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