CCallback.h 12 KB

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  1. /*
  2. * CCallback.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "lib/CGameInfoCallback.h"
  12. #include "lib/battle/CPlayerBattleCallback.h"
  13. #include "lib/int3.h" // for int3
  14. #include "lib/networkPacks/TradeItem.h"
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. class CGHeroInstance;
  17. class CGameState;
  18. struct CPath;
  19. class CGObjectInstance;
  20. class CArmedInstance;
  21. class BattleAction;
  22. class CGTownInstance;
  23. class IShipyard;
  24. struct CGPathNode;
  25. struct CGPath;
  26. struct CPathsInfo;
  27. class PathfinderConfig;
  28. struct CPack;
  29. struct CPackForServer;
  30. class IBattleEventsReceiver;
  31. class IGameEventsReceiver;
  32. struct ArtifactLocation;
  33. class BattleStateInfoForRetreat;
  34. VCMI_LIB_NAMESPACE_END
  35. // in static AI build this file gets included into libvcmi
  36. #ifdef STATIC_AI
  37. VCMI_LIB_USING_NAMESPACE
  38. #endif
  39. class CClient;
  40. struct lua_State;
  41. class IBattleCallback
  42. {
  43. public:
  44. virtual ~IBattleCallback() = default;
  45. bool waitTillRealize = false; //if true, request functions will return after they are realized by server
  46. 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!
  47. //battle
  48. virtual void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) = 0;
  49. virtual void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) = 0;
  50. virtual void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) = 0;
  51. virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
  52. virtual std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) = 0;
  53. virtual std::optional<PlayerColor> getPlayerID() const = 0;
  54. };
  55. class IGameActionCallback
  56. {
  57. public:
  58. //hero
  59. virtual void moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit) =0; //moves hero alongside provided path
  60. virtual void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) =0; //moves hero alongside provided path
  61. virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfully, false - not successfully
  62. virtual void dig(const CGObjectInstance *hero)=0;
  63. virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
  64. //town
  65. virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero=HeroTypeID::NONE)=0;
  66. virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
  67. virtual bool visitTownBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
  68. virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
  69. virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
  70. virtual void spellResearch(const CGTownInstance *town, SpellID spellAtSlot, bool accepted)=0;
  71. virtual void swapGarrisonHero(const CGTownInstance *town)=0;
  72. 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
  73. 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;
  74. virtual int selectionMade(int selection, QueryID queryID) =0;
  75. virtual int sendQueryReply(std::optional<int32_t> reply, QueryID queryID) =0;
  76. 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!
  77. 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)
  78. virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) =0; //first goes to the second
  79. virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)=0;//split creatures from the first stack
  80. //virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
  81. virtual bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0;
  82. virtual void scrollBackpackArtifacts(ObjectInstanceID hero, bool left) = 0;
  83. virtual void sortBackpackArtifactsBySlot(const ObjectInstanceID hero) = 0;
  84. virtual void sortBackpackArtifactsByCost(const ObjectInstanceID hero) = 0;
  85. virtual void sortBackpackArtifactsByClass(const ObjectInstanceID hero) = 0;
  86. virtual void manageHeroCostume(ObjectInstanceID hero, size_t costumeIndex, bool saveCostume) = 0;
  87. virtual void assembleArtifacts(const ObjectInstanceID & heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
  88. virtual void eraseArtifactByClient(const ArtifactLocation & al)=0;
  89. virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
  90. virtual void saveLocalState(const JsonNode & data)=0;
  91. virtual void endTurn()=0;
  92. 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)
  93. virtual void setFormation(const CGHeroInstance * hero, EArmyFormation mode)=0;
  94. virtual void save(const std::string &fname) = 0;
  95. virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0;
  96. virtual void gamePause(bool pause) = 0;
  97. virtual void buildBoat(const IShipyard *obj) = 0;
  98. // To implement high-level army management bulk actions
  99. virtual int bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) = 0;
  100. virtual int bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany = 1) = 0;
  101. virtual int bulkSmartSplitStack(ObjectInstanceID armyId, SlotID srcSlot) = 0;
  102. virtual int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) = 0;
  103. // Moves all artifacts from one hero to another
  104. virtual void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped, bool backpack) = 0;
  105. };
  106. class CBattleCallback : public IBattleCallback
  107. {
  108. std::map<BattleID, std::shared_ptr<CPlayerBattleCallback>> activeBattles;
  109. std::optional<PlayerColor> player;
  110. protected:
  111. int sendRequest(const CPackForServer & request); //returns requestID (that'll be matched to requestID in PackageApplied)
  112. CClient *cl;
  113. public:
  114. CBattleCallback(std::optional<PlayerColor> player, CClient * C);
  115. void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
  116. void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) override;
  117. void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) override; // performs tactic phase actions
  118. std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
  119. std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) override;
  120. std::optional<PlayerColor> getPlayerID() const override;
  121. void onBattleStarted(const IBattleInfo * info);
  122. void onBattleEnded(const BattleID & battleID);
  123. friend class CCallback;
  124. friend class CClient;
  125. };
  126. class CCallback : public CPlayerSpecificInfoCallback, public CBattleCallback, public IGameActionCallback
  127. {
  128. std::shared_ptr<CGameState> gamestate;
  129. CGameState & gameState() final { return *gamestate; }
  130. const CGameState & gameState() const final { return *gamestate; }
  131. public:
  132. CCallback(std::shared_ptr<CGameState> gamestate, std::optional<PlayerColor> Player, CClient * C);
  133. virtual ~CCallback();
  134. //client-specific functionalities (pathfinding)
  135. virtual bool canMoveBetween(const int3 &a, const int3 &b);
  136. virtual int3 getGuardingCreaturePosition(int3 tile);
  137. std::optional<PlayerColor> getPlayerID() const override;
  138. //Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
  139. void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
  140. void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
  141. //commands
  142. void moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit) override;
  143. void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) override;
  144. bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
  145. int selectionMade(int selection, QueryID queryID) override;
  146. int sendQueryReply(std::optional<int32_t> reply, QueryID queryID) override;
  147. int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override;
  148. int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
  149. int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
  150. int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val) override;
  151. int bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) override;
  152. int bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany = 1) override;
  153. int bulkSmartSplitStack(ObjectInstanceID armyId, SlotID srcSlot) override;
  154. int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) override;
  155. bool dismissHero(const CGHeroInstance * hero) override;
  156. bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override;
  157. void assembleArtifacts(const ObjectInstanceID & heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
  158. void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped = true, bool backpack = true) override;
  159. void scrollBackpackArtifacts(ObjectInstanceID hero, bool left) override;
  160. void sortBackpackArtifactsBySlot(const ObjectInstanceID hero) override;
  161. void sortBackpackArtifactsByCost(const ObjectInstanceID hero) override;
  162. void sortBackpackArtifactsByClass(const ObjectInstanceID hero) override;
  163. void manageHeroCostume(ObjectInstanceID hero, size_t costumeIdx, bool saveCostume) override;
  164. void eraseArtifactByClient(const ArtifactLocation & al) override;
  165. bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
  166. bool visitTownBuilding(const CGTownInstance *town, BuildingID buildingID) override;
  167. void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override;
  168. bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override;
  169. bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override;
  170. void saveLocalState(const JsonNode & data) override;
  171. void endTurn() override;
  172. void spellResearch(const CGTownInstance *town, SpellID spellAtSlot, bool accepted) override;
  173. void swapGarrisonHero(const CGTownInstance *town) override;
  174. void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
  175. void trade(const ObjectInstanceID marketId, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
  176. 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;
  177. void setFormation(const CGHeroInstance * hero, EArmyFormation mode) override;
  178. void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero=HeroTypeID::NONE) override;
  179. void save(const std::string &fname) override;
  180. void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) override;
  181. void gamePause(bool pause) override;
  182. void buildBoat(const IShipyard *obj) override;
  183. void dig(const CGObjectInstance *hero) override;
  184. void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1)) override;
  185. //friends
  186. friend class CClient;
  187. };