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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
161 lines
8.3 KiB
C++
161 lines
8.3 KiB
C++
/*
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* CGameInfoCallback.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 "int3.h"
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#include "ResourceSet.h" // for Res::ERes
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#include "battle/CPlayerBattleCallback.h"
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class CGObjectInstance;
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struct InfoWindow;
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struct PlayerSettings;
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struct CPackForClient;
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struct TerrainTile;
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struct PlayerState;
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class CTown;
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struct StartInfo;
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struct InfoAboutTown;
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struct UpgradeInfo;
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struct SThievesGuildInfo;
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class CGDwelling;
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class CGTeleport;
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class CMapHeader;
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struct TeamState;
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struct QuestInfo;
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struct ShashInt3;
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class CGameState;
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class DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase
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{
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protected:
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CGameState * gs;
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CGameInfoCallback();
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CGameInfoCallback(CGameState *GS, boost::optional<PlayerColor> Player);
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bool hasAccess(boost::optional<PlayerColor> playerId) const;
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bool isVisible(int3 pos, boost::optional<PlayerColor> Player) const;
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bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> Player) const;
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bool isVisible(const CGObjectInstance *obj) const;
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bool canGetFullInfo(const CGObjectInstance *obj) const; //true we player owns obj or ally owns obj or privileged mode
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bool isOwnedOrVisited(const CGObjectInstance *obj) const;
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public:
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//various
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int getDate(Date::EDateType mode=Date::DAY)const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
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const StartInfo * getStartInfo(bool beforeRandomization = false)const;
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bool isAllowed(int type, int id); //type: 0 - spell; 1- artifact; 2 - secondary skill
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//player
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const PlayerState * getPlayer(PlayerColor color, bool verbose = true) const;
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int getResource(PlayerColor Player, Res::ERes which) const;
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bool isVisible(int3 pos) const;
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PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
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void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
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EPlayerStatus::EStatus getPlayerStatus(PlayerColor player, bool verbose = true) const; //-1 if no such player
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PlayerColor getCurrentPlayer() const; //player that currently makes move // TODO synchronous turns
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virtual PlayerColor getLocalPlayer() const; //player that is currently owning given client (if not a client, then returns current player)
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const PlayerSettings * getPlayerSettings(PlayerColor color) const;
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//armed object
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void getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out)const;
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//hero
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const CGHeroInstance* getHero(ObjectInstanceID objid) const;
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const CGHeroInstance* getHeroWithSubid(int subid) const;
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int getHeroCount(PlayerColor player, bool includeGarrisoned) const;
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bool getHeroInfo(const CGObjectInstance * hero, InfoAboutHero & dest, const CGObjectInstance * selectedObject = nullptr) const;
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int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
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int64_t estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
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const CArtifactInstance * getArtInstance(ArtifactInstanceID aid) const;
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const CGObjectInstance * getObjInstance(ObjectInstanceID oid) const;
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//objects
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const CGObjectInstance* getObj(ObjectInstanceID objid, bool verbose = true) const;
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std::vector <const CGObjectInstance * > getBlockingObjs(int3 pos)const;
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std::vector <const CGObjectInstance * > getVisitableObjs(int3 pos, bool verbose = true)const;
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std::vector <const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
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const CGObjectInstance * getTopObj (int3 pos) const;
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PlayerColor getOwner(ObjectInstanceID heroID) const;
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const CGObjectInstance *getObjByQuestIdentifier(int identifier) const; //nullptr if object has been removed (eg. killed)
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//map
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int3 guardingCreaturePosition (int3 pos) const;
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std::vector<const CGObjectInstance*> getGuardingCreatures (int3 pos) const;
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const CMapHeader * getMapHeader()const;
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int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map
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const TerrainTile * getTile(int3 tile, bool verbose = true) const;
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std::shared_ptr<boost::multi_array<TerrainTile*, 3>> getAllVisibleTiles() const;
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bool isInTheMap(const int3 &pos) const;
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void getVisibleTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula = int3::DIST_2D) const;
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//town
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const CGTownInstance* getTown(ObjectInstanceID objid) const;
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int howManyTowns(PlayerColor Player) const;
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const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
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std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
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std::string getTavernRumor(const CGObjectInstance * townOrTavern) const;
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EBuildingState::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
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virtual bool getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject = nullptr) const;
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const CTown *getNativeTown(PlayerColor color) const;
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//from gs
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const TeamState *getTeam(TeamID teamID) const;
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const TeamState *getPlayerTeam(PlayerColor color) const;
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EBuildingState::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
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//teleport
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std::vector<ObjectInstanceID> getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const;
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std::vector<ObjectInstanceID> getTeleportChannelEntraces(TeleportChannelID id, PlayerColor Player = PlayerColor::UNFLAGGABLE) const;
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std::vector<ObjectInstanceID> getTeleportChannelExits(TeleportChannelID id, PlayerColor Player = PlayerColor::UNFLAGGABLE) const;
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ETeleportChannelType getTeleportChannelType(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
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bool isTeleportChannelImpassable(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
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bool isTeleportChannelBidirectional(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
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bool isTeleportChannelUnidirectional(TeleportChannelID id, PlayerColor player = PlayerColor::UNFLAGGABLE) const;
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bool isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const;
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};
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class DLL_LINKAGE CPlayerSpecificInfoCallback : public CGameInfoCallback
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{
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public:
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int howManyTowns() const;
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int howManyHeroes(bool includeGarrisoned = true) const;
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int3 getGrailPos(double *outKnownRatio);
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boost::optional<PlayerColor> getMyColor() const;
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std::vector <const CGTownInstance *> getTownsInfo(bool onlyOur = true) const; //true -> only owned; false -> all visible
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int getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned=true) const;
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const CGTownInstance* getTownBySerial(int serialId) const; // serial id is [0, number of towns)
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const CGHeroInstance* getHeroBySerial(int serialId, bool includeGarrisoned=true) const; // serial id is [0, number of heroes)
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std::vector <const CGHeroInstance *> getHeroesInfo(bool onlyOur = true) const; //true -> only owned; false -> all visible
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std::vector <const CGDwelling *> getMyDwellings() const; //returns all dwellings that belong to player
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std::vector <const CGObjectInstance * > getMyObjects() const; //returns all objects flagged by belonging player
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std::vector <QuestInfo> getMyQuests() const;
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int getResourceAmount(Res::ERes type) const;
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TResources getResourceAmount() const;
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const std::vector< std::vector< std::vector<ui8> > > & getVisibilityMap()const; //returns visibility map
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const PlayerSettings * getPlayerSettings(PlayerColor color) const;
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};
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class DLL_LINKAGE IGameEventRealizer
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{
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public:
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virtual void commitPackage(CPackForClient *pack) = 0;
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virtual void showInfoDialog(InfoWindow *iw);
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virtual void setObjProperty(ObjectInstanceID objid, int prop, si64 val);
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virtual void showInfoDialog(const std::string &msg, PlayerColor player);
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};
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