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vcmi/lib/callback/CGameInfoCallback.h

175 lines
8.6 KiB
C++

/*
* 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 "IGameInfoCallback.h"
#include "../int3.h"
VCMI_LIB_NAMESPACE_BEGIN
struct PlayerSettings;
struct TerrainTile;
struct InfoAboutHero;
struct InfoAboutTown;
struct SThievesGuildInfo;
struct TeamState;
struct TurnTimerInfo;
struct ArtifactLocation;
class IGameSettings;
class PlayerState;
class UpgradeInfo;
class CMapHeader;
class CGameState;
class PathfinderConfig;
class CArtifactSet;
class CArmedInstance;
class CGTeleport;
class CGTownInstance;
class IMarket;
#if SCRIPTING_ENABLED
namespace scripting
{
class Pool;
}
#endif
namespace vstd
{
class RNG;
}
class DLL_LINKAGE CGameInfoCallback : public IGameInfoCallback
{
protected:
bool hasAccess(std::optional<PlayerColor> playerId) 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:
virtual CGameState & gameState() = 0;
virtual const CGameState & gameState() const = 0;
//various
int getDate(Date mode=Date::DAY)const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
const StartInfo * getStartInfo() const override;
const StartInfo * getInitialStartInfo() const override;
bool isAllowed(SpellID id) const override;
bool isAllowed(ArtifactID id) const override;
bool isAllowed(SecondarySkill id) const override;
const IGameSettings & getSettings() const;
//player
std::optional<PlayerColor> getPlayerID() const override;
const Player * getPlayer(PlayerColor color) const override;
virtual const PlayerState * getPlayerState(PlayerColor color, bool verbose = true) const;
virtual int getResource(PlayerColor Player, GameResID which) const;
virtual 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 getPlayerStatus(PlayerColor player, bool verbose = true) const; //-1 if no such player
virtual bool isPlayerMakingTurn(PlayerColor player) const; //player that currently makes move // TODO synchronous turns
virtual const PlayerSettings * getPlayerSettings(PlayerColor color) const;
virtual TurnTimerInfo getPlayerTurnTime(PlayerColor color) const;
//map
virtual bool isVisible(int3 pos, const std::optional<PlayerColor> & Player) const;
virtual bool isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & Player) const;
virtual bool isVisible(const CGObjectInstance * obj) const;
virtual bool isVisible(int3 pos) const;
//armed object
virtual void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const;
//hero
const CGHeroInstance * getHero(ObjectInstanceID objid) 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 CArtifactSet * getArtSet(const ArtifactLocation & loc) const;
//virtual const CGObjectInstance * getArmyInstance(ObjectInstanceID oid) const;
//objects
const CGObjectInstance * getObj(ObjectInstanceID objid, bool verbose = true) const override;
virtual std::vector<const CGObjectInstance *> getBlockingObjs(int3 pos) const;
std::vector<const CGObjectInstance *> getVisitableObjs(int3 pos, bool verbose = true) const override;
std::vector<const CGObjectInstance *> getAllVisitableObjs() const;
virtual std::vector<const CGObjectInstance *> getFlaggableObjects(int3 pos) const;
virtual const CGObjectInstance * getTopObj(int3 pos) const;
virtual PlayerColor getOwner(ObjectInstanceID heroID) const;
virtual const IMarket * getMarket(ObjectInstanceID objid) const;
//map
virtual int3 guardingCreaturePosition (int3 pos) const;
virtual std::vector<const CGObjectInstance*> getGuardingCreatures (int3 pos) const;
virtual bool isTileGuardedUnchecked(int3 tile) 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 const TerrainTile * getTileUnchecked(int3 tile) const;
virtual bool isInTheMap(const int3 &pos) const;
virtual void getVisibleTilesInRange(std::unordered_set<int3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula = int3::DIST_2D) const;
virtual void calculatePaths(const std::shared_ptr<PathfinderConfig> & config) const;
virtual EDiggingStatus getTileDigStatus(int3 tile, bool verbose = true) const;
//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<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
virtual std::string getTavernRumor(const CGObjectInstance * townOrTavern) const;
virtual 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;
//from gs
virtual const TeamState *getTeam(TeamID teamID) const;
virtual const TeamState *getPlayerTeam(PlayerColor color) const;
//virtual 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<ObjectInstanceID> getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const;
virtual std::vector<ObjectInstanceID> getTeleportChannelEntrances(TeleportChannelID id, PlayerColor Player = PlayerColor::UNFLAGGABLE) const;
virtual std::vector<ObjectInstanceID> 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;
//used for random spawns
void getFreeTiles(std::vector<int3> &tiles) const;
//mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only revealed
void getTilesInRange(std::unordered_set<int3> & tiles,
const int3 & pos,
int radius,
ETileVisibility mode,
std::optional<PlayerColor> player = std::optional<PlayerColor>(),
int3::EDistanceFormula formula = int3::DIST_2D) const;
//returns all tiles on given level (-1 - both levels, otherwise number of level)
void getAllTiles(std::unordered_set<int3> &tiles, std::optional<PlayerColor> player, int level, std::function<bool(const TerrainTile *)> filter) const;
//gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
void pickAllowedArtsSet(std::vector<ArtifactID> & out, vstd::RNG & rand);
void getAllowedSpells(std::vector<SpellID> &out, std::optional<ui16> level = std::nullopt);
#if SCRIPTING_ENABLED
virtual scripting::Pool * getGlobalContextPool() const;
#endif
};
VCMI_LIB_NAMESPACE_END