos, bool verbose = true) const = 0; // std::vector 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 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> getAllVisibleTiles() const; // bool isInTheMap(const int3 &pos) const; // void getVisibleTilesInRange(std::unordered_set &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 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 getVisibleTeleportObjects(std::vector ids, PlayerColor player) const; // std::vector getTeleportChannelEntraces(TeleportChannelID id, PlayerColor Player = PlayerColor::UNFLAGGABLE) const; // std::vector 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; }; 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 CGameInfoCallback(); CGameInfoCallback(CGameState *GS, boost::optional Player); bool hasAccess(boost::optional playerId) const; bool isVisible(int3 pos, boost::optional Player) const; bool isVisible(const CGObjectInstance *obj, boost::optional Player) const; bool isVisible(const CGObjectInstance *obj) 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 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; virtual int getResource(PlayerColor Player, Res::ERes which) const; virtual bool isVisible(int3 pos) 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) virtual const PlayerSettings * getPlayerSettings(PlayerColor color) const; //armed object virtual void getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out)const; //hero virtual const CGHeroInstance * getHero(ObjectInstanceID objid) const override; const CGHeroInstance * getHeroWithSubid(int subid) const override; 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 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; virtual std::vector getBlockingObjs(int3 pos)const; virtual std::vector getVisitableObjs(int3 pos, bool verbose = true) const override; virtual std::vector 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 virtual int3 guardingCreaturePosition (int3 pos) const; virtual std::vector 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> getAllVisibleTiles() const; virtual bool isInTheMap(const int3 &pos) const; virtual void getVisibleTilesInRange(std::unordered_set &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula = int3::DIST_2D) const; virtual void calculatePaths(std::shared_ptr config, const CGHeroInstance * hero); //town 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 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; virtual const CTown *getNativeTown(PlayerColor color) const; //from gs 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 virtual std::vector getVisibleTeleportObjects(std::vector ids, PlayerColor player) const; virtual std::vector getTeleportChannelEntraces(TeleportChannelID id, PlayerColor Player = PlayerColor::UNFLAGGABLE) const; virtual std::vector 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: virtual int howManyTowns() const; virtual int howManyHeroes(bool includeGarrisoned = true) const; virtual int3 getGrailPos(double *outKnownRatio); virtual boost::optional getMyColor() const; virtual std::vector 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 getHeroesInfo(bool onlyOur = true) const; //true -> only owned; false -> all visible virtual std::vector getMyDwellings() const; //returns all dwellings that belong to player virtual std::vector getMyObjects() const; //returns all objects flagged by belonging player virtual std::vector getMyQuests() const; virtual int getResourceAmount(Res::ERes type) const; virtual TResources getResourceAmount() const; virtual const std::vector< std::vector< std::vector > > & getVisibilityMap()const; //returns visibility map //virtual const PlayerSettings * getPlayerSettings(PlayerColor color) const; };