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678cacbd25
`grep -nr "virtual " | grep -v googletest | grep " override" | grep -v overriden > ../redundant_virtual.txt` ```python import os with open("../redundant_virtual.txt") as f: for line in f: print() line: str = line.strip() print(line) tmp = line.split(":",2) file = tmp[0].strip() code = tmp[-1].strip() print(file) print(code) new_code = code.replace("virtual ", "", 1) # https://superuser.com/a/802490/578501 command = f"export FIND='{code}' && export REPLACE='{new_code}' && ruby -p -i -e \"gsub(ENV['FIND'], ENV['REPLACE'])\" {file}" os.system(command) ```
170 lines
6.8 KiB
C++
170 lines
6.8 KiB
C++
/*
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* CGameInterface.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/AutocombatPreferences.h"
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#include "IGameEventsReceiver.h"
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#include "spells/ViewSpellInt.h"
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class CBattleCallback;
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class CCallback;
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VCMI_LIB_NAMESPACE_BEGIN
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using boost::logic::tribool;
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class Environment;
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class ICallback;
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class CGlobalAI;
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struct Component;
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struct TryMoveHero;
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class CGHeroInstance;
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class CGTownInstance;
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class CGObjectInstance;
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class CGBlackMarket;
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class CGDwelling;
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class CCreatureSet;
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class CArmedInstance;
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class IShipyard;
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class IMarket;
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class BattleAction;
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struct BattleResult;
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struct BattleAttack;
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struct BattleStackAttacked;
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struct BattleSpellCast;
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struct SetStackEffect;
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struct Bonus;
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struct PackageApplied;
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struct SetObjectProperty;
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struct CatapultAttack;
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struct StackLocation;
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class CStackInstance;
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class CCommanderInstance;
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class CStack;
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class CCreature;
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class CLoadFile;
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class CSaveFile;
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class BinaryDeserializer;
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class BinarySerializer;
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class BattleStateInfo;
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struct ArtifactLocation;
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class BattleStateInfoForRetreat;
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#if SCRIPTING_ENABLED
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namespace scripting
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{
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class Module;
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}
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#endif
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using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
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class DLL_LINKAGE CBattleGameInterface : public IBattleEventsReceiver
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{
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public:
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bool human;
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PlayerColor playerID;
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std::string dllName;
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virtual ~CBattleGameInterface() {};
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virtual void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB){};
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virtual void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences){};
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//battle call-ins
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virtual void activeStack(const BattleID & battleID, const CStack * stack)=0; //called when it's turn of that stack
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virtual void yourTacticPhase(const BattleID & battleID, int distance)=0; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
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};
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/// Central class for managing human player / AI interface logic
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class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
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{
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public:
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virtual ~CGameInterface() = default;
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virtual void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB){};
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virtual void yourTurn(QueryID askID){}; //called AFTER playerStartsTurn(player)
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//pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
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virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)=0;
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virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)=0;
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// Show a dialog, player must take decision. If selection then he has to choose between one of given components,
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// if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called
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// with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) = 0;
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// all stacks operations between these objects become allowed, interface has to call onEnd when done
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virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) = 0;
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virtual void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) = 0;
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virtual void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) = 0;
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virtual void finish(){}; //if for some reason we want to end
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virtual void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain){};
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virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
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virtual void saveGame(BinarySerializer & h) = 0;
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virtual void loadGame(BinaryDeserializer & h) = 0;
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};
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class DLL_LINKAGE CDynLibHandler
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{
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public:
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static std::shared_ptr<CGlobalAI> getNewAI(const std::string & dllname);
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static std::shared_ptr<CBattleGameInterface> getNewBattleAI(const std::string & dllname);
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#if SCRIPTING_ENABLED
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static std::shared_ptr<scripting::Module> getNewScriptingModule(const boost::filesystem::path & dllname);
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#endif
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};
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class DLL_LINKAGE CGlobalAI : public CGameInterface // AI class (to derivate)
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{
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public:
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std::shared_ptr<Environment> env;
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CGlobalAI();
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};
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//class to be inherited by adventure-only AIs, it cedes battle actions to given battle-AI
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class DLL_LINKAGE CAdventureAI : public CGlobalAI
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{
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public:
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CAdventureAI() = default;
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std::shared_ptr<CBattleGameInterface> battleAI;
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std::shared_ptr<CBattleCallback> cbc;
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virtual std::string getBattleAIName() const = 0; //has to return name of the battle AI to be used
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//battle interface
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void activeStack(const BattleID & battleID, const CStack * stack) override;
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void yourTacticPhase(const BattleID & battleID, int distance) override;
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void battleNewRound(const BattleID & battleID) override;
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void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override;
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void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override;
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void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
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void actionStarted(const BattleID & battleID, const BattleAction &action) override;
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void battleNewRoundFirst(const BattleID & battleID) override;
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void actionFinished(const BattleID & battleID, const BattleAction &action) override;
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void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;
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void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;
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void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
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void battleAttack(const BattleID & battleID, const BattleAttack *ba) override;
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void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
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void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
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void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units) override;
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void saveGame(BinarySerializer & h) override;
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void loadGame(BinaryDeserializer & h) override;
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};
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VCMI_LIB_NAMESPACE_END
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