OpenRCT2/src/openrct2/actions/GameAction.h

436 lines
11 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2020 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/IStream.hpp"
#include "../localisation/StringIds.h"
#include "../world/Map.h"
#include <array>
#include <functional>
#include <memory>
#include <utility>
class StringVariant
{
private:
rct_string_id StringId = STR_NONE;
std::string String;
public:
StringVariant() = default;
StringVariant(rct_string_id stringId)
: StringId(stringId)
{
}
StringVariant(const std::string& s)
: String(s)
{
}
StringVariant(std::string&& s)
: String(s)
{
}
StringVariant(const char* s)
: String(s)
{
}
const std::string* AsString() const
{
if (!String.empty())
{
return &String;
}
return {};
}
const rct_string_id* AsStringId() const
{
if (String.empty())
{
return &StringId;
}
return {};
}
rct_string_id GetStringId() const
{
return String.empty() ? StringId : STR_NONE;
}
};
#ifdef __WARN_SUGGEST_FINAL_METHODS__
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wsuggest-final-methods"
# pragma GCC diagnostic ignored "-Wsuggest-final-types"
#endif
namespace GameActions
{
/**
* Common error codes for game actions.
*/
enum class Status : uint16_t
{
Ok,
InvalidParameters,
Disallowed,
GamePaused,
InsufficientFunds,
NotInEditorMode,
NotOwned,
TooLow,
TooHigh,
NoClearance,
ItemAlreadyPlaced,
NotClosed,
Broken,
NoFreeElements,
Unknown = UINT16_MAX,
};
namespace Flags
{
constexpr uint16_t AllowWhilePaused = 1 << 0;
constexpr uint16_t ClientOnly = 1 << 1;
constexpr uint16_t EditorOnly = 1 << 2;
} // namespace Flags
/**
* Represents the result of a game action query or execution.
*/
class Result
{
public:
using Ptr = std::unique_ptr<GameActions::Result>;
GameActions::Status Error = GameActions::Status::Ok;
StringVariant ErrorTitle;
StringVariant ErrorMessage;
std::array<uint8_t, 32> ErrorMessageArgs;
CoordsXYZ Position = { LOCATION_NULL, LOCATION_NULL, LOCATION_NULL };
money32 Cost = 0;
ExpenditureType Expenditure = ExpenditureType::Count;
Result() = default;
Result(GameActions::Status error, rct_string_id message);
Result(GameActions::Status error, rct_string_id title, rct_string_id message);
Result(GameActions::Status error, rct_string_id title, rct_string_id message, uint8_t* args);
Result(const GameActions::Result&) = delete;
virtual ~Result(){};
std::string GetErrorTitle() const;
std::string GetErrorMessage() const;
};
class ConstructClearResult final : public Result
{
public:
uint8_t GroundFlags{ 0 };
};
} // namespace GameActions
/**
*
*/
class GameActionParameterVisitor
{
public:
virtual ~GameActionParameterVisitor() = default;
virtual void Visit(const std::string_view& name, bool& param)
{
}
virtual void Visit(const std::string_view& name, int32_t& param)
{
}
virtual void Visit(const 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);
}
template<typename T> void Visit(const 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, size_t _TypeID> void Visit(const std::string_view& name, NetworkObjectId_t<T, _TypeID>& param)
{
Visit(name, param.id);
}
};
struct GameAction
{
public:
using Ptr = std::unique_ptr<GameAction>;
using Callback_t = std::function<void(const struct GameAction*, const GameActions::Result*)>;
private:
uint32_t const _type;
NetworkPlayerId_t _playerId = { -1 }; // Callee
uint32_t _flags = 0; // GAME_COMMAND_FLAGS
uint32_t _networkId = 0;
Callback_t _callback;
public:
GameAction(uint32_t type)
: _type(type)
{
}
virtual ~GameAction() = default;
virtual const char* GetName() const = 0;
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;
}
uint32_t 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::Ptr Query() const abstract;
/**
* Apply the game action and change the game state.
*/
virtual GameActions::Result::Ptr Execute() const abstract;
bool LocationValid(const CoordsXY& coords) const;
};
#ifdef __WARN_SUGGEST_FINAL_METHODS__
# pragma GCC diagnostic pop
#endif
template<uint32_t TId> struct GameActionNameQuery
{
};
template<uint32_t TType, typename TResultType> struct GameActionBase : GameAction
{
public:
using Result = TResultType;
static constexpr uint32_t TYPE = TType;
GameActionBase()
: GameAction(TYPE)
{
}
virtual const char* GetName() const override
{
return GameActionNameQuery<TType>::Name();
}
void SetCallback(std::function<void(const struct GameAction*, const TResultType*)> typedCallback)
{
GameAction::SetCallback([typedCallback](const GameAction* ga, const GameActions::Result* result) {
typedCallback(ga, static_cast<const TResultType*>(result));
});
}
protected:
template<class... TTypes> static constexpr std::unique_ptr<TResultType> MakeResult(TTypes&&... args)
{
return std::make_unique<TResultType>(std::forward<TTypes>(args)...);
}
};
namespace GameActions
{
using GameActionFactory = GameAction* (*)();
void Initialize();
void Register();
bool IsValidId(uint32_t 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(uint32_t id);
GameAction::Ptr Clone(const GameAction* action);
// This should be used if a round trip is to be expected.
GameActions::Result::Ptr Query(const GameAction* action);
GameActions::Result::Ptr Execute(const GameAction* action);
// This should be used from within game actions.
GameActions::Result::Ptr QueryNested(const GameAction* action);
GameActions::Result::Ptr ExecuteNested(const GameAction* action);
GameActionFactory Register(uint32_t id, GameActionFactory action);
template<typename T> static GameActionFactory Register()
{
GameActionFactory factory = []() -> GameAction* { return new T(); };
Register(T::TYPE, factory);
return factory;
}
// clang-format off
#define DEFINE_GAME_ACTION(cls, id, res) \
template<> struct GameActionNameQuery<id> \
{ \
static const char* Name() \
{ \
return #cls; \
} \
}; \
struct cls final : public GameActionBase<id, res>
// clang-format on
} // namespace GameActions