GameStatePackVisitor.cpp 46 KB

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  1. /*
  2. * GameStatePackVisitor.cpp, 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. #include "StdInc.h"
  11. #include "GameStatePackVisitor.h"
  12. #include "CGameState.h"
  13. #include "TavernHeroesPool.h"
  14. #include "../CPlayerState.h"
  15. #include "../CStack.h"
  16. #include "../IGameSettings.h"
  17. #include "../campaign/CampaignState.h"
  18. #include "../entities/artifact/ArtifactUtils.h"
  19. #include "../entities/artifact/CArtifact.h"
  20. #include "../entities/artifact/CArtifactFittingSet.h"
  21. #include "../mapObjects/CGHeroInstance.h"
  22. #include "../mapObjects/CGMarket.h"
  23. #include "../mapObjects/CGTownInstance.h"
  24. #include "../mapObjects/CQuest.h"
  25. #include "../mapObjects/FlaggableMapObject.h"
  26. #include "../mapObjects/MiscObjects.h"
  27. #include "../mapObjects/TownBuildingInstance.h"
  28. #include "../mapping/CMap.h"
  29. #include "../networkPacks/StackLocation.h"
  30. VCMI_LIB_NAMESPACE_BEGIN
  31. void GameStatePackVisitor::visitSetResources(SetResources & pack)
  32. {
  33. assert(pack.player.isValidPlayer());
  34. if(pack.mode == ChangeValueMode::ABSOLUTE)
  35. gs.getPlayerState(pack.player)->resources = pack.res;
  36. else
  37. gs.getPlayerState(pack.player)->resources += pack.res;
  38. gs.getPlayerState(pack.player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  39. //just ensure that player resources are not negative
  40. //server is responsible to check if player can afford deal
  41. //but events on server side are allowed to take more than player have
  42. gs.getPlayerState(pack.player)->resources.positive();
  43. }
  44. void GameStatePackVisitor::visitSetPrimSkill(SetPrimSkill & pack)
  45. {
  46. CGHeroInstance * hero = gs.getHero(pack.id);
  47. assert(hero);
  48. hero->setPrimarySkill(pack.which, pack.val, pack.mode);
  49. }
  50. void GameStatePackVisitor::visitSetSecSkill(SetSecSkill & pack)
  51. {
  52. CGHeroInstance *hero = gs.getHero(pack.id);
  53. hero->setSecSkillLevel(pack.which, pack.val, pack.mode);
  54. }
  55. void GameStatePackVisitor::visitSetCommanderProperty(SetCommanderProperty & pack)
  56. {
  57. const auto & commander = gs.getHero(pack.heroid)->getCommander();
  58. assert (commander);
  59. switch (pack.which)
  60. {
  61. case SetCommanderProperty::BONUS:
  62. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  63. break;
  64. case SetCommanderProperty::SPECIAL_SKILL:
  65. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  66. commander->specialSkills.insert (pack.additionalInfo);
  67. break;
  68. case SetCommanderProperty::SECONDARY_SKILL:
  69. commander->secondarySkills[pack.additionalInfo] = static_cast<ui8>(pack.amount);
  70. break;
  71. case SetCommanderProperty::ALIVE:
  72. if (pack.amount)
  73. commander->setAlive(true);
  74. else
  75. commander->setAlive(false);
  76. break;
  77. case SetCommanderProperty::EXPERIENCE:
  78. commander->giveTotalStackExperience(pack.amount);
  79. commander->nodeHasChanged();
  80. break;
  81. }
  82. }
  83. void GameStatePackVisitor::visitAddQuest(AddQuest & pack)
  84. {
  85. assert(vstd::contains(gs.players, pack.player));
  86. auto * vec = &gs.players.at(pack.player).quests;
  87. if (!vstd::contains(*vec, pack.quest))
  88. vec->push_back(pack.quest);
  89. else
  90. logNetwork->warn("Warning! Attempt to add duplicated quest");
  91. }
  92. void GameStatePackVisitor::visitChangeFormation(ChangeFormation & pack)
  93. {
  94. gs.getHero(pack.hid)->setFormation(pack.formation);
  95. }
  96. void GameStatePackVisitor::visitHeroVisitCastle(HeroVisitCastle & pack)
  97. {
  98. CGHeroInstance *h = gs.getHero(pack.hid);
  99. CGTownInstance *t = gs.getTown(pack.tid);
  100. assert(h);
  101. assert(t);
  102. if(pack.start())
  103. t->setVisitingHero(h);
  104. else
  105. t->setVisitingHero(nullptr);
  106. }
  107. void GameStatePackVisitor::visitChangeSpells(ChangeSpells & pack)
  108. {
  109. CGHeroInstance *hero = gs.getHero(pack.hid);
  110. if(pack.learn)
  111. for(const auto & sid : pack.spells)
  112. hero->addSpellToSpellbook(sid);
  113. else
  114. for(const auto & sid : pack.spells)
  115. hero->removeSpellFromSpellbook(sid);
  116. }
  117. void GameStatePackVisitor::visitSetResearchedSpells(SetResearchedSpells & pack)
  118. {
  119. CGTownInstance *town = gs.getTown(pack.tid);
  120. town->spells[pack.level] = pack.spells;
  121. town->spellResearchCounterDay++;
  122. if(pack.accepted)
  123. town->spellResearchAcceptedCounter++;
  124. }
  125. void GameStatePackVisitor::visitSetMana(SetMana & pack)
  126. {
  127. CGHeroInstance * hero = gs.getHero(pack.hid);
  128. assert(hero);
  129. if(pack.mode == ChangeValueMode::ABSOLUTE)
  130. hero->mana = pack.val;
  131. else
  132. hero->mana += pack.val;
  133. vstd::amax(hero->mana, 0); //not less than 0
  134. }
  135. void GameStatePackVisitor::visitSetMovePoints(SetMovePoints & pack)
  136. {
  137. CGHeroInstance *hero = gs.getHero(pack.hid);
  138. assert(hero);
  139. if(pack.mode == ChangeValueMode::ABSOLUTE)
  140. hero->setMovementPoints(pack.val);
  141. else
  142. hero->setMovementPoints(hero->movementPointsRemaining() + pack.val);
  143. }
  144. void GameStatePackVisitor::visitFoWChange(FoWChange & pack)
  145. {
  146. TeamState * team = gs.getPlayerTeam(pack.player);
  147. auto & fogOfWarMap = team->fogOfWarMap;
  148. for(const int3 & t : pack.tiles)
  149. fogOfWarMap[t.z][t.x][t.y] = pack.mode != ETileVisibility::HIDDEN;
  150. if (pack.mode == ETileVisibility::HIDDEN) //do not hide too much
  151. {
  152. std::unordered_set<int3> tilesRevealed;
  153. for (auto & o : gs.getMap().getObjects())
  154. {
  155. if (o->asOwnable())
  156. {
  157. if(vstd::contains(team->players, o->getOwner())) //check owned observators
  158. gs.getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  159. }
  160. }
  161. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  162. fogOfWarMap[t.z][t.x][t.y] = 1;
  163. }
  164. }
  165. void GameStatePackVisitor::visitSetAvailableHero(SetAvailableHero & pack)
  166. {
  167. gs.heroesPool->setHeroForPlayer(pack.player, pack.slotID, pack.hid, pack.army, pack.roleID, pack.replenishPoints);
  168. }
  169. void GameStatePackVisitor::visitGiveBonus(GiveBonus & pack)
  170. {
  171. CBonusSystemNode *cbsn = nullptr;
  172. switch(pack.who)
  173. {
  174. case GiveBonus::ETarget::OBJECT:
  175. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.id.as<ObjectInstanceID>()));
  176. break;
  177. case GiveBonus::ETarget::HERO_COMMANDER:
  178. cbsn = gs.getHero(pack.id.as<ObjectInstanceID>())->getCommander();
  179. break;
  180. case GiveBonus::ETarget::PLAYER:
  181. cbsn = gs.getPlayerState(pack.id.as<PlayerColor>());
  182. break;
  183. case GiveBonus::ETarget::BATTLE:
  184. assert(Bonus::OneBattle(&pack.bonus));
  185. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.id.as<BattleID>()));
  186. break;
  187. }
  188. assert(cbsn);
  189. if(Bonus::OneWeek(&pack.bonus))
  190. pack.bonus.turnsRemain = 8 - gs.getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  191. auto b = std::make_shared<Bonus>(pack.bonus);
  192. cbsn->addNewBonus(b);
  193. }
  194. void GameStatePackVisitor::visitChangeObjPos(ChangeObjPos & pack)
  195. {
  196. CGObjectInstance *obj = gs.getObjInstance(pack.objid);
  197. if(!obj)
  198. {
  199. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", pack.objid.getNum());
  200. return;
  201. }
  202. gs.getMap().moveObject(pack.objid, pack.nPos + obj->getVisitableOffset());
  203. }
  204. void GameStatePackVisitor::visitChangeObjectVisitors(ChangeObjectVisitors & pack)
  205. {
  206. auto objectPtr = gs.getObjInstance(pack.object);
  207. switch (pack.mode)
  208. {
  209. case ChangeObjectVisitors::VISITOR_ADD_HERO:
  210. gs.getHero(pack.hero)->visitedObjects.insert(pack.object);
  211. [[fallthrough]];
  212. case ChangeObjectVisitors::VISITOR_ADD_PLAYER:
  213. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  214. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjects.insert(pack.object);
  215. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  216. break;
  217. case ChangeObjectVisitors::VISITOR_CLEAR:
  218. // remove visit info from all heroes, including those that are not present on map
  219. for (auto heroID : gs.getMap().getHeroesOnMap())
  220. gs.getHero(heroID)->visitedObjects.erase(pack.object);
  221. for (auto heroID : gs.getMap().getHeroesInPool())
  222. gs.getMap().tryGetFromHeroPool(heroID)->visitedObjects.erase(pack.object);
  223. for(auto &elem : gs.players)
  224. elem.second.visitedObjects.erase(pack.object);
  225. for(auto &elem : gs.teams)
  226. elem.second.scoutedObjects.erase(pack.object);
  227. break;
  228. case ChangeObjectVisitors::VISITOR_SCOUTED:
  229. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  230. break;
  231. }
  232. }
  233. void GameStatePackVisitor::visitChangeArtifactsCostume(ChangeArtifactsCostume & pack)
  234. {
  235. auto & allCostumes = gs.getPlayerState(pack.player)->costumesArtifacts;
  236. if(const auto & costume = allCostumes.find(pack.costumeIdx); costume != allCostumes.end())
  237. costume->second = pack.costumeSet;
  238. else
  239. allCostumes.try_emplace(pack.costumeIdx, pack.costumeSet);
  240. }
  241. void GameStatePackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack)
  242. {
  243. PlayerState *p = gs.getPlayerState(pack.player);
  244. if(pack.victoryLossCheckResult.victory())
  245. {
  246. p->status = EPlayerStatus::WINNER;
  247. // TODO: Campaign-specific code might as well go somewhere else
  248. // keep all heroes from the winning player
  249. if(p->human && gs.getStartInfo()->campState)
  250. {
  251. std::vector<CGHeroInstance *> crossoverHeroes;
  252. for (auto hero : p->getHeroes())
  253. if (hero->tempOwner == pack.player)
  254. crossoverHeroes.push_back(hero);
  255. gs.getStartInfo()->campState->setCurrentMapAsConquered(crossoverHeroes);
  256. }
  257. }
  258. else
  259. {
  260. p->status = EPlayerStatus::LOSER;
  261. }
  262. // defeated player may be making turn right now
  263. gs.actingPlayers.erase(pack.player);
  264. }
  265. void GameStatePackVisitor::visitPlayerReinitInterface(PlayerReinitInterface & pack)
  266. {
  267. if(!gs.getStartInfo())
  268. return;
  269. //TODO: what does mean if more that one player connected?
  270. if(pack.playerConnectionId == PlayerSettings::PLAYER_AI)
  271. {
  272. for(const auto & player : pack.players)
  273. gs.getStartInfo()->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  274. }
  275. }
  276. void GameStatePackVisitor::visitRemoveBonus(RemoveBonus & pack)
  277. {
  278. CBonusSystemNode *node = nullptr;
  279. switch(pack.who)
  280. {
  281. case GiveBonus::ETarget::OBJECT:
  282. node = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.whoID.as<ObjectInstanceID>()));
  283. break;
  284. case GiveBonus::ETarget::PLAYER:
  285. node = gs.getPlayerState(pack.whoID.as<PlayerColor>());
  286. break;
  287. case GiveBonus::ETarget::BATTLE:
  288. assert(Bonus::OneBattle(&pack.bonus));
  289. node = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.whoID.as<BattleID>()));
  290. break;
  291. }
  292. BonusList &bonuses = node->getExportedBonusList();
  293. for(const auto & b : bonuses)
  294. {
  295. if(b->source == pack.source && b->sid == pack.id)
  296. {
  297. pack.bonus = *b; //backup bonus (to show to interfaces later)
  298. node->removeBonus(b);
  299. break;
  300. }
  301. }
  302. }
  303. void GameStatePackVisitor::visitRemoveObject(RemoveObject & pack)
  304. {
  305. CGObjectInstance *obj = gs.getObjInstance(pack.objectID);
  306. logGlobal->debug("removing object id=%d; address=%x; name=%s", pack.objectID, (intptr_t)obj, obj->getObjectName());
  307. if (pack.initiator.isValidPlayer())
  308. gs.getPlayerState(pack.initiator)->destroyedObjects.insert(pack.objectID);
  309. if(obj->getOwner().isValidPlayer())
  310. gs.getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
  311. if(obj->ID == Obj::HERO) //remove beaten hero
  312. {
  313. auto beatenHero = dynamic_cast<CGHeroInstance*>(obj);
  314. assert(beatenHero);
  315. auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
  316. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  317. {
  318. return asi.getArt()->getTypeId() == ArtifactID::GRAIL;
  319. });
  320. if(beatenHero->getVisitedTown())
  321. {
  322. if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
  323. beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
  324. else
  325. beatenHero->getVisitedTown()->setVisitingHero(nullptr);
  326. beatenHero->setVisitedTown(nullptr, false);
  327. }
  328. beatenHero->detachFromBonusSystem(gs);
  329. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  330. // FIXME: workaround:
  331. // hero should be attached to siegeNode after battle
  332. // however this code might also be called on dismissing hero while in town
  333. if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
  334. beatenHero->detachFrom(*siegeNode);
  335. //If hero on Boat is removed, the Boat disappears
  336. if(beatenHero->inBoat())
  337. {
  338. auto boat = beatenHero->getBoat();
  339. beatenHero->setBoat(nullptr);
  340. gs.getMap().eraseObject(boat->id);
  341. }
  342. auto beatenObject = gs.getMap().eraseObject(obj->id);
  343. //return hero to the pool, so he may reappear in tavern
  344. gs.heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
  345. gs.getMap().addToHeroPool(std::dynamic_pointer_cast<CGHeroInstance>(beatenObject));
  346. return;
  347. }
  348. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  349. if (quest)
  350. {
  351. for (auto &player : gs.players)
  352. {
  353. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  354. return q.obj == obj->id;
  355. });
  356. }
  357. }
  358. gs.getMap().eraseObject(pack.objectID);
  359. gs.getMap().calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  360. }
  361. static int getDir(const int3 & src, const int3 & dst)
  362. {
  363. int ret = -1;
  364. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  365. {
  366. ret = 1;
  367. }
  368. else if(dst.x == src.x && dst.y+1 == src.y) //t
  369. {
  370. ret = 2;
  371. }
  372. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  373. {
  374. ret = 3;
  375. }
  376. else if(dst.x-1 == src.x && dst.y == src.y) //r
  377. {
  378. ret = 4;
  379. }
  380. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  381. {
  382. ret = 5;
  383. }
  384. else if(dst.x == src.x && dst.y-1 == src.y) //b
  385. {
  386. ret = 6;
  387. }
  388. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  389. {
  390. ret = 7;
  391. }
  392. else if(dst.x+1 == src.x && dst.y == src.y) //l
  393. {
  394. ret = 8;
  395. }
  396. return ret;
  397. }
  398. void GameStatePackVisitor::visitTryMoveHero(TryMoveHero & pack)
  399. {
  400. CGHeroInstance *h = gs.getHero(pack.id);
  401. if (!h)
  402. {
  403. logGlobal->error("Attempt ot move unavailable hero %d", pack.id.getNum());
  404. return;
  405. }
  406. const TerrainTile & fromTile = gs.getMap().getTile(h->convertToVisitablePos(pack.start));
  407. const TerrainTile & destTile = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  408. h->setMovementPoints(pack.movePoints);
  409. if((pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::BLOCKING_VISIT || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK) && pack.start != pack.end)
  410. {
  411. auto dir = getDir(pack.start, pack.end);
  412. if(dir > 0 && dir <= 8)
  413. h->moveDir = dir;
  414. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  415. }
  416. if(pack.result == TryMoveHero::EMBARK) //hero enters boat at destination tile
  417. {
  418. const TerrainTile &tt = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  419. ObjectInstanceID topObjectID = tt.visitableObjects.back();
  420. CGObjectInstance * topObject = gs.getObjInstance(topObjectID);
  421. assert(tt.visitableObjects.size() >= 1 && topObject->ID == Obj::BOAT); //the only visitable object at destination is Boat
  422. auto * boat = dynamic_cast<CGBoat *>(topObject);
  423. assert(boat);
  424. gs.getMap().hideObject(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  425. h->setBoat(boat);
  426. }
  427. else if(pack.result == TryMoveHero::DISEMBARK) //hero leaves boat to destination tile
  428. {
  429. auto * b = h->getBoat();
  430. b->direction = h->moveDir;
  431. b->pos = pack.start;
  432. gs.getMap().showObject(b);
  433. h->setBoat(nullptr);
  434. }
  435. if(pack.start != pack.end && (pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::TELEPORTATION || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK))
  436. {
  437. gs.getMap().hideObject(h);
  438. h->setAnchorPos(pack.end);
  439. if(auto * b = h->getBoat())
  440. b->setAnchorPos(pack.end);
  441. gs.getMap().showObject(h);
  442. }
  443. auto & fogOfWarMap = gs.getPlayerTeam(h->getOwner())->fogOfWarMap;
  444. for(const int3 & t : pack.fowRevealed)
  445. fogOfWarMap[t.z][t.x][t.y] = 1;
  446. if (fromTile.getTerrainID() != destTile.getTerrainID())
  447. h->nodeHasChanged(); // update bonuses with terrain limiter
  448. }
  449. void GameStatePackVisitor::visitNewStructures(NewStructures & pack)
  450. {
  451. CGTownInstance *t = gs.getTown(pack.tid);
  452. for(const auto & id : pack.bid)
  453. {
  454. assert(t->getTown()->buildings.at(id) != nullptr);
  455. t->addBuilding(id);
  456. }
  457. t->updateAppearance();
  458. t->built = pack.built;
  459. t->recreateBuildingsBonuses();
  460. }
  461. void GameStatePackVisitor::visitRazeStructures(RazeStructures & pack)
  462. {
  463. CGTownInstance *t = gs.getTown(pack.tid);
  464. for(const auto & id : pack.bid)
  465. {
  466. t->removeBuilding(id);
  467. t->updateAppearance();
  468. }
  469. t->destroyed = pack.destroyed; //yeaha
  470. t->recreateBuildingsBonuses();
  471. }
  472. void GameStatePackVisitor::visitSetAvailableCreatures(SetAvailableCreatures & pack)
  473. {
  474. auto * dw = dynamic_cast<CGDwelling *>(gs.getObjInstance(pack.tid));
  475. assert(dw);
  476. dw->creatures = pack.creatures;
  477. }
  478. void GameStatePackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack)
  479. {
  480. CGTownInstance *t = gs.getTown(pack.tid);
  481. CGHeroInstance * v = gs.getHero(pack.visiting);
  482. CGHeroInstance * g = gs.getHero(pack.garrison);
  483. bool newVisitorComesFromGarrison = v && v == t->getGarrisonHero();
  484. bool newGarrisonComesFromVisiting = g && g == t->getVisitingHero();
  485. if(newVisitorComesFromGarrison)
  486. t->setGarrisonedHero(nullptr);
  487. if(newGarrisonComesFromVisiting)
  488. t->setVisitingHero(nullptr);
  489. if(!newGarrisonComesFromVisiting || v)
  490. t->setVisitingHero(v);
  491. if(!newVisitorComesFromGarrison || g)
  492. t->setGarrisonedHero(g);
  493. if(v)
  494. gs.getMap().showObject(v);
  495. if(g)
  496. gs.getMap().hideObject(g);
  497. }
  498. void GameStatePackVisitor::visitHeroRecruited(HeroRecruited & pack)
  499. {
  500. auto h = gs.heroesPool->takeHeroFromPool(pack.hid);
  501. CGTownInstance *t = gs.getTown(pack.tid);
  502. PlayerState *p = gs.getPlayerState(pack.player);
  503. if (pack.boatId.hasValue())
  504. {
  505. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  506. auto * boat = dynamic_cast<CGBoat *>(obj);
  507. if (boat)
  508. {
  509. gs.getMap().hideObject(boat);
  510. h->setBoat(boat);
  511. }
  512. }
  513. h->setOwner(pack.player);
  514. h->pos = pack.tile;
  515. h->updateAppearance();
  516. assert(h->id.hasValue());
  517. gs.getMap().addNewObject(h);
  518. p->addOwnedObject(h.get());
  519. h->attachToBonusSystem(gs);
  520. if(t)
  521. t->setVisitingHero(h.get());
  522. }
  523. void GameStatePackVisitor::visitGiveHero(GiveHero & pack)
  524. {
  525. CGHeroInstance *h = gs.getHero(pack.id);
  526. if (pack.boatId.hasValue())
  527. {
  528. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  529. auto * boat = dynamic_cast<CGBoat *>(obj);
  530. if (boat)
  531. {
  532. gs.getMap().hideObject(boat);
  533. h->setBoat(boat);
  534. }
  535. }
  536. //bonus system
  537. h->detachFrom(gs.globalEffects);
  538. h->attachTo(*gs.getPlayerState(pack.player));
  539. auto oldVisitablePos = h->visitablePos();
  540. gs.getMap().hideObject(h);
  541. h->updateAppearance();
  542. h->setOwner(pack.player);
  543. h->setMovementPoints(h->movementPointsLimit(true));
  544. h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
  545. gs.getMap().heroAddedToMap(h);
  546. gs.getPlayerState(h->getOwner())->addOwnedObject(h);
  547. gs.getMap().showObject(h);
  548. h->setVisitedTown(nullptr, false);
  549. }
  550. void GameStatePackVisitor::visitNewObject(NewObject & pack)
  551. {
  552. gs.getMap().addNewObject(pack.newObject);
  553. gs.getMap().calculateGuardingGreaturePositions();
  554. // attach newly spawned wandering monster to global bonus system node
  555. auto newArmy = std::dynamic_pointer_cast<CArmedInstance>(pack.newObject);
  556. if (newArmy)
  557. newArmy->attachToBonusSystem(gs);
  558. logGlobal->debug("Added object id=%d; name=%s", pack.newObject->id, pack.newObject->getObjectName());
  559. }
  560. void GameStatePackVisitor::visitNewArtifact(NewArtifact & pack)
  561. {
  562. auto art = gs.createArtifact(pack.artId, pack.spellId);
  563. PutArtifact pa(art->getId(), ArtifactLocation(pack.artHolder, pack.pos), false);
  564. pa.visit(*this);
  565. }
  566. void GameStatePackVisitor::visitChangeStackCount(ChangeStackCount & pack)
  567. {
  568. auto * srcObj = gs.getArmyInstance(pack.army);
  569. if(!srcObj)
  570. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  571. if(pack.mode == ChangeValueMode::ABSOLUTE)
  572. srcObj->setStackCount(pack.slot, pack.count);
  573. else
  574. srcObj->changeStackCount(pack.slot, pack.count);
  575. }
  576. void GameStatePackVisitor::visitSetStackType(SetStackType & pack)
  577. {
  578. auto * srcObj = gs.getArmyInstance(pack.army);
  579. if(!srcObj)
  580. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  581. srcObj->setStackType(pack.slot, pack.type);
  582. }
  583. void GameStatePackVisitor::visitEraseStack(EraseStack & pack)
  584. {
  585. auto * srcObj = gs.getArmyInstance(pack.army);
  586. if(!srcObj)
  587. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  588. srcObj->eraseStack(pack.slot);
  589. }
  590. void GameStatePackVisitor::visitSwapStacks(SwapStacks & pack)
  591. {
  592. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  593. if(!srcObj)
  594. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  595. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  596. if(!dstObj)
  597. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  598. auto s1 = srcObj->detachStack(pack.srcSlot);
  599. auto s2 = dstObj->detachStack(pack.dstSlot);
  600. srcObj->putStack(pack.srcSlot, std::move(s2));
  601. dstObj->putStack(pack.dstSlot, std::move(s1));
  602. }
  603. void GameStatePackVisitor::visitInsertNewStack(InsertNewStack & pack)
  604. {
  605. if(auto * obj = gs.getArmyInstance(pack.army))
  606. obj->putStack(pack.slot, std::make_unique<CStackInstance>(gs.cb, pack.type, pack.count));
  607. else
  608. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  609. }
  610. void GameStatePackVisitor::visitRebalanceStacks(RebalanceStacks & pack)
  611. {
  612. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  613. if(!srcObj)
  614. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  615. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  616. if(!dstObj)
  617. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  618. StackLocation src(srcObj->id, pack.srcSlot);
  619. StackLocation dst(dstObj->id, pack.dstSlot);
  620. [[maybe_unused]] const CCreature * srcType = srcObj->getCreature(src.slot);
  621. const CCreature * dstType = dstObj->getCreature(dst.slot);
  622. TQuantity srcCount = srcObj->getStackCount(src.slot);
  623. if(srcCount == pack.count) //moving whole stack
  624. {
  625. if(dstType) //stack at dest -> merge
  626. {
  627. assert(dstType == srcType);
  628. const auto srcHero = dynamic_cast<CGHeroInstance*>(srcObj);
  629. const auto dstHero = dynamic_cast<CGHeroInstance*>(dstObj);
  630. auto srcStack = const_cast<CStackInstance*>(srcObj->getStackPtr(src.slot));
  631. auto dstStack = const_cast<CStackInstance*>(dstObj->getStackPtr(dst.slot));
  632. if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  633. {
  634. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  635. {
  636. bool artifactIsLost = true;
  637. if(srcHero)
  638. {
  639. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  640. if (dstSlot != ArtifactPosition::PRE_FIRST)
  641. {
  642. gs.getMap().moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  643. artifactIsLost = false;
  644. }
  645. }
  646. if (artifactIsLost)
  647. {
  648. BulkEraseArtifacts ea;
  649. ea.artHolder = dstHero->id;
  650. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  651. ea.creature = dst.slot;
  652. ea.visit(*this);
  653. logNetwork->warn("Cannot move artifact! No free slots");
  654. }
  655. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  656. //TODO: choose from dialog
  657. }
  658. else //just move to the other slot before stack gets erased
  659. {
  660. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  661. }
  662. }
  663. auto movedStack = srcObj->detachStack(src.slot);
  664. dstObj->joinStack(dst.slot, std::move(movedStack));
  665. }
  666. else
  667. {
  668. auto movedStack = srcObj->detachStack(src.slot);
  669. dstObj->putStack(dst.slot, std::move(movedStack));
  670. }
  671. }
  672. else
  673. {
  674. auto movedStack = srcObj->splitStack(src.slot, pack.count);
  675. if(dstType) //stack at dest -> rebalance
  676. {
  677. assert(dstType == srcType);
  678. dstObj->joinStack(dst.slot, std::move(movedStack));
  679. }
  680. else //move new stack to an empty slot
  681. {
  682. dstObj->putStack(dst.slot, std::move(movedStack));
  683. }
  684. }
  685. srcObj->nodeHasChanged();
  686. if (srcObj != dstObj)
  687. dstObj->nodeHasChanged();
  688. }
  689. void GameStatePackVisitor::visitBulkRebalanceStacks(BulkRebalanceStacks & pack)
  690. {
  691. for(auto & move : pack.moves)
  692. move.visit(*this);
  693. }
  694. void GameStatePackVisitor::visitGrowUpArtifact(GrowUpArtifact & pack)
  695. {
  696. auto artInst = gs.getArtInstance(pack.id);
  697. assert(artInst);
  698. artInst->growingUp();
  699. }
  700. void GameStatePackVisitor::visitPutArtifact(PutArtifact & pack)
  701. {
  702. auto art = gs.getArtInstance(pack.id);
  703. assert(!art->getParentNodes().empty());
  704. auto hero = gs.getHero(pack.al.artHolder);
  705. assert(hero);
  706. assert(art && art->canBePutAt(hero, pack.al.slot));
  707. assert(ArtifactUtils::checkIfSlotValid(*hero, pack.al.slot));
  708. gs.getMap().putArtifactInstance(*hero, art->getId(), pack.al.slot);
  709. }
  710. void GameStatePackVisitor::visitBulkEraseArtifacts(BulkEraseArtifacts & pack)
  711. {
  712. const auto artSet = gs.getArtSet(pack.artHolder);
  713. assert(artSet);
  714. std::sort(pack.posPack.begin(), pack.posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  715. {
  716. return slot0.num > slot1.num;
  717. });
  718. for(const auto & slot : pack.posPack)
  719. {
  720. const auto slotInfo = artSet->getSlot(slot);
  721. const ArtifactInstanceID artifactID = slotInfo->artifactID;
  722. const CArtifactInstance * artifact = gs.getArtInstance(artifactID);
  723. if(slotInfo->locked)
  724. {
  725. logGlobal->debug("Erasing locked artifact: %s", artifact->getType()->getNameTranslated());
  726. DisassembledArtifact dis;
  727. dis.al.artHolder = pack.artHolder;
  728. for(auto & slotInfoWorn : artSet->artifactsWorn)
  729. {
  730. auto art = slotInfoWorn.second.getArt();
  731. if(art->isCombined() && art->isPart(artifact))
  732. {
  733. dis.al.slot = artSet->getArtPos(art);
  734. break;
  735. }
  736. }
  737. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  738. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
  739. dis.visit(*this);
  740. }
  741. else
  742. {
  743. logGlobal->debug("Erasing artifact %s", artifact->getType()->getNameTranslated());
  744. }
  745. gs.getMap().removeArtifactInstance(*artSet, slot);
  746. }
  747. }
  748. void GameStatePackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack)
  749. {
  750. const auto bulkArtsRemove = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & artSet)
  751. {
  752. std::vector<ArtifactPosition> packToRemove;
  753. for(const auto & slotsPair : artsPack)
  754. packToRemove.push_back(slotsPair.srcPos);
  755. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  756. {
  757. return slot0.num > slot1.num;
  758. });
  759. for(const auto & slot : packToRemove)
  760. gs.getMap().removeArtifactInstance(artSet, slot);
  761. };
  762. const auto bulkArtsPut = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  763. {
  764. for(const auto & slotsPair : artsPack)
  765. {
  766. auto * art = initArtSet.getArt(slotsPair.srcPos);
  767. assert(art);
  768. gs.getMap().putArtifactInstance(dstArtSet, art->getId(), slotsPair.dstPos);
  769. }
  770. };
  771. auto * leftSet = gs.getArtSet(ArtifactLocation(pack.srcArtHolder, pack.srcCreature));
  772. assert(leftSet);
  773. auto * rightSet = gs.getArtSet(ArtifactLocation(pack.dstArtHolder, pack.dstCreature));
  774. assert(rightSet);
  775. CArtifactFittingSet artInitialSetLeft(*leftSet);
  776. bulkArtsRemove(pack.artsPack0, *leftSet);
  777. if(!pack.artsPack1.empty())
  778. {
  779. CArtifactFittingSet artInitialSetRight(*rightSet);
  780. bulkArtsRemove(pack.artsPack1, *rightSet);
  781. bulkArtsPut(pack.artsPack1, artInitialSetRight, *leftSet);
  782. }
  783. bulkArtsPut(pack.artsPack0, artInitialSetLeft, *rightSet);
  784. }
  785. void GameStatePackVisitor::visitDischargeArtifact(DischargeArtifact & pack)
  786. {
  787. auto artInst = gs.getArtInstance(pack.id);
  788. assert(artInst);
  789. artInst->discharge(pack.charges);
  790. if(artInst->getType()->getRemoveOnDepletion() && artInst->getCharges() == 0 && pack.artLoc.has_value())
  791. {
  792. BulkEraseArtifacts ePack;
  793. ePack.artHolder = pack.artLoc.value().artHolder;
  794. ePack.creature = pack.artLoc.value().creature;
  795. ePack.posPack.push_back(pack.artLoc.value().slot);
  796. ePack.visit(*this);
  797. }
  798. }
  799. void GameStatePackVisitor::visitAssembledArtifact(AssembledArtifact & pack)
  800. {
  801. auto artSet = gs.getArtSet(pack.al.artHolder);
  802. assert(artSet);
  803. const auto transformedArt = artSet->getArt(pack.al.slot);
  804. assert(transformedArt);
  805. const auto builtArt = pack.artId.toArtifact();
  806. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  807. {
  808. return art->getId() == builtArt->getId();
  809. }));
  810. auto * combinedArt = gs.getMap().createArtifactComponent(pack.artId);
  811. // Find slots for all involved artifacts
  812. std::set<ArtifactPosition, std::greater<>> slotsInvolved = { pack.al.slot };
  813. CArtifactFittingSet fittingSet(*artSet);
  814. auto parts = builtArt->getConstituents();
  815. parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
  816. for(const auto constituent : parts)
  817. {
  818. const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
  819. fittingSet.lockSlot(slot);
  820. assert(slot != ArtifactPosition::PRE_FIRST);
  821. slotsInvolved.insert(slot);
  822. }
  823. // Find a slot for combined artifact
  824. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
  825. {
  826. pack.al.slot = ArtifactPosition::BACKPACK_START;
  827. }
  828. else if(ArtifactUtils::isSlotBackpack(pack.al.slot))
  829. {
  830. for(const auto & slot : slotsInvolved)
  831. if(ArtifactUtils::isSlotBackpack(slot))
  832. pack.al.slot = slot;
  833. }
  834. else
  835. {
  836. for(const auto & slot : slotsInvolved)
  837. if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), pack.al.slot)
  838. && vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
  839. {
  840. pack.al.slot = slot;
  841. break;
  842. }
  843. }
  844. // Delete parts from hero
  845. for(const auto & slot : slotsInvolved)
  846. {
  847. const auto constituentInstance = artSet->getArt(slot);
  848. gs.getMap().removeArtifactInstance(*artSet, slot);
  849. if(!combinedArt->getType()->isFused())
  850. {
  851. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && slot != pack.al.slot)
  852. combinedArt->addPart(constituentInstance, slot);
  853. else
  854. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  855. }
  856. }
  857. // Put new combined artifacts
  858. gs.getMap().putArtifactInstance(*artSet, combinedArt->getId(), pack.al.slot);
  859. }
  860. void GameStatePackVisitor::visitDisassembledArtifact(DisassembledArtifact & pack)
  861. {
  862. auto hero = gs.getHero(pack.al.artHolder);
  863. assert(hero);
  864. auto disassembledArtID = hero->getArtID(pack.al.slot);
  865. auto disassembledArt = gs.getArtInstance(disassembledArtID);
  866. assert(disassembledArt);
  867. const auto parts = disassembledArt->getPartsInfo();
  868. gs.getMap().removeArtifactInstance(*hero, pack.al.slot);
  869. for(auto & part : parts)
  870. {
  871. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  872. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : pack.al.slot);
  873. disassembledArt->detachFromSource(*part.getArtifact());
  874. gs.getMap().putArtifactInstance(*hero, part.getArtifact()->getId(), slot);
  875. }
  876. gs.getMap().eraseArtifactInstance(disassembledArt->getId());
  877. }
  878. void GameStatePackVisitor::visitHeroVisit(HeroVisit & pack)
  879. {
  880. }
  881. void GameStatePackVisitor::visitSetAvailableArtifacts(SetAvailableArtifacts & pack)
  882. {
  883. if(pack.id != ObjectInstanceID::NONE)
  884. {
  885. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs.getObjInstance(pack.id)))
  886. {
  887. bm->artifacts = pack.arts;
  888. }
  889. else
  890. {
  891. logNetwork->error("Wrong black market id!");
  892. }
  893. }
  894. else
  895. {
  896. gs.getMap().townMerchantArtifacts = pack.arts;
  897. }
  898. }
  899. void GameStatePackVisitor::visitNewTurn(NewTurn & pack)
  900. {
  901. gs.day = pack.day;
  902. // Update bonuses before doing anything else so hero don't get more MP than needed
  903. gs.globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  904. gs.globalEffects.reduceBonusDurations(Bonus::NDays);
  905. gs.globalEffects.reduceBonusDurations(Bonus::OneWeek);
  906. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  907. for(auto & manaPack : pack.heroesMana)
  908. manaPack.visit(*this);
  909. for(auto & movePack : pack.heroesMovement)
  910. movePack.visit(*this);
  911. gs.heroesPool->onNewDay();
  912. for(auto & entry : pack.playerIncome)
  913. {
  914. gs.getPlayerState(entry.first)->resources += entry.second;
  915. gs.getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  916. }
  917. for(auto & creatureSet : pack.availableCreatures) //set available creatures in towns
  918. creatureSet.visit(*this);
  919. for (const auto & townID : gs.getMap().getAllTowns())
  920. {
  921. auto t = gs.getTown(townID);
  922. t->built = 0;
  923. t->spellResearchCounterDay = 0;
  924. }
  925. if(pack.newRumor)
  926. gs.currentRumor = *pack.newRumor;
  927. }
  928. void GameStatePackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
  929. {
  930. CGObjectInstance *obj = gs.getObjInstance(pack.id);
  931. if(!obj)
  932. {
  933. logNetwork->error("Wrong object ID - property cannot be set!");
  934. return;
  935. }
  936. if(pack.what == ObjProperty::OWNER && obj->asOwnable())
  937. {
  938. PlayerColor oldOwner = obj->getOwner();
  939. PlayerColor newOwner = pack.identifier.as<PlayerColor>();
  940. if(oldOwner.isValidPlayer())
  941. gs.getPlayerState(oldOwner)->removeOwnedObject(obj);
  942. if(newOwner.isValidPlayer())
  943. gs.getPlayerState(newOwner)->addOwnedObject(obj);
  944. }
  945. if(pack.what == ObjProperty::OWNER)
  946. {
  947. if(obj->ID == Obj::TOWN)
  948. {
  949. auto * t = dynamic_cast<CGTownInstance *>(obj);
  950. assert(t);
  951. PlayerColor oldOwner = t->tempOwner;
  952. if(oldOwner.isValidPlayer())
  953. {
  954. auto * state = gs.getPlayerState(oldOwner);
  955. if(state->getTowns().empty())
  956. state->daysWithoutCastle = 0;
  957. }
  958. if(pack.identifier.as<PlayerColor>().isValidPlayer())
  959. {
  960. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  961. PlayerState * p = gs.getPlayerState(pack.identifier.as<PlayerColor>());
  962. if(p->daysWithoutCastle)
  963. p->daysWithoutCastle = std::nullopt;
  964. }
  965. }
  966. obj->detachFromBonusSystem(gs);
  967. obj->setProperty(pack.what, pack.identifier);
  968. obj->attachToBonusSystem(gs);
  969. }
  970. else //not an armed instance
  971. {
  972. obj->setProperty(pack.what, pack.identifier);
  973. }
  974. }
  975. void GameStatePackVisitor::visitHeroLevelUp(HeroLevelUp & pack)
  976. {
  977. auto * hero = gs.getHero(pack.heroId);
  978. assert(hero);
  979. hero->levelUp();
  980. }
  981. void GameStatePackVisitor::visitCommanderLevelUp(CommanderLevelUp & pack)
  982. {
  983. auto * hero = gs.getHero(pack.heroId);
  984. assert(hero);
  985. const auto & commander = hero->getCommander();
  986. assert(commander);
  987. commander->levelUp();
  988. }
  989. void GameStatePackVisitor::visitBattleStart(BattleStart & pack)
  990. {
  991. assert(pack.battleID == gs.nextBattleID);
  992. pack.info->battleID = gs.nextBattleID;
  993. pack.info->localInit();
  994. gs.currentBattles.push_back(std::move(pack.info));
  995. gs.nextBattleID = BattleID(gs.nextBattleID.getNum() + 1);
  996. }
  997. void GameStatePackVisitor::visitBattleNextRound(BattleNextRound & pack)
  998. {
  999. gs.getBattle(pack.battleID)->nextRound();
  1000. }
  1001. void GameStatePackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack)
  1002. {
  1003. gs.getBattle(pack.battleID)->nextTurn(pack.stack, pack.reason);
  1004. }
  1005. void GameStatePackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack)
  1006. {
  1007. CStack * st = gs.getBattle(pack.battleID)->getStack(pack.stackID);
  1008. assert(st);
  1009. switch(static_cast<BonusType>(pack.effect))
  1010. {
  1011. case BonusType::HP_REGENERATION:
  1012. {
  1013. int64_t toHeal = pack.val;
  1014. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1015. break;
  1016. }
  1017. case BonusType::MANA_DRAIN:
  1018. {
  1019. CGHeroInstance * h = gs.getHero(ObjectInstanceID(pack.additionalInfo));
  1020. st->drainedMana = true;
  1021. h->mana -= pack.val;
  1022. vstd::amax(h->mana, 0);
  1023. break;
  1024. }
  1025. case BonusType::POISON:
  1026. {
  1027. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1028. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1029. if (b)
  1030. b->val = pack.val;
  1031. break;
  1032. }
  1033. case BonusType::ENCHANTER:
  1034. case BonusType::MORALE:
  1035. break;
  1036. case BonusType::FEAR:
  1037. st->fear = true;
  1038. break;
  1039. default:
  1040. logNetwork->error("Unrecognized trigger effect type %d", pack.effect);
  1041. }
  1042. }
  1043. void GameStatePackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack)
  1044. {
  1045. if(gs.getBattle(pack.battleID))
  1046. gs.getBattle(pack.battleID)->si.gateState = pack.state;
  1047. }
  1048. void GameStatePackVisitor::visitBattleCancelled(BattleCancelled & pack)
  1049. {
  1050. auto currentBattle = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1051. {
  1052. return battle->battleID == pack.battleID;
  1053. });
  1054. assert(currentBattle != gs.currentBattles.end());
  1055. gs.currentBattles.erase(currentBattle);
  1056. }
  1057. void GameStatePackVisitor::visitBattleResultAccepted(BattleResultAccepted & pack)
  1058. {
  1059. // Remove any "until next battle" bonuses
  1060. if(const auto attackerHero = gs.getHero(pack.heroResult[BattleSide::ATTACKER].heroID))
  1061. attackerHero->removeBonusesRecursive(Bonus::OneBattle);
  1062. if(const auto defenderHero = gs.getHero(pack.heroResult[BattleSide::DEFENDER].heroID))
  1063. defenderHero->removeBonusesRecursive(Bonus::OneBattle);
  1064. if(gs.getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
  1065. {
  1066. if(const auto attackerArmy = gs.getArmyInstance(pack.heroResult[BattleSide::ATTACKER].armyID))
  1067. attackerArmy->giveAverageStackExperience(pack.heroResult[BattleSide::ATTACKER].exp);
  1068. if(const auto defenderArmy = gs.getArmyInstance(pack.heroResult[BattleSide::DEFENDER].armyID))
  1069. defenderArmy->giveAverageStackExperience(pack.heroResult[BattleSide::DEFENDER].exp);
  1070. }
  1071. }
  1072. void GameStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1073. {
  1074. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1075. pack.visitTyped(battleVisitor);
  1076. }
  1077. void GameStatePackVisitor::visitBattleAttack(BattleAttack & pack)
  1078. {
  1079. CStack * attacker = gs.getBattle(pack.battleID)->getStack(pack.stackAttacking);
  1080. assert(attacker);
  1081. pack.attackerChanges.visit(*this);
  1082. for(BattleStackAttacked & stack : pack.bsa)
  1083. gs.getBattle(pack.battleID)->setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1084. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1085. if(!pack.counter())
  1086. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1087. }
  1088. void GameStatePackVisitor::visitStartAction(StartAction & pack)
  1089. {
  1090. CStack *st = gs.getBattle(pack.battleID)->getStack(pack.ba.stackNumber);
  1091. if(pack.ba.actionType == EActionType::END_TACTIC_PHASE)
  1092. {
  1093. gs.getBattle(pack.battleID)->tacticDistance = 0;
  1094. return;
  1095. }
  1096. if(gs.getBattle(pack.battleID)->tacticDistance)
  1097. {
  1098. // moves in tactics phase do not affect creature status
  1099. // (tactics stack queue is managed by client)
  1100. return;
  1101. }
  1102. if (pack.ba.isUnitAction())
  1103. {
  1104. assert(st); // stack must exists for all non-hero actions
  1105. switch(pack.ba.actionType)
  1106. {
  1107. case EActionType::DEFEND:
  1108. st->waiting = false;
  1109. st->defending = true;
  1110. st->defendingAnim = true;
  1111. break;
  1112. case EActionType::WAIT:
  1113. st->defendingAnim = false;
  1114. st->waiting = true;
  1115. st->waitedThisTurn = true;
  1116. break;
  1117. case EActionType::HERO_SPELL: //no change in current stack state
  1118. break;
  1119. default: //any active stack action - attack, catapult, heal, spell...
  1120. st->waiting = false;
  1121. st->defendingAnim = false;
  1122. st->movedThisRound = true;
  1123. st->castSpellThisTurn = pack.ba.actionType == EActionType::MONSTER_SPELL;
  1124. break;
  1125. }
  1126. }
  1127. else
  1128. {
  1129. if(pack.ba.actionType == EActionType::HERO_SPELL)
  1130. gs.getBattle(pack.battleID)->getSide(pack.ba.side).usedSpellsHistory.push_back(pack.ba.spell);
  1131. }
  1132. }
  1133. void GameStatePackVisitor::visitBattleSpellCast(BattleSpellCast & pack)
  1134. {
  1135. if(pack.castByHero && pack.side != BattleSide::NONE)
  1136. gs.getBattle(pack.battleID)->getSide(pack.side).castSpellsCount++;
  1137. }
  1138. void GameStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1139. {
  1140. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1141. pack.visitTyped(battleVisitor);
  1142. }
  1143. void GameStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1144. {
  1145. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1146. pack.visitTyped(battleVisitor);
  1147. }
  1148. void GameStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1149. {
  1150. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1151. pack.visitTyped(battleVisitor);
  1152. }
  1153. void GameStatePackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack)
  1154. {
  1155. pack.learnedSpells.visit(*this);
  1156. for(auto & discharging : pack.dischargingArtifacts)
  1157. discharging.visit(*this);
  1158. for(auto & growing : pack.growingArtifacts)
  1159. growing.visit(*this);
  1160. for(auto & movingPack : pack.movingArtifacts)
  1161. movingPack.visit(*this);
  1162. const auto currentBattle = std::find_if(gs.currentBattles.begin(), gs.currentBattles.end(),
  1163. [&](const auto & battle)
  1164. {
  1165. return battle->battleID == pack.battleID;
  1166. });
  1167. assert(currentBattle != gs.currentBattles.end());
  1168. gs.currentBattles.erase(currentBattle);
  1169. }
  1170. void GameStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1171. {
  1172. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1173. pack.visitTyped(battleVisitor);
  1174. }
  1175. void GameStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1176. {
  1177. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1178. pack.visitTyped(battleVisitor);
  1179. }
  1180. void GameStatePackVisitor::visitBattleSetStackProperty(BattleSetStackProperty & pack)
  1181. {
  1182. CStack * stack = gs.getBattle(pack.battleID)->getStack(pack.stackID, false);
  1183. switch(pack.which)
  1184. {
  1185. case BattleSetStackProperty::CASTS:
  1186. {
  1187. if(pack.absolute)
  1188. logNetwork->error("Can not change casts in absolute mode");
  1189. else
  1190. stack->casts.use(-pack.val);
  1191. break;
  1192. }
  1193. case BattleSetStackProperty::ENCHANTER_COUNTER:
  1194. {
  1195. auto & counter = gs.getBattle(pack.battleID)->getSide(gs.getBattle(pack.battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  1196. if(pack.absolute)
  1197. counter = pack.val;
  1198. else
  1199. counter += pack.val;
  1200. vstd::amax(counter, 0);
  1201. break;
  1202. }
  1203. case BattleSetStackProperty::UNBIND:
  1204. {
  1205. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  1206. break;
  1207. }
  1208. case BattleSetStackProperty::CLONED:
  1209. {
  1210. stack->cloned = true;
  1211. break;
  1212. }
  1213. case BattleSetStackProperty::HAS_CLONE:
  1214. {
  1215. stack->cloneID = pack.val;
  1216. break;
  1217. }
  1218. }
  1219. }
  1220. void GameStatePackVisitor::visitPlayerCheated(PlayerCheated & pack)
  1221. {
  1222. assert(pack.player.isValidPlayer());
  1223. gs.getPlayerState(pack.player)->enteredLosingCheatCode = pack.losingCheatCode;
  1224. gs.getPlayerState(pack.player)->enteredWinningCheatCode = pack.winningCheatCode;
  1225. gs.getPlayerState(pack.player)->cheated = true;
  1226. }
  1227. void GameStatePackVisitor::visitPlayerStartsTurn(PlayerStartsTurn & pack)
  1228. {
  1229. //assert(gs.actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  1230. gs.actingPlayers.insert(pack.player);
  1231. }
  1232. void GameStatePackVisitor::visitPlayerEndsTurn(PlayerEndsTurn & pack)
  1233. {
  1234. assert(gs.actingPlayers.count(pack.player) == 1);
  1235. gs.actingPlayers.erase(pack.player);
  1236. }
  1237. void GameStatePackVisitor::visitDaysWithoutTown(DaysWithoutTown & pack)
  1238. {
  1239. auto & playerState = gs.players.at(pack.player);
  1240. playerState.daysWithoutCastle = pack.daysWithoutCastle;
  1241. }
  1242. void GameStatePackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack)
  1243. {
  1244. auto & playerState = gs.players.at(pack.player);
  1245. playerState.turnTimer = pack.turnTimer;
  1246. }
  1247. void GameStatePackVisitor::visitEntitiesChanged(EntitiesChanged & pack)
  1248. {
  1249. for(const auto & change : pack.changes)
  1250. gs.updateEntity(change.metatype, change.entityIndex, change.data);
  1251. }
  1252. void GameStatePackVisitor::visitSetRewardableConfiguration(SetRewardableConfiguration & pack)
  1253. {
  1254. auto * objectPtr = gs.getObjInstance(pack.objectID);
  1255. if (!pack.buildingID.hasValue())
  1256. {
  1257. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  1258. assert(rewardablePtr);
  1259. rewardablePtr->configuration = pack.configuration;
  1260. rewardablePtr->initializeGuards();
  1261. }
  1262. else
  1263. {
  1264. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  1265. TownBuildingInstance * buildingPtr = nullptr;
  1266. for (auto & building : townPtr->rewardableBuildings)
  1267. if (building.second->getBuildingType() == pack.buildingID)
  1268. buildingPtr = building.second.get();
  1269. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  1270. assert(rewardablePtr);
  1271. rewardablePtr->configuration = pack.configuration;
  1272. }
  1273. }
  1274. void BattleStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1275. {
  1276. battleState.moveUnit(pack.stack, pack.tilesToMove.back());
  1277. }
  1278. void BattleStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1279. {
  1280. const auto * town = battleState.getDefendedTown();
  1281. if(!town)
  1282. throw std::runtime_error("CatapultAttack without town!");
  1283. if(town->fortificationsLevel().wallsHealth == 0)
  1284. throw std::runtime_error("CatapultAttack without walls!");
  1285. for(const auto & part : pack.attackedParts)
  1286. {
  1287. auto newWallState = SiegeInfo::applyDamage(battleState.getWallState(part.attackedPart), part.damageDealt);
  1288. battleState.setWallState(part.attackedPart, newWallState);
  1289. }
  1290. }
  1291. void BattleStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1292. {
  1293. for(const auto & change : pack.changes)
  1294. {
  1295. switch(change.operation)
  1296. {
  1297. case BattleChanges::EOperation::REMOVE:
  1298. battleState.removeObstacle(change.id);
  1299. break;
  1300. case BattleChanges::EOperation::ADD:
  1301. battleState.addObstacle(change);
  1302. break;
  1303. case BattleChanges::EOperation::UPDATE:
  1304. battleState.updateObstacle(change);
  1305. break;
  1306. default:
  1307. throw std::runtime_error("Unknown obstacle operation");
  1308. break;
  1309. }
  1310. }
  1311. }
  1312. void BattleStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1313. {
  1314. for(const auto & stackData : pack.toRemove)
  1315. battleState.removeUnitBonus(stackData.first, stackData.second);
  1316. for(const auto & stackData : pack.toUpdate)
  1317. battleState.updateUnitBonus(stackData.first, stackData.second);
  1318. for(const auto & stackData : pack.toAdd)
  1319. battleState.addUnitBonus(stackData.first, stackData.second);
  1320. }
  1321. void BattleStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1322. {
  1323. for(const BattleStackAttacked & stack : pack.stacks)
  1324. {
  1325. battleState.setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1326. }
  1327. }
  1328. void BattleStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1329. {
  1330. for(auto & elem : pack.changedStacks)
  1331. {
  1332. switch(elem.operation)
  1333. {
  1334. case BattleChanges::EOperation::RESET_STATE:
  1335. battleState.setUnitState(elem.id, elem.data, elem.healthDelta);
  1336. break;
  1337. case BattleChanges::EOperation::REMOVE:
  1338. battleState.removeUnit(elem.id);
  1339. break;
  1340. case BattleChanges::EOperation::ADD:
  1341. battleState.addUnit(elem.id, elem.data);
  1342. break;
  1343. case BattleChanges::EOperation::UPDATE:
  1344. battleState.updateUnit(elem.id, elem.data);
  1345. break;
  1346. default:
  1347. throw std::runtime_error("Unknown unit operation");
  1348. break;
  1349. }
  1350. }
  1351. }
  1352. VCMI_LIB_NAMESPACE_END