CCallback.h 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184
  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. VCMI_LIB_NAMESPACE_BEGIN
  15. class CGHeroInstance;
  16. class CGameState;
  17. struct CPath;
  18. class CGObjectInstance;
  19. class CArmedInstance;
  20. class BattleAction;
  21. class CGTownInstance;
  22. class IShipyard;
  23. struct CGPathNode;
  24. struct CGPath;
  25. struct CPathsInfo;
  26. class PathfinderConfig;
  27. struct CPack;
  28. struct CPackForServer;
  29. class IBattleEventsReceiver;
  30. class IGameEventsReceiver;
  31. struct ArtifactLocation;
  32. class BattleStateInfoForRetreat;
  33. class IMarket;
  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; //if true, request functions will return after they are realized by server
  46. bool unlockGsWhenWaiting;//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 int battleMakeAction(const BattleAction * action) = 0;//for casting spells by hero - DO NOT use it for moving active stack
  49. virtual bool battleMakeTacticAction(BattleAction * action) = 0; // performs tactic phase actions
  50. virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) = 0;
  51. };
  52. class IGameActionCallback
  53. {
  54. public:
  55. //hero
  56. virtual bool moveHero(const CGHeroInstance *h, int3 dst, bool transit) =0; //dst must be free, neighbouring tile (this function can move hero only by one tile)
  57. virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfuly, false - not successfuly
  58. virtual void dig(const CGObjectInstance *hero)=0;
  59. virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
  60. //town
  61. virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)=0;
  62. virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
  63. virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
  64. virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
  65. virtual void swapGarrisonHero(const CGTownInstance *town)=0;
  66. virtual void trade(const IMarket * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
  67. virtual void trade(const IMarket * market, EMarketMode::EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr)=0;
  68. virtual int selectionMade(int selection, QueryID queryID) =0;
  69. virtual int sendQueryReply(const JsonNode & reply, QueryID queryID) =0;
  70. 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!
  71. 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)
  72. virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) =0; //first goes to the second
  73. virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)=0;//split creatures from the first stack
  74. //virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
  75. virtual bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0;
  76. virtual bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
  77. virtual void eraseArtifactByClient(const ArtifactLocation & al)=0;
  78. virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
  79. virtual void endTurn()=0;
  80. 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)
  81. virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
  82. virtual void save(const std::string &fname) = 0;
  83. virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0;
  84. virtual void buildBoat(const IShipyard *obj) = 0;
  85. // To implement high-level army management bulk actions
  86. virtual int bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) = 0;
  87. virtual int bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany = 1) = 0;
  88. virtual int bulkSmartSplitStack(ObjectInstanceID armyId, SlotID srcSlot) = 0;
  89. virtual int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) = 0;
  90. // Moves all artifacts from one hero to another
  91. virtual void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) = 0;
  92. };
  93. class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback
  94. {
  95. protected:
  96. int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
  97. CClient *cl;
  98. public:
  99. CBattleCallback(std::optional<PlayerColor> Player, CClient * C);
  100. int battleMakeAction(const BattleAction * action) override;//for casting spells by hero - DO NOT use it for moving active stack
  101. bool battleMakeTacticAction(BattleAction * action) override; // performs tactic phase actions
  102. std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
  103. #if SCRIPTING_ENABLED
  104. scripting::Pool * getContextPool() const override;
  105. #endif
  106. friend class CCallback;
  107. friend class CClient;
  108. };
  109. class CCallback : public CPlayerSpecificInfoCallback,
  110. public IGameActionCallback,
  111. public CBattleCallback
  112. {
  113. public:
  114. CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C);
  115. virtual ~CCallback();
  116. //client-specific functionalities (pathfinding)
  117. virtual bool canMoveBetween(const int3 &a, const int3 &b);
  118. virtual int3 getGuardingCreaturePosition(int3 tile);
  119. virtual std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
  120. //Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
  121. void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
  122. void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
  123. //commands
  124. bool moveHero(const CGHeroInstance *h, int3 dst, bool transit = false) override; //dst must be free, neighbouring tile (this function can move hero only by one tile)
  125. bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
  126. int selectionMade(int selection, QueryID queryID) override;
  127. int sendQueryReply(const JsonNode & reply, QueryID queryID) override;
  128. int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override;
  129. int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
  130. int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2) override; //first goes to the second
  131. int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val) override;
  132. int bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot) override;
  133. int bulkSplitStack(ObjectInstanceID armyId, SlotID srcSlot, int howMany = 1) override;
  134. int bulkSmartSplitStack(ObjectInstanceID armyId, SlotID srcSlot) override;
  135. int bulkMergeStacks(ObjectInstanceID armyId, SlotID srcSlot) override;
  136. bool dismissHero(const CGHeroInstance * hero) override;
  137. bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override;
  138. bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
  139. void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) override;
  140. void eraseArtifactByClient(const ArtifactLocation & al) override;
  141. bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
  142. void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override;
  143. bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override;
  144. bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override;
  145. void endTurn() override;
  146. void swapGarrisonHero(const CGTownInstance *town) override;
  147. void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
  148. void trade(const IMarket * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
  149. void trade(const IMarket * market, EMarketMode::EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr) override;
  150. void setFormation(const CGHeroInstance * hero, bool tight) override;
  151. void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero) override;
  152. void save(const std::string &fname) override;
  153. void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) override;
  154. void buildBoat(const IShipyard *obj) override;
  155. void dig(const CGObjectInstance *hero) override;
  156. void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1)) override;
  157. //friends
  158. friend class CClient;
  159. };