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vcmi/lib/callback/CGameInterface.h

57 lines
2.7 KiB
C++

/*
* 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
*
*/
#pragma once
#include "CBattleGameInterface.h"
#include "IGameEventsReceiver.h"
VCMI_LIB_NAMESPACE_BEGIN
class BattleStateInfoForRetreat;
struct ObjectPosInfo;
class CCallback;
class CCommanderInstance;
using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
/// Central class for managing human player / AI interface logic
class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
{
public:
virtual ~CGameInterface() = default;
virtual void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB){};
virtual void yourTurn(QueryID askID){}; //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 pskill, std::vector<SecondarySkill> &skills, QueryID queryID)=0;
virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> 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<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept) = 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(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) = 0;
virtual void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) = 0;
virtual void finish(){}; //if for some reason we want to end
virtual void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain){};
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
/// Invalidates and destroys all paths for all heroes
virtual void invalidatePaths(){};
};
VCMI_LIB_NAMESPACE_END