/* * CCallback.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 "lib/CGameInfoCallback.h" #include "lib/battle/CPlayerBattleCallback.h" #include "lib/int3.h" // for int3 VCMI_LIB_NAMESPACE_BEGIN class CGHeroInstance; class CGameState; struct CPath; class CGObjectInstance; class CArmedInstance; class BattleAction; class CGTownInstance; class IShipyard; struct CGPathNode; struct CGPath; struct CPathsInfo; class PathfinderConfig; struct CPack; struct CPackForServer; class IBattleEventsReceiver; class IGameEventsReceiver; struct ArtifactLocation; class BattleStateInfoForRetreat; VCMI_LIB_NAMESPACE_END // in static AI build this file gets included into libvcmi #ifdef STATIC_AI VCMI_LIB_USING_NAMESPACE #endif class CClient; struct lua_State; class IBattleCallback { public: virtual ~IBattleCallback() = default; bool waitTillRealize; //if true, request functions will return after they are realized by server bool unlockGsWhenWaiting;//if true after sending each request, gs mutex will be unlocked so the changes can be applied; NOTICE caller must have gs mx locked prior to any call to actiob callback! //battle virtual int battleMakeAction(const BattleAction * action) = 0;//for casting spells by hero - DO NOT use it for moving active stack virtual bool battleMakeTacticAction(BattleAction * action) = 0; // performs tactic phase actions virtual boost::optional makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) = 0; }; class IGameActionCallback { public: //hero virtual bool moveHero(const CGHeroInstance *h, int3 dst, bool transit) =0; //dst must be free, neighbouring tile (this function can move hero only by one tile) virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfuly, false - not successfuly virtual void dig(const CGObjectInstance *hero)=0; virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell //town virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)=0; virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0; virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0; virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made virtual void swapGarrisonHero(const CGTownInstance *town)=0; virtual void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce virtual void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, const std::vector & id1, const std::vector & id2, const std::vector & val1, const CGHeroInstance * hero = nullptr)=0; virtual int selectionMade(int selection, QueryID queryID) =0; virtual int sendQueryReply(const JsonNode & reply, QueryID queryID) =0; virtual int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)=0;//swaps creatures between two possibly different garrisons // TODO: AI-unsafe code - fix it! virtual int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)=0;//joins first stack to the second (creatures must be same type) virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) =0; //first goes to the second virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)=0;//split creatures from the first stack //virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes virtual bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0; virtual bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0; virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0; virtual void endTurn()=0; virtual void buyArtifact(const CGHeroInstance *hero, ArtifactID aid)=0; //used to buy artifacts in towns (including spell book in the guild and war machines in blacksmith) virtual void setFormation(const CGHeroInstance * hero, bool tight)=0; virtual void save(const std::string &fname) = 0; virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0; virtual void buildBoat(const IShipyard *obj) = 0; // To implement high-level army management bulk actions virtual int bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) = 0; virtual int bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany = 1) = 0; virtual int bulkSmartSplitStack(ObjectInstanceID armyId, SlotID srcSlot) = 0; virtual int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) = 0; // Moves all artifacts from one hero to another virtual void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) = 0; }; class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback { protected: int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied) CClient *cl; public: CBattleCallback(boost::optional Player, CClient *C); int battleMakeAction(const BattleAction * action) override;//for casting spells by hero - DO NOT use it for moving active stack bool battleMakeTacticAction(BattleAction * action) override; // performs tactic phase actions boost::optional makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override; #if SCRIPTING_ENABLED scripting::Pool * getContextPool() const override; #endif friend class CCallback; friend class CClient; }; class CCallback : public CPlayerSpecificInfoCallback, public IGameActionCallback, public CBattleCallback { public: CCallback(CGameState * GS, boost::optional Player, CClient *C); virtual ~CCallback(); //client-specific functionalities (pathfinding) virtual bool canMoveBetween(const int3 &a, const int3 &b); virtual int3 getGuardingCreaturePosition(int3 tile); virtual std::shared_ptr getPathsInfo(const CGHeroInstance * h); //Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins. void registerBattleInterface(std::shared_ptr battleEvents); void unregisterBattleInterface(std::shared_ptr battleEvents); //commands bool moveHero(const CGHeroInstance *h, int3 dst, bool transit = false) override; //dst must be free, neighbouring tile (this function can move hero only by one tile) bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where); int selectionMade(int selection, QueryID queryID) override; int sendQueryReply(const JsonNode & reply, QueryID queryID) override; int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val) override; int bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) override; int bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany = 1) override; int bulkSmartSplitStack(ObjectInstanceID armyId, SlotID srcSlot) override; int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) override; bool dismissHero(const CGHeroInstance * hero) override; bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override; bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override; void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) override; bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override; void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override; bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override; bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override; void endTurn() override; void swapGarrisonHero(const CGTownInstance *town) override; void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override; void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr) override; void trade(const CGObjectInstance * market, EMarketMode::EMarketMode mode, const std::vector & id1, const std::vector & id2, const std::vector & val1, const CGHeroInstance * hero = nullptr) override; void setFormation(const CGHeroInstance * hero, bool tight) override; void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero) override; void save(const std::string &fname) override; void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) override; void buildBoat(const IShipyard *obj) override; void dig(const CGObjectInstance *hero) override; void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1)) override; //friends friend class CClient; };