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-/*
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- * CCallback.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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-
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-#include "lib/CGameInfoCallback.h"
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-#include "lib/battle/CPlayerBattleCallback.h"
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-#include "lib/int3.h" // for int3
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-#include "lib/networkPacks/TradeItem.h"
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-
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-VCMI_LIB_NAMESPACE_BEGIN
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-
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-class CGHeroInstance;
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-class CGameState;
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-struct CPath;
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-class CGObjectInstance;
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-class CArmedInstance;
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-class BattleAction;
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-class CGTownInstance;
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-class IShipyard;
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-struct CGPathNode;
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-struct CGPath;
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-struct CPathsInfo;
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-class PathfinderConfig;
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-struct CPack;
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-struct CPackForServer;
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-class IBattleEventsReceiver;
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-class IGameEventsReceiver;
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-struct ArtifactLocation;
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-class BattleStateInfoForRetreat;
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-
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-VCMI_LIB_NAMESPACE_END
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-
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-// in static AI build this file gets included into libvcmi
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-#ifdef STATIC_AI
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-VCMI_LIB_USING_NAMESPACE
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-#endif
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-
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-class CClient;
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-struct lua_State;
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-
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-class IBattleCallback
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-{
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-public:
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- virtual ~IBattleCallback() = default;
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-
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- bool waitTillRealize = false; //if true, request functions will return after they are realized by server
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- 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!
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- //battle
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- virtual void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) = 0;
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- virtual void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) = 0;
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- virtual void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) = 0;
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- virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
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-
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- virtual std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) = 0;
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- virtual std::optional<PlayerColor> getPlayerID() const = 0;
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-};
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-
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-class IGameActionCallback
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-{
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-public:
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- //hero
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- virtual void moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit) =0; //moves hero alongside provided path
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- virtual void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) =0; //moves hero alongside provided path
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- virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfully, false - not successfully
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- virtual void dig(const CGObjectInstance *hero)=0;
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- virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
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-
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- //town
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- virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero=HeroTypeID::NONE)=0;
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- virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
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- virtual bool visitTownBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
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- virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
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- virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
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- virtual void spellResearch(const CGTownInstance *town, SpellID spellAtSlot, bool accepted)=0;
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- virtual void swapGarrisonHero(const CGTownInstance *town)=0;
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-
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- virtual void trade(const ObjectInstanceID marketId, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
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- virtual void trade(const ObjectInstanceID marketId, EMarketMode mode, const std::vector<TradeItemSell> & id1, const std::vector<TradeItemBuy> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero)=0;
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-
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- virtual int selectionMade(int selection, QueryID queryID) =0;
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- virtual int sendQueryReply(std::optional<int32_t> reply, QueryID queryID) =0;
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- 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!
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- 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)
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- virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) =0; //first goes to the second
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- virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)=0;//split creatures from the first stack
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- //virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
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- virtual bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0;
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- virtual void scrollBackpackArtifacts(ObjectInstanceID hero, bool left) = 0;
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- virtual void sortBackpackArtifactsBySlot(const ObjectInstanceID hero) = 0;
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- virtual void sortBackpackArtifactsByCost(const ObjectInstanceID hero) = 0;
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- virtual void sortBackpackArtifactsByClass(const ObjectInstanceID hero) = 0;
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- virtual void manageHeroCostume(ObjectInstanceID hero, size_t costumeIndex, bool saveCostume) = 0;
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- virtual void assembleArtifacts(const ObjectInstanceID & heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
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- virtual void eraseArtifactByClient(const ArtifactLocation & al)=0;
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- virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
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- virtual void saveLocalState(const JsonNode & data)=0;
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- virtual void endTurn()=0;
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- 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)
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- virtual void setFormation(const CGHeroInstance * hero, EArmyFormation mode)=0;
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-
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- virtual void save(const std::string &fname) = 0;
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- virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0;
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- virtual void gamePause(bool pause) = 0;
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- virtual void buildBoat(const IShipyard *obj) = 0;
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-
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- // To implement high-level army management bulk actions
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- virtual int bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) = 0;
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- virtual int bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany = 1) = 0;
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- virtual int bulkSplitAndRebalanceStack(ObjectInstanceID armyId, SlotID srcSlot) = 0;
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- virtual int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) = 0;
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-
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-
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- // Moves all artifacts from one hero to another
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- virtual void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped, bool backpack) = 0;
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-};
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-
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-class CBattleCallback : public IBattleCallback
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-{
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- std::map<BattleID, std::shared_ptr<CPlayerBattleCallback>> activeBattles;
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-
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- std::optional<PlayerColor> player;
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-
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-protected:
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- int sendRequest(const CPackForServer & request); //returns requestID (that'll be matched to requestID in PackageApplied)
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- CClient *cl;
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-
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-public:
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- CBattleCallback(std::optional<PlayerColor> player, CClient * C);
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- void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
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- void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) override;
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- void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) override; // performs tactic phase actions
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- std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
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-
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- std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) override;
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- std::optional<PlayerColor> getPlayerID() const override;
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-
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- void onBattleStarted(const IBattleInfo * info);
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- void onBattleEnded(const BattleID & battleID);
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-
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- friend class CCallback;
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- friend class CClient;
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-};
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-
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-class CCallback : public CPlayerSpecificInfoCallback, public CBattleCallback, public IGameActionCallback
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-{
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- std::shared_ptr<CGameState> gamestate;
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-
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- CGameState & gameState() final { return *gamestate; }
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- const CGameState & gameState() const final { return *gamestate; }
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-
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-public:
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- CCallback(std::shared_ptr<CGameState> gamestate, std::optional<PlayerColor> Player, CClient * C);
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- virtual ~CCallback();
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-
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- //client-specific functionalities (pathfinding)
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- virtual bool canMoveBetween(const int3 &a, const int3 &b);
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- virtual int3 getGuardingCreaturePosition(int3 tile);
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-
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- std::optional<PlayerColor> getPlayerID() const override;
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-
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- //Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
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- void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
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- void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
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-
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-//commands
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- void moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit) override;
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- void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) override;
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- bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
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- int selectionMade(int selection, QueryID queryID) override;
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- int sendQueryReply(std::optional<int32_t> reply, QueryID queryID) override;
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- int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override;
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- int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
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- int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
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- int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val) override;
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- int bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) override;
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- int bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany = 1) override;
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- int bulkSplitAndRebalanceStack(ObjectInstanceID armyId, SlotID srcSlot) override;
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- int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) override;
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- bool dismissHero(const CGHeroInstance * hero) override;
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- bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override;
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- void assembleArtifacts(const ObjectInstanceID & heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
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- void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped = true, bool backpack = true) override;
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- void scrollBackpackArtifacts(ObjectInstanceID hero, bool left) override;
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- void sortBackpackArtifactsBySlot(const ObjectInstanceID hero) override;
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- void sortBackpackArtifactsByCost(const ObjectInstanceID hero) override;
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- void sortBackpackArtifactsByClass(const ObjectInstanceID hero) override;
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- void manageHeroCostume(ObjectInstanceID hero, size_t costumeIdx, bool saveCostume) override;
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- void eraseArtifactByClient(const ArtifactLocation & al) override;
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- bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
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- bool visitTownBuilding(const CGTownInstance *town, BuildingID buildingID) override;
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- void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override;
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- bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override;
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- bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override;
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- void saveLocalState(const JsonNode & data) override;
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- void endTurn() override;
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- void spellResearch(const CGTownInstance *town, SpellID spellAtSlot, bool accepted) override;
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- void swapGarrisonHero(const CGTownInstance *town) override;
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- void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
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- void trade(const ObjectInstanceID marketId, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
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- void trade(const ObjectInstanceID marketId, EMarketMode mode, const std::vector<TradeItemSell> & id1, const std::vector<TradeItemBuy> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr) override;
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- void setFormation(const CGHeroInstance * hero, EArmyFormation mode) override;
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- void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero=HeroTypeID::NONE) override;
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- void save(const std::string &fname) override;
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- void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) override;
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- void gamePause(bool pause) override;
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- void buildBoat(const IShipyard *obj) override;
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- void dig(const CGObjectInstance *hero) override;
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- void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1)) override;
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-
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-//friends
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- friend class CClient;
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-};
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