| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169 | /* * 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_BEGINusing 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_ENABLEDnamespace scripting{	class Module;}#endifusing TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;class DLL_LINKAGE CBattleGameInterface : public IBattleEventsReceiver{public:	bool human;	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 logicclass 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) = 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, const int version) = 0;	virtual void loadGame(BinaryDeserializer & h, const int version) = 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-AIclass 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	virtual void activeStack(const BattleID & battleID, const CStack * stack) override;	virtual void yourTacticPhase(const BattleID & battleID, int distance) override;	virtual void battleNewRound(const BattleID & battleID) override;	virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override;	virtual void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override;	virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;	virtual void actionStarted(const BattleID & battleID, const BattleAction &action) override;	virtual void battleNewRoundFirst(const BattleID & battleID) override;	virtual void actionFinished(const BattleID & battleID, const BattleAction &action) override;	virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;	virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;	virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;	virtual void battleAttack(const BattleID & battleID, const BattleAttack *ba) override;	virtual void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;	virtual void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;	virtual void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units) override;	virtual void saveGame(BinarySerializer & h, const int version) override;	virtual void loadGame(BinaryDeserializer & h, const int version) override;};VCMI_LIB_NAMESPACE_END
 |