CGameInterface.h 6.6 KB

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  1. /*
  2. * CGameInterface.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 "battle/BattleAction.h"
  12. #include "IGameEventsReceiver.h"
  13. #include "CGameStateFwd.h"
  14. #include "spells/ViewSpellInt.h"
  15. #include "mapObjects/CObjectHandler.h"
  16. class CBattleCallback;
  17. class CCallback;
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. using boost::logic::tribool;
  20. class Environment;
  21. class ICallback;
  22. class CGlobalAI;
  23. struct Component;
  24. struct TryMoveHero;
  25. class CGHeroInstance;
  26. class CGTownInstance;
  27. class CGObjectInstance;
  28. class CGBlackMarket;
  29. class CGDwelling;
  30. class CCreatureSet;
  31. class CArmedInstance;
  32. class IShipyard;
  33. class IMarket;
  34. struct BattleResult;
  35. struct BattleAttack;
  36. struct BattleStackAttacked;
  37. struct BattleSpellCast;
  38. struct SetStackEffect;
  39. struct Bonus;
  40. struct PackageApplied;
  41. struct SetObjectProperty;
  42. struct CatapultAttack;
  43. struct StackLocation;
  44. class CStackInstance;
  45. class CCommanderInstance;
  46. class CStack;
  47. class CCreature;
  48. class CLoadFile;
  49. class CSaveFile;
  50. class BinaryDeserializer;
  51. class BinarySerializer;
  52. class BattleStateInfo;
  53. struct ArtifactLocation;
  54. class BattleStateInfoForRetreat;
  55. #if SCRIPTING_ENABLED
  56. namespace scripting
  57. {
  58. class Module;
  59. }
  60. #endif
  61. class DLL_LINKAGE CBattleGameInterface : public IBattleEventsReceiver
  62. {
  63. public:
  64. bool human;
  65. PlayerColor playerID;
  66. std::string dllName;
  67. virtual ~CBattleGameInterface() {};
  68. virtual void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB){};
  69. //battle call-ins
  70. virtual BattleAction activeStack(const CStack * stack)=0; //called when it's turn of that stack
  71. virtual void yourTacticPhase(int distance){}; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
  72. virtual void forceEndTacticPhase(){}; //force the tatic phase to end to clean up the tactic phase thread
  73. };
  74. /// Central class for managing human player / AI interface logic
  75. class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
  76. {
  77. public:
  78. virtual ~CGameInterface() = default;
  79. virtual void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB){};
  80. virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
  81. //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
  82. virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)=0;
  83. virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)=0;
  84. // Show a dialog, player must take decision. If selection then he has to choose between one of given components,
  85. // if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called
  86. // with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
  87. virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) = 0;
  88. // all stacks operations between these objects become allowed, interface has to call onEnd when done
  89. virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) = 0;
  90. virtual void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) = 0;
  91. virtual void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) = 0;
  92. virtual void finish(){}; //if for some reason we want to end
  93. virtual void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain){};
  94. virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
  95. {
  96. return std::nullopt;
  97. }
  98. virtual void saveGame(BinarySerializer & h, const int version) = 0;
  99. virtual void loadGame(BinaryDeserializer & h, const int version) = 0;
  100. };
  101. class DLL_LINKAGE CDynLibHandler
  102. {
  103. public:
  104. static std::shared_ptr<CGlobalAI> getNewAI(const std::string & dllname);
  105. static std::shared_ptr<CBattleGameInterface> getNewBattleAI(const std::string & dllname);
  106. #if SCRIPTING_ENABLED
  107. static std::shared_ptr<scripting::Module> getNewScriptingModule(const boost::filesystem::path & dllname);
  108. #endif
  109. };
  110. class DLL_LINKAGE CGlobalAI : public CGameInterface // AI class (to derivate)
  111. {
  112. public:
  113. std::shared_ptr<Environment> env;
  114. CGlobalAI();
  115. virtual BattleAction activeStack(const CStack * stack) override;
  116. };
  117. //class to be inherited by adventure-only AIs, it cedes battle actions to given battle-AI
  118. class DLL_LINKAGE CAdventureAI : public CGlobalAI
  119. {
  120. public:
  121. CAdventureAI() = default;
  122. std::shared_ptr<CBattleGameInterface> battleAI;
  123. std::shared_ptr<CBattleCallback> cbc;
  124. virtual std::string getBattleAIName() const = 0; //has to return name of the battle AI to be used
  125. //battle interface
  126. virtual BattleAction activeStack(const CStack * stack) override;
  127. virtual void yourTacticPhase(int distance) override;
  128. virtual void battleNewRound(int round) override;
  129. virtual void battleCatapultAttacked(const CatapultAttack & ca) override;
  130. virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override;
  131. virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
  132. virtual void actionStarted(const BattleAction &action) override;
  133. virtual void battleNewRoundFirst(int round) override;
  134. virtual void actionFinished(const BattleAction &action) override;
  135. virtual void battleStacksEffectsSet(const SetStackEffect & sse) override;
  136. virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
  137. virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
  138. virtual void battleAttack(const BattleAttack *ba) override;
  139. virtual void battleSpellCast(const BattleSpellCast *sc) override;
  140. virtual void battleEnd(const BattleResult *br, QueryID queryID) override;
  141. virtual void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
  142. virtual void saveGame(BinarySerializer & h, const int version) override;
  143. virtual void loadGame(BinaryDeserializer & h, const int version) override;
  144. };
  145. VCMI_LIB_NAMESPACE_END