OpenRCT2/src/openrct2/actions/GameAction.h

298 lines
7.1 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2024 OpenRCT2 developers
*
* For a complete list of all authors, please refer to contributors.md
* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is licensed under the GNU General Public License version 3.
*****************************************************************************/
#pragma once
#include "../Game.h"
#include "../common.h"
#include "../core/DataSerialiser.h"
#include "../core/Identifier.hpp"
#include "../localisation/StringIds.h"
#include "GameActionResult.h"
#include <array>
#include <functional>
#include <memory>
#include <utility>
namespace GameActions
{
namespace Flags
{
constexpr uint16_t AllowWhilePaused = 1 << 0;
constexpr uint16_t ClientOnly = 1 << 1;
constexpr uint16_t EditorOnly = 1 << 2;
constexpr uint16_t IgnoreForReplays = 1 << 3;
} // namespace Flags
} // namespace GameActions
#ifdef __WARN_SUGGEST_FINAL_METHODS__
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wsuggest-final-methods"
# pragma GCC diagnostic ignored "-Wsuggest-final-types"
#endif
/**
*
*/
class GameActionParameterVisitor
{
public:
virtual ~GameActionParameterVisitor() = default;
virtual void Visit(std::string_view name, bool& param)
{
}
virtual void Visit(std::string_view name, int32_t& param)
{
}
virtual void Visit(std::string_view name, std::string& param)
{
}
void Visit(CoordsXY& param)
{
Visit("x", param.x);
Visit("y", param.y);
}
void Visit(CoordsXYZ& param)
{
Visit("x", param.x);
Visit("y", param.y);
Visit("z", param.z);
}
void Visit(CoordsXYZD& param)
{
Visit("x", param.x);
Visit("y", param.y);
Visit("z", param.z);
Visit("direction", param.direction);
}
void Visit(MapRange& param)
{
Visit("x1", param.Point1.x);
Visit("y1", param.Point1.y);
Visit("x2", param.Point2.x);
Visit("y2", param.Point2.y);
}
template<typename T> void Visit(std::string_view name, T& param)
{
static_assert(std::is_arithmetic_v<T> || std::is_enum_v<T>, "Not an arithmetic type");
auto value = static_cast<int32_t>(param);
Visit(name, value);
param = static_cast<T>(value);
}
template<typename T, T TNull, typename TTag> void Visit(std::string_view name, TIdentifier<T, TNull, TTag>& param)
{
auto value = param.ToUnderlying();
Visit(name, value);
param = TIdentifier<T, TNull, TTag>::FromUnderlying(value);
}
template<typename T, size_t _TypeID> void Visit(std::string_view name, NetworkObjectId<T, _TypeID>& param)
{
Visit(name, param.id);
}
};
class GameAction
{
public:
using Ptr = std::unique_ptr<GameAction>;
using Callback_t = std::function<void(const class GameAction*, const GameActions::Result*)>;
private:
GameCommand const _type;
NetworkPlayerId_t _playerId = { -1 }; // Callee
uint32_t _flags = 0; // GAME_COMMAND_FLAGS
uint32_t _networkId = 0;
Callback_t _callback;
public:
GameAction(GameCommand type)
: _type(type)
{
}
virtual ~GameAction() = default;
const char* GetName() const;
virtual void AcceptParameters(GameActionParameterVisitor&)
{
}
void AcceptFlags(GameActionParameterVisitor& visitor)
{
visitor.Visit("flags", _flags);
}
NetworkPlayerId_t GetPlayer() const
{
return _playerId;
}
void SetPlayer(NetworkPlayerId_t playerId)
{
_playerId = playerId;
}
/**
* Gets the GameActions::Flags flags that are enabled for this game action.
*/
virtual uint16_t GetActionFlags() const
{
// Make sure we execute some things only on the client.
uint16_t flags = 0;
if ((GetFlags() & GAME_COMMAND_FLAG_GHOST) != 0 || (GetFlags() & GAME_COMMAND_FLAG_NO_SPEND) != 0)
{
flags |= GameActions::Flags::ClientOnly;
}
if (GetFlags() & GAME_COMMAND_FLAG_ALLOW_DURING_PAUSED)
{
flags |= GameActions::Flags::AllowWhilePaused;
}
return flags;
}
/**
* Currently used for GAME_COMMAND_FLAGS, needs refactoring once everything is replaced.
*/
uint32_t GetFlags() const
{
return _flags;
}
uint32_t SetFlags(uint32_t flags)
{
return _flags = flags;
}
GameCommand GetType() const
{
return _type;
}
void SetCallback(Callback_t cb)
{
_callback = cb;
}
const Callback_t& GetCallback() const
{
return _callback;
}
void SetNetworkId(uint32_t id)
{
_networkId = id;
}
uint32_t GetNetworkId() const
{
return _networkId;
}
virtual void Serialise(DataSerialiser& stream)
{
stream << DS_TAG(_networkId) << DS_TAG(_flags) << DS_TAG(_playerId);
}
// Helper function, allows const Objects to still serialize into DataSerialiser while being const.
void Serialise(DataSerialiser& stream) const
{
return const_cast<GameAction&>(*this).Serialise(stream);
}
/**
* Override this to specify the wait time in milliseconds the player is required to wait before
* being able to execute it again.
*/
virtual uint32_t GetCooldownTime() const
{
return 0;
}
/**
* Query the result of the game action without changing the game state.
*/
virtual GameActions::Result Query() const abstract;
/**
* Apply the game action and change the game state.
*/
virtual GameActions::Result Execute() const abstract;
bool LocationValid(const CoordsXY& coords) const;
};
#ifdef __WARN_SUGGEST_FINAL_METHODS__
# pragma GCC diagnostic pop
#endif
template<GameCommand TId> struct GameActionNameQuery
{
};
template<GameCommand TType> struct GameActionBase : GameAction
{
public:
static constexpr GameCommand TYPE = TType;
GameActionBase()
: GameAction(TYPE)
{
}
};
namespace GameActions
{
using GameActionFactory = GameAction* (*)();
bool IsValidId(uint32_t id);
const char* GetName(GameCommand id);
// Halts the queue processing until ResumeQueue is called, any calls to ProcessQueue
// will have no effect during suspension. It has no effect of actions that will not
// cross the network.
void SuspendQueue();
// Resumes queue processing.
void ResumeQueue();
void Enqueue(const GameAction* ga, uint32_t tick);
void Enqueue(GameAction::Ptr&& ga, uint32_t tick);
void ProcessQueue();
void ClearQueue();
GameAction::Ptr Create(GameCommand id);
GameAction::Ptr Clone(const GameAction* action);
// This should be used if a round trip is to be expected.
GameActions::Result Query(const GameAction* action);
GameActions::Result Execute(const GameAction* action);
// This should be used from within game actions.
GameActions::Result QueryNested(const GameAction* action);
GameActions::Result ExecuteNested(const GameAction* action);
} // namespace GameActions