mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
170 lines
6.8 KiB
C++
170 lines
6.8 KiB
C++
/*
|
|
* CGameInterface.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 "battle/AutocombatPreferences.h"
|
|
#include "IGameEventsReceiver.h"
|
|
|
|
#include "spells/ViewSpellInt.h"
|
|
|
|
class CBattleCallback;
|
|
class CCallback;
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
using boost::logic::tribool;
|
|
|
|
class Environment;
|
|
|
|
class ICallback;
|
|
class CGlobalAI;
|
|
struct Component;
|
|
struct TryMoveHero;
|
|
class CGHeroInstance;
|
|
class CGTownInstance;
|
|
class CGObjectInstance;
|
|
class CGBlackMarket;
|
|
class CGDwelling;
|
|
class CCreatureSet;
|
|
class CArmedInstance;
|
|
class IShipyard;
|
|
class IMarket;
|
|
class BattleAction;
|
|
struct BattleResult;
|
|
struct BattleAttack;
|
|
struct BattleStackAttacked;
|
|
struct BattleSpellCast;
|
|
struct SetStackEffect;
|
|
struct Bonus;
|
|
struct PackageApplied;
|
|
struct SetObjectProperty;
|
|
struct CatapultAttack;
|
|
struct StackLocation;
|
|
class CStackInstance;
|
|
class CCommanderInstance;
|
|
class CStack;
|
|
class CCreature;
|
|
class CLoadFile;
|
|
class CSaveFile;
|
|
class BinaryDeserializer;
|
|
class BinarySerializer;
|
|
class BattleStateInfo;
|
|
struct ArtifactLocation;
|
|
class BattleStateInfoForRetreat;
|
|
|
|
#if SCRIPTING_ENABLED
|
|
namespace scripting
|
|
{
|
|
class Module;
|
|
}
|
|
#endif
|
|
|
|
using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
|
|
|
|
class DLL_LINKAGE CBattleGameInterface : public IBattleEventsReceiver
|
|
{
|
|
public:
|
|
bool human = false;
|
|
PlayerColor playerID;
|
|
std::string dllName;
|
|
|
|
virtual ~CBattleGameInterface() {};
|
|
virtual void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB){};
|
|
virtual void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences){};
|
|
|
|
//battle call-ins
|
|
virtual void activeStack(const BattleID & battleID, const CStack * stack)=0; //called when it's turn of that stack
|
|
virtual void yourTacticPhase(const BattleID & battleID, int distance)=0; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
|
|
};
|
|
|
|
/// Central class for managing human player / AI interface logic
|
|
class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
|
|
{
|
|
public:
|
|
virtual ~CGameInterface() = default;
|
|
virtual void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB){};
|
|
virtual void yourTurn(QueryID askID){}; //called AFTER playerStartsTurn(player)
|
|
|
|
//pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
|
|
virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)=0;
|
|
virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)=0;
|
|
|
|
// Show a dialog, player must take decision. If selection then he has to choose between one of given components,
|
|
// if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called
|
|
// with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
|
|
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept) = 0;
|
|
|
|
// all stacks operations between these objects become allowed, interface has to call onEnd when done
|
|
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) = 0;
|
|
virtual void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) = 0;
|
|
virtual void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) = 0;
|
|
virtual void finish(){}; //if for some reason we want to end
|
|
|
|
virtual void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain){};
|
|
|
|
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
|
|
|
|
virtual void saveGame(BinarySerializer & h) = 0;
|
|
virtual void loadGame(BinaryDeserializer & h) = 0;
|
|
};
|
|
|
|
class DLL_LINKAGE CDynLibHandler
|
|
{
|
|
public:
|
|
static std::shared_ptr<CGlobalAI> getNewAI(const std::string & dllname);
|
|
static std::shared_ptr<CBattleGameInterface> getNewBattleAI(const std::string & dllname);
|
|
#if SCRIPTING_ENABLED
|
|
static std::shared_ptr<scripting::Module> getNewScriptingModule(const boost::filesystem::path & dllname);
|
|
#endif
|
|
};
|
|
|
|
class DLL_LINKAGE CGlobalAI : public CGameInterface // AI class (to derivate)
|
|
{
|
|
public:
|
|
std::shared_ptr<Environment> env;
|
|
CGlobalAI();
|
|
};
|
|
|
|
//class to be inherited by adventure-only AIs, it cedes battle actions to given battle-AI
|
|
class DLL_LINKAGE CAdventureAI : public CGlobalAI
|
|
{
|
|
public:
|
|
CAdventureAI() = default;
|
|
|
|
std::shared_ptr<CBattleGameInterface> battleAI;
|
|
std::shared_ptr<CBattleCallback> cbc;
|
|
|
|
virtual std::string getBattleAIName() const = 0; //has to return name of the battle AI to be used
|
|
|
|
//battle interface
|
|
void activeStack(const BattleID & battleID, const CStack * stack) override;
|
|
void yourTacticPhase(const BattleID & battleID, int distance) override;
|
|
|
|
void battleNewRound(const BattleID & battleID) override;
|
|
void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override;
|
|
void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override;
|
|
void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
|
|
void actionStarted(const BattleID & battleID, const BattleAction &action) override;
|
|
void battleNewRoundFirst(const BattleID & battleID) override;
|
|
void actionFinished(const BattleID & battleID, const BattleAction &action) override;
|
|
void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;
|
|
void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;
|
|
void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
|
|
void battleAttack(const BattleID & battleID, const BattleAttack *ba) override;
|
|
void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
|
|
void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
|
|
void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units) override;
|
|
|
|
void saveGame(BinarySerializer & h) override;
|
|
void loadGame(BinaryDeserializer & h) override;
|
|
};
|
|
|
|
VCMI_LIB_NAMESPACE_END
|