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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
142 lines
8.3 KiB
C++
142 lines
8.3 KiB
C++
/*
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* IGameEventsReceiver.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/BattleHex.h"
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#include "GameConstants.h"
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#include "int3.h"
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class CGTownInstance;
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class CCreature;
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class CArmedInstance;
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struct StackLocation;
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struct TryMoveHero;
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struct ArtifactLocation;
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class CGHeroInstance;
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class CCallback;
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class IShipyard;
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class CGDwelling;
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struct Component;
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class CStackInstance;
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class CGBlackMarket;
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class CGObjectInstance;
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struct Bonus;
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class IMarket;
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struct SetObjectProperty;
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struct PackageApplied;
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class BattleAction;
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struct BattleStackAttacked;
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struct BattleResult;
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struct BattleSpellCast;
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struct CatapultAttack;
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class CStack;
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class CCreatureSet;
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struct BattleAttack;
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struct SetStackEffect;
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struct BattleTriggerEffect;
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class CComponent;
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struct CObstacleInstance;
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struct CPackForServer;
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class EVictoryLossCheckResult;
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struct MetaString;
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struct CustomEffectInfo;
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class ObstacleChanges;
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class UnitChanges;
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class DLL_LINKAGE IBattleEventsReceiver
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{
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public:
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virtual void actionFinished(const BattleAction &action){};//occurs AFTER every action taken by any stack or by the hero
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virtual void actionStarted(const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
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virtual void battleAttack(const BattleAttack *ba){}; //called when stack is performing attack
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virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, const std::vector<MetaString> & battleLog){}; //called when stack receives damage (after battleAttack())
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virtual void battleEnd(const BattleResult *br){};
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virtual void battleNewRoundFirst(int round){}; //called at the beginning of each turn before changes are applied;
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virtual void battleNewRound(int round){}; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance){};
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virtual void battleSpellCast(const BattleSpellCast *sc){};
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virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
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virtual void battleTriggerEffect(const BattleTriggerEffect & bte){}; //called for various one-shot effects
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virtual void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
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virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
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virtual void battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects, const std::vector<MetaString> & battleLog){};
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virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles){};
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virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
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virtual void battleGateStateChanged(const EGateState state){};
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};
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class DLL_LINKAGE IGameEventsReceiver
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{
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public:
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virtual void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what){}; //what: 1 - built, 2 - demolished
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virtual void battleResultsApplied(){}; //called when all effects of last battle are applied
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//garrison operations
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virtual void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute){}; //if absolute, change is the new count; otherwise count was modified by adding change
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virtual void stackChangedType(const StackLocation &location, const CCreature &newType){}; //used eg. when upgrading creatures
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virtual void stacksErased(const StackLocation &location){}; //stack removed from previously filled slot
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virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2){};
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virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack){}; //new stack inserted at given (previously empty position)
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virtual void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count){}; //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
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//virtual void garrisonChanged(const CGObjectInstance * obj){};
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//artifacts operations
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virtual void artifactPut(const ArtifactLocation &al){};
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virtual void artifactRemoved(const ArtifactLocation &al){};
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virtual void artifactAssembled(const ArtifactLocation &al){};
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virtual void artifactDisassembled(const ArtifactLocation &al){};
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virtual void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst){};
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virtual void heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start){};
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virtual void heroCreated(const CGHeroInstance*){};
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virtual void heroInGarrisonChange(const CGTownInstance *town){};
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virtual void heroMoved(const TryMoveHero & details){};
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virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val){};
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virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val){};
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virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
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virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
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virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
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virtual void receivedResource(){};
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virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID){};
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virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){}
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virtual void showShipyardDialog(const IShipyard *obj){} //obj may be town or shipyard; state: 0 - can buid, 1 - lack of resources, 2 - dest tile is blocked, 3 - no water
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virtual void showPuzzleMap(){};
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virtual void viewWorldMap(){};
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virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor){};
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virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor){};
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virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){};
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virtual void showTavernWindow(const CGObjectInstance *townOrTavern){};
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virtual void showThievesGuildWindow (const CGObjectInstance * obj){};
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virtual void showQuestLog(){};
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virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID){}; //called when a hero casts a spell
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virtual void tileHidden(const std::unordered_set<int3, ShashInt3> &pos){};
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virtual void tileRevealed(const std::unordered_set<int3, ShashInt3> &pos){};
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virtual void newObject(const CGObjectInstance * obj){}; //eg. ship built in shipyard
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virtual void availableArtifactsChanged(const CGBlackMarket *bm = nullptr){}; //bm may be nullptr, then artifacts are changed in the global pool (used by merchants in towns)
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virtual void centerView (int3 pos, int focusTime){};
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virtual void availableCreaturesChanged(const CGDwelling *town){};
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virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
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virtual void playerBonusChanged(const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
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virtual void requestSent(const CPackForServer *pack, int requestID){};
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virtual void requestRealized(PackageApplied *pa){};
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virtual void objectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged
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virtual void objectRemoved(const CGObjectInstance *obj){}; //eg. collected resource, picked artifact, beaten hero
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virtual void playerBlocked(int reason, bool start){}; //reason: 0 - upcoming battle
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virtual void gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult) {}; //player lost or won the game
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virtual void playerStartsTurn(PlayerColor player){};
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virtual void showComp(const Component &comp, std::string message) {}; //display component in the advmapint infobox
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//TODO shouldn't be moved down the tree?
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virtual void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID queryID){};
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};
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