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vcmi/CCallback.h
2024-08-24 11:51:57 +03:00

206 lines
12 KiB
C++

/*
* 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
#include "lib/networkPacks/TradeItem.h"
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 = false; //if true, request functions will return after they are realized by server
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!
//battle
virtual void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) = 0;
virtual void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) = 0;
virtual void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) = 0;
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
virtual std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) = 0;
virtual std::optional<PlayerColor> getPlayerID() const = 0;
};
class IGameActionCallback
{
public:
//hero
virtual void moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit) =0; //moves hero alongside provided path
virtual void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) =0; //moves hero alongside provided path
virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfully, false - not successfully
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, const HeroTypeID & nextHero=HeroTypeID::NONE)=0;
virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
virtual bool triggerTownSpecialBuildingAction(const CGTownInstance *town, BuildingSubID::EBuildingSubID subBuildingID)=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 ObjectInstanceID marketId, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
virtual void trade(const ObjectInstanceID marketId, EMarketMode mode, const std::vector<TradeItemSell> & id1, const std::vector<TradeItemBuy> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero)=0;
virtual int selectionMade(int selection, QueryID queryID) =0;
virtual int sendQueryReply(std::optional<int32_t> 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 void scrollBackpackArtifacts(ObjectInstanceID hero, bool left) = 0;
virtual void manageHeroCostume(ObjectInstanceID hero, size_t costumeIndex, bool saveCostume) = 0;
virtual void assembleArtifacts(const ObjectInstanceID & heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
virtual void eraseArtifactByClient(const ArtifactLocation & al)=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, EArmyFormation mode)=0;
virtual void save(const std::string &fname) = 0;
virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0;
virtual void gamePause(bool pause) = 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, bool equipped, bool backpack) = 0;
};
class CBattleCallback : public IBattleCallback
{
std::map<BattleID, std::shared_ptr<CPlayerBattleCallback>> activeBattles;
std::optional<PlayerColor> player;
protected:
int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
CClient *cl;
public:
CBattleCallback(std::optional<PlayerColor> player, CClient * C);
void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) override;
void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) override; // performs tactic phase actions
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) override;
std::optional<PlayerColor> getPlayerID() const override;
void onBattleStarted(const IBattleInfo * info);
void onBattleEnded(const BattleID & battleID);
friend class CCallback;
friend class CClient;
};
class CCallback : public CPlayerSpecificInfoCallback, public CBattleCallback, public IGameActionCallback
{
public:
CCallback(CGameState * GS, std::optional<PlayerColor> 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<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
std::optional<PlayerColor> getPlayerID() const override;
//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
//commands
void moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit) override;
void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) override;
bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
int selectionMade(int selection, QueryID queryID) override;
int sendQueryReply(std::optional<int32_t> 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;
void assembleArtifacts(const ObjectInstanceID & heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped = true, bool backpack = true) override;
void scrollBackpackArtifacts(ObjectInstanceID hero, bool left) override;
void manageHeroCostume(ObjectInstanceID hero, size_t costumeIdx, bool saveCostume) override;
void eraseArtifactByClient(const ArtifactLocation & al) override;
bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
bool triggerTownSpecialBuildingAction(const CGTownInstance *town, BuildingSubID::EBuildingSubID subBuildingID) 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 ObjectInstanceID marketId, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
void trade(const ObjectInstanceID marketId, EMarketMode mode, const std::vector<TradeItemSell> & id1, const std::vector<TradeItemBuy> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr) override;
void setFormation(const CGHeroInstance * hero, EArmyFormation mode) override;
void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero=HeroTypeID::NONE) override;
void save(const std::string &fname) override;
void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) override;
void gamePause(bool pause) 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;
};