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205 lines
11 KiB
C++
205 lines
11 KiB
C++
/*
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* CCallback.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "lib/CGameInfoCallback.h"
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#include "lib/battle/CPlayerBattleCallback.h"
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#include "lib/int3.h" // for int3
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#include "lib/networkPacks/TradeItem.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGHeroInstance;
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class CGameState;
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struct CPath;
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class CGObjectInstance;
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class CArmedInstance;
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class BattleAction;
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class CGTownInstance;
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class IShipyard;
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struct CGPathNode;
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struct CGPath;
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struct CPathsInfo;
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class PathfinderConfig;
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struct CPack;
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struct CPackForServer;
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class IBattleEventsReceiver;
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class IGameEventsReceiver;
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struct ArtifactLocation;
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class BattleStateInfoForRetreat;
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class IMarket;
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VCMI_LIB_NAMESPACE_END
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// in static AI build this file gets included into libvcmi
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#ifdef STATIC_AI
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VCMI_LIB_USING_NAMESPACE
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#endif
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class CClient;
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struct lua_State;
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class IBattleCallback
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{
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public:
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virtual ~IBattleCallback() = default;
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bool waitTillRealize = false; //if true, request functions will return after they are realized by server
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bool unlockGsWhenWaiting = false;//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!
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//battle
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virtual void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) = 0;
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virtual void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) = 0;
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virtual void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) = 0;
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virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
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virtual std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) = 0;
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virtual std::optional<PlayerColor> getPlayerID() const = 0;
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};
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class IGameActionCallback
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{
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public:
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//hero
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virtual void moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit) =0; //moves hero alongside provided path
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virtual void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) =0; //moves hero alongside provided path
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virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfuly, false - not successfuly
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virtual void dig(const CGObjectInstance *hero)=0;
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virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
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//town
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virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero=HeroTypeID::NONE)=0;
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virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
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virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
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virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
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virtual void swapGarrisonHero(const CGTownInstance *town)=0;
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virtual void trade(const IMarket * market, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero = nullptr)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
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virtual void trade(const IMarket * market, EMarketMode mode, const std::vector<TradeItemSell> & id1, const std::vector<TradeItemBuy> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr)=0;
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virtual int selectionMade(int selection, QueryID queryID) =0;
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virtual int sendQueryReply(std::optional<int32_t> reply, QueryID queryID) =0;
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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!
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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)
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virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) =0; //first goes to the second
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virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)=0;//split creatures from the first stack
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//virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
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virtual bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0;
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virtual void scrollBackpackArtifacts(ObjectInstanceID hero, bool left) = 0;
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virtual void manageHeroCostume(ObjectInstanceID hero, size_t costumeIndex, bool saveCostume) = 0;
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virtual void assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
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virtual void eraseArtifactByClient(const ArtifactLocation & al)=0;
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virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
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virtual void endTurn()=0;
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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)
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virtual void setFormation(const CGHeroInstance * hero, EArmyFormation mode)=0;
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virtual void save(const std::string &fname) = 0;
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virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0;
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virtual void gamePause(bool pause) = 0;
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virtual void buildBoat(const IShipyard *obj) = 0;
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// To implement high-level army management bulk actions
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virtual int bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) = 0;
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virtual int bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany = 1) = 0;
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virtual int bulkSmartSplitStack(ObjectInstanceID armyId, SlotID srcSlot) = 0;
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virtual int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) = 0;
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// Moves all artifacts from one hero to another
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virtual void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped, bool backpack) = 0;
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};
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class CBattleCallback : public IBattleCallback
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{
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std::map<BattleID, std::shared_ptr<CPlayerBattleCallback>> activeBattles;
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std::optional<PlayerColor> player;
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protected:
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int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
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CClient *cl;
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public:
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CBattleCallback(std::optional<PlayerColor> player, CClient * C);
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void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
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void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) override;
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void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) override; // performs tactic phase actions
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std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
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std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) override;
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std::optional<PlayerColor> getPlayerID() const override;
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void onBattleStarted(const IBattleInfo * info);
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void onBattleEnded(const BattleID & battleID);
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friend class CCallback;
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friend class CClient;
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};
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class CCallback : public CPlayerSpecificInfoCallback, public CBattleCallback, public IGameActionCallback
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{
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public:
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CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C);
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virtual ~CCallback();
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//client-specific functionalities (pathfinding)
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virtual bool canMoveBetween(const int3 &a, const int3 &b);
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virtual int3 getGuardingCreaturePosition(int3 tile);
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virtual std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
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std::optional<PlayerColor> getPlayerID() const override;
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//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
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void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
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void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
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//commands
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void moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit) override;
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void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) override;
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bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
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int selectionMade(int selection, QueryID queryID) override;
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int sendQueryReply(std::optional<int32_t> reply, QueryID queryID) override;
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int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override;
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int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
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int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
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int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val) override;
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int bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) override;
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int bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany = 1) override;
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int bulkSmartSplitStack(ObjectInstanceID armyId, SlotID srcSlot) override;
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int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) override;
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bool dismissHero(const CGHeroInstance * hero) override;
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bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override;
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void assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
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void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped = true, bool backpack = true) override;
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void scrollBackpackArtifacts(ObjectInstanceID hero, bool left) override;
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void manageHeroCostume(ObjectInstanceID hero, size_t costumeIdx, bool saveCostume) override;
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void eraseArtifactByClient(const ArtifactLocation & al) override;
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bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
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void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override;
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bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override;
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bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override;
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void endTurn() override;
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void swapGarrisonHero(const CGTownInstance *town) override;
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void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
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void trade(const IMarket * market, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
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void trade(const IMarket * market, EMarketMode mode, const std::vector<TradeItemSell> & id1, const std::vector<TradeItemBuy> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr) override;
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void setFormation(const CGHeroInstance * hero, EArmyFormation mode) override;
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void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero=HeroTypeID::NONE) override;
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void save(const std::string &fname) override;
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void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) override;
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void gamePause(bool pause) override;
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void buildBoat(const IShipyard *obj) override;
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void dig(const CGObjectInstance *hero) override;
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void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1)) override;
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//friends
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friend class CClient;
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};
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