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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
151 lines
6.1 KiB
C++
151 lines
6.1 KiB
C++
/*
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* CGameInterface.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 "battle/BattleAction.h"
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#include "IGameEventsReceiver.h"
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#include "CGameStateFwd.h"
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#include "spells/ViewSpellInt.h"
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#include "mapObjects/CObjectHandler.h"
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using boost::logic::tribool;
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class CCallback;
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class CBattleCallback;
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class ICallback;
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class CGlobalAI;
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struct Component;
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class CSelectableComponent;
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struct TryMoveHero;
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class CGHeroInstance;
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class CGTownInstance;
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class CGObjectInstance;
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class CGBlackMarket;
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class CGDwelling;
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class CCreatureSet;
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class CArmedInstance;
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class IShipyard;
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class IMarket;
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struct BattleResult;
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struct BattleAttack;
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struct BattleStackAttacked;
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struct BattleSpellCast;
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struct SetStackEffect;
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struct Bonus;
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struct PackageApplied;
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struct SetObjectProperty;
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struct CatapultAttack;
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struct StackLocation;
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class CStackInstance;
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class CCommanderInstance;
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class CStack;
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struct CPathsInfo;
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class CCreature;
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class CLoadFile;
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class CSaveFile;
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class BinaryDeserializer;
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class BinarySerializer;
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struct ArtifactLocation;
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class CScriptingModule;
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class DLL_LINKAGE CBattleGameInterface : public IBattleEventsReceiver
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{
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public:
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bool human;
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PlayerColor playerID;
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std::string dllName;
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virtual ~CBattleGameInterface() {};
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virtual void init(std::shared_ptr<CBattleCallback> CB){};
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//battle call-ins
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virtual BattleAction activeStack(const CStack * stack)=0; //called when it's turn of that stack
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virtual void yourTacticPhase(int distance){}; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
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virtual void saveGame(BinarySerializer & h, const int version);
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virtual void loadGame(BinaryDeserializer & h, const int version);
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};
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/// Central class for managing human player / AI interface logic
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class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
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{
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public:
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virtual ~CGameInterface() = default;
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virtual void init(std::shared_ptr<CCallback> CB){};
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virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
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//pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
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virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)=0;
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virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)=0;
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// Show a dialog, player must take decision. If selection then he has to choose between one of given components,
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// if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called
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// with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) = 0;
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// all stacks operations between these objects become allowed, interface has to call onEnd when done
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virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) = 0;
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virtual void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) = 0;
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virtual void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) = 0;
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virtual void finish(){}; //if for some reason we want to end
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virtual void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions){};
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};
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class DLL_LINKAGE CDynLibHandler
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{
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public:
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static std::shared_ptr<CGlobalAI> getNewAI(std::string dllname);
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static std::shared_ptr<CBattleGameInterface> getNewBattleAI(std::string dllname);
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static std::shared_ptr<CScriptingModule> getNewScriptingModule(std::string dllname);
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};
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class DLL_LINKAGE CGlobalAI : public CGameInterface // AI class (to derivate)
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{
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public:
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CGlobalAI();
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virtual BattleAction activeStack(const CStack * stack) override;
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};
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//class to be inherited by adventure-only AIs, it cedes battle actions to given battle-AI
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class DLL_LINKAGE CAdventureAI : public CGlobalAI
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{
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public:
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CAdventureAI() {};
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std::shared_ptr<CBattleGameInterface> battleAI;
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std::shared_ptr<CBattleCallback> cbc;
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virtual std::string getBattleAIName() const = 0; //has to return name of the battle AI to be used
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//battle interface
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virtual BattleAction activeStack(const CStack * stack) override;
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virtual void yourTacticPhase(int distance) override;
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virtual void battleNewRound(int round) override;
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virtual void battleCatapultAttacked(const CatapultAttack & ca) override;
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virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override;
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virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, const std::vector<MetaString> & battleLog) override;
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virtual void actionStarted(const BattleAction &action) override;
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virtual void battleNewRoundFirst(int round) override;
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virtual void actionFinished(const BattleAction &action) override;
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virtual void battleStacksEffectsSet(const SetStackEffect & sse) override;
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virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
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virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
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virtual void battleAttack(const BattleAttack *ba) override;
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virtual void battleSpellCast(const BattleSpellCast *sc) override;
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virtual void battleEnd(const BattleResult *br) override;
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virtual void battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects, const std::vector<MetaString> & battleLog) override;
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virtual void saveGame(BinarySerializer & h, const int version) override; //saving
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virtual void loadGame(BinaryDeserializer & h, const int version) override; //loading
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};
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