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- /*
- * NetPacksLib.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "ArtifactUtils.h"
- #include "PacksForClient.h"
- #include "PacksForClientBattle.h"
- #include "PacksForServer.h"
- #include "SaveLocalState.h"
- #include "SetRewardableConfiguration.h"
- #include "StackLocation.h"
- #include "PacksForLobby.h"
- #include "SetStackEffect.h"
- #include "NetPackVisitor.h"
- #include "texts/CGeneralTextHandler.h"
- #include "CArtHandler.h"
- #include "VCMI_Lib.h"
- #include "mapping/CMap.h"
- #include "spells/CSpellHandler.h"
- #include "CCreatureHandler.h"
- #include "gameState/CGameState.h"
- #include "gameState/TavernHeroesPool.h"
- #include "CStack.h"
- #include "battle/BattleInfo.h"
- #include "mapping/CMapInfo.h"
- #include "StartInfo.h"
- #include "CPlayerState.h"
- #include "TerrainHandler.h"
- #include "entities/building/CBuilding.h"
- #include "entities/building/TownFortifications.h"
- #include "mapObjects/CBank.h"
- #include "mapObjects/CGCreature.h"
- #include "mapObjects/CGMarket.h"
- #include "mapObjects/TownBuildingInstance.h"
- #include "mapObjects/CGTownInstance.h"
- #include "mapObjects/CQuest.h"
- #include "mapObjects/MiscObjects.h"
- #include "mapObjectConstructors/AObjectTypeHandler.h"
- #include "mapObjectConstructors/CObjectClassesHandler.h"
- #include "campaign/CampaignState.h"
- #include "IGameSettings.h"
- VCMI_LIB_NAMESPACE_BEGIN
- void CPack::visit(ICPackVisitor & visitor)
- {
- visitBasic(visitor);
- // visitBasic may destroy this and in such cases we do not want to call visitTyped
- if(visitor.callTyped())
- {
- visitTyped(visitor);
- }
- }
- void CPack::visitBasic(ICPackVisitor & visitor)
- {
- }
- void CPack::visitTyped(ICPackVisitor & visitor)
- {
- }
- void CPackForClient::visitBasic(ICPackVisitor & visitor)
- {
- visitor.visitForClient(*this);
- }
- void CPackForServer::visitBasic(ICPackVisitor & visitor)
- {
- visitor.visitForServer(*this);
- }
- void CPackForLobby::visitBasic(ICPackVisitor & visitor)
- {
- visitor.visitForLobby(*this);
- }
- bool CPackForLobby::isForServer() const
- {
- return false;
- }
- bool CLobbyPackToServer::isForServer() const
- {
- return true;
- }
- void SaveLocalState::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSaveLocalState(*this);
- }
- void PackageApplied::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitPackageApplied(*this);
- }
- void SystemMessage::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSystemMessage(*this);
- }
- void PlayerBlocked::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitPlayerBlocked(*this);
- }
- void PlayerCheated::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitPlayerCheated(*this);
- }
- void PlayerStartsTurn::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitPlayerStartsTurn(*this);
- }
- void DaysWithoutTown::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitDaysWithoutTown(*this);
- }
- void EntitiesChanged::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitEntitiesChanged(*this);
- }
- void SetRewardableConfiguration::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetRewardableConfiguration(*this);
- }
- void SetBankConfiguration::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetBankConfiguration(*this);
- }
- void SetResources::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetResources(*this);
- }
- void SetPrimSkill::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetPrimSkill(*this);
- }
- void SetSecSkill::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetSecSkill(*this);
- }
- void HeroVisitCastle::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitHeroVisitCastle(*this);
- }
- void ChangeSpells::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitChangeSpells(*this);
- }
- void SetResearchedSpells::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetResearchedSpells(*this);
- }
- void SetMana::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetMana(*this);
- }
- void SetMovePoints::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetMovePoints(*this);
- }
- void FoWChange::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitFoWChange(*this);
- }
- void SetAvailableHero::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetAvailableHeroes(*this);
- }
- void GiveBonus::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitGiveBonus(*this);
- }
- void ChangeObjPos::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitChangeObjPos(*this);
- }
- void PlayerEndsTurn::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitPlayerEndsTurn(*this);
- }
- void PlayerEndsGame::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitPlayerEndsGame(*this);
- }
- void PlayerReinitInterface::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitPlayerReinitInterface(*this);
- }
- void RemoveBonus::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitRemoveBonus(*this);
- }
- void SetCommanderProperty::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetCommanderProperty(*this);
- }
- void AddQuest::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitAddQuest(*this);
- }
- void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitUpdateArtHandlerLists(*this);
- }
- void ChangeFormation::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitChangeFormation(*this);
- }
- void RemoveObject::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitRemoveObject(*this);
- }
- void TryMoveHero::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitTryMoveHero(*this);
- }
- void NewStructures::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitNewStructures(*this);
- }
- void RazeStructures::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitRazeStructures(*this);
- }
- void SetAvailableCreatures::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetAvailableCreatures(*this);
- }
- void SetHeroesInTown::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetHeroesInTown(*this);
- }
- void HeroRecruited::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitHeroRecruited(*this);
- }
- void GiveHero::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitGiveHero(*this);
- }
- void OpenWindow::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitOpenWindow(*this);
- }
- void NewObject::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitNewObject(*this);
- }
- void SetAvailableArtifacts::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetAvailableArtifacts(*this);
- }
- void NewArtifact::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitNewArtifact(*this);
- }
- void ChangeStackCount::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitChangeStackCount(*this);
- }
- void SetStackType::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetStackType(*this);
- }
- void EraseStack::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitEraseStack(*this);
- }
- void SwapStacks::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSwapStacks(*this);
- }
- void InsertNewStack::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitInsertNewStack(*this);
- }
- void RebalanceStacks::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitRebalanceStacks(*this);
- }
- void BulkRebalanceStacks::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBulkRebalanceStacks(*this);
- }
- void BulkSmartRebalanceStacks::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBulkSmartRebalanceStacks(*this);
- }
- void PutArtifact::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitPutArtifact(*this);
- }
- void BulkEraseArtifacts::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitEraseArtifact(*this);
- }
- void BulkMoveArtifacts::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBulkMoveArtifacts(*this);
- }
- void AssembledArtifact::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitAssembledArtifact(*this);
- }
- void DisassembledArtifact::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitDisassembledArtifact(*this);
- }
- void HeroVisit::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitHeroVisit(*this);
- }
- void NewTurn::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitNewTurn(*this);
- }
- void InfoWindow::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitInfoWindow(*this);
- }
- void SetObjectProperty::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetObjectProperty(*this);
- }
- void ChangeObjectVisitors::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitChangeObjectVisitors(*this);
- }
- void ChangeArtifactsCostume::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitChangeArtifactsCostume(*this);
- }
- void HeroLevelUp::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitHeroLevelUp(*this);
- }
- void CommanderLevelUp::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitCommanderLevelUp(*this);
- }
- void BlockingDialog::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBlockingDialog(*this);
- }
- void GarrisonDialog::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitGarrisonDialog(*this);
- }
- void ExchangeDialog::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitExchangeDialog(*this);
- }
- void TeleportDialog::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitTeleportDialog(*this);
- }
- void MapObjectSelectDialog::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitMapObjectSelectDialog(*this);
- }
- void BattleStart::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBattleStart(*this);
- }
- void BattleNextRound::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBattleNextRound(*this);
- }
- void BattleSetActiveStack::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBattleSetActiveStack(*this);
- }
- void BattleResult::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBattleResult(*this);
- }
- void BattleLogMessage::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBattleLogMessage(*this);
- }
- void BattleStackMoved::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBattleStackMoved(*this);
- }
- void BattleUnitsChanged::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBattleUnitsChanged(*this);
- }
- void BattleAttack::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBattleAttack(*this);
- }
- void StartAction::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitStartAction(*this);
- }
- void EndAction::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitEndAction(*this);
- }
- void BattleSpellCast::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBattleSpellCast(*this);
- }
- void SetStackEffect::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetStackEffect(*this);
- }
- void StacksInjured::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitStacksInjured(*this);
- }
- void BattleResultsApplied::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBattleResultsApplied(*this);
- }
- void BattleObstaclesChanged::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBattleObstaclesChanged(*this);
- }
- void BattleSetStackProperty::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBattleSetStackProperty(*this);
- }
- void BattleTriggerEffect::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBattleTriggerEffect(*this);
- }
- void BattleUpdateGateState::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBattleUpdateGateState(*this);
- }
- void AdvmapSpellCast::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitAdvmapSpellCast(*this);
- }
- void ShowWorldViewEx::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitShowWorldViewEx(*this);
- }
- void EndTurn::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitEndTurn(*this);
- }
- void GamePause::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitGamePause(*this);
- }
- void DismissHero::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitDismissHero(*this);
- }
- void MoveHero::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitMoveHero(*this);
- }
- void CastleTeleportHero::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitCastleTeleportHero(*this);
- }
- void ArrangeStacks::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitArrangeStacks(*this);
- }
- void BulkMoveArmy::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBulkMoveArmy(*this);
- }
- void BulkSplitStack::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBulkSplitStack(*this);
- }
- void BulkMergeStacks::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBulkMergeStacks(*this);
- }
- void BulkSmartSplitStack::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBulkSmartSplitStack(*this);
- }
- void DisbandCreature::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitDisbandCreature(*this);
- }
- void BuildStructure::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBuildStructure(*this);
- }
- void VisitTownBuilding::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitVisitTownBuilding(*this);
- }
- void RazeStructure::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitRazeStructure(*this);
- }
- void SpellResearch::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSpellResearch(*this);
- }
- void RecruitCreatures::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitRecruitCreatures(*this);
- }
- void UpgradeCreature::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitUpgradeCreature(*this);
- }
- void GarrisonHeroSwap::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitGarrisonHeroSwap(*this);
- }
- void ExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitExchangeArtifacts(*this);
- }
- void BulkExchangeArtifacts::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBulkExchangeArtifacts(*this);
- }
- void ManageBackpackArtifacts::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitManageBackpackArtifacts(*this);
- }
- void ManageEquippedArtifacts::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitManageEquippedArtifacts(*this);
- }
- void AssembleArtifacts::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitAssembleArtifacts(*this);
- }
- void EraseArtifactByClient::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitEraseArtifactByClient(*this);
- }
- void BuyArtifact::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBuyArtifact(*this);
- }
- void TradeOnMarketplace::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitTradeOnMarketplace(*this);
- }
- void SetFormation::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSetFormation(*this);
- }
- void HireHero::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitHireHero(*this);
- }
- void BuildBoat::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitBuildBoat(*this);
- }
- void QueryReply::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitQueryReply(*this);
- }
- void MakeAction::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitMakeAction(*this);
- }
- void DigWithHero::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitDigWithHero(*this);
- }
- void CastAdvSpell::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitCastAdvSpell(*this);
- }
- void SaveGame::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitSaveGame(*this);
- }
- void PlayerMessage::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitPlayerMessage(*this);
- }
- void PlayerMessageClient::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitPlayerMessageClient(*this);
- }
- void CenterView::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitCenterView(*this);
- }
- void LobbyClientConnected::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbyClientConnected(*this);
- }
- void LobbyClientDisconnected::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbyClientDisconnected(*this);
- }
- void LobbyChatMessage::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbyChatMessage(*this);
- }
- void LobbyGuiAction::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbyGuiAction(*this);
- }
- void LobbyLoadProgress::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbyLoadProgress(*this);
- }
- void LobbyRestartGame::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbyRestartGame(*this);
- }
- void LobbyStartGame::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbyStartGame(*this);
- }
- void LobbyPrepareStartGame::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbyPrepareStartGame(*this);
- }
- void LobbyChangeHost::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbyChangeHost(*this);
- }
- void LobbyUpdateState::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbyUpdateState(*this);
- }
- void LobbySetMap::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbySetMap(*this);
- }
- void LobbySetCampaign::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbySetCampaign(*this);
- }
- void LobbySetCampaignMap::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbySetCampaignMap(*this);
- }
- void LobbySetCampaignBonus::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbySetCampaignBonus(*this);
- }
- void LobbyChangePlayerOption::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbyChangePlayerOption(*this);
- }
- void LobbySetPlayer::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbySetPlayer(*this);
- }
- void LobbySetPlayerName::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbySetPlayerName(*this);
- }
- void LobbySetPlayerHandicap::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbySetPlayerHandicap(*this);
- }
- void LobbySetSimturns::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbySetSimturns(*this);
- }
- void LobbySetTurnTime::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbySetTurnTime(*this);
- }
- void LobbySetExtraOptions::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbySetExtraOptions(*this);
- }
- void LobbySetDifficulty::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbySetDifficulty(*this);
- }
- void LobbyForceSetPlayer::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbyForceSetPlayer(*this);
- }
- void LobbyShowMessage::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbyShowMessage(*this);
- }
- void LobbyPvPAction::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitLobbyPvPAction(*this);
- }
- void SetResources::applyGs(CGameState *gs)
- {
- assert(player.isValidPlayer());
- if(abs)
- gs->getPlayerState(player)->resources = res;
- else
- gs->getPlayerState(player)->resources += res;
- gs->getPlayerState(player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
- //just ensure that player resources are not negative
- //server is responsible to check if player can afford deal
- //but events on server side are allowed to take more than player have
- gs->getPlayerState(player)->resources.positive();
- }
- void SetPrimSkill::applyGs(CGameState *gs)
- {
- CGHeroInstance * hero = gs->getHero(id);
- assert(hero);
- hero->setPrimarySkill(which, val, abs);
- }
- void SetSecSkill::applyGs(CGameState *gs)
- {
- CGHeroInstance *hero = gs->getHero(id);
- hero->setSecSkillLevel(which, val, abs);
- }
- void SetCommanderProperty::applyGs(CGameState *gs)
- {
- CCommanderInstance * commander = gs->getHero(heroid)->commander;
- assert (commander);
- switch (which)
- {
- case BONUS:
- commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
- break;
- case SPECIAL_SKILL:
- commander->accumulateBonus (std::make_shared<Bonus>(accumulatedBonus));
- commander->specialSkills.insert (additionalInfo);
- break;
- case SECONDARY_SKILL:
- commander->secondarySkills[additionalInfo] = static_cast<ui8>(amount);
- break;
- case ALIVE:
- if (amount)
- commander->setAlive(true);
- else
- commander->setAlive(false);
- break;
- case EXPERIENCE:
- commander->giveStackExp(amount); //TODO: allow setting exp for stacks via netpacks
- break;
- }
- }
- void AddQuest::applyGs(CGameState *gs)
- {
- assert (vstd::contains(gs->players, player));
- auto * vec = &gs->players[player].quests;
- if (!vstd::contains(*vec, quest))
- vec->push_back (quest);
- else
- logNetwork->warn("Warning! Attempt to add duplicated quest");
- }
- void UpdateArtHandlerLists::applyGs(CGameState *gs)
- {
- gs->allocatedArtifacts = allocatedArtifacts;
- }
- void ChangeFormation::applyGs(CGameState *gs)
- {
- gs->getHero(hid)->setFormation(formation);
- }
- void HeroVisitCastle::applyGs(CGameState *gs)
- {
- CGHeroInstance *h = gs->getHero(hid);
- CGTownInstance *t = gs->getTown(tid);
- assert(h);
- assert(t);
- if(start())
- t->setVisitingHero(h);
- else
- t->setVisitingHero(nullptr);
- }
- void ChangeSpells::applyGs(CGameState *gs)
- {
- CGHeroInstance *hero = gs->getHero(hid);
- if(learn)
- for(const auto & sid : spells)
- hero->addSpellToSpellbook(sid);
- else
- for(const auto & sid : spells)
- hero->removeSpellFromSpellbook(sid);
- }
- void SetResearchedSpells::applyGs(CGameState *gs)
- {
- CGTownInstance *town = gs->getTown(tid);
- town->spells[level] = spells;
- town->spellResearchCounterDay++;
- if(accepted)
- town->spellResearchAcceptedCounter++;
- }
- void SetMana::applyGs(CGameState *gs)
- {
- CGHeroInstance * hero = gs->getHero(hid);
- assert(hero);
- if(absolute)
- hero->mana = val;
- else
- hero->mana += val;
- vstd::amax(hero->mana, 0); //not less than 0
- }
- void SetMovePoints::applyGs(CGameState *gs)
- {
- CGHeroInstance *hero = gs->getHero(hid);
- assert(hero);
- if(absolute)
- hero->setMovementPoints(val);
- else
- hero->setMovementPoints(hero->movementPointsRemaining() + val);
- }
- void FoWChange::applyGs(CGameState *gs)
- {
- TeamState * team = gs->getPlayerTeam(player);
- auto & fogOfWarMap = team->fogOfWarMap;
- for(const int3 & t : tiles)
- fogOfWarMap[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
- if (mode == ETileVisibility::HIDDEN) //do not hide too much
- {
- std::unordered_set<int3> tilesRevealed;
- for (auto & elem : gs->map->objects)
- {
- const CGObjectInstance *o = elem;
- if (o)
- {
- switch(o->ID.toEnum())
- {
- case Obj::HERO:
- case Obj::MINE:
- case Obj::TOWN:
- case Obj::ABANDONED_MINE:
- if(vstd::contains(team->players, o->tempOwner)) //check owned observators
- gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
- break;
- }
- }
- }
- for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
- fogOfWarMap[t.z][t.x][t.y] = 1;
- }
- }
- void SetAvailableHero::applyGs(CGameState *gs)
- {
- gs->heroesPool->setHeroForPlayer(player, slotID, hid, army, roleID, replenishPoints);
- }
- void GiveBonus::applyGs(CGameState *gs)
- {
- CBonusSystemNode *cbsn = nullptr;
- switch(who)
- {
- case ETarget::OBJECT:
- cbsn = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(id.as<ObjectInstanceID>()));
- break;
- case ETarget::PLAYER:
- cbsn = gs->getPlayerState(id.as<PlayerColor>());
- break;
- case ETarget::BATTLE:
- assert(Bonus::OneBattle(&bonus));
- cbsn = dynamic_cast<CBonusSystemNode*>(gs->getBattle(id.as<BattleID>()));
- break;
- }
- assert(cbsn);
- if(Bonus::OneWeek(&bonus))
- bonus.turnsRemain = 8 - gs->getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
- auto b = std::make_shared<Bonus>(bonus);
- cbsn->addNewBonus(b);
- }
- void ChangeObjPos::applyGs(CGameState *gs)
- {
- CGObjectInstance *obj = gs->getObjInstance(objid);
- if(!obj)
- {
- logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", objid.getNum());
- return;
- }
- gs->map->removeBlockVisTiles(obj);
- obj->setAnchorPos(nPos + obj->getVisitableOffset());
- gs->map->addBlockVisTiles(obj);
- }
- void ChangeObjectVisitors::applyGs(CGameState *gs)
- {
- switch (mode) {
- case VISITOR_ADD_HERO:
- gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
- gs->getHero(hero)->visitedObjects.insert(object);
- gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjects.insert(object);
- break;
- case VISITOR_ADD_PLAYER:
- gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
- for(const auto & color : gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->players)
- gs->getPlayerState(color)->visitedObjects.insert(object);
- break;
- case VISITOR_CLEAR:
- // remove visit info from all heroes, including those that are not present on map
- for (CGHeroInstance * hero : gs->map->allHeroes)
- if (hero)
- hero->visitedObjects.erase(object);
- for(auto &elem : gs->players)
- elem.second.visitedObjects.erase(object);
- for(auto &elem : gs->teams)
- elem.second.scoutedObjects.erase(object);
- break;
- case VISITOR_SCOUTED:
- gs->getPlayerTeam(gs->getHero(hero)->tempOwner)->scoutedObjects.insert(object);
- break;
- case VISITOR_GLOBAL:
- {
- CGObjectInstance * objectPtr = gs->getObjInstance(object);
- gs->getPlayerState(gs->getHero(hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
- break;
- }
- }
- }
- void ChangeArtifactsCostume::applyGs(CGameState *gs)
- {
- auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
- if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
- costume->second = costumeSet;
- else
- allCostumes.try_emplace(costumeIdx, costumeSet);
- }
- void PlayerEndsGame::applyGs(CGameState *gs)
- {
- PlayerState *p = gs->getPlayerState(player);
- if(victoryLossCheckResult.victory())
- {
- p->status = EPlayerStatus::WINNER;
- // TODO: Campaign-specific code might as well go somewhere else
- // keep all heroes from the winning player
- if(p->human && gs->scenarioOps->campState)
- {
- std::vector<CGHeroInstance *> crossoverHeroes;
- for (CGHeroInstance * hero : gs->map->heroesOnMap)
- if (hero->tempOwner == player)
- crossoverHeroes.push_back(hero);
- gs->scenarioOps->campState->setCurrentMapAsConquered(crossoverHeroes);
- }
- }
- else
- {
- p->status = EPlayerStatus::LOSER;
- }
- // defeated player may be making turn right now
- gs->actingPlayers.erase(player);
- }
- void PlayerReinitInterface::applyGs(CGameState *gs)
- {
- if(!gs || !gs->scenarioOps)
- return;
-
- //TODO: what does mean if more that one player connected?
- if(playerConnectionId == PlayerSettings::PLAYER_AI)
- {
- for(const auto & player : players)
- gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
- }
- }
- void RemoveBonus::applyGs(CGameState *gs)
- {
- CBonusSystemNode *node = nullptr;
- switch(who)
- {
- case GiveBonus::ETarget::OBJECT:
- node = dynamic_cast<CBonusSystemNode*>(gs->getObjInstance(whoID.as<ObjectInstanceID>()));
- break;
- case GiveBonus::ETarget::PLAYER:
- node = gs->getPlayerState(whoID.as<PlayerColor>());
- break;
- case GiveBonus::ETarget::BATTLE:
- assert(Bonus::OneBattle(&bonus));
- node = dynamic_cast<CBonusSystemNode*>(gs->getBattle(whoID.as<BattleID>()));
- break;
- }
- BonusList &bonuses = node->getExportedBonusList();
- for(const auto & b : bonuses)
- {
- if(b->source == source && b->sid == id)
- {
- bonus = *b; //backup bonus (to show to interfaces later)
- node->removeBonus(b);
- break;
- }
- }
- }
- void RemoveObject::applyGs(CGameState *gs)
- {
- CGObjectInstance *obj = gs->getObjInstance(objectID);
- logGlobal->debug("removing object id=%d; address=%x; name=%s", objectID, (intptr_t)obj, obj->getObjectName());
- //unblock tiles
- gs->map->removeBlockVisTiles(obj);
- if (initiator.isValidPlayer())
- gs->getPlayerState(initiator)->destroyedObjects.insert(objectID);
- if(obj->ID == Obj::HERO) //remove beaten hero
- {
- auto * beatenHero = dynamic_cast<CGHeroInstance *>(obj);
- assert(beatenHero);
- PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
- gs->map->heroesOnMap -= beatenHero;
- p->removeOwnedObject(beatenHero);
- auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
- // FIXME: workaround:
- // hero should be attached to siegeNode after battle
- // however this code might also be called on dismissing hero while in town
- if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
- beatenHero->detachFrom(*siegeNode);
- beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
- vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
- {
- return asi.artifact->artType->getId() == ArtifactID::GRAIL;
- });
- if(beatenHero->visitedTown)
- {
- if(beatenHero->visitedTown->garrisonHero == beatenHero)
- beatenHero->visitedTown->garrisonHero = nullptr;
- else
- beatenHero->visitedTown->visitingHero = nullptr;
- beatenHero->visitedTown = nullptr;
- beatenHero->inTownGarrison = false;
- }
- //return hero to the pool, so he may reappear in tavern
- gs->heroesPool->addHeroToPool(beatenHero);
- gs->map->objects[objectID.getNum()] = nullptr;
- //If hero on Boat is removed, the Boat disappears
- if(beatenHero->boat)
- {
- beatenHero->detachFrom(const_cast<CGBoat&>(*beatenHero->boat));
- gs->map->instanceNames.erase(beatenHero->boat->instanceName);
- gs->map->objects[beatenHero->boat->id.getNum()].dellNull();
- beatenHero->boat = nullptr;
- }
- return;
- }
- const auto * quest = dynamic_cast<const IQuestObject *>(obj);
- if (quest)
- {
- gs->map->quests[quest->quest->qid] = nullptr;
- for (auto &player : gs->players)
- {
- vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
- return q.obj == obj;
- });
- }
- }
- gs->map->instanceNames.erase(obj->instanceName);
- gs->map->objects[objectID.getNum()].dellNull();
- gs->map->calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
- }
- static int getDir(const int3 & src, const int3 & dst)
- {
- int ret = -1;
- if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
- {
- ret = 1;
- }
- else if(dst.x == src.x && dst.y+1 == src.y) //t
- {
- ret = 2;
- }
- else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
- {
- ret = 3;
- }
- else if(dst.x-1 == src.x && dst.y == src.y) //r
- {
- ret = 4;
- }
- else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
- {
- ret = 5;
- }
- else if(dst.x == src.x && dst.y-1 == src.y) //b
- {
- ret = 6;
- }
- else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
- {
- ret = 7;
- }
- else if(dst.x+1 == src.x && dst.y == src.y) //l
- {
- ret = 8;
- }
- return ret;
- }
- void TryMoveHero::applyGs(CGameState *gs)
- {
- CGHeroInstance *h = gs->getHero(id);
- if (!h)
- {
- logGlobal->error("Attempt ot move unavailable hero %d", id.getNum());
- return;
- }
- h->setMovementPoints(movePoints);
- if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
- {
- auto dir = getDir(start,end);
- if(dir > 0 && dir <= 8)
- h->moveDir = dir;
- //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
- }
- if(result == EMBARK) //hero enters boat at destination tile
- {
- const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
- assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
- auto * boat = dynamic_cast<CGBoat *>(tt.visitableObjects.back());
- assert(boat);
- gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
- h->boat = boat;
- h->attachTo(*boat);
- boat->hero = h;
- }
- else if(result == DISEMBARK) //hero leaves boat to destination tile
- {
- auto * b = const_cast<CGBoat *>(h->boat);
- b->direction = h->moveDir;
- b->pos = start;
- b->hero = nullptr;
- gs->map->addBlockVisTiles(b);
- h->detachFrom(*b);
- h->boat = nullptr;
- }
- if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
- {
- gs->map->removeBlockVisTiles(h);
- h->pos = end;
- if(auto * b = const_cast<CGBoat *>(h->boat))
- b->pos = end;
- gs->map->addBlockVisTiles(h);
- }
- auto & fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
- for(const int3 & t : fowRevealed)
- fogOfWarMap[t.z][t.x][t.y] = 1;
- }
- void NewStructures::applyGs(CGameState *gs)
- {
- CGTownInstance *t = gs->getTown(tid);
- for(const auto & id : bid)
- {
- assert(t->getTown()->buildings.at(id) != nullptr);
- t->addBuilding(id);
- }
- t->updateAppearance();
- t->built = built;
- t->recreateBuildingsBonuses();
- }
- void RazeStructures::applyGs(CGameState *gs)
- {
- CGTownInstance *t = gs->getTown(tid);
- for(const auto & id : bid)
- {
- t->removeBuilding(id);
- t->updateAppearance();
- }
- t->destroyed = destroyed; //yeaha
- t->recreateBuildingsBonuses();
- }
- void SetAvailableCreatures::applyGs(CGameState *gs)
- {
- auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
- assert(dw);
- dw->creatures = creatures;
- }
- void SetHeroesInTown::applyGs(CGameState *gs)
- {
- CGTownInstance *t = gs->getTown(tid);
- CGHeroInstance * v = gs->getHero(visiting);
- CGHeroInstance * g = gs->getHero(garrison);
- bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
- bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
- if(newVisitorComesFromGarrison)
- t->setGarrisonedHero(nullptr);
- if(newGarrisonComesFromVisiting)
- t->setVisitingHero(nullptr);
- if(!newGarrisonComesFromVisiting || v)
- t->setVisitingHero(v);
- if(!newVisitorComesFromGarrison || g)
- t->setGarrisonedHero(g);
- if(v)
- {
- gs->map->addBlockVisTiles(v);
- }
- if(g)
- {
- gs->map->removeBlockVisTiles(g);
- }
- }
- void HeroRecruited::applyGs(CGameState *gs)
- {
- CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
- CGTownInstance *t = gs->getTown(tid);
- PlayerState *p = gs->getPlayerState(player);
- if (boatId != ObjectInstanceID::NONE)
- {
- CGObjectInstance *obj = gs->getObjInstance(boatId);
- auto * boat = dynamic_cast<CGBoat *>(obj);
- if (boat)
- {
- gs->map->removeBlockVisTiles(boat);
- h->attachToBoat(boat);
- }
- }
- h->setOwner(player);
- h->pos = tile;
- if(h->id == ObjectInstanceID())
- {
- h->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
- gs->map->objects.emplace_back(h);
- }
- else
- gs->map->objects[h->id.getNum()] = h;
- gs->map->heroesOnMap.emplace_back(h);
- p->addOwnedObject(h);
- h->attachTo(*p);
- gs->map->addBlockVisTiles(h);
- if(t)
- t->setVisitingHero(h);
- }
- void GiveHero::applyGs(CGameState *gs)
- {
- CGHeroInstance *h = gs->getHero(id);
- if (boatId != ObjectInstanceID::NONE)
- {
- CGObjectInstance *obj = gs->getObjInstance(boatId);
- auto * boat = dynamic_cast<CGBoat *>(obj);
- if (boat)
- {
- gs->map->removeBlockVisTiles(boat);
- h->attachToBoat(boat);
- }
- }
- //bonus system
- h->detachFrom(gs->globalEffects);
- h->attachTo(*gs->getPlayerState(player));
- auto oldVisitablePos = h->visitablePos();
- gs->map->removeBlockVisTiles(h,true);
- h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->getHeroClassID().getNum())->getTemplates().front();
- h->setOwner(player);
- h->setMovementPoints(h->movementPointsLimit(true));
- h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
- gs->map->heroesOnMap.emplace_back(h);
- gs->getPlayerState(h->getOwner())->addOwnedObject(h);
- gs->map->addBlockVisTiles(h);
- h->inTownGarrison = false;
- }
- void NewObject::applyGs(CGameState *gs)
- {
- newObject->id = ObjectInstanceID(static_cast<si32>(gs->map->objects.size()));
- gs->map->objects.emplace_back(newObject);
- gs->map->addBlockVisTiles(newObject);
- gs->map->calculateGuardingGreaturePositions();
- logGlobal->debug("Added object id=%d; name=%s", newObject->id, newObject->getObjectName());
- }
- void NewArtifact::applyGs(CGameState *gs)
- {
- auto art = ArtifactUtils::createArtifact(artId, spellId);
- gs->map->addNewArtifactInstance(art);
- PutArtifact pa(art->getId(), ArtifactLocation(artHolder, pos), false);
- pa.applyGs(gs);
- }
- const CStackInstance * StackLocation::getStack()
- {
- if(!army->hasStackAtSlot(slot))
- {
- logNetwork->warn("%s don't have a stack at slot %d", army->nodeName(), slot.getNum());
- return nullptr;
- }
- return &army->getStack(slot);
- }
- struct ObjectRetriever
- {
- const CArmedInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
- {
- return h;
- }
- const CArmedInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
- {
- return s->armyObj;
- }
- };
- template<typename T>
- struct GetBase
- {
- template <typename TArg>
- T * operator()(TArg &arg) const
- {
- return arg;
- }
- };
- void ChangeStackCount::applyGs(CGameState *gs)
- {
- auto * srcObj = gs->getArmyInstance(army);
- if(!srcObj)
- throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
- if(absoluteValue)
- srcObj->setStackCount(slot, count);
- else
- srcObj->changeStackCount(slot, count);
- }
- void SetStackType::applyGs(CGameState *gs)
- {
- auto * srcObj = gs->getArmyInstance(army);
- if(!srcObj)
- throw std::runtime_error("SetStackType: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
- srcObj->setStackType(slot, type);
- }
- void EraseStack::applyGs(CGameState *gs)
- {
- auto * srcObj = gs->getArmyInstance(army);
- if(!srcObj)
- throw std::runtime_error("EraseStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
- srcObj->eraseStack(slot);
- }
- void SwapStacks::applyGs(CGameState *gs)
- {
- auto * srcObj = gs->getArmyInstance(srcArmy);
- if(!srcObj)
- throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
- auto * dstObj = gs->getArmyInstance(dstArmy);
- if(!dstObj)
- throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
- CStackInstance * s1 = srcObj->detachStack(srcSlot);
- CStackInstance * s2 = dstObj->detachStack(dstSlot);
- srcObj->putStack(srcSlot, s2);
- dstObj->putStack(dstSlot, s1);
- }
- void InsertNewStack::applyGs(CGameState *gs)
- {
- if(auto * obj = gs->getArmyInstance(army))
- obj->putStack(slot, new CStackInstance(type, count));
- else
- throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
- }
- void RebalanceStacks::applyGs(CGameState *gs)
- {
- auto * srcObj = gs->getArmyInstance(srcArmy);
- if(!srcObj)
- throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(srcArmy.getNum()) + ", possible game state corruption.");
- auto * dstObj = gs->getArmyInstance(dstArmy);
- if(!dstObj)
- throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(dstArmy.getNum()) + ", possible game state corruption.");
- StackLocation src(srcObj, srcSlot);
- StackLocation dst(dstObj, dstSlot);
- const CCreature * srcType = src.army->getCreature(src.slot);
- TQuantity srcCount = src.army->getStackCount(src.slot);
- bool stackExp = gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE);
- if(srcCount == count) //moving whole stack
- {
- const auto c = dst.army->getCreature(dst.slot);
- if(c) //stack at dest -> merge
- {
- assert(c == srcType);
-
- const auto srcHero = dynamic_cast<CGHeroInstance*>(src.army.get());
- const auto dstHero = dynamic_cast<CGHeroInstance*>(dst.army.get());
- auto srcStack = const_cast<CStackInstance*>(src.getStack());
- auto dstStack = const_cast<CStackInstance*>(dst.getStack());
- if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
- {
- if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
- {
- auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
- if(srcHero && dstSlot != ArtifactPosition::PRE_FIRST)
- {
- gs->map->moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
- }
- //else - artifact can be lost :/
- else
- {
- BulkEraseArtifacts ea;
- ea.artHolder = dstHero->id;
- ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
- ea.creature = dst.slot;
- ea.applyGs(gs);
- logNetwork->warn("Cannot move artifact! No free slots");
- }
- gs->map->moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
- //TODO: choose from dialog
- }
- else //just move to the other slot before stack gets erased
- {
- gs->map->moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
- }
- }
- if (stackExp)
- {
- ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
- src.army->eraseStack(src.slot);
- dst.army->changeStackCount(dst.slot, count);
- dst.army->setStackExp(dst.slot, totalExp /(dst.army->getStackCount(dst.slot))); //mean
- }
- else
- {
- src.army->eraseStack(src.slot);
- dst.army->changeStackCount(dst.slot, count);
- }
- }
- else //move stack to an empty slot, no exp change needed
- {
- CStackInstance *stackDetached = src.army->detachStack(src.slot);
- dst.army->putStack(dst.slot, stackDetached);
- }
- }
- else
- {
- [[maybe_unused]] const CCreature *c = dst.army->getCreature(dst.slot);
- if(c) //stack at dest -> rebalance
- {
- assert(c == srcType);
- if (stackExp)
- {
- ui64 totalExp = srcCount * src.army->getStackExperience(src.slot) + dst.army->getStackCount(dst.slot) * dst.army->getStackExperience(dst.slot);
- src.army->changeStackCount(src.slot, -count);
- dst.army->changeStackCount(dst.slot, count);
- dst.army->setStackExp(dst.slot, totalExp /(src.army->getStackCount(src.slot) + dst.army->getStackCount(dst.slot))); //mean
- }
- else
- {
- src.army->changeStackCount(src.slot, -count);
- dst.army->changeStackCount(dst.slot, count);
- }
- }
- else //split stack to an empty slot
- {
- src.army->changeStackCount(src.slot, -count);
- dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
- if (stackExp)
- dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
- }
- }
- CBonusSystemNode::treeHasChanged();
- }
- void BulkRebalanceStacks::applyGs(CGameState *gs)
- {
- for(auto & move : moves)
- move.applyGs(gs);
- }
- void BulkSmartRebalanceStacks::applyGs(CGameState *gs)
- {
- for(auto & move : moves)
- move.applyGs(gs);
- for(auto & change : changes)
- change.applyGs(gs);
- }
- void PutArtifact::applyGs(CGameState *gs)
- {
- auto art = gs->getArtInstance(id);
- assert(!art->getParentNodes().empty());
- auto hero = gs->getHero(al.artHolder);
- assert(hero);
- assert(art && art->canBePutAt(hero, al.slot));
- assert(ArtifactUtils::checkIfSlotValid(*hero, al.slot));
- gs->map->putArtifactInstance(*hero, art, al.slot);
- }
- void BulkEraseArtifacts::applyGs(CGameState *gs)
- {
- const auto artSet = gs->getArtSet(artHolder);
- assert(artSet);
- std::sort(posPack.begin(), posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
- {
- return slot0.num > slot1.num;
- });
- for(const auto & slot : posPack)
- {
- const auto slotInfo = artSet->getSlot(slot);
- if(slotInfo->locked)
- {
- logGlobal->debug("Erasing locked artifact: %s", slotInfo->artifact->artType->getNameTranslated());
- DisassembledArtifact dis;
- dis.al.artHolder = artHolder;
- for(auto & slotInfoWorn : artSet->artifactsWorn)
- {
- auto art = slotInfoWorn.second.artifact;
- if(art->isCombined() && art->isPart(slotInfo->artifact))
- {
- dis.al.slot = artSet->getArtPos(art);
- break;
- }
- }
- assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
- logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->artType->getNameTranslated());
- dis.applyGs(gs);
- }
- else
- {
- logGlobal->debug("Erasing artifact %s", slotInfo->artifact->artType->getNameTranslated());
- }
- gs->map->removeArtifactInstance(*artSet, slot);
- }
- }
- void BulkMoveArtifacts::applyGs(CGameState *gs)
- {
- const auto bulkArtsRemove = [gs](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)
- {
- std::vector<ArtifactPosition> packToRemove;
- for(const auto & slotsPair : artsPack)
- packToRemove.push_back(slotsPair.srcPos);
- std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
- {
- return slot0.num > slot1.num;
- });
- for(const auto & slot : packToRemove)
- gs->map->removeArtifactInstance(artSet, slot);
- };
- const auto bulkArtsPut = [gs](std::vector<LinkedSlots> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
- {
- for(const auto & slotsPair : artsPack)
- {
- auto * art = initArtSet.getArt(slotsPair.srcPos);
- assert(art);
- gs->map->putArtifactInstance(dstArtSet, art, slotsPair.dstPos);
- }
- };
-
- auto * leftSet = gs->getArtSet(ArtifactLocation(srcArtHolder, srcCreature));
- assert(leftSet);
- auto * rightSet = gs->getArtSet(ArtifactLocation(dstArtHolder, dstCreature));
- assert(rightSet);
- CArtifactFittingSet artInitialSetLeft(*leftSet);
- bulkArtsRemove(artsPack0, *leftSet);
- if(!artsPack1.empty())
- {
- CArtifactFittingSet artInitialSetRight(*rightSet);
- bulkArtsRemove(artsPack1, *rightSet);
- bulkArtsPut(artsPack1, artInitialSetRight, *leftSet);
- }
- bulkArtsPut(artsPack0, artInitialSetLeft, *rightSet);
- }
- void AssembledArtifact::applyGs(CGameState *gs)
- {
- auto hero = gs->getHero(al.artHolder);
- assert(hero);
- const auto transformedArt = hero->getArt(al.slot);
- assert(transformedArt);
- assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
- {
- return art->getId() == builtArt->getId();
- }));
- const auto transformedArtSlot = hero->getArtPos(transformedArt);
- auto * combinedArt = new CArtifactInstance(builtArt);
- gs->map->addNewArtifactInstance(combinedArt);
- // Find slots for all involved artifacts
- std::vector<ArtifactPosition> slotsInvolved;
- for(const auto constituent : builtArt->getConstituents())
- {
- ArtifactPosition slot;
- if(transformedArt->getTypeId() == constituent->getId())
- slot = transformedArtSlot;
- else
- slot = hero->getArtPos(constituent->getId(), false, false);
- assert(slot != ArtifactPosition::PRE_FIRST);
- slotsInvolved.emplace_back(slot);
- }
- std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
- // Find a slot for combined artifact
- al.slot = transformedArtSlot;
- for(const auto slot : slotsInvolved)
- {
- if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
- {
- if(ArtifactUtils::isSlotBackpack(slot))
- {
- al.slot = ArtifactPosition::BACKPACK_START;
- break;
- }
- if(!vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), al.slot)
- && vstd::contains(combinedArt->artType->getPossibleSlots().at(hero->bearerType()), slot))
- al.slot = slot;
- }
- else
- {
- if(ArtifactUtils::isSlotBackpack(slot))
- al.slot = std::min(al.slot, slot);
- }
- }
- // Delete parts from hero
- for(const auto slot : slotsInvolved)
- {
- const auto constituentInstance = hero->getArt(slot);
- gs->map->removeArtifactInstance(*hero, slot);
- if(ArtifactUtils::isSlotEquipment(al.slot) && slot != al.slot)
- combinedArt->addPart(constituentInstance, slot);
- else
- combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
- }
- // Put new combined artifacts
- gs->map->putArtifactInstance(*hero, combinedArt, al.slot);
- }
- void DisassembledArtifact::applyGs(CGameState *gs)
- {
- auto hero = gs->getHero(al.artHolder);
- assert(hero);
- auto disassembledArt = hero->getArt(al.slot);
- assert(disassembledArt);
- const auto parts = disassembledArt->getPartsInfo();
- gs->map->removeArtifactInstance(*hero, al.slot);
- for(auto & part : parts)
- {
- // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
- auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : al.slot);
- disassembledArt->detachFrom(*part.art);
- gs->map->putArtifactInstance(*hero, part.art, slot);
- }
- gs->map->eraseArtifactInstance(disassembledArt);
- }
- void HeroVisit::applyGs(CGameState *gs)
- {
- }
- void SetAvailableArtifacts::applyGs(CGameState *gs)
- {
- if(id != ObjectInstanceID::NONE)
- {
- if(auto * bm = dynamic_cast<CGBlackMarket *>(gs->getObjInstance(id)))
- {
- bm->artifacts = arts;
- }
- else
- {
- logNetwork->error("Wrong black market id!");
- }
- }
- else
- {
- gs->map->townMerchantArtifacts = arts;
- }
- }
- void NewTurn::applyGs(CGameState *gs)
- {
- gs->day = day;
- // Update bonuses before doing anything else so hero don't get more MP than needed
- gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
- gs->globalEffects.reduceBonusDurations(Bonus::NDays);
- gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
- //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
- for(auto & manaPack : heroesMana)
- manaPack.applyGs(gs);
- for(auto & movePack : heroesMovement)
- movePack.applyGs(gs);
- gs->heroesPool->onNewDay();
- for(auto & entry : playerIncome)
- {
- gs->getPlayerState(entry.first)->resources += entry.second;
- gs->getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
- }
- for(auto & creatureSet : availableCreatures) //set available creatures in towns
- creatureSet.applyGs(gs);
- for(CGTownInstance* t : gs->map->towns)
- {
- t->built = 0;
- t->spellResearchCounterDay = 0;
- }
- if(newRumor)
- gs->currentRumor = *newRumor;
- }
- void SetObjectProperty::applyGs(CGameState *gs)
- {
- CGObjectInstance *obj = gs->getObjInstance(id);
- if(!obj)
- {
- logNetwork->error("Wrong object ID - property cannot be set!");
- return;
- }
- auto * cai = dynamic_cast<CArmedInstance *>(obj);
- if(what == ObjProperty::OWNER && obj->asOwnable())
- {
- PlayerColor oldOwner = obj->getOwner();
- PlayerColor newOwner = identifier.as<PlayerColor>();
- if(oldOwner.isValidPlayer())
- gs->getPlayerState(oldOwner)->removeOwnedObject(obj);;
- if(newOwner.isValidPlayer())
- gs->getPlayerState(newOwner)->addOwnedObject(obj);;
- }
- if(what == ObjProperty::OWNER && cai)
- {
- if(obj->ID == Obj::TOWN)
- {
- auto * t = dynamic_cast<CGTownInstance *>(obj);
- assert(t);
- PlayerColor oldOwner = t->tempOwner;
- if(oldOwner.isValidPlayer())
- {
- auto * state = gs->getPlayerState(oldOwner);
- if(state->getTowns().empty())
- state->daysWithoutCastle = 0;
- }
- if(identifier.as<PlayerColor>().isValidPlayer())
- {
- //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
- PlayerState * p = gs->getPlayerState(identifier.as<PlayerColor>());
- if(p->daysWithoutCastle)
- p->daysWithoutCastle = std::nullopt;
- }
- }
- CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
- nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
- obj->setProperty(what, identifier);
- nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
- }
- else //not an armed instance
- {
- obj->setProperty(what, identifier);
- }
- }
- void HeroLevelUp::applyGs(CGameState *gs)
- {
- auto * hero = gs->getHero(heroId);
- assert(hero);
- hero->levelUp(skills);
- }
- void CommanderLevelUp::applyGs(CGameState *gs)
- {
- auto * hero = gs->getHero(heroId);
- assert(hero);
- auto commander = hero->commander;
- assert(commander);
- commander->levelUp();
- }
- void BattleStart::applyGs(CGameState *gs)
- {
- assert(battleID == gs->nextBattleID);
- gs->currentBattles.emplace_back(info);
- info->battleID = gs->nextBattleID;
- info->localInit();
- gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
- }
- void BattleNextRound::applyGs(CGameState *gs)
- {
- gs->getBattle(battleID)->nextRound();
- }
- void BattleSetActiveStack::applyGs(CGameState *gs)
- {
- gs->getBattle(battleID)->nextTurn(stack);
- }
- void BattleTriggerEffect::applyGs(CGameState *gs)
- {
- CStack * st = gs->getBattle(battleID)->getStack(stackID);
- assert(st);
- switch(static_cast<BonusType>(effect))
- {
- case BonusType::HP_REGENERATION:
- {
- int64_t toHeal = val;
- st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
- break;
- }
- case BonusType::MANA_DRAIN:
- {
- CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
- st->drainedMana = true;
- h->mana -= val;
- vstd::amax(h->mana, 0);
- break;
- }
- case BonusType::POISON:
- {
- auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
- .And(Selector::type()(BonusType::STACK_HEALTH)));
- if (b)
- b->val = val;
- break;
- }
- case BonusType::ENCHANTER:
- case BonusType::MORALE:
- break;
- case BonusType::FEAR:
- st->fear = true;
- break;
- default:
- logNetwork->error("Unrecognized trigger effect type %d", effect);
- }
- }
- void BattleUpdateGateState::applyGs(CGameState *gs)
- {
- if(gs->getBattle(battleID))
- gs->getBattle(battleID)->si.gateState = state;
- }
- void BattleCancelled::applyGs(CGameState *gs)
- {
- auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
- {
- return battle->battleID == battleID;
- });
- assert(currentBattle != gs->currentBattles.end());
- gs->currentBattles.erase(currentBattle);
- }
- void BattleResultAccepted::applyGs(CGameState *gs)
- {
- // Remove any "until next battle" bonuses
- for(auto & res : heroResult)
- {
- if(res.hero)
- res.hero->removeBonusesRecursive(Bonus::OneBattle);
- }
- if(winnerSide != BattleSide::NONE)
- {
- // Grow up growing artifacts
- const auto hero = heroResult[winnerSide].hero;
- if (hero)
- {
- if(hero->commander && hero->commander->alive)
- {
- for(auto & art : hero->commander->artifactsWorn)
- art.second.artifact->growingUp();
- }
- for(auto & art : hero->artifactsWorn)
- {
- art.second.artifact->growingUp();
- }
- }
- }
- if(gs->getSettings().getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
- {
- if(heroResult[BattleSide::ATTACKER].army)
- heroResult[BattleSide::ATTACKER].army->giveStackExp(heroResult[BattleSide::ATTACKER].exp);
- if(heroResult[BattleSide::DEFENDER].army)
- heroResult[BattleSide::DEFENDER].army->giveStackExp(heroResult[BattleSide::DEFENDER].exp);
- CBonusSystemNode::treeHasChanged();
- }
- auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
- {
- return battle->battleID == battleID;
- });
- assert(currentBattle != gs->currentBattles.end());
- gs->currentBattles.erase(currentBattle);
- }
- void BattleLogMessage::applyGs(CGameState *gs)
- {
- //nothing
- }
- void BattleLogMessage::applyBattle(IBattleState * battleState)
- {
- //nothing
- }
- void BattleStackMoved::applyGs(CGameState *gs)
- {
- applyBattle(gs->getBattle(battleID));
- }
- void BattleStackMoved::applyBattle(IBattleState * battleState)
- {
- battleState->moveUnit(stack, tilesToMove.back());
- }
- void BattleStackAttacked::applyGs(CGameState *gs)
- {
- applyBattle(gs->getBattle(battleID));
- }
- void BattleStackAttacked::applyBattle(IBattleState * battleState)
- {
- battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
- }
- void BattleAttack::applyGs(CGameState *gs)
- {
- CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
- assert(attacker);
- attackerChanges.applyGs(gs);
- for(BattleStackAttacked & stackAttacked : bsa)
- stackAttacked.applyGs(gs);
- attacker->removeBonusesRecursive(Bonus::UntilAttack);
- if(!this->counter())
- attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
- }
- void StartAction::applyGs(CGameState *gs)
- {
- CStack *st = gs->getBattle(battleID)->getStack(ba.stackNumber);
- if(ba.actionType == EActionType::END_TACTIC_PHASE)
- {
- gs->getBattle(battleID)->tacticDistance = 0;
- return;
- }
- if(gs->getBattle(battleID)->tacticDistance)
- {
- // moves in tactics phase do not affect creature status
- // (tactics stack queue is managed by client)
- return;
- }
- if (ba.isUnitAction())
- {
- assert(st); // stack must exists for all non-hero actions
- switch(ba.actionType)
- {
- case EActionType::DEFEND:
- st->waiting = false;
- st->defending = true;
- st->defendingAnim = true;
- break;
- case EActionType::WAIT:
- st->defendingAnim = false;
- st->waiting = true;
- st->waitedThisTurn = true;
- break;
- case EActionType::HERO_SPELL: //no change in current stack state
- break;
- default: //any active stack action - attack, catapult, heal, spell...
- st->waiting = false;
- st->defendingAnim = false;
- st->movedThisRound = true;
- st->castSpellThisTurn = ba.actionType == EActionType::MONSTER_SPELL;
- break;
- }
- }
- else
- {
- if(ba.actionType == EActionType::HERO_SPELL)
- gs->getBattle(battleID)->getSide(ba.side).usedSpellsHistory.push_back(ba.spell);
- }
- }
- void BattleSpellCast::applyGs(CGameState *gs)
- {
- if(castByHero && side != BattleSide::NONE)
- gs->getBattle(battleID)->getSide(side).castSpellsCount++;
- }
- void SetStackEffect::applyGs(CGameState *gs)
- {
- applyBattle(gs->getBattle(battleID));
- }
- void SetStackEffect::applyBattle(IBattleState * battleState)
- {
- for(const auto & stackData : toRemove)
- battleState->removeUnitBonus(stackData.first, stackData.second);
- for(const auto & stackData : toUpdate)
- battleState->updateUnitBonus(stackData.first, stackData.second);
- for(const auto & stackData : toAdd)
- battleState->addUnitBonus(stackData.first, stackData.second);
- }
- void StacksInjured::applyGs(CGameState *gs)
- {
- applyBattle(gs->getBattle(battleID));
- }
- void StacksInjured::applyBattle(IBattleState * battleState)
- {
- for(BattleStackAttacked stackAttacked : stacks)
- stackAttacked.applyBattle(battleState);
- }
- void BattleUnitsChanged::applyGs(CGameState *gs)
- {
- applyBattle(gs->getBattle(battleID));
- }
- void BattleUnitsChanged::applyBattle(IBattleState * battleState)
- {
- for(auto & elem : changedStacks)
- {
- switch(elem.operation)
- {
- case BattleChanges::EOperation::RESET_STATE:
- battleState->setUnitState(elem.id, elem.data, elem.healthDelta);
- break;
- case BattleChanges::EOperation::REMOVE:
- battleState->removeUnit(elem.id);
- break;
- case BattleChanges::EOperation::ADD:
- battleState->addUnit(elem.id, elem.data);
- break;
- case BattleChanges::EOperation::UPDATE:
- battleState->updateUnit(elem.id, elem.data);
- break;
- default:
- logNetwork->error("Unknown unit operation %d", static_cast<int>(elem.operation));
- break;
- }
- }
- }
- void BattleObstaclesChanged::applyGs(CGameState *gs)
- {
- applyBattle(gs->getBattle(battleID));
- }
- void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
- {
- for(const auto & change : changes)
- {
- switch(change.operation)
- {
- case BattleChanges::EOperation::REMOVE:
- battleState->removeObstacle(change.id);
- break;
- case BattleChanges::EOperation::ADD:
- battleState->addObstacle(change);
- break;
- case BattleChanges::EOperation::UPDATE:
- battleState->updateObstacle(change);
- break;
- default:
- logNetwork->error("Unknown obstacle operation %d", static_cast<int>(change.operation));
- break;
- }
- }
- }
- CatapultAttack::CatapultAttack() = default;
- CatapultAttack::~CatapultAttack() = default;
- void CatapultAttack::applyGs(CGameState *gs)
- {
- applyBattle(gs->getBattle(battleID));
- }
- void CatapultAttack::visitTyped(ICPackVisitor & visitor)
- {
- visitor.visitCatapultAttack(*this);
- }
- void CatapultAttack::applyBattle(IBattleState * battleState)
- {
- const auto * town = battleState->getDefendedTown();
- if(!town)
- return;
- if(town->fortificationsLevel().wallsHealth == 0)
- return;
- for(const auto & part : attackedParts)
- {
- auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
- battleState->setWallState(part.attackedPart, newWallState);
- }
- }
- void BattleSetStackProperty::applyGs(CGameState *gs)
- {
- CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
- switch(which)
- {
- case CASTS:
- {
- if(absolute)
- logNetwork->error("Can not change casts in absolute mode");
- else
- stack->casts.use(-val);
- break;
- }
- case ENCHANTER_COUNTER:
- {
- auto & counter = gs->getBattle(battleID)->getSide(gs->getBattle(battleID)->whatSide(stack->unitOwner())).enchanterCounter;
- if(absolute)
- counter = val;
- else
- counter += val;
- vstd::amax(counter, 0);
- break;
- }
- case UNBIND:
- {
- stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
- break;
- }
- case CLONED:
- {
- stack->cloned = true;
- break;
- }
- case HAS_CLONE:
- {
- stack->cloneID = val;
- break;
- }
- }
- }
- void PlayerCheated::applyGs(CGameState *gs)
- {
- if(!player.isValidPlayer())
- return;
- gs->getPlayerState(player)->enteredLosingCheatCode = losingCheatCode;
- gs->getPlayerState(player)->enteredWinningCheatCode = winningCheatCode;
- gs->getPlayerState(player)->cheated = true;
- }
- void PlayerStartsTurn::applyGs(CGameState *gs)
- {
- //assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
- gs->actingPlayers.insert(player);
- }
- void PlayerEndsTurn::applyGs(CGameState *gs)
- {
- assert(gs->actingPlayers.count(player) == 1);
- gs->actingPlayers.erase(player);
- }
- void DaysWithoutTown::applyGs(CGameState *gs)
- {
- auto & playerState = gs->players[player];
- playerState.daysWithoutCastle = daysWithoutCastle;
- }
- void TurnTimeUpdate::applyGs(CGameState *gs)
- {
- auto & playerState = gs->players[player];
- playerState.turnTimer = turnTimer;
- }
- void EntitiesChanged::applyGs(CGameState *gs)
- {
- for(const auto & change : changes)
- gs->updateEntity(change.metatype, change.entityIndex, change.data);
- }
- void SetRewardableConfiguration::applyGs(CGameState *gs)
- {
- auto * objectPtr = gs->getObjInstance(objectID);
- if (!buildingID.hasValue())
- {
- auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
- assert(rewardablePtr);
- rewardablePtr->configuration = configuration;
- rewardablePtr->initializeGuards();
- }
- else
- {
- auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
- TownBuildingInstance * buildingPtr = nullptr;
- for (auto & building : townPtr->rewardableBuildings)
- if (building.second->getBuildingType() == buildingID)
- buildingPtr = building.second;
- auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
- assert(rewardablePtr);
- rewardablePtr->configuration = configuration;
- }
- }
- void SetBankConfiguration::applyGs(CGameState *gs)
- {
- auto * objectPtr = gs->getObjInstance(objectID);
- auto * bankPtr = dynamic_cast<CBank *>(objectPtr);
- assert(bankPtr);
- bankPtr->setConfig(configuration);
- }
- const CArtifactInstance * ArtSlotInfo::getArt() const
- {
- if(locked)
- {
- logNetwork->warn("ArtifactLocation::getArt: This location is locked!");
- return nullptr;
- }
- return artifact;
- }
- VCMI_LIB_NAMESPACE_END
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