mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
207 lines
12 KiB
C++
207 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;
|
|
class IMarket;
|
|
|
|
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 IMarket * market, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero = nullptr)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
|
|
virtual void trade(const IMarket * market, EMarketMode mode, const std::vector<TradeItemSell> & id1, const std::vector<TradeItemBuy> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr)=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 IMarket * market, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
|
|
void trade(const IMarket * market, 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;
|
|
};
|