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- /*
- * 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_BEGIN
- using 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 BattleStateInfo;
- struct ArtifactLocation;
- class BattleStateInfoForRetreat;
- struct CPathsInfo;
- #if SCRIPTING_ENABLED
- namespace scripting
- {
- class Module;
- }
- #endif
- using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
- class DLL_LINKAGE CBattleGameInterface : public IBattleEventsReceiver
- {
- public:
- bool human = false;
- 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 logic
- class 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, bool safeToAutoaccept) = 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;
- /// Invalidates and destroys all paths for all heroes
- virtual void invalidatePaths(){};
- };
- 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-AI
- class 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
- void activeStack(const BattleID & battleID, const CStack * stack) override;
- void yourTacticPhase(const BattleID & battleID, int distance) override;
- void battleNewRound(const BattleID & battleID) override;
- void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override;
- void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed) override;
- void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
- void actionStarted(const BattleID & battleID, const BattleAction &action) override;
- void battleNewRoundFirst(const BattleID & battleID) override;
- void actionFinished(const BattleID & battleID, const BattleAction &action) override;
- void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;
- void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;
- void battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport) override;
- void battleAttack(const BattleID & battleID, const BattleAttack *ba) override;
- void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
- void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
- void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units) override;
- };
- VCMI_LIB_NAMESPACE_END
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