CGameHandler.h 17 KB

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  1. /*
  2. * CGameHandler.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 <vcmi/Environment.h>
  12. #include "../lib/callback/IGameEventCallback.h"
  13. #include "../lib/LoadProgress.h"
  14. #include "../lib/ScriptHandler.h"
  15. #include "../lib/gameState/GameStatistics.h"
  16. #include "../lib/networkPacks/PacksForServer.h"
  17. VCMI_LIB_NAMESPACE_BEGIN
  18. struct SideInBattle;
  19. class IMarket;
  20. class SpellCastEnvironment;
  21. class CConnection;
  22. class CCommanderInstance;
  23. class EVictoryLossCheckResult;
  24. class CRandomGenerator;
  25. class GameRandomizer;
  26. class StatisticDataSet;
  27. struct StartInfo;
  28. struct TerrainTile;
  29. struct CPackForServer;
  30. struct NewTurn;
  31. struct CGarrisonOperationPack;
  32. struct SetResources;
  33. struct NewStructures;
  34. #if SCRIPTING_ENABLED
  35. namespace scripting
  36. {
  37. class PoolImpl;
  38. }
  39. #endif
  40. VCMI_LIB_NAMESPACE_END
  41. class HeroPoolProcessor;
  42. class CVCMIServer;
  43. class CBaseForGHApply;
  44. class PlayerMessageProcessor;
  45. class BattleProcessor;
  46. class TurnOrderProcessor;
  47. class TurnTimerHandler;
  48. class QueriesProcessor;
  49. class CObjectVisitQuery;
  50. class NewTurnProcessor;
  51. class CGameHandler : public Environment, public IGameEventCallback
  52. {
  53. CVCMIServer * lobby;
  54. public:
  55. std::unique_ptr<HeroPoolProcessor> heroPool;
  56. std::unique_ptr<BattleProcessor> battles;
  57. std::unique_ptr<QueriesProcessor> queries;
  58. std::unique_ptr<TurnOrderProcessor> turnOrder;
  59. std::unique_ptr<TurnTimerHandler> turnTimerHandler;
  60. std::unique_ptr<NewTurnProcessor> newTurnProcessor;
  61. std::unique_ptr<GameRandomizer> randomizer;
  62. std::unique_ptr<StatisticDataSet> statistics;
  63. std::shared_ptr<CGameState> gs;
  64. //use enums as parameters, because doMove(sth, true, false, true) is not readable
  65. enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
  66. enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
  67. enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
  68. std::unique_ptr<PlayerMessageProcessor> playerMessages;
  69. std::map<PlayerColor, std::set<std::shared_ptr<CConnection>>> connections; //player color -> connection to client with interface of that player
  70. //queries stuff
  71. ui32 QID;
  72. SpellCastEnvironment * spellEnv;
  73. const Services * services() const override;
  74. const BattleCb * battle(const BattleID & battleID) const override;
  75. const GameCb * game() const override;
  76. vstd::CLoggerBase * logger() const override;
  77. events::EventBus * eventBus() const override;
  78. CVCMIServer & gameLobby() const;
  79. bool isBlockedByQueries(const CPackForServer *pack, PlayerColor player);
  80. bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
  81. void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
  82. IGameInfoCallback & gameInfo();
  83. const CGameState & gameState() const { return *gs; }
  84. // Helpers to create new object of specified type
  85. std::shared_ptr<CGObjectInstance> createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID);
  86. void createWanderingMonster(const int3 & visitablePosition, CreatureID creature, int unitSize);
  87. void createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) override;
  88. void createHole(const int3 & visitablePosition, PlayerColor initiator);
  89. void newObject(std::shared_ptr<CGObjectInstance> object, PlayerColor initiator);
  90. explicit CGameHandler(CVCMIServer * lobby);
  91. ~CGameHandler();
  92. //////////////////////////////////////////////////////////////////////////
  93. //from IGameInfoCallback
  94. //do sth
  95. void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
  96. void setResearchedSpells(const CGTownInstance * town, int level, const std::vector<SpellID> & spells, bool accepted) override;
  97. bool removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) override;
  98. void setOwner(const CGObjectInstance * obj, PlayerColor owner) override;
  99. void giveExperience(const CGHeroInstance * hero, TExpType val) override;
  100. void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, ChangeValueMode mode) override;
  101. void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, ChangeValueMode mode) override;
  102. void showBlockingDialog(const IObjectInterface * caller, BlockingDialog *iw) override;
  103. void showTeleportDialog(TeleportDialog *iw) override;
  104. void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
  105. void showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) override;
  106. void giveResource(PlayerColor player, GameResID which, int val) override;
  107. void giveResources(PlayerColor player, const ResourceSet & resources) override;
  108. void giveCreatures(const CGHeroInstance * h, const CCreatureSet &creatures) override;
  109. void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override;
  110. void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures, bool forceRemoval) override;
  111. bool changeStackType(const StackLocation &sl, const CCreature *c) override;
  112. bool changeStackCount(const StackLocation &sl, TQuantity count, ChangeValueMode mode) override;
  113. bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override;
  114. bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override;
  115. bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override;
  116. bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override;
  117. void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override;
  118. bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override;
  119. void removeAfterVisit(const ObjectInstanceID & id) override;
  120. bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, const SpellID & spellId, const ArtifactPosition & pos);
  121. bool giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos) override;
  122. bool giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos) override;
  123. bool putArtifact(const ArtifactLocation & al, const ArtifactInstanceID & id, std::optional<bool> askAssemble) override;
  124. void removeArtifact(const ArtifactLocation &al) override;
  125. void removeArtifact(const ObjectInstanceID & srcId, const std::vector<ArtifactPosition> & slotsPack);
  126. bool moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst) override;
  127. bool bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack);
  128. bool manageBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, const ManageBackpackArtifacts::ManageCmd & sortType);
  129. bool saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx);
  130. bool switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx);
  131. bool eraseArtifactByClient(const ArtifactLocation & al);
  132. void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  133. void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  134. void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town) override; //use hero=nullptr for no hero
  135. void startBattle(const CArmedInstance *army1, const CArmedInstance *army2) override; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
  136. bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
  137. void giveHeroBonus(GiveBonus * bonus) override;
  138. void setMovePoints(SetMovePoints * smp) override;
  139. void setMovePoints(ObjectInstanceID hid, int val, ChangeValueMode mode) override;
  140. void setManaPoints(ObjectInstanceID hid, int val) override;
  141. void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) override;
  142. void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator) override;
  143. void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
  144. void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) override;
  145. void changeFogOfWar(const std::unordered_set<int3> &tiles, PlayerColor player,ETileVisibility mode) override;
  146. void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override;
  147. void useChargedArtifactUsed(const ObjectInstanceID & heroObjectID, const SpellID & spellID);
  148. /// Returns hero that is currently visiting this object, or nullptr if no visit is active
  149. const CGHeroInstance * getVisitingHero(const CGObjectInstance *obj);
  150. const CGObjectInstance * getVisitingObject(const CGHeroInstance *hero);
  151. bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
  152. void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value) override;
  153. void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) override;
  154. void setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration) override;
  155. void setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration) override;
  156. void showInfoDialog(InfoWindow * iw) override;
  157. //////////////////////////////////////////////////////////////////////////
  158. void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
  159. void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
  160. void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
  161. bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
  162. void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  163. void visitCastleObjects(const CGTownInstance * obj, std::vector<const CGHeroInstance * > visitors);
  164. void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
  165. void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
  166. void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
  167. void levelUpCommander (const CCommanderInstance * c);
  168. void expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
  169. //////////////////////////////////////////////////////////////////////////
  170. void init(StartInfo *si, Load::ProgressAccumulator & progressTracking);
  171. void handleClientDisconnection(std::shared_ptr<CConnection> c);
  172. void handleReceivedPack(std::shared_ptr<CConnection> c, CPackForServer & pack);
  173. bool hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const;
  174. bool hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const;
  175. bool queryReply( QueryID qid, std::optional<int32_t> reply, PlayerColor player );
  176. bool buildBoat( ObjectInstanceID objid, PlayerColor player );
  177. bool setFormation( ObjectInstanceID hid, EArmyFormation formation );
  178. bool tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy);
  179. bool sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count);
  180. bool sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2);
  181. bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID);
  182. bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
  183. bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
  184. bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
  185. bool buyArtifact( const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
  186. bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid); //for artifact merchant selling
  187. //void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
  188. bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
  189. bool garrisonSwap(ObjectInstanceID tid);
  190. bool swapGarrisonOnSiege(ObjectInstanceID tid) override;
  191. bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
  192. bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, int32_t cram, int32_t level, PlayerColor player);
  193. bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
  194. bool visitTownBuilding(ObjectInstanceID tid, BuildingID bid);
  195. bool razeStructure(ObjectInstanceID tid, BuildingID bid);
  196. bool spellResearch(ObjectInstanceID tid, SpellID spellAtSlot, bool accepted);
  197. bool disbandCreature( ObjectInstanceID id, SlotID pos );
  198. bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
  199. bool bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot);
  200. bool bulkSplitStack(SlotID src, ObjectInstanceID srcOwner, si32 howMany);
  201. bool bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner);
  202. bool bulkSplitAndRebalanceStack(SlotID slotSrc, ObjectInstanceID srcOwner);
  203. void save(const std::string &fname);
  204. bool load(const std::string &fname);
  205. void onPlayerTurnStarted(PlayerColor which);
  206. void onPlayerTurnEnded(PlayerColor which);
  207. void onNewTurn();
  208. void addStatistics(StatisticDataSet &stat) const;
  209. bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
  210. void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
  211. void objectVisitEnded(const ObjectInstanceID & heroObjectID, PlayerColor player);
  212. bool dig(const CGHeroInstance *h);
  213. void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
  214. template <typename Handler> void serialize(Handler &h)
  215. {
  216. h & QID;
  217. h & *randomizer;
  218. h & *battles;
  219. h & *heroPool;
  220. h & *playerMessages;
  221. h & *turnOrder;
  222. h & *turnTimerHandler;
  223. if (h.hasFeature(Handler::Version::SERVER_STATISTICS))
  224. {
  225. h & *statistics;
  226. }
  227. #if SCRIPTING_ENABLED
  228. JsonNode scriptsState;
  229. if(h.saving)
  230. serverScripts->serializeState(h.saving, scriptsState);
  231. h & scriptsState;
  232. if(!h.saving)
  233. serverScripts->serializeState(h.saving, scriptsState);
  234. #endif
  235. }
  236. void sendToAllClients(CPackForClient & pack);
  237. void sendAndApply(CPackForClient & pack) override;
  238. void sendAndApply(CGarrisonOperationPack & pack);
  239. void sendAndApply(SetResources & pack);
  240. void sendAndApply(NewStructures & pack);
  241. void wrongPlayerMessage(const std::shared_ptr<CConnection> & connection, const CPackForServer * pack, PlayerColor expectedplayer);
  242. /// Unconditionally throws with "Action not allowed" message
  243. [[noreturn]] void throwNotAllowedAction(const std::shared_ptr<CConnection> & connection);
  244. /// Throws if player stated in pack is not making turn right now
  245. void throwIfPlayerNotActive(const std::shared_ptr<CConnection> & connection, const CPackForServer * pack);
  246. /// Throws if object is not owned by pack sender
  247. void throwIfWrongOwner(const std::shared_ptr<CConnection> & connection, const CPackForServer * pack, ObjectInstanceID id);
  248. /// Throws if player is not present on connection of this pack
  249. void throwIfWrongPlayer(const std::shared_ptr<CConnection> & connection, const CPackForServer * pack, PlayerColor player);
  250. void throwIfWrongPlayer(const std::shared_ptr<CConnection> & connection, const CPackForServer * pack);
  251. [[noreturn]] void throwAndComplain(const std::shared_ptr<CConnection> & connection, std::string txt);
  252. bool isPlayerOwns(const std::shared_ptr<CConnection> & connection, const CPackForServer * pack, ObjectInstanceID id);
  253. void start(bool resume);
  254. void tick(int millisecondsPassed);
  255. bool sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts);
  256. void spawnWanderingMonsters(CreatureID creatureID);
  257. // Check for victory and loss conditions
  258. void checkVictoryLossConditionsForPlayer(PlayerColor player);
  259. void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
  260. void checkVictoryLossConditionsForAll();
  261. vstd::RNG & getRandomGenerator() override;
  262. //#if SCRIPTING_ENABLED
  263. // scripting::Pool * getGlobalContextPool() const override;
  264. // scripting::Pool * getContextPool() const override;
  265. //#endif
  266. friend class CVCMIServer;
  267. private:
  268. std::unique_ptr<events::EventBus> serverEventBus;
  269. #if SCRIPTING_ENABLED
  270. std::shared_ptr<scripting::PoolImpl> serverScripts;
  271. #endif
  272. void reinitScripting();
  273. void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
  274. const std::string complainNoCreatures;
  275. const std::string complainNotEnoughCreatures;
  276. const std::string complainInvalidSlot;
  277. };
  278. class ExceptionNotAllowedAction : public std::exception
  279. {
  280. };