CGameHandler.cpp 133 KB

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  1. /*
  2. * CGameHandler.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 "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "TurnTimerHandler.h"
  14. #include "ServerNetPackVisitors.h"
  15. #include "ServerSpellCastEnvironment.h"
  16. #include "battles/BattleProcessor.h"
  17. #include "processors/HeroPoolProcessor.h"
  18. #include "processors/PlayerMessageProcessor.h"
  19. #include "processors/TurnOrderProcessor.h"
  20. #include "queries/QueriesProcessor.h"
  21. #include "queries/MapQueries.h"
  22. #include "../lib/ArtifactUtils.h"
  23. #include "../lib/CArtHandler.h"
  24. #include "../lib/CConfigHandler.h"
  25. #include "../lib/CCreatureHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/texts/CGeneralTextHandler.h"
  28. #include "../lib/CHeroHandler.h"
  29. #include "../lib/CPlayerState.h"
  30. #include "../lib/CRandomGenerator.h"
  31. #include "../lib/CSoundBase.h"
  32. #include "../lib/CThreadHelper.h"
  33. #include "../lib/GameConstants.h"
  34. #include "../lib/UnlockGuard.h"
  35. #include "../lib/GameSettings.h"
  36. #include "../lib/ScriptHandler.h"
  37. #include "../lib/StartInfo.h"
  38. #include "../lib/TerrainHandler.h"
  39. #include "../lib/VCMIDirs.h"
  40. #include "../lib/VCMI_Lib.h"
  41. #include "../lib/int3.h"
  42. #include "../lib/battle/BattleInfo.h"
  43. #include "../lib/entities/building/CBuilding.h"
  44. #include "../lib/entities/faction/CTownHandler.h"
  45. #include "../lib/filesystem/FileInfo.h"
  46. #include "../lib/filesystem/Filesystem.h"
  47. #include "../lib/gameState/CGameState.h"
  48. #include "../lib/mapping/CMap.h"
  49. #include "../lib/mapping/CMapService.h"
  50. #include "../lib/mapObjects/CGCreature.h"
  51. #include "../lib/mapObjects/CGMarket.h"
  52. #include "../lib/mapObjects/CGTownInstance.h"
  53. #include "../lib/mapObjects/MiscObjects.h"
  54. #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
  55. #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
  56. #include "../lib/modding/ModIncompatibility.h"
  57. #include "../lib/networkPacks/StackLocation.h"
  58. #include "../lib/pathfinder/CPathfinder.h"
  59. #include "../lib/pathfinder/PathfinderOptions.h"
  60. #include "../lib/pathfinder/TurnInfo.h"
  61. #include "../lib/registerTypes/RegisterTypesServerPacks.h"
  62. #include "../lib/rmg/CMapGenOptions.h"
  63. #include "../lib/serializer/CSaveFile.h"
  64. #include "../lib/serializer/CLoadFile.h"
  65. #include "../lib/serializer/Connection.h"
  66. #include "../lib/spells/CSpellHandler.h"
  67. #include <vstd/RNG.h>
  68. #include <vstd/CLoggerBase.h>
  69. #include <vcmi/events/EventBus.h>
  70. #include <vcmi/events/GenericEvents.h>
  71. #include <vcmi/events/AdventureEvents.h>
  72. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  73. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  74. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  75. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  76. template <typename T> class CApplyOnGH;
  77. class CBaseForGHApply
  78. {
  79. public:
  80. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const =0;
  81. virtual ~CBaseForGHApply(){}
  82. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  83. {
  84. return new CApplyOnGH<U>();
  85. }
  86. };
  87. template <typename T> class CApplyOnGH : public CBaseForGHApply
  88. {
  89. public:
  90. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  91. {
  92. T *ptr = static_cast<T*>(pack);
  93. try
  94. {
  95. ApplyGhNetPackVisitor applier(*gh);
  96. ptr->visit(applier);
  97. return applier.getResult();
  98. }
  99. catch(ExceptionNotAllowedAction & e)
  100. {
  101. (void)e;
  102. return false;
  103. }
  104. }
  105. };
  106. template <>
  107. class CApplyOnGH<CPack> : public CBaseForGHApply
  108. {
  109. public:
  110. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  111. {
  112. logGlobal->error("Cannot apply on GH plain CPack!");
  113. assert(0);
  114. return false;
  115. }
  116. };
  117. static inline double distance(int3 a, int3 b)
  118. {
  119. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  120. }
  121. template <typename T>
  122. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  123. {
  124. fun(args[which]);
  125. }
  126. const Services * CGameHandler::services() const
  127. {
  128. return VLC;
  129. }
  130. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  131. {
  132. return gs->getBattle(battleID);
  133. }
  134. const CGameHandler::GameCb * CGameHandler::game() const
  135. {
  136. return this;
  137. }
  138. vstd::CLoggerBase * CGameHandler::logger() const
  139. {
  140. return logGlobal;
  141. }
  142. events::EventBus * CGameHandler::eventBus() const
  143. {
  144. return serverEventBus.get();
  145. }
  146. CVCMIServer * CGameHandler::gameLobby() const
  147. {
  148. return lobby;
  149. }
  150. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  151. {
  152. changeSecSkill(hero, skill, 1, 0);
  153. expGiven(hero);
  154. }
  155. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  156. {
  157. // required exp for at least 1 lvl-up hasn't been reached
  158. if (!hero->gainsLevel())
  159. {
  160. return;
  161. }
  162. // give primary skill
  163. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  164. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  165. SetPrimSkill sps;
  166. sps.id = hero->id;
  167. sps.which = primarySkill;
  168. sps.abs = false;
  169. sps.val = 1;
  170. sendAndApply(&sps);
  171. HeroLevelUp hlu;
  172. hlu.player = hero->tempOwner;
  173. hlu.heroId = hero->id;
  174. hlu.primskill = primarySkill;
  175. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  176. if (hlu.skills.size() == 0)
  177. {
  178. sendAndApply(&hlu);
  179. levelUpHero(hero);
  180. }
  181. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  182. {
  183. sendAndApply(&hlu);
  184. levelUpHero(hero, hlu.skills.front());
  185. }
  186. else if (hlu.skills.size() > 1)
  187. {
  188. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  189. hlu.queryID = levelUpQuery->queryID;
  190. queries->addQuery(levelUpQuery);
  191. sendAndApply(&hlu);
  192. //level up will be called on query reply
  193. }
  194. }
  195. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  196. {
  197. SetCommanderProperty scp;
  198. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  199. if (hero)
  200. scp.heroid = hero->id;
  201. else
  202. {
  203. complain ("Commander is not led by hero!");
  204. return;
  205. }
  206. scp.accumulatedBonus.additionalInfo = 0;
  207. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  208. scp.accumulatedBonus.turnsRemain = 0;
  209. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  210. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  211. if (skill <= ECommander::SPELL_POWER)
  212. {
  213. scp.which = SetCommanderProperty::BONUS;
  214. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  215. {
  216. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  217. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  218. };
  219. switch (skill)
  220. {
  221. case ECommander::ATTACK:
  222. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  223. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  224. break;
  225. case ECommander::DEFENSE:
  226. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  227. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  228. break;
  229. case ECommander::HEALTH:
  230. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  231. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.
  232. break;
  233. case ECommander::DAMAGE:
  234. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  235. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  236. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  237. break;
  238. case ECommander::SPEED:
  239. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  240. break;
  241. case ECommander::SPELL_POWER:
  242. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  243. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  244. sendAndApply (&scp); //additional pack
  245. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  246. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  247. sendAndApply (&scp); //additional pack
  248. scp.accumulatedBonus.type = BonusType::CASTS;
  249. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  250. sendAndApply (&scp); //additional pack
  251. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  252. break;
  253. }
  254. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  255. sendAndApply (&scp);
  256. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  257. scp.additionalInfo = skill;
  258. scp.amount = c->secondarySkills.at(skill) + 1;
  259. sendAndApply (&scp);
  260. }
  261. else if (skill >= 100)
  262. {
  263. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  264. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  265. scp.additionalInfo = skill; //unnormalized
  266. sendAndApply (&scp);
  267. }
  268. expGiven(hero);
  269. }
  270. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  271. {
  272. if (!c->gainsLevel())
  273. {
  274. return;
  275. }
  276. CommanderLevelUp clu;
  277. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  278. if(hero)
  279. {
  280. clu.heroId = hero->id;
  281. clu.player = hero->tempOwner;
  282. }
  283. else
  284. {
  285. complain ("Commander is not led by hero!");
  286. return;
  287. }
  288. //picking sec. skills for choice
  289. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  290. {
  291. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  292. clu.skills.push_back(i);
  293. }
  294. int i = 100;
  295. for (auto specialSkill : VLC->creh->skillRequirements)
  296. {
  297. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  298. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  299. && !vstd::contains (c->specialSkills, i))
  300. clu.skills.push_back (i);
  301. ++i;
  302. }
  303. int skillAmount = static_cast<int>(clu.skills.size());
  304. if (!skillAmount)
  305. {
  306. sendAndApply(&clu);
  307. levelUpCommander(c);
  308. }
  309. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  310. {
  311. sendAndApply(&clu);
  312. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  313. }
  314. else if (skillAmount > 1) //apply and ask for secondary skill
  315. {
  316. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  317. clu.queryID = commanderLevelUp->queryID;
  318. queries->addQuery(commanderLevelUp);
  319. sendAndApply(&clu);
  320. }
  321. }
  322. void CGameHandler::expGiven(const CGHeroInstance *hero)
  323. {
  324. if (hero->gainsLevel())
  325. levelUpHero(hero);
  326. else if (hero->commander && hero->commander->gainsLevel())
  327. levelUpCommander(hero->commander);
  328. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  329. // levelUpCommander(hero->commander);
  330. // else
  331. // levelUpHero(hero);
  332. }
  333. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  334. {
  335. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  336. TExpType currExp = hero->exp;
  337. if (gs->map->levelLimit != 0)
  338. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  339. TExpType canGainExp = 0;
  340. if (maxExp > currExp)
  341. canGainExp = maxExp - currExp;
  342. if (amountToGain > canGainExp)
  343. {
  344. // set given experience to max possible, but don't decrease if hero already over top
  345. amountToGain = canGainExp;
  346. InfoWindow iw;
  347. iw.player = hero->tempOwner;
  348. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  349. iw.text.replaceTextID(hero->getNameTextID());
  350. sendAndApply(&iw);
  351. }
  352. SetPrimSkill sps;
  353. sps.id = hero->id;
  354. sps.which = PrimarySkill::EXPERIENCE;
  355. sps.abs = false;
  356. sps.val = amountToGain;
  357. sendAndApply(&sps);
  358. //hero may level up
  359. if (hero->commander && hero->commander->alive)
  360. {
  361. //FIXME: trim experience according to map limit?
  362. SetCommanderProperty scp;
  363. scp.heroid = hero->id;
  364. scp.which = SetCommanderProperty::EXPERIENCE;
  365. scp.amount = amountToGain;
  366. sendAndApply (&scp);
  367. CBonusSystemNode::treeHasChanged();
  368. }
  369. expGiven(hero);
  370. }
  371. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  372. {
  373. SetPrimSkill sps;
  374. sps.id = hero->id;
  375. sps.which = which;
  376. sps.abs = abs;
  377. sps.val = val;
  378. sendAndApply(&sps);
  379. }
  380. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  381. {
  382. if(!hero)
  383. {
  384. logGlobal->error("changeSecSkill provided no hero");
  385. return;
  386. }
  387. SetSecSkill sss;
  388. sss.id = hero->id;
  389. sss.which = which;
  390. sss.val = val;
  391. sss.abs = abs;
  392. sendAndApply(&sss);
  393. if (hero->visitedTown)
  394. giveSpells(hero->visitedTown, hero);
  395. // Our scouting range may have changed - update it
  396. if (hero->getOwner().isValidPlayer())
  397. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  398. }
  399. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  400. {
  401. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  402. {
  403. assert(0); // game should have shut down before reaching this point!
  404. return;
  405. }
  406. for(auto & playerConnections : connections)
  407. {
  408. PlayerColor playerId = playerConnections.first;
  409. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  410. if(!playerSettings)
  411. continue;
  412. auto playerConnection = vstd::find(playerConnections.second, c);
  413. if(playerConnection != playerConnections.second.end())
  414. {
  415. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  416. playerMessages->broadcastMessage(playerId, messageText);
  417. }
  418. }
  419. }
  420. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  421. {
  422. //prepare struct informing that action was applied
  423. auto sendPackageResponse = [&](bool successfullyApplied)
  424. {
  425. PackageApplied applied;
  426. applied.player = pack->player;
  427. applied.result = successfullyApplied;
  428. applied.packType = CTypeList::getInstance().getTypeID(pack);
  429. applied.requestID = pack->requestID;
  430. pack->c->sendPack(&applied);
  431. };
  432. CBaseForGHApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //and appropriate applier object
  433. if(isBlockedByQueries(pack, pack->player))
  434. {
  435. sendPackageResponse(false);
  436. }
  437. else if(apply)
  438. {
  439. const bool result = apply->applyOnGH(this, this->gs, pack);
  440. if(result)
  441. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  442. else
  443. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  444. % typeid(*pack).name()).str());
  445. sendPackageResponse(true);
  446. }
  447. else
  448. {
  449. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  450. sendPackageResponse(false);
  451. }
  452. vstd::clear_pointer(pack);
  453. }
  454. CGameHandler::CGameHandler(CVCMIServer * lobby)
  455. : lobby(lobby)
  456. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  457. , battles(std::make_unique<BattleProcessor>(this))
  458. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  459. , queries(std::make_unique<QueriesProcessor>())
  460. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  461. , randomNumberGenerator(std::make_unique<CRandomGenerator>())
  462. , complainNoCreatures("No creatures to split")
  463. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  464. , complainInvalidSlot("Invalid slot accessed!")
  465. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  466. {
  467. QID = 1;
  468. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  469. registerTypesServerPacks(*applier);
  470. spellEnv = new ServerSpellCastEnvironment(this);
  471. }
  472. CGameHandler::~CGameHandler()
  473. {
  474. delete spellEnv;
  475. delete gs;
  476. gs = nullptr;
  477. }
  478. void CGameHandler::reinitScripting()
  479. {
  480. serverEventBus = std::make_unique<events::EventBus>();
  481. #if SCRIPTING_ENABLED
  482. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  483. #endif
  484. }
  485. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  486. {
  487. int requestedSeed = settings["server"]["seed"].Integer();
  488. if (requestedSeed != 0)
  489. randomNumberGenerator->setSeed(requestedSeed);
  490. logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
  491. CMapService mapService;
  492. gs = new CGameState();
  493. gs->preInit(VLC, this);
  494. logGlobal->info("Gamestate created!");
  495. gs->init(&mapService, si, progressTracking);
  496. logGlobal->info("Gamestate initialized!");
  497. for (auto & elem : gs->players)
  498. turnOrder->addPlayer(elem.first);
  499. for (auto & elem : gs->map->allHeroes)
  500. {
  501. if(elem)
  502. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  503. }
  504. reinitScripting();
  505. }
  506. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  507. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  508. const PlayerState * p = getPlayerState(town->tempOwner);
  509. if (!p)
  510. {
  511. assert(town->tempOwner == PlayerColor::NEUTRAL);
  512. return;
  513. }
  514. if (forced || town->creatures.at(town->town->creatures.size()).second.empty())//we need to change creature
  515. {
  516. SetAvailableCreatures ssi;
  517. ssi.tid = town->id;
  518. ssi.creatures = town->creatures;
  519. ssi.creatures[town->town->creatures.size()].second.clear();//remove old one
  520. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  521. if (dwellings.empty())//no dwellings - just remove
  522. {
  523. sendAndApply(&ssi);
  524. return;
  525. }
  526. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  527. // for multi-creature dwellings like Golem Factory
  528. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  529. if (clear)
  530. {
  531. ssi.creatures[town->town->creatures.size()].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  532. }
  533. else
  534. {
  535. ssi.creatures[town->town->creatures.size()].first = VLC->creh->objects.at(creatureId)->getGrowth();
  536. }
  537. ssi.creatures[town->town->creatures.size()].second.push_back(creatureId);
  538. sendAndApply(&ssi);
  539. }
  540. }
  541. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  542. {
  543. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  544. turnTimerHandler->onPlayerGetTurn(which);
  545. const auto * playerState = gs->getPlayerState(which);
  546. handleTimeEvents(which);
  547. for (auto t : playerState->towns)
  548. handleTownEvents(t);
  549. for (auto t : playerState->towns)
  550. {
  551. //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  552. if (t->garrisonHero != nullptr)
  553. objectVisited(t, t->garrisonHero);
  554. if (t->visitingHero != nullptr)
  555. objectVisited(t, t->visitingHero);
  556. }
  557. }
  558. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  559. {
  560. const auto * playerState = gs->getPlayerState(which);
  561. assert(playerState->status == EPlayerStatus::INGAME);
  562. if (playerState->towns.empty())
  563. {
  564. DaysWithoutTown pack;
  565. pack.player = which;
  566. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  567. sendAndApply(&pack);
  568. }
  569. else
  570. {
  571. if (playerState->daysWithoutCastle.has_value())
  572. {
  573. DaysWithoutTown pack;
  574. pack.player = which;
  575. pack.daysWithoutCastle = std::nullopt;
  576. sendAndApply(&pack);
  577. }
  578. }
  579. // check for 7 days without castle
  580. checkVictoryLossConditionsForPlayer(which);
  581. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  582. if (newWeek) //new heroes in tavern
  583. heroPool->onNewWeek(which);
  584. }
  585. void CGameHandler::addStatistics()
  586. {
  587. for (const auto & elem : gs->players)
  588. {
  589. if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
  590. continue;
  591. auto data = StatisticDataSet::createEntry(&elem.second, gs);
  592. gameState()->statistic.add(data);
  593. }
  594. }
  595. void CGameHandler::onNewTurn()
  596. {
  597. logGlobal->trace("Turn %d", gs->day+1);
  598. NewTurn n;
  599. n.specialWeek = NewTurn::NO_ACTION;
  600. n.creatureid = CreatureID::NONE;
  601. n.day = gs->day + 1;
  602. bool firstTurn = !getDate(Date::DAY);
  603. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  604. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  605. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  606. if (firstTurn)
  607. {
  608. for (auto obj : gs->map->objects)
  609. {
  610. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  611. {
  612. giveExperience(getHero(obj->id), 0);
  613. }
  614. }
  615. }
  616. for (const auto & player : gs->players)
  617. {
  618. if (player.second.status != EPlayerStatus::INGAME)
  619. continue;
  620. if (player.second.heroes.empty() && player.second.towns.empty())
  621. throw std::runtime_error("Invalid player in player state! Player " + std::to_string(player.first.getNum()) + ", map name: " + gs->map->name.toString() + ", map description: " + gs->map->description.toString());
  622. }
  623. if (newWeek && !firstTurn)
  624. {
  625. n.specialWeek = NewTurn::NORMAL;
  626. bool deityOfFireBuilt = false;
  627. for (const CGTownInstance *t : gs->map->towns)
  628. {
  629. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  630. {
  631. deityOfFireBuilt = true;
  632. break;
  633. }
  634. }
  635. if (deityOfFireBuilt)
  636. {
  637. n.specialWeek = NewTurn::DEITYOFFIRE;
  638. n.creatureid = CreatureID::IMP;
  639. }
  640. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  641. {
  642. int monthType = getRandomGenerator().nextInt(99);
  643. if (newMonth) //new month
  644. {
  645. if (monthType < 40) //double growth
  646. {
  647. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  648. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  649. {
  650. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  651. }
  652. else if (VLC->creh->doubledCreatures.size())
  653. {
  654. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  655. }
  656. else
  657. {
  658. complain("Cannot find creature that can be spawned!");
  659. n.specialWeek = NewTurn::NORMAL;
  660. }
  661. }
  662. else if (monthType < 50)
  663. n.specialWeek = NewTurn::PLAGUE;
  664. }
  665. else //it's a week, but not full month
  666. {
  667. if (monthType < 25)
  668. {
  669. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  670. std::pair<int, CreatureID> newMonster(54, CreatureID());
  671. do
  672. {
  673. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  674. } while (VLC->creh->objects[newMonster.second] &&
  675. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  676. n.creatureid = newMonster.second;
  677. }
  678. }
  679. }
  680. }
  681. for (auto & elem : gs->players)
  682. {
  683. if (elem.first == PlayerColor::NEUTRAL)
  684. continue;
  685. assert(elem.first.isValidPlayer());//illegal player number!
  686. auto playerSettings = gameState()->scenarioOps->getIthPlayersSettings(elem.first);
  687. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  688. hadGold.insert(playerGold);
  689. if (firstTurn)
  690. heroPool->onNewWeek(elem.first);
  691. n.res[elem.first] = elem.second.resources;
  692. if(!firstTurn)
  693. {
  694. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  695. {
  696. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
  697. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * elem.second.towns.size() * playerSettings.handicap.percentIncome / 100;
  698. }
  699. if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  700. {
  701. bool hasCrystalGenCreature = false;
  702. for(CGHeroInstance * hero : elem.second.heroes)
  703. {
  704. for(auto stack : hero->stacks)
  705. {
  706. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  707. {
  708. hasCrystalGenCreature = true;
  709. break;
  710. }
  711. }
  712. }
  713. if(!hasCrystalGenCreature) //not found in armies, check towns
  714. {
  715. for(CGTownInstance * town : elem.second.towns)
  716. {
  717. for(auto stack : town->stacks)
  718. {
  719. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  720. {
  721. hasCrystalGenCreature = true;
  722. break;
  723. }
  724. }
  725. }
  726. }
  727. if(hasCrystalGenCreature)
  728. n.res[elem.first][EGameResID::CRYSTAL] += 3 * playerSettings.handicap.percentIncome / 100;
  729. }
  730. }
  731. for (CGHeroInstance *h : (elem).second.heroes)
  732. {
  733. if (h->visitedTown)
  734. giveSpells(h->visitedTown, h);
  735. NewTurn::Hero hth;
  736. hth.id = h->id;
  737. auto ti = std::make_unique<TurnInfo>(h, 1);
  738. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  739. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  740. hth.mana = h->getManaNewTurn();
  741. n.heroes.insert(hth);
  742. if (!firstTurn) //not first day
  743. {
  744. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  745. {
  746. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
  747. }
  748. }
  749. }
  750. }
  751. for (CGTownInstance *t : gs->map->towns)
  752. {
  753. PlayerColor player = t->tempOwner;
  754. if (newWeek) //first day of week
  755. {
  756. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  757. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  758. if (!firstTurn)
  759. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  760. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  761. if (!vstd::contains(n.cres, t->id))
  762. {
  763. n.cres[t->id].tid = t->id;
  764. n.cres[t->id].creatures = t->creatures;
  765. }
  766. auto & sac = n.cres.at(t->id);
  767. for (int k=0; k < t->town->creatures.size(); k++) //creature growths
  768. {
  769. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  770. {
  771. ui32 &availableCount = sac.creatures.at(k).first;
  772. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  773. if (n.specialWeek == NewTurn::PLAGUE)
  774. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  775. else
  776. {
  777. if (firstTurn) //first day of game: use only basic growths
  778. availableCount = cre->getGrowth();
  779. else
  780. availableCount += t->creatureGrowth(k);
  781. //Deity of fire week - upgrade both imps and upgrades
  782. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  783. availableCount += 15;
  784. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  785. {
  786. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  787. availableCount *= 2;
  788. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  789. availableCount += 5;
  790. }
  791. }
  792. }
  793. }
  794. }
  795. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  796. {
  797. n.res[player] = n.res[player] + t->dailyIncome();
  798. }
  799. if(t->hasBuilt(BuildingID::GRAIL)
  800. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  801. {
  802. // Skyship, probably easier to handle same as Veil of darkness
  803. //do it every new day after veils apply
  804. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  805. {
  806. FoWChange fw;
  807. fw.mode = ETileVisibility::REVEALED;
  808. fw.player = player;
  809. // find all hidden tiles
  810. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  811. auto shape = fow.shape();
  812. for(size_t z = 0; z < shape[0]; z++)
  813. for(size_t x = 0; x < shape[1]; x++)
  814. for(size_t y = 0; y < shape[2]; y++)
  815. if (!fow[z][x][y])
  816. fw.tiles.insert(int3(x, y, z));
  817. sendAndApply (&fw);
  818. }
  819. }
  820. if (t->hasBonusOfType (BonusType::DARKNESS))
  821. {
  822. for (auto & player : gs->players)
  823. {
  824. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  825. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  826. changeFogOfWar(t->getSightCenter(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  827. }
  828. }
  829. }
  830. if (newWeek)
  831. n.newRumor = gameState()->pickNewRumor();
  832. if (newMonth)
  833. {
  834. SetAvailableArtifacts saa;
  835. saa.id = ObjectInstanceID::NONE;
  836. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  837. sendAndApply(&saa);
  838. }
  839. sendAndApply(&n);
  840. if (newWeek)
  841. {
  842. //spawn wandering monsters
  843. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  844. {
  845. spawnWanderingMonsters(n.creatureid);
  846. }
  847. //new week info popup
  848. if (!firstTurn)
  849. {
  850. InfoWindow iw;
  851. switch (n.specialWeek)
  852. {
  853. case NewTurn::DOUBLE_GROWTH:
  854. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  855. iw.text.replaceNameSingular(n.creatureid);
  856. iw.text.replaceNameSingular(n.creatureid);
  857. break;
  858. case NewTurn::PLAGUE:
  859. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  860. break;
  861. case NewTurn::BONUS_GROWTH:
  862. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  863. iw.text.replaceNameSingular(n.creatureid);
  864. iw.text.replaceNameSingular(n.creatureid);
  865. break;
  866. case NewTurn::DEITYOFFIRE:
  867. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  868. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  869. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  870. iw.text.replacePositiveNumber(15);//%+d 15
  871. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  872. iw.text.replacePositiveNumber(15);//%+d 15
  873. break;
  874. default:
  875. if (newMonth)
  876. {
  877. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  878. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  879. }
  880. else
  881. {
  882. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  883. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  884. }
  885. }
  886. for (auto & elem : gs->players)
  887. {
  888. iw.player = elem.first;
  889. sendAndApply(&iw);
  890. }
  891. }
  892. }
  893. if (!firstTurn)
  894. checkVictoryLossConditionsForAll(); // check for map turn limit
  895. logGlobal->trace("Info about turn %d has been sent!", n.day);
  896. //call objects
  897. for (auto & elem : gs->map->objects)
  898. {
  899. if (elem)
  900. elem->newTurn(getRandomGenerator());
  901. }
  902. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  903. addStatistics();
  904. }
  905. void CGameHandler::start(bool resume)
  906. {
  907. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  908. for (auto cc : lobby->activeConnections)
  909. {
  910. auto players = lobby->getAllClientPlayers(cc->connectionID);
  911. std::stringstream sbuffer;
  912. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  913. for (PlayerColor color : players)
  914. {
  915. sbuffer << color << " ";
  916. connections[color].insert(cc);
  917. }
  918. logGlobal->info(sbuffer.str());
  919. }
  920. #if SCRIPTING_ENABLED
  921. services()->scripts()->run(serverScripts);
  922. #endif
  923. if (!resume)
  924. {
  925. onNewTurn();
  926. events::TurnStarted::defaultExecute(serverEventBus.get());
  927. for(auto & player : gs->players)
  928. turnTimerHandler->onGameplayStart(player.first);
  929. }
  930. else
  931. events::GameResumed::defaultExecute(serverEventBus.get());
  932. turnOrder->onGameStarted();
  933. }
  934. void CGameHandler::tick(int millisecondsPassed)
  935. {
  936. turnTimerHandler->update(millisecondsPassed);
  937. }
  938. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  939. {
  940. if (!h->hasSpellbook())
  941. return; //hero hasn't spellbook
  942. ChangeSpells cs;
  943. cs.hid = h->id;
  944. cs.learn = true;
  945. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  946. {
  947. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  948. for (int i = 0; i < h->maxSpellLevel(); i++)
  949. {
  950. std::vector<SpellID> spells;
  951. getAllowedSpells(spells, i+1);
  952. for (auto & spell : spells)
  953. cs.spells.insert(spell);
  954. }
  955. }
  956. else
  957. {
  958. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  959. {
  960. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  961. {
  962. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  963. cs.spells.insert(t->spells.at(i).at(j));
  964. }
  965. }
  966. }
  967. if (!cs.spells.empty())
  968. sendAndApply(&cs);
  969. }
  970. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  971. {
  972. if (!obj || !getObj(obj->id))
  973. {
  974. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  975. return false;
  976. }
  977. RemoveObject ro;
  978. ro.objectID = obj->id;
  979. ro.initiator = initiator;
  980. sendAndApply(&ro);
  981. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  982. return true;
  983. }
  984. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  985. {
  986. const CGHeroInstance *h = getHero(hid);
  987. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  988. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  989. {
  990. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  991. return true; //timer expired, no error
  992. logGlobal->error("Illegal call to move hero!");
  993. return false;
  994. }
  995. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  996. const int3 hmpos = h->convertToVisitablePos(dst);
  997. if (!gs->map->isInTheMap(hmpos))
  998. {
  999. logGlobal->error("Destination tile is outside the map!");
  1000. return false;
  1001. }
  1002. const TerrainTile t = *getTile(hmpos);
  1003. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1004. CGObjectInstance * objectToVisit = nullptr;
  1005. CGObjectInstance * guardian = nullptr;
  1006. if (!t.visitableObjects.empty())
  1007. objectToVisit = t.visitableObjects.back();
  1008. if (isInTheMap(guardPos))
  1009. {
  1010. for (auto const & object : getTile(guardPos)->visitableObjects)
  1011. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  1012. guardian = object;
  1013. }
  1014. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  1015. const bool disembarking = h->boat
  1016. && t.terType->isLand()
  1017. && (dst == h->pos
  1018. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  1019. //result structure for start - movement failed, no move points used
  1020. TryMoveHero tmh;
  1021. tmh.id = hid;
  1022. tmh.start = h->pos;
  1023. tmh.end = dst;
  1024. tmh.result = TryMoveHero::FAILED;
  1025. tmh.movePoints = h->movementPointsRemaining();
  1026. //check if destination tile is available
  1027. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1028. auto ti = pathfinderHelper->getTurnInfo();
  1029. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  1030. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  1031. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  1032. const bool movingOntoObstacle = t.blocked && !t.visitable;
  1033. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  1034. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  1035. const auto complainRet = [&](const std::string & message)
  1036. {
  1037. //send info about movement failure
  1038. complain(message);
  1039. sendAndApply(&tmh);
  1040. return false;
  1041. };
  1042. if (guardian && getVisitingHero(guardian) != nullptr)
  1043. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  1044. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  1045. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  1046. if (objectToVisit &&
  1047. objectToVisit->getOwner().isValidPlayer() &&
  1048. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  1049. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1050. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  1051. //it's a rock or blocked and not visitable tile
  1052. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1053. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1054. return complainRet("Cannot move hero, destination tile is blocked!");
  1055. //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1056. if(movingOntoWater && !canFly && !canWalkOnSea)
  1057. return complainRet("Cannot move hero, destination tile is on water!");
  1058. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1059. return complainRet("Cannot disembark hero, tile is blocked!");
  1060. if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
  1061. return complainRet("Tiles are not neighboring!");
  1062. if(h->inTownGarrison)
  1063. return complainRet("Can not move garrisoned hero!");
  1064. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  1065. return complainRet("Hero doesn't have any movement points left!");
  1066. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1067. return complainRet("Hero cannot transit over this tile!");
  1068. //several generic blocks of code
  1069. // should be called if hero changes tile but before applying TryMoveHero package
  1070. auto leaveTile = [&]()
  1071. {
  1072. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1073. {
  1074. obj->onHeroLeave(h);
  1075. }
  1076. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  1077. };
  1078. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1079. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1080. {
  1081. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1082. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1083. queries->addQuery(moveQuery);
  1084. if (leavingTile == LEAVING_TILE)
  1085. leaveTile();
  1086. if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1087. tmh.attackedFrom = std::make_optional(guardPos);
  1088. tmh.result = result;
  1089. sendAndApply(&tmh);
  1090. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1091. { // Hero should be always able to visit any object he is staying on even if there are guards around
  1092. visitObjectOnTile(t, h);
  1093. }
  1094. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1095. {
  1096. objectVisited(guardian, h);
  1097. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1098. }
  1099. else if (visitDest == VISIT_DEST)
  1100. {
  1101. visitObjectOnTile(t, h);
  1102. }
  1103. queries->popIfTop(moveQuery);
  1104. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1105. return result != TryMoveHero::FAILED;
  1106. };
  1107. //interaction with blocking object (like resources)
  1108. auto blockingVisit = [&]() -> bool
  1109. {
  1110. for (CGObjectInstance *obj : t.visitableObjects)
  1111. {
  1112. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1113. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1114. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1115. {
  1116. EVisitDest visitDest = VISIT_DEST;
  1117. if(h->boat && !h->boat->onboardVisitAllowed)
  1118. visitDest = DONT_VISIT_DEST;
  1119. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1120. }
  1121. }
  1122. return false;
  1123. };
  1124. if (!transit && embarking)
  1125. {
  1126. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1127. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1128. // In H3 embark ignore guards
  1129. }
  1130. if (disembarking)
  1131. {
  1132. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1133. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1134. }
  1135. if (movementMode != EMovementMode::STANDARD)
  1136. {
  1137. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1138. return true;
  1139. EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  1140. ? CHECK_FOR_GUARDS
  1141. : IGNORE_GUARDS;
  1142. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  1143. // visit town for town portal \ castle gates
  1144. // do not use generic visitObjectOnTile to avoid double-teleporting
  1145. // if this moveHero call was triggered by teleporter
  1146. if (objectToVisit)
  1147. {
  1148. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1149. town->onHeroVisit(h);
  1150. }
  1151. return true;
  1152. }
  1153. //still here? it is standard movement!
  1154. {
  1155. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1156. ? h->movementPointsRemaining() - cost
  1157. : 0;
  1158. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1159. EVisitDest visitDest = VISIT_DEST;
  1160. if (transit)
  1161. {
  1162. if (CGTeleport::isTeleport(objectToVisit))
  1163. visitDest = DONT_VISIT_DEST;
  1164. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1165. {
  1166. lookForGuards = IGNORE_GUARDS;
  1167. visitDest = DONT_VISIT_DEST;
  1168. }
  1169. }
  1170. else if (blockingVisit())
  1171. return true;
  1172. if(h->boat && !h->boat->onboardAssaultAllowed)
  1173. lookForGuards = IGNORE_GUARDS;
  1174. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1175. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1176. gs->statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
  1177. return true;
  1178. }
  1179. }
  1180. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1181. {
  1182. const CGHeroInstance *h = getHero(hid);
  1183. const CGTownInstance *t = getTown(dstid);
  1184. if (!h || !t)
  1185. COMPLAIN_RET("Invalid call to teleportHero!");
  1186. const CGTownInstance *from = h->visitedTown;
  1187. if (((h->getOwner() != t->getOwner())
  1188. && complain("Cannot teleport hero to another player"))
  1189. || (from->town->faction->getId() != t->town->faction->getId()
  1190. && complain("Source town and destination town should belong to the same faction"))
  1191. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1192. && complain("Hero must be in town with Castle gate for teleporting"))
  1193. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1194. && complain("Cannot teleport hero to town without Castle gate in it")))
  1195. return false;
  1196. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1197. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  1198. return true;
  1199. }
  1200. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1201. {
  1202. PlayerColor oldOwner = getOwner(obj->id);
  1203. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  1204. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1205. checkVictoryLossConditions(playerColors);
  1206. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1207. if (town) //town captured
  1208. {
  1209. if (owner.isValidPlayer()) //new owner is real player
  1210. {
  1211. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1212. setPortalDwelling(town, true, false);
  1213. }
  1214. }
  1215. const PlayerState * p = getPlayerState(owner);
  1216. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1217. {
  1218. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1219. {
  1220. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1221. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1222. }
  1223. }
  1224. }
  1225. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1226. {
  1227. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1228. queries->addQuery(dialogQuery);
  1229. iw->queryID = dialogQuery->queryID;
  1230. sendToAllClients(iw);
  1231. }
  1232. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1233. {
  1234. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1235. queries->addQuery(dialogQuery);
  1236. iw->queryID = dialogQuery->queryID;
  1237. sendToAllClients(iw);
  1238. }
  1239. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1240. {
  1241. if (!val) return; //don't waste time on empty call
  1242. TResources resources;
  1243. resources[which] = val;
  1244. giveResources(player, resources);
  1245. }
  1246. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1247. {
  1248. SetResources sr;
  1249. sr.abs = false;
  1250. sr.player = player;
  1251. sr.res = resources;
  1252. sendAndApply(&sr);
  1253. }
  1254. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1255. {
  1256. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1257. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1258. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1259. //first we move creatures to give to make them army of object-source
  1260. for (auto & elem : creatures.Slots())
  1261. {
  1262. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1263. }
  1264. tryJoiningArmy(obj, h, remove, true);
  1265. }
  1266. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1267. {
  1268. std::vector<CStackBasicDescriptor> cres = creatures;
  1269. if (cres.size() <= 0)
  1270. return;
  1271. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1272. for (CStackBasicDescriptor &sbd : cres)
  1273. {
  1274. TQuantity collected = 0;
  1275. while(collected < sbd.count)
  1276. {
  1277. bool foundSth = false;
  1278. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1279. {
  1280. if (i->second->type == sbd.type)
  1281. {
  1282. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1283. changeStackCount(StackLocation(obj, i->first), -take, false);
  1284. collected += take;
  1285. foundSth = true;
  1286. break;
  1287. }
  1288. }
  1289. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1290. {
  1291. complain("Unexpected failure during taking creatures!");
  1292. return;
  1293. }
  1294. }
  1295. }
  1296. }
  1297. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1298. {
  1299. if (obj->visitingHero != hero && obj->garrisonHero != hero)
  1300. {
  1301. HeroVisitCastle vc;
  1302. vc.hid = hero->id;
  1303. vc.tid = obj->id;
  1304. vc.flags |= 1;
  1305. sendAndApply(&vc);
  1306. }
  1307. visitCastleObjects(obj, hero);
  1308. giveSpells (obj, hero);
  1309. if (obj->visitingHero && obj->garrisonHero)
  1310. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  1311. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1312. }
  1313. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1314. {
  1315. for (auto building : t->bonusingBuildings)
  1316. building->onHeroVisit(h);
  1317. }
  1318. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1319. {
  1320. HeroVisitCastle vc;
  1321. vc.hid = hero->id;
  1322. vc.tid = obj->id;
  1323. sendAndApply(&vc);
  1324. }
  1325. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1326. {
  1327. EraseArtifact ea;
  1328. ea.al = al;
  1329. sendAndApply(&ea);
  1330. }
  1331. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1332. {
  1333. ChangeSpells cs;
  1334. cs.hid = hero->id;
  1335. cs.spells = spells;
  1336. cs.learn = give;
  1337. sendAndApply(&cs);
  1338. }
  1339. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1340. {
  1341. sendAndApply(bonus);
  1342. }
  1343. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1344. {
  1345. sendAndApply(smp);
  1346. }
  1347. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1348. {
  1349. SetMovePoints smp;
  1350. smp.hid = hid;
  1351. smp.val = val;
  1352. smp.absolute = absolute;
  1353. sendAndApply(&smp);
  1354. }
  1355. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1356. {
  1357. SetMana sm;
  1358. sm.hid = hid;
  1359. sm.val = val;
  1360. sm.absolute = true;
  1361. sendAndApply(&sm);
  1362. }
  1363. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1364. {
  1365. GiveHero gh;
  1366. gh.id = id;
  1367. gh.player = player;
  1368. gh.boatId = boatId;
  1369. sendAndApply(&gh);
  1370. //Reveal fow around new hero, especially released from Prison
  1371. auto h = getHero(id);
  1372. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1373. }
  1374. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1375. {
  1376. ChangeObjPos cop;
  1377. cop.objid = objid;
  1378. cop.nPos = newPos;
  1379. cop.initiator = initiator;
  1380. sendAndApply(&cop);
  1381. }
  1382. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1383. {
  1384. const CGHeroInstance * h1 = getHero(fromHero);
  1385. const CGHeroInstance * h2 = getHero(toHero);
  1386. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1387. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1388. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1389. {
  1390. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1391. std::swap(fromHero, toHero);
  1392. }
  1393. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1394. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1395. return;//no scholar skill or no spellbook
  1396. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1397. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1398. ChangeSpells cs1;
  1399. cs1.learn = true;
  1400. cs1.hid = toHero;//giving spells to first hero
  1401. for (auto it : h1->getSpellsInSpellbook())
  1402. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1403. cs1.spells.insert(it);//spell to learn
  1404. ChangeSpells cs2;
  1405. cs2.learn = true;
  1406. cs2.hid = fromHero;
  1407. for (auto it : h2->getSpellsInSpellbook())
  1408. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1409. cs2.spells.insert(it);
  1410. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1411. {
  1412. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1413. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1414. InfoWindow iw;
  1415. iw.player = h1->tempOwner;
  1416. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1417. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1418. iw.text.replaceTextID(h1->getNameTextID());
  1419. if (!cs2.spells.empty())//if found new spell - apply
  1420. {
  1421. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1422. int size = static_cast<int>(cs2.spells.size());
  1423. for (auto it : cs2.spells)
  1424. {
  1425. iw.components.emplace_back(ComponentType::SPELL, it);
  1426. iw.text.appendName(it);
  1427. switch (size--)
  1428. {
  1429. case 2:
  1430. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1431. case 1:
  1432. break;
  1433. default:
  1434. iw.text.appendRawString(", ");
  1435. }
  1436. }
  1437. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1438. iw.text.replaceTextID(h2->getNameTextID());
  1439. sendAndApply(&cs2);
  1440. }
  1441. if (!cs1.spells.empty() && !cs2.spells.empty())
  1442. {
  1443. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1444. }
  1445. if (!cs1.spells.empty())
  1446. {
  1447. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1448. int size = static_cast<int>(cs1.spells.size());
  1449. for (auto it : cs1.spells)
  1450. {
  1451. iw.components.emplace_back(ComponentType::SPELL, it);
  1452. iw.text.appendName(it);
  1453. switch (size--)
  1454. {
  1455. case 2:
  1456. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1457. case 1:
  1458. break;
  1459. default:
  1460. iw.text.appendRawString(", ");
  1461. }
  1462. }
  1463. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1464. iw.text.replaceTextID(h2->getNameTextID());
  1465. sendAndApply(&cs1);
  1466. }
  1467. sendAndApply(&iw);
  1468. }
  1469. }
  1470. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1471. {
  1472. auto h1 = getHero(hero1);
  1473. auto h2 = getHero(hero2);
  1474. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1475. {
  1476. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1477. ExchangeDialog hex;
  1478. hex.queryID = exchange->queryID;
  1479. hex.player = h1->getOwner();
  1480. hex.hero1 = hero1;
  1481. hex.hero2 = hero2;
  1482. sendAndApply(&hex);
  1483. useScholarSkill(hero1,hero2);
  1484. queries->addQuery(exchange);
  1485. }
  1486. }
  1487. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1488. {
  1489. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1490. for (auto c : lobby->activeConnections)
  1491. c->sendPack(pack);
  1492. }
  1493. void CGameHandler::sendAndApply(CPackForClient * pack)
  1494. {
  1495. sendToAllClients(pack);
  1496. gs->apply(pack);
  1497. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1498. }
  1499. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1500. {
  1501. sendAndApply(static_cast<CPackForClient *>(pack));
  1502. checkVictoryLossConditionsForAll();
  1503. }
  1504. void CGameHandler::sendAndApply(SetResources * pack)
  1505. {
  1506. sendAndApply(static_cast<CPackForClient *>(pack));
  1507. checkVictoryLossConditionsForPlayer(pack->player);
  1508. }
  1509. void CGameHandler::sendAndApply(NewStructures * pack)
  1510. {
  1511. sendAndApply(static_cast<CPackForClient *>(pack));
  1512. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1513. }
  1514. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1515. {
  1516. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1517. }
  1518. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1519. {
  1520. if(pack->c)
  1521. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1522. logNetwork->error("Player is not allowed to perform this action!");
  1523. throw ExceptionNotAllowedAction();
  1524. }
  1525. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1526. {
  1527. std::ostringstream oss;
  1528. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1529. logNetwork->error(oss.str());
  1530. if(pack->c)
  1531. playerMessages->sendSystemMessage(pack->c, oss.str());
  1532. }
  1533. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1534. {
  1535. if(!isPlayerOwns(pack, id))
  1536. {
  1537. wrongPlayerMessage(pack, getOwner(id));
  1538. throwNotAllowedAction(pack);
  1539. }
  1540. }
  1541. void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
  1542. {
  1543. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1544. throwNotAllowedAction(pack);
  1545. }
  1546. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1547. {
  1548. throwIfWrongPlayer(pack, pack->player);
  1549. }
  1550. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1551. {
  1552. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1553. {
  1554. wrongPlayerMessage(pack, player);
  1555. throwNotAllowedAction(pack);
  1556. }
  1557. }
  1558. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1559. {
  1560. complain(txt);
  1561. throwNotAllowedAction(pack);
  1562. }
  1563. void CGameHandler::save(const std::string & filename)
  1564. {
  1565. logGlobal->info("Saving to %s", filename);
  1566. const auto stem = FileInfo::GetPathStem(filename);
  1567. const auto savefname = stem.to_string() + ".vsgm1";
  1568. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1569. CResourceHandler::get("local")->createResource(savefname);
  1570. try
  1571. {
  1572. {
  1573. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1574. saveCommonState(save);
  1575. logGlobal->info("Saving server state");
  1576. save << *this;
  1577. }
  1578. logGlobal->info("Game has been successfully saved!");
  1579. }
  1580. catch(std::exception &e)
  1581. {
  1582. logGlobal->error("Failed to save game: %s", e.what());
  1583. }
  1584. }
  1585. bool CGameHandler::load(const std::string & filename)
  1586. {
  1587. logGlobal->info("Loading from %s", filename);
  1588. const auto stem = FileInfo::GetPathStem(filename);
  1589. reinitScripting();
  1590. try
  1591. {
  1592. {
  1593. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1594. lf.serializer.cb = this;
  1595. loadCommonState(lf);
  1596. logGlobal->info("Loading server state");
  1597. lf >> *this;
  1598. }
  1599. logGlobal->info("Game has been successfully loaded!");
  1600. }
  1601. catch(const ModIncompatibility & e)
  1602. {
  1603. logGlobal->error("Failed to load game: %s", e.what());
  1604. std::string errorMsg;
  1605. if(!e.whatMissing().empty())
  1606. {
  1607. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1608. errorMsg += e.whatMissing();
  1609. }
  1610. if(!e.whatExcessive().empty())
  1611. {
  1612. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1613. errorMsg += e.whatExcessive();
  1614. }
  1615. lobby->announceMessage(errorMsg);
  1616. return false;
  1617. }
  1618. catch(const IdentifierResolutionException & e)
  1619. {
  1620. logGlobal->error("Failed to load game: %s", e.what());
  1621. MetaString errorMsg;
  1622. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1623. errorMsg.replaceRawString(e.identifierName);
  1624. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1625. return false;
  1626. }
  1627. catch(const std::exception & e)
  1628. {
  1629. logGlobal->error("Failed to load game: %s", e.what());
  1630. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1631. return false;
  1632. }
  1633. gs->preInit(VLC, this);
  1634. gs->updateOnLoad(lobby->si.get());
  1635. return true;
  1636. }
  1637. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1638. {
  1639. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1640. return false;
  1641. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1642. const CCreatureSet & creatureSet = *army;
  1643. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1644. || (howMany < 1 && complain("Invalid split parameter!")))
  1645. {
  1646. return false;
  1647. }
  1648. auto actualAmount = army->getStackCount(slotSrc);
  1649. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1650. return false;
  1651. auto freeSlots = creatureSet.getFreeSlots();
  1652. if(freeSlots.empty() && complain("No empty stacks"))
  1653. return false;
  1654. BulkRebalanceStacks bulkRS;
  1655. for(auto slot : freeSlots)
  1656. {
  1657. RebalanceStacks rs;
  1658. rs.srcArmy = army->id;
  1659. rs.dstArmy = army->id;
  1660. rs.srcSlot = slotSrc;
  1661. rs.dstSlot = slot;
  1662. rs.count = howMany;
  1663. bulkRS.moves.push_back(rs);
  1664. actualAmount -= howMany;
  1665. if(actualAmount <= howMany)
  1666. break;
  1667. }
  1668. sendAndApply(&bulkRS);
  1669. return true;
  1670. }
  1671. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1672. {
  1673. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1674. return false;
  1675. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1676. const CCreatureSet & creatureSet = *army;
  1677. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1678. return false;
  1679. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1680. if(actualAmount < 1 && complain(complainNoCreatures))
  1681. return false;
  1682. auto currentCreature = creatureSet.getCreature(slotSrc);
  1683. if(!currentCreature && complain(complainNoCreatures))
  1684. return false;
  1685. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1686. if(!creatureSlots.size())
  1687. return false;
  1688. BulkRebalanceStacks bulkRS;
  1689. for(auto slot : creatureSlots)
  1690. {
  1691. RebalanceStacks rs;
  1692. rs.srcArmy = army->id;
  1693. rs.dstArmy = army->id;
  1694. rs.srcSlot = slot;
  1695. rs.dstSlot = slotSrc;
  1696. rs.count = creatureSet.getStackCount(slot);
  1697. bulkRS.moves.push_back(rs);
  1698. }
  1699. sendAndApply(&bulkRS);
  1700. return true;
  1701. }
  1702. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1703. {
  1704. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1705. return false;
  1706. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1707. const CCreatureSet & setSrc = *armySrc;
  1708. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1709. return false;
  1710. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1711. const CCreatureSet & setDest = *armyDest;
  1712. auto freeSlots = setDest.getFreeSlotsQueue();
  1713. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1714. TRebalanceMap moves;
  1715. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1716. auto slotsLeft = setSrc.stacksCount();
  1717. auto destMap = setDest.getCreatureMap();
  1718. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1719. while(!srcQueue.empty())
  1720. {
  1721. auto pair = srcQueue.top();
  1722. srcQueue.pop();
  1723. auto currCreature = pair.first;
  1724. auto currSlot = pair.second;
  1725. const auto quantity = setSrc.getStackCount(currSlot);
  1726. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1727. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1728. if(!alreadyExists)
  1729. {
  1730. if(freeSlots.empty())
  1731. continue;
  1732. auto currFreeSlot = freeSlots.front();
  1733. freeSlots.pop();
  1734. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1735. }
  1736. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1737. slotsLeft--;
  1738. }
  1739. if(slotsLeft == 1)
  1740. {
  1741. auto lastCreature = setSrc.getCreature(srcSlot);
  1742. auto slotToMove = SlotID();
  1743. // Try to find a slot for last creature
  1744. if(destMap.find(lastCreature) == destMap.end())
  1745. {
  1746. if(!freeSlots.empty())
  1747. slotToMove = freeSlots.front();
  1748. }
  1749. else
  1750. {
  1751. slotToMove = destMap[lastCreature];
  1752. }
  1753. if(slotToMove != SlotID())
  1754. {
  1755. const bool needsLastStack = armySrc->needsLastStack();
  1756. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1757. if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0
  1758. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1759. }
  1760. }
  1761. BulkRebalanceStacks bulkRS;
  1762. for(auto & move : moves)
  1763. {
  1764. RebalanceStacks rs;
  1765. rs.srcArmy = armySrc->id;
  1766. rs.dstArmy = armyDest->id;
  1767. rs.srcSlot = move.first;
  1768. rs.dstSlot = move.second.first;
  1769. rs.count = move.second.second;
  1770. bulkRS.moves.push_back(rs);
  1771. }
  1772. sendAndApply(&bulkRS);
  1773. return true;
  1774. }
  1775. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1776. {
  1777. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1778. return false;
  1779. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1780. const CCreatureSet & creatureSet = *army;
  1781. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1782. return false;
  1783. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1784. if(actualAmount <= 1 && complain(complainNoCreatures))
  1785. return false;
  1786. auto freeSlot = creatureSet.getFreeSlot();
  1787. auto currentCreature = creatureSet.getCreature(slotSrc);
  1788. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1789. return true;
  1790. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1791. TQuantity totalCreatures = 0;
  1792. for(auto slot : creatureSlots)
  1793. totalCreatures += creatureSet.getStackCount(slot);
  1794. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1795. return false;
  1796. if(freeSlot != SlotID())
  1797. creatureSlots.push_back(freeSlot);
  1798. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1799. return false;
  1800. const auto totalCreatureSlots = creatureSlots.size();
  1801. const auto rem = totalCreatures % totalCreatureSlots;
  1802. const auto quotient = totalCreatures / totalCreatureSlots;
  1803. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1804. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1805. BulkSmartRebalanceStacks bulkSRS;
  1806. if(freeSlot != SlotID())
  1807. {
  1808. RebalanceStacks rs;
  1809. rs.srcArmy = rs.dstArmy = army->id;
  1810. rs.srcSlot = slotSrc;
  1811. rs.dstSlot = freeSlot;
  1812. rs.count = 1;
  1813. bulkSRS.moves.push_back(rs);
  1814. }
  1815. auto currSlot = 0;
  1816. auto check = 0;
  1817. for(auto slot : creatureSlots)
  1818. {
  1819. ChangeStackCount csc;
  1820. csc.army = army->id;
  1821. csc.slot = slot;
  1822. csc.count = (currSlot < rem)
  1823. ? quotient + 1
  1824. : quotient;
  1825. csc.absoluteValue = true;
  1826. bulkSRS.changes.push_back(csc);
  1827. currSlot++;
  1828. check += csc.count;
  1829. }
  1830. if(check != totalCreatures)
  1831. {
  1832. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1833. return false;
  1834. }
  1835. sendAndApply(&bulkSRS);
  1836. return true;
  1837. }
  1838. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1839. {
  1840. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1841. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1842. const CCreatureSet & S1 = *s1;
  1843. const CCreatureSet & S2 = *s2;
  1844. StackLocation sl1(s1, p1);
  1845. StackLocation sl2(s2, p2);
  1846. if (s1 == nullptr || s2 == nullptr)
  1847. {
  1848. complain("Cannot exchange stacks between non-existing objects!!\n");
  1849. return false;
  1850. }
  1851. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1852. {
  1853. complain(complainInvalidSlot);
  1854. return false;
  1855. }
  1856. if (!isAllowedExchange(id1,id2))
  1857. {
  1858. complain("Cannot exchange stacks between these two objects!\n");
  1859. return false;
  1860. }
  1861. // We can always put stacks into locked garrison, but not take them out of it
  1862. auto notRemovable = [&](const CArmedInstance * army)
  1863. {
  1864. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1865. {
  1866. auto g = dynamic_cast<const CGGarrison *>(army);
  1867. if (g && !g->removableUnits)
  1868. {
  1869. complain("Stacks in this garrison are not removable!\n");
  1870. return true;
  1871. }
  1872. }
  1873. return false;
  1874. };
  1875. if (what==1) //swap
  1876. {
  1877. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1878. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1879. {
  1880. complain("Can't take troops from another player!");
  1881. return false;
  1882. }
  1883. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1884. {
  1885. complain("Cannot swap stacks - slots are the same!");
  1886. return false;
  1887. }
  1888. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1889. {
  1890. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1891. return false;
  1892. }
  1893. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1894. return false;
  1895. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1896. return false;
  1897. swapStacks(sl1, sl2);
  1898. }
  1899. else if (what==2)//merge
  1900. {
  1901. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1902. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1903. return false;
  1904. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1905. {
  1906. complain("Cannot merge empty stack!");
  1907. return false;
  1908. }
  1909. else if (notRemovable(sl1.army))
  1910. return false;
  1911. moveStack(sl1, sl2);
  1912. }
  1913. else if (what==3) //split
  1914. {
  1915. const int countToMove = val - s2->getStackCount(p2);
  1916. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1917. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1918. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1919. {
  1920. complain("Can't move troops of another player!");
  1921. return false;
  1922. }
  1923. //general conditions checking
  1924. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1925. || (val<1 && complain(complainNoCreatures)) )
  1926. {
  1927. return false;
  1928. }
  1929. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1930. {
  1931. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1932. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1933. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1934. )
  1935. {
  1936. return false;
  1937. }
  1938. if (notRemovable(sl1.army))
  1939. {
  1940. if (s1->getStackCount(p1) > countLeftOnSrc)
  1941. return false;
  1942. }
  1943. else if (notRemovable(sl2.army))
  1944. {
  1945. if (s2->getStackCount(p1) < countLeftOnSrc)
  1946. return false;
  1947. }
  1948. moveStack(sl1, sl2, countToMove);
  1949. //S2.slots[p2]->count = val;
  1950. //S1.slots[p1]->count = total - val;
  1951. }
  1952. else //split one stack to the two
  1953. {
  1954. if (s1->getStackCount(p1) < val)//not enough creatures
  1955. {
  1956. complain(complainNotEnoughCreatures);
  1957. return false;
  1958. }
  1959. if (notRemovable(sl1.army))
  1960. return false;
  1961. moveStack(sl1, sl2, val);
  1962. }
  1963. }
  1964. return true;
  1965. }
  1966. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1967. {
  1968. return connections.count(player) && connections.at(player).count(c);
  1969. }
  1970. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1971. {
  1972. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1973. }
  1974. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1975. {
  1976. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1977. if (!vstd::contains(s1->stacks,pos))
  1978. {
  1979. complain("Illegal call to disbandCreature - no such stack in army!");
  1980. return false;
  1981. }
  1982. eraseStack(StackLocation(s1, pos));
  1983. return true;
  1984. }
  1985. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1986. {
  1987. const CGTownInstance * t = getTown(tid);
  1988. if(!t)
  1989. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1990. if(!t->town->buildings.count(requestedID))
  1991. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1992. if(t->hasBuilt(requestedID))
  1993. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1994. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1995. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1996. std::vector<const CBuilding*> remainingAutoBuildings;
  1997. std::set<BuildingID> buildingsThatWillBe;
  1998. //Check validity of request
  1999. if(!force)
  2000. {
  2001. switch(requestedBuilding->mode)
  2002. {
  2003. case CBuilding::BUILD_NORMAL :
  2004. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2005. COMPLAIN_RET("Cannot build that building!");
  2006. break;
  2007. case CBuilding::BUILD_AUTO :
  2008. case CBuilding::BUILD_SPECIAL:
  2009. COMPLAIN_RET("This building can not be constructed normally!");
  2010. case CBuilding::BUILD_GRAIL :
  2011. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2012. {
  2013. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2014. COMPLAIN_RET("Cannot build this without grail!")
  2015. else
  2016. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2017. }
  2018. break;
  2019. }
  2020. }
  2021. //Performs stuff that has to be done before new building is built
  2022. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2023. {
  2024. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2025. {
  2026. int level = BuildingID::getLevelFromDwelling(buildingID);
  2027. int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID);
  2028. if(upgradeNumber >= t->town->creatures.at(level).size())
  2029. {
  2030. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  2031. "no creature found (upgrade number %d, level %d!")
  2032. % buildingID % upgradeNumber % level));
  2033. return;
  2034. }
  2035. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  2036. SetAvailableCreatures ssi;
  2037. ssi.tid = t->id;
  2038. ssi.creatures = t->creatures;
  2039. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2040. ssi.creatures[level].first = crea->getGrowth();
  2041. ssi.creatures[level].second.push_back(crea->getId());
  2042. sendAndApply(&ssi);
  2043. }
  2044. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2045. {
  2046. setPortalDwelling(t);
  2047. }
  2048. };
  2049. //Performs stuff that has to be done after new building is built
  2050. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2051. {
  2052. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  2053. auto isLibrary = isMageGuild ? false
  2054. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  2055. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2056. {
  2057. if(t->visitingHero)
  2058. giveSpells(t,t->visitingHero);
  2059. if(t->garrisonHero)
  2060. giveSpells(t,t->garrisonHero);
  2061. }
  2062. };
  2063. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2064. auto areRequirementsFulfilled = [&](const BuildingID & buildID)
  2065. {
  2066. return buildingsThatWillBe.count(buildID);
  2067. };
  2068. //Init the vectors
  2069. for(auto & build : t->town->buildings)
  2070. {
  2071. if(t->hasBuilt(build.first))
  2072. {
  2073. buildingsThatWillBe.insert(build.first);
  2074. }
  2075. else
  2076. {
  2077. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2078. remainingAutoBuildings.push_back(build.second);
  2079. }
  2080. }
  2081. //Prepare structure (list of building ids will be filled later)
  2082. NewStructures ns;
  2083. ns.tid = tid;
  2084. ns.built = force ? t->built : (t->built+1);
  2085. std::queue<const CBuilding*> buildingsToAdd;
  2086. buildingsToAdd.push(requestedBuilding);
  2087. while(!buildingsToAdd.empty())
  2088. {
  2089. auto b = buildingsToAdd.front();
  2090. buildingsToAdd.pop();
  2091. ns.bid.insert(b->bid);
  2092. buildingsThatWillBe.insert(b->bid);
  2093. remainingAutoBuildings -= b;
  2094. for(auto autoBuilding : remainingAutoBuildings)
  2095. {
  2096. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2097. if(actualRequirements.test(areRequirementsFulfilled))
  2098. buildingsToAdd.push(autoBuilding);
  2099. }
  2100. }
  2101. // FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.
  2102. for(auto builtID : ns.bid)
  2103. processBeforeBuiltStructure(builtID);
  2104. //Take cost
  2105. if(!force)
  2106. {
  2107. giveResources(t->tempOwner, -requestedBuilding->resources);
  2108. gs->statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
  2109. }
  2110. //We know what has been built, apply changes. Do this as final step to properly update town window
  2111. sendAndApply(&ns);
  2112. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2113. for(auto builtID : ns.bid)
  2114. processAfterBuiltStructure(builtID);
  2115. // now when everything is built - reveal tiles for lookout tower
  2116. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  2117. if(t->garrisonHero) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  2118. objectVisited(t, t->garrisonHero);
  2119. if(t->visitingHero)
  2120. objectVisited(t, t->visitingHero);
  2121. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2122. return true;
  2123. }
  2124. bool CGameHandler::triggerTownSpecialBuildingAction(ObjectInstanceID tid, BuildingSubID::EBuildingSubID sid)
  2125. {
  2126. const CGTownInstance * t = getTown(tid);
  2127. if(t->town->getBuildingType(sid) == BuildingID::NONE)
  2128. return false;
  2129. if(sid == BuildingSubID::EBuildingSubID::BANK)
  2130. {
  2131. TResources res;
  2132. res[EGameResID::GOLD] = 2500;
  2133. giveResources(t->getOwner(), res);
  2134. setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);
  2135. }
  2136. return true;
  2137. }
  2138. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2139. {
  2140. ///incomplete, simply erases target building
  2141. const CGTownInstance * t = getTown(tid);
  2142. if (!vstd::contains(t->builtBuildings, bid))
  2143. return false;
  2144. RazeStructures rs;
  2145. rs.tid = tid;
  2146. rs.bid.insert(bid);
  2147. rs.destroyed = t->destroyed + 1;
  2148. sendAndApply(&rs);
  2149. //TODO: Remove dwellers
  2150. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2151. // {
  2152. // RemoveBonus rb(RemoveBonus::TOWN);
  2153. // rb.whoID = t->id;
  2154. // rb.source = BonusSource::TOWN_STRUCTURE;
  2155. // rb.id = 17;
  2156. // sendAndApply(&rb);
  2157. // }
  2158. return true;
  2159. }
  2160. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2161. {
  2162. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2163. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2164. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2165. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2166. const CCreature * c = crid.toCreature();
  2167. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2168. //TODO: check if hero is actually visiting object
  2169. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2170. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2171. if (town)
  2172. {
  2173. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2174. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2175. }
  2176. else
  2177. {
  2178. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2179. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2180. }
  2181. //verify
  2182. bool found = false;
  2183. int level = 0;
  2184. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2185. {
  2186. if ((fromLvl != -1) && (level !=fromLvl))
  2187. continue;
  2188. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2189. int i = 0;
  2190. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2191. if (cur.second.at(i) == crid)
  2192. break;
  2193. if (i < cur.second.size())
  2194. {
  2195. found = true;
  2196. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2197. break;
  2198. }
  2199. }
  2200. SlotID slot = army->getSlotFor(crid);
  2201. if ((!found && complain("Cannot recruit: no such creatures!"))
  2202. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2203. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2204. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2205. {
  2206. return false;
  2207. }
  2208. //recruit
  2209. TResources cost = (c->getFullRecruitCost() * cram);
  2210. giveResources(army->tempOwner, -cost);
  2211. gs->statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
  2212. SetAvailableCreatures sac;
  2213. sac.tid = objid;
  2214. sac.creatures = dwelling->creatures;
  2215. sac.creatures[level].first -= cram;
  2216. sendAndApply(&sac);
  2217. if (warMachine)
  2218. {
  2219. ArtifactID artId = c->warMachine;
  2220. const CArtifact * art = artId.toArtifact();
  2221. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2222. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2223. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2224. return giveHeroNewArtifact(hero, art);
  2225. }
  2226. else
  2227. {
  2228. addToSlot(StackLocation(army, slot), c, cram);
  2229. }
  2230. return true;
  2231. }
  2232. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2233. {
  2234. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2235. if (!obj->hasStackAtSlot(pos))
  2236. {
  2237. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2238. }
  2239. UpgradeInfo ui;
  2240. fillUpgradeInfo(obj, pos, ui);
  2241. PlayerColor player = obj->tempOwner;
  2242. const PlayerState *p = getPlayerState(player);
  2243. int crQuantity = obj->stacks.at(pos)->count;
  2244. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2245. //check if upgrade is possible
  2246. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2247. {
  2248. return false;
  2249. }
  2250. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2251. //check if player has enough resources
  2252. if (!p->resources.canAfford(totalCost))
  2253. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2254. //take resources
  2255. giveResources(player, -totalCost);
  2256. gs->statistic.accumulatedValues[player].spentResourcesForArmy += totalCost;
  2257. //upgrade creature
  2258. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  2259. return true;
  2260. }
  2261. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2262. {
  2263. if (!sl.army->hasStackAtSlot(sl.slot))
  2264. COMPLAIN_RET("Cannot find a stack to change type");
  2265. SetStackType sst;
  2266. sst.army = sl.army->id;
  2267. sst.slot = sl.slot;
  2268. sst.type = c->getId();
  2269. sendAndApply(&sst);
  2270. return true;
  2271. }
  2272. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2273. {
  2274. assert(src->canBeMergedWith(*dst, allowMerging));
  2275. while(src->stacksCount())//while there are unmoved creatures
  2276. {
  2277. auto i = src->Slots().begin(); //iterator to stack to move
  2278. StackLocation sl(src, i->first); //location of stack to move
  2279. SlotID pos = dst->getSlotFor(i->second->type);
  2280. if (!pos.validSlot())
  2281. {
  2282. //try to merge two other stacks to make place
  2283. std::pair<SlotID, SlotID> toMerge;
  2284. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  2285. {
  2286. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2287. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2288. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2289. }
  2290. else
  2291. {
  2292. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2293. return;
  2294. }
  2295. }
  2296. else
  2297. {
  2298. moveStack(sl, StackLocation(dst, pos));
  2299. }
  2300. }
  2301. }
  2302. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2303. {
  2304. const CGTownInstance * town = getTown(tid);
  2305. if(!town->garrisonHero == !town->visitingHero)
  2306. return false;
  2307. SetHeroesInTown intown;
  2308. intown.tid = tid;
  2309. if(town->garrisonHero) //garrison -> vising
  2310. {
  2311. intown.garrison = ObjectInstanceID();
  2312. intown.visiting = town->garrisonHero->id;
  2313. }
  2314. else //visiting -> garrison
  2315. {
  2316. if(town->armedGarrison())
  2317. town->mergeGarrisonOnSiege();
  2318. intown.visiting = ObjectInstanceID();
  2319. intown.garrison = town->visitingHero->id;
  2320. }
  2321. sendAndApply(&intown);
  2322. return true;
  2323. }
  2324. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2325. {
  2326. const CGTownInstance * town = getTown(tid);
  2327. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2328. {
  2329. if (!town->visitingHero->canBeMergedWith(*town))
  2330. {
  2331. complain("Cannot make garrison swap, not enough free slots!");
  2332. return false;
  2333. }
  2334. moveArmy(town, town->visitingHero, true);
  2335. SetHeroesInTown intown;
  2336. intown.tid = tid;
  2337. intown.visiting = ObjectInstanceID();
  2338. intown.garrison = town->visitingHero->id;
  2339. sendAndApply(&intown);
  2340. return true;
  2341. }
  2342. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2343. {
  2344. //check if moving hero out of town will break 8 wandering heroes limit
  2345. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2346. {
  2347. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2348. return false;
  2349. }
  2350. SetHeroesInTown intown;
  2351. intown.tid = tid;
  2352. intown.garrison = ObjectInstanceID();
  2353. intown.visiting = town->garrisonHero->id;
  2354. sendAndApply(&intown);
  2355. return true;
  2356. }
  2357. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2358. {
  2359. SetHeroesInTown intown;
  2360. intown.tid = tid;
  2361. intown.garrison = town->visitingHero->id;
  2362. intown.visiting = town->garrisonHero->id;
  2363. sendAndApply(&intown);
  2364. return true;
  2365. }
  2366. else
  2367. {
  2368. complain("Cannot swap garrison hero!");
  2369. return false;
  2370. }
  2371. }
  2372. // With the amount of changes done to the function, it's more like transferArtifacts.
  2373. // Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
  2374. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2375. {
  2376. const auto srcArtSet = getArtSet(src);
  2377. const auto dstArtSet = getArtSet(dst);
  2378. assert(srcArtSet);
  2379. assert(dstArtSet);
  2380. // Make sure exchange is even possible between the two heroes.
  2381. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2382. COMPLAIN_RET("That heroes cannot make any exchange!");
  2383. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2384. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2385. auto dstSlot = dst.slot;
  2386. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2387. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2388. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2389. return true;
  2390. const auto dstArtifact = dstArtSet->getArt(dstSlot);
  2391. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2392. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2393. if(srcArtifact == nullptr)
  2394. COMPLAIN_RET("No artifact to move!");
  2395. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2396. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2397. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2398. // Moving to the backpack is always allowed.
  2399. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2400. COMPLAIN_RET("Cannot move artifact!");
  2401. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2402. auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2403. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2404. COMPLAIN_RET("Cannot move artifact locks.");
  2405. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2406. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2407. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2408. COMPLAIN_RET("Cannot move catapult!");
  2409. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2410. COMPLAIN_RET("Backpack is full!");
  2411. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2412. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2413. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2414. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2415. ma.srcCreature = src.creature;
  2416. ma.dstCreature = dst.creature;
  2417. // Check if dst slot is occupied
  2418. if(!isDstSlotBackpack && isDstSlotOccupied)
  2419. {
  2420. // Previous artifact must be swapped
  2421. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2422. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2423. }
  2424. auto hero = getHero(dst.artHolder);
  2425. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2426. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2427. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2428. if(src.artHolder != dst.artHolder)
  2429. ma.artsPack0.back().askAssemble = true;
  2430. sendAndApply(&ma);
  2431. return true;
  2432. }
  2433. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2434. {
  2435. // Make sure exchange is even possible between the two heroes.
  2436. if(!isAllowedExchange(srcId, dstId))
  2437. COMPLAIN_RET("That heroes cannot make any exchange!");
  2438. auto psrcSet = getArtSet(srcId);
  2439. auto pdstSet = getArtSet(dstId);
  2440. if((!psrcSet) || (!pdstSet))
  2441. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2442. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2443. auto & slotsSrcDst = ma.artsPack0;
  2444. auto & slotsDstSrc = ma.artsPack1;
  2445. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2446. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2447. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2448. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2449. {
  2450. assert(artifact);
  2451. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2452. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2453. {
  2454. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2455. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2456. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2457. if(auto dstHero = getHero(dstId))
  2458. {
  2459. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2460. giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2461. }
  2462. }
  2463. };
  2464. if(swap)
  2465. {
  2466. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2467. {
  2468. for(auto & artifact : srcArtSet->artifactsWorn)
  2469. {
  2470. if(ArtifactUtils::isArtRemovable(artifact))
  2471. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2472. }
  2473. };
  2474. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2475. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2476. {
  2477. for(auto & slotInfo : artSet->artifactsInBackpack)
  2478. {
  2479. auto slot = artSet->getArtPos(slotInfo.artifact);
  2480. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2481. }
  2482. };
  2483. if(equipped)
  2484. {
  2485. // Move over artifacts that are worn srcHero -> dstHero
  2486. moveArtsWorn(psrcSet, slotsSrcDst);
  2487. artFittingSet.artifactsWorn.clear();
  2488. // Move over artifacts that are worn dstHero -> srcHero
  2489. moveArtsWorn(pdstSet, slotsDstSrc);
  2490. }
  2491. if(backpack)
  2492. {
  2493. // Move over artifacts that are in backpack srcHero -> dstHero
  2494. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2495. // Move over artifacts that are in backpack dstHero -> srcHero
  2496. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2497. }
  2498. }
  2499. else
  2500. {
  2501. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2502. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2503. if(equipped)
  2504. {
  2505. // Move over artifacts that are worn
  2506. for(auto & artInfo : psrcSet->artifactsWorn)
  2507. {
  2508. if(ArtifactUtils::isArtRemovable(artInfo))
  2509. {
  2510. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2511. }
  2512. }
  2513. }
  2514. if(backpack)
  2515. {
  2516. // Move over artifacts that are in backpack
  2517. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2518. {
  2519. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2520. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2521. }
  2522. }
  2523. }
  2524. sendAndApply(&ma);
  2525. return true;
  2526. }
  2527. bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
  2528. {
  2529. const auto artSet = getArtSet(heroID);
  2530. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
  2531. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2532. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2533. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2534. {
  2535. if(left)
  2536. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
  2537. else
  2538. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
  2539. sendAndApply(&bma);
  2540. }
  2541. return true;
  2542. }
  2543. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2544. {
  2545. auto artSet = getArtSet(heroID);
  2546. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2547. ChangeArtifactsCostume costume(player, costumeIdx);
  2548. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2549. {
  2550. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2551. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2552. }
  2553. sendAndApply(&costume);
  2554. return true;
  2555. }
  2556. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2557. {
  2558. const auto artSet = getArtSet(heroID);
  2559. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2560. const auto playerState = getPlayerState(player);
  2561. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2562. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2563. {
  2564. CArtifactFittingSet artFittingSet(*artSet);
  2565. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2566. auto costumeArtMap = costume->second;
  2567. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2568. // First, find those artifacts that are already in place
  2569. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2570. {
  2571. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2572. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2573. {
  2574. costumeArtMap.erase(artPos);
  2575. artFittingSet.removeArtifact(slot);
  2576. }
  2577. }
  2578. // Second, find the necessary artifacts for the costume
  2579. for(const auto & artPos : costumeArtMap)
  2580. {
  2581. if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
  2582. {
  2583. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
  2584. {
  2585. artSet->getArtPos(artFittingSet.getArt(availableArts.front())),
  2586. artPos.first
  2587. });
  2588. artFittingSet.removeArtifact(availableArts.front());
  2589. if(ArtifactUtils::isSlotBackpack(availableArts.front()))
  2590. estimateBackpackSize--;
  2591. }
  2592. }
  2593. // Third, put unnecessary artifacts into backpack
  2594. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2595. if(artFittingSet.getArt(slot))
  2596. {
  2597. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
  2598. estimateBackpackSize++;
  2599. }
  2600. const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2601. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2602. sendAndApply(&bma);
  2603. }
  2604. return true;
  2605. }
  2606. /**
  2607. * Assembles or disassembles a combination artifact.
  2608. * @param heroID ID of hero holding the artifact(s).
  2609. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2610. * @param assemble True for assembly operation, false for disassembly.
  2611. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2612. * artifact to assemble to. Otherwise it's not used.
  2613. */
  2614. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2615. {
  2616. const CGHeroInstance * hero = getHero(heroID);
  2617. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2618. if(!destArtifact)
  2619. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2620. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2621. if(assemble)
  2622. {
  2623. const CArtifact * combinedArt = assembleTo.toArtifact();
  2624. if(!combinedArt->isCombined())
  2625. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2626. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2627. {
  2628. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2629. }
  2630. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2631. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2632. {
  2633. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2634. }
  2635. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2636. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2637. AssembledArtifact aa;
  2638. aa.al = dstLoc;
  2639. aa.builtArt = combinedArt;
  2640. sendAndApply(&aa);
  2641. }
  2642. else
  2643. {
  2644. if(!destArtifact->isCombined())
  2645. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2646. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2647. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2648. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2649. DisassembledArtifact da;
  2650. da.al = dstLoc;
  2651. sendAndApply(&da);
  2652. }
  2653. return true;
  2654. }
  2655. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2656. {
  2657. const auto * hero = getHero(al.artHolder);
  2658. if(hero == nullptr)
  2659. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2660. const auto * art = hero->getArt(al.slot);
  2661. if(art == nullptr)
  2662. COMPLAIN_RET("Cannot remove artifact!");
  2663. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2664. COMPLAIN_RET("Illegal artifact removal request");
  2665. removeArtifact(al);
  2666. return true;
  2667. }
  2668. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2669. {
  2670. const CGHeroInstance * hero = getHero(hid);
  2671. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2672. const CGTownInstance * town = hero->visitedTown;
  2673. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2674. if (aid==ArtifactID::SPELLBOOK)
  2675. {
  2676. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2677. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2678. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2679. )
  2680. return false;
  2681. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2682. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2683. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2684. giveSpells(town,hero);
  2685. return true;
  2686. }
  2687. else
  2688. {
  2689. const CArtifact * art = aid.toArtifact();
  2690. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2691. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2692. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2693. const int price = art->getPrice();
  2694. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2695. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2696. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2697. {
  2698. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2699. return giveHeroNewArtifact(hero, art);
  2700. }
  2701. else
  2702. COMPLAIN_RET("This machine is unavailable here!");
  2703. }
  2704. }
  2705. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2706. {
  2707. if(!h)
  2708. COMPLAIN_RET("Only hero can buy artifacts!");
  2709. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2710. COMPLAIN_RET("That artifact is unavailable!");
  2711. int b1;
  2712. int b2;
  2713. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2714. if (getResource(h->tempOwner, rid) < b1)
  2715. COMPLAIN_RET("You can't afford to buy this artifact!");
  2716. giveResource(h->tempOwner, rid, -b1);
  2717. SetAvailableArtifacts saa;
  2718. if(dynamic_cast<const CGTownInstance *>(m))
  2719. {
  2720. saa.id = ObjectInstanceID::NONE;
  2721. saa.arts = gs->map->townMerchantArtifacts;
  2722. }
  2723. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2724. {
  2725. saa.id = bm->id;
  2726. saa.arts = bm->artifacts;
  2727. }
  2728. else
  2729. COMPLAIN_RET("Wrong marktet...");
  2730. bool found = false;
  2731. for (const CArtifact *&art : saa.arts)
  2732. {
  2733. if (art && art->getId() == aid)
  2734. {
  2735. art = nullptr;
  2736. found = true;
  2737. break;
  2738. }
  2739. }
  2740. if (!found)
  2741. COMPLAIN_RET("Cannot find selected artifact on the list");
  2742. sendAndApply(&saa);
  2743. giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  2744. return true;
  2745. }
  2746. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2747. {
  2748. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2749. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2750. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2751. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2752. int resVal = 0;
  2753. int dump = 1;
  2754. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2755. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2756. giveResource(h->tempOwner, rid, resVal);
  2757. return true;
  2758. }
  2759. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2760. {
  2761. if (!h)
  2762. COMPLAIN_RET("You need hero to buy a skill!");
  2763. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2764. COMPLAIN_RET("Hero already know this skill");
  2765. if (!h->canLearnSkill())
  2766. COMPLAIN_RET("Hero can't learn any more skills");
  2767. if (!h->canLearnSkill(skill))
  2768. COMPLAIN_RET("The hero can't learn this skill!");
  2769. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2770. COMPLAIN_RET("That skill is unavailable!");
  2771. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2772. COMPLAIN_RET("You can't afford to buy this skill");
  2773. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2774. changeSecSkill(h, skill, 1, true);
  2775. return true;
  2776. }
  2777. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2778. {
  2779. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2780. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2781. int b1; //base quantities for trade
  2782. int b2;
  2783. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2784. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2785. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2786. {
  2787. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2788. }
  2789. giveResource(player, toSell, -b1 * amountToBoy);
  2790. giveResource(player, toBuy, b2 * amountToBoy);
  2791. gs->statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
  2792. gs->statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
  2793. return true;
  2794. }
  2795. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2796. {
  2797. if(!hero)
  2798. COMPLAIN_RET("Only hero can sell creatures!");
  2799. if (!vstd::contains(hero->Slots(), slot))
  2800. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2801. const CStackInstance &s = hero->getStack(slot);
  2802. if (s.count < (TQuantity)count //can't sell more creatures than have
  2803. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2804. {
  2805. COMPLAIN_RET("Not enough creatures in army!");
  2806. }
  2807. int b1; //base quantities for trade
  2808. int b2;
  2809. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2810. int units = count / b1; //how many base quantities we trade
  2811. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2812. {
  2813. //TODO: complain?
  2814. assert(0);
  2815. }
  2816. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2817. giveResource(hero->tempOwner, resourceID, b2 * units);
  2818. return true;
  2819. }
  2820. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2821. {
  2822. const CArmedInstance *army = nullptr;
  2823. if (hero)
  2824. army = hero;
  2825. else
  2826. army = dynamic_cast<const CGTownInstance *>(market);
  2827. if (!army)
  2828. COMPLAIN_RET("Incorrect call to transform in undead!");
  2829. if (!army->hasStackAtSlot(slot))
  2830. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2831. const CStackInstance &s = army->getStack(slot);
  2832. //resulting creature - bone dragons or skeletons
  2833. CreatureID resCreature = CreatureID::SKELETON;
  2834. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2835. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2836. || (s.getCreatureID() == CreatureID::HYDRA)
  2837. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2838. resCreature = CreatureID::BONE_DRAGON;
  2839. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2840. return true;
  2841. }
  2842. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2843. {
  2844. const PlayerState *p2 = getPlayerState(r2, false);
  2845. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2846. {
  2847. complain("Dest player must be in game!");
  2848. return false;
  2849. }
  2850. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2851. vstd::amin(val, curRes1);
  2852. giveResource(player, r1, -(int)val);
  2853. giveResource(r2, r1, val);
  2854. return true;
  2855. }
  2856. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2857. {
  2858. const CGHeroInstance *h = getHero(hid);
  2859. if (!h)
  2860. {
  2861. logGlobal->error("Hero doesn't exist!");
  2862. return false;
  2863. }
  2864. ChangeFormation cf;
  2865. cf.hid = hid;
  2866. cf.formation = formation;
  2867. sendAndApply(&cf);
  2868. return true;
  2869. }
  2870. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2871. {
  2872. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2873. if (answer)
  2874. logGlobal->trace("%d", *answer);
  2875. auto topQuery = queries->topQuery(player);
  2876. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2877. if(topQuery->queryID != qid)
  2878. {
  2879. auto currentQuery = queries->getQuery(qid);
  2880. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2881. currentQuery->setReply(answer);
  2882. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2883. }
  2884. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2885. topQuery->setReply(answer);
  2886. queries->popQuery(topQuery);
  2887. return true;
  2888. }
  2889. void CGameHandler::handleTimeEvents(PlayerColor color)
  2890. {
  2891. for (auto const & event : gs->map->events)
  2892. {
  2893. if (!event.occursToday(gs->day))
  2894. continue;
  2895. if (!event.affectsPlayer(color, getPlayerState(color)->isHuman()))
  2896. continue;
  2897. InfoWindow iw;
  2898. iw.player = color;
  2899. iw.text = event.message;
  2900. //give resources
  2901. if (!event.resources.empty())
  2902. {
  2903. giveResources(color, event.resources);
  2904. for (GameResID i : GameResID::ALL_RESOURCES())
  2905. if (event.resources[i])
  2906. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  2907. }
  2908. sendAndApply(&iw); //show dialog
  2909. }
  2910. }
  2911. void CGameHandler::handleTownEvents(CGTownInstance * town)
  2912. {
  2913. for (auto const & event : town->events)
  2914. {
  2915. if (!event.occursToday(gs->day))
  2916. continue;
  2917. PlayerColor player = town->getOwner();
  2918. if (!event.affectsPlayer(player, getPlayerState(player)->isHuman()))
  2919. continue;
  2920. // dialog
  2921. InfoWindow iw;
  2922. iw.player = player;
  2923. iw.text = event.message;
  2924. if (event.resources.nonZero())
  2925. {
  2926. giveResources(player, event.resources);
  2927. for (GameResID i : GameResID::ALL_RESOURCES())
  2928. if (event.resources[i])
  2929. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  2930. }
  2931. for (auto & i : event.buildings)
  2932. {
  2933. // Only perform action if:
  2934. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  2935. // 2. Building was not built yet
  2936. // othervice, silently ignore / skip it
  2937. if (town->town->buildings.count(i) && !town->hasBuilt(i))
  2938. {
  2939. buildStructure(town->id, i, true);
  2940. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2941. }
  2942. }
  2943. if (!event.creatures.empty())
  2944. {
  2945. SetAvailableCreatures sac;
  2946. sac.tid = town->id;
  2947. sac.creatures = town->creatures;
  2948. for (si32 i=0;i<event.creatures.size();i++) //creature growths
  2949. {
  2950. if (!town->creatures.at(i).second.empty() && event.creatures.at(i) > 0)//there is dwelling
  2951. {
  2952. sac.creatures[i].first += event.creatures.at(i);
  2953. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), event.creatures.at(i));
  2954. }
  2955. }
  2956. }
  2957. sendAndApply(&iw); //show dialog
  2958. }
  2959. }
  2960. bool CGameHandler::complain(const std::string &problem)
  2961. {
  2962. #ifndef ENABLE_GOLDMASTER
  2963. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2964. #endif
  2965. logGlobal->error(problem);
  2966. return true;
  2967. }
  2968. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2969. {
  2970. //PlayerColor player = getOwner(hid);
  2971. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2972. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2973. assert(lowerArmy);
  2974. assert(upperArmy);
  2975. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2976. queries->addQuery(garrisonQuery);
  2977. GarrisonDialog gd;
  2978. gd.hid = hid;
  2979. gd.objid = upobj;
  2980. gd.removableUnits = removableUnits;
  2981. gd.queryID = garrisonQuery->queryID;
  2982. sendAndApply(&gd);
  2983. }
  2984. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2985. {
  2986. OpenWindow pack;
  2987. pack.window = window;
  2988. pack.object = object->id;
  2989. pack.visitor = visitor->id;
  2990. if (addQuery)
  2991. {
  2992. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2993. pack.queryID = windowQuery->queryID;
  2994. queries->addQuery(windowQuery);
  2995. }
  2996. sendAndApply(&pack);
  2997. }
  2998. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2999. {
  3000. if (id1 == id2)
  3001. return true;
  3002. const CGObjectInstance *o1 = getObj(id1);
  3003. const CGObjectInstance *o2 = getObj(id2);
  3004. if (!o1 || !o2)
  3005. return true; //arranging stacks within an object should be always allowed
  3006. if (o1 && o2)
  3007. {
  3008. if (o1->ID == Obj::TOWN)
  3009. {
  3010. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3011. if (t->visitingHero == o2 || t->garrisonHero == o2)
  3012. return true;
  3013. }
  3014. if (o2->ID == Obj::TOWN)
  3015. {
  3016. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3017. if (t->visitingHero == o1 || t->garrisonHero == o1)
  3018. return true;
  3019. }
  3020. auto market = dynamic_cast<const IMarket*>(o1);
  3021. if(market == nullptr)
  3022. market = dynamic_cast<const IMarket*>(o2);
  3023. if(market)
  3024. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  3025. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  3026. {
  3027. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  3028. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  3029. // two heroes in same town (garrisoned and visiting)
  3030. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  3031. return true;
  3032. }
  3033. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  3034. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  3035. if (!dialog)
  3036. {
  3037. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  3038. }
  3039. if (dialog)
  3040. {
  3041. auto topArmy = dialog->exchangingArmies.at(0);
  3042. auto bottomArmy = dialog->exchangingArmies.at(1);
  3043. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  3044. return true;
  3045. }
  3046. }
  3047. return false;
  3048. }
  3049. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  3050. {
  3051. using events::ObjectVisitStarted;
  3052. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  3053. if (getVisitingHero(obj) != nullptr)
  3054. {
  3055. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  3056. throw std::runtime_error("Can not visit object that is being visited");
  3057. }
  3058. std::shared_ptr<CObjectVisitQuery> visitQuery;
  3059. auto startVisit = [&](ObjectVisitStarted & event)
  3060. {
  3061. auto visitedObject = obj;
  3062. if(obj->ID == Obj::HERO)
  3063. {
  3064. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  3065. const auto visitedTown = visitedHero->visitedTown;
  3066. if(visitedTown)
  3067. {
  3068. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  3069. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  3070. visitedObject = visitedTown;
  3071. }
  3072. }
  3073. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  3074. queries->addQuery(visitQuery); //TODO real visit pos
  3075. HeroVisit hv;
  3076. hv.objId = obj->id;
  3077. hv.heroId = h->id;
  3078. hv.player = h->tempOwner;
  3079. hv.starting = true;
  3080. sendAndApply(&hv);
  3081. obj->onHeroVisit(h);
  3082. };
  3083. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  3084. if(visitQuery)
  3085. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  3086. }
  3087. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  3088. {
  3089. using events::ObjectVisitEnded;
  3090. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  3091. auto endVisit = [&](ObjectVisitEnded & event)
  3092. {
  3093. HeroVisit hv;
  3094. hv.player = event.getPlayer();
  3095. hv.heroId = event.getHero();
  3096. hv.starting = false;
  3097. sendAndApply(&hv);
  3098. };
  3099. //TODO: ObjectVisitEnded should also have id of visited object,
  3100. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  3101. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  3102. }
  3103. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  3104. {
  3105. const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
  3106. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  3107. {
  3108. complain("Cannot build boat in this shipyard!");
  3109. return false;
  3110. }
  3111. TResources boatCost;
  3112. obj->getBoatCost(boatCost);
  3113. TResources available = getPlayerState(playerID)->resources;
  3114. if (!available.canAfford(boatCost))
  3115. {
  3116. complain("Not enough resources to build a boat!");
  3117. return false;
  3118. }
  3119. int3 tile = obj->bestLocation();
  3120. if (!gs->map->isInTheMap(tile))
  3121. {
  3122. complain("Cannot find appropriate tile for a boat!");
  3123. return false;
  3124. }
  3125. giveResources(playerID, -boatCost);
  3126. createBoat(tile, obj->getBoatType(), playerID);
  3127. return true;
  3128. }
  3129. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3130. {
  3131. for (auto playerColor : playerColors)
  3132. {
  3133. if (getPlayerState(playerColor, false))
  3134. checkVictoryLossConditionsForPlayer(playerColor);
  3135. }
  3136. }
  3137. void CGameHandler::checkVictoryLossConditionsForAll()
  3138. {
  3139. std::set<PlayerColor> playerColors;
  3140. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3141. {
  3142. playerColors.insert(PlayerColor(i));
  3143. }
  3144. checkVictoryLossConditions(playerColors);
  3145. }
  3146. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3147. {
  3148. const PlayerState * p = getPlayerState(player);
  3149. if(!p || p->status != EPlayerStatus::INGAME) return;
  3150. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3151. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3152. {
  3153. InfoWindow iw;
  3154. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3155. sendAndApply(&iw);
  3156. PlayerEndsGame peg;
  3157. peg.player = player;
  3158. peg.victoryLossCheckResult = victoryLossCheckResult;
  3159. sendAndApply(&peg);
  3160. turnOrder->onPlayerEndsGame(player);
  3161. if (victoryLossCheckResult.victory())
  3162. {
  3163. //one player won -> all enemies lost
  3164. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3165. {
  3166. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3167. {
  3168. peg.player = i->first;
  3169. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3170. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3171. InfoWindow iw;
  3172. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3173. iw.player = i->first;
  3174. sendAndApply(&iw);
  3175. sendAndApply(&peg);
  3176. }
  3177. }
  3178. if(p->human)
  3179. {
  3180. lobby->setState(EServerState::SHUTDOWN);
  3181. }
  3182. }
  3183. else
  3184. {
  3185. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3186. auto hlp = p->heroes;
  3187. for (auto h : hlp) //eliminate heroes
  3188. {
  3189. if (h.get())
  3190. removeObject(h, player);
  3191. }
  3192. //player lost -> all his objects become unflagged (neutral)
  3193. for (auto obj : gs->map->objects) //unflag objs
  3194. {
  3195. if (obj.get() && obj->tempOwner == player)
  3196. setOwner(obj, PlayerColor::NEUTRAL);
  3197. }
  3198. //eliminating one player may cause victory of another:
  3199. std::set<PlayerColor> playerColors;
  3200. //do not copy player state (CBonusSystemNode) by value
  3201. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3202. {
  3203. if (p.first != player)
  3204. playerColors.insert(p.first);
  3205. }
  3206. //notify all players
  3207. for (auto pc : playerColors)
  3208. {
  3209. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3210. {
  3211. InfoWindow iw;
  3212. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3213. iw.player = pc;
  3214. sendAndApply(&iw);
  3215. }
  3216. }
  3217. checkVictoryLossConditions(playerColors);
  3218. }
  3219. }
  3220. }
  3221. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3222. {
  3223. out.player = player;
  3224. out.text = victoryLossCheckResult.messageToSelf;
  3225. out.text.replaceName(player);
  3226. out.components.emplace_back(ComponentType::FLAG, player);
  3227. }
  3228. bool CGameHandler::dig(const CGHeroInstance *h)
  3229. {
  3230. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3231. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3232. createHole(h->visitablePos(), h->getOwner());
  3233. //take MPs
  3234. SetMovePoints smp;
  3235. smp.hid = h->id;
  3236. smp.val = 0;
  3237. sendAndApply(&smp);
  3238. InfoWindow iw;
  3239. iw.type = EInfoWindowMode::AUTO;
  3240. iw.player = h->tempOwner;
  3241. if (gs->map->grailPos == h->visitablePos())
  3242. {
  3243. ArtifactID grail = ArtifactID::GRAIL;
  3244. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  3245. iw.text.appendName(grail); // ... " The Grail"
  3246. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3247. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  3248. sendAndApply(&iw);
  3249. iw.soundID = soundBase::invalid;
  3250. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3251. iw.text.clear();
  3252. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3253. sendAndApply(&iw);
  3254. }
  3255. else
  3256. {
  3257. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3258. iw.soundID = soundBase::Dig;
  3259. sendAndApply(&iw);
  3260. }
  3261. return true;
  3262. }
  3263. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3264. {
  3265. if (!t.visitableObjects.empty())
  3266. {
  3267. //to prevent self-visiting heroes on space press
  3268. if (t.visitableObjects.back() != h)
  3269. objectVisited(t.visitableObjects.back(), h);
  3270. else if (t.visitableObjects.size() > 1)
  3271. objectVisited(*(t.visitableObjects.end()-2),h);
  3272. }
  3273. }
  3274. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3275. {
  3276. if (!hero)
  3277. COMPLAIN_RET("You need hero to sacrifice creature!");
  3278. int expSum = 0;
  3279. auto finish = [this, &hero, &expSum]()
  3280. {
  3281. giveExperience(hero, hero->calculateXp(expSum));
  3282. };
  3283. for(int i = 0; i < slot.size(); ++i)
  3284. {
  3285. int oldCount = hero->getStackCount(slot[i]);
  3286. if(oldCount < (int)count[i])
  3287. {
  3288. finish();
  3289. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3290. }
  3291. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3292. {
  3293. finish();
  3294. COMPLAIN_RET("Cannot sacrifice last creature!");
  3295. }
  3296. int crid = hero->getStack(slot[i]).type->getId();
  3297. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3298. int dump;
  3299. int exp;
  3300. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3301. exp *= count[i];
  3302. expSum += exp;
  3303. }
  3304. finish();
  3305. return true;
  3306. }
  3307. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3308. {
  3309. if (!hero)
  3310. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3311. if(hero->getAlignment() == EAlignment::EVIL)
  3312. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3313. assert(m);
  3314. auto altarObj = dynamic_cast<const CGArtifactsAltar*>(m);
  3315. int expSum = 0;
  3316. auto finish = [this, &hero, &expSum]()
  3317. {
  3318. giveExperience(hero, hero->calculateXp(expSum));
  3319. };
  3320. for(const auto & artInstId : arts)
  3321. {
  3322. if(auto art = altarObj->getArtByInstanceId(artInstId))
  3323. {
  3324. if(art->artType->isTradable())
  3325. {
  3326. int dmp;
  3327. int expToGive;
  3328. m->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3329. expSum += expToGive;
  3330. removeArtifact(ArtifactLocation(altarObj->id, altarObj->getArtPos(art)));
  3331. }
  3332. else
  3333. {
  3334. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3335. }
  3336. }
  3337. else
  3338. {
  3339. finish();
  3340. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3341. }
  3342. }
  3343. finish();
  3344. return true;
  3345. }
  3346. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3347. {
  3348. if (sl.army->hasStackAtSlot(sl.slot))
  3349. COMPLAIN_RET("Slot is already taken!");
  3350. if (!sl.slot.validSlot())
  3351. COMPLAIN_RET("Cannot insert stack to that slot!");
  3352. InsertNewStack ins;
  3353. ins.army = sl.army->id;
  3354. ins.slot = sl.slot;
  3355. ins.type = c->getId();
  3356. ins.count = count;
  3357. sendAndApply(&ins);
  3358. return true;
  3359. }
  3360. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3361. {
  3362. if (!sl.army->hasStackAtSlot(sl.slot))
  3363. COMPLAIN_RET("Cannot find a stack to erase");
  3364. if (sl.army->stacksCount() == 1 //from the last stack
  3365. && sl.army->needsLastStack() //that must be left
  3366. && !forceRemoval) //ignore above conditions if we are forcing removal
  3367. {
  3368. COMPLAIN_RET("Cannot erase the last stack!");
  3369. }
  3370. EraseStack es;
  3371. es.army = sl.army->id;
  3372. es.slot = sl.slot;
  3373. sendAndApply(&es);
  3374. return true;
  3375. }
  3376. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3377. {
  3378. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3379. if ((absoluteValue && count < 0)
  3380. || (!absoluteValue && -count > currentCount))
  3381. {
  3382. COMPLAIN_RET("Cannot take more stacks than present!");
  3383. }
  3384. if ((currentCount == -count && !absoluteValue)
  3385. || (!count && absoluteValue))
  3386. {
  3387. eraseStack(sl);
  3388. }
  3389. else
  3390. {
  3391. ChangeStackCount csc;
  3392. csc.army = sl.army->id;
  3393. csc.slot = sl.slot;
  3394. csc.count = count;
  3395. csc.absoluteValue = absoluteValue;
  3396. sendAndApply(&csc);
  3397. }
  3398. return true;
  3399. }
  3400. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3401. {
  3402. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3403. if (!slotC) //slot is empty
  3404. insertNewStack(sl, c, count);
  3405. else if (c == slotC)
  3406. changeStackCount(sl, count);
  3407. else
  3408. {
  3409. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3410. }
  3411. return true;
  3412. }
  3413. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3414. {
  3415. if (removeObjWhenFinished)
  3416. removeAfterVisit(src);
  3417. if (!src->canBeMergedWith(*dst, allowMerging))
  3418. {
  3419. if (allowMerging) //do that, add all matching creatures.
  3420. {
  3421. bool cont = true;
  3422. while (cont)
  3423. {
  3424. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3425. {
  3426. SlotID pos = dst->getSlotFor(i->second->type);
  3427. if (pos.validSlot())
  3428. {
  3429. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3430. cont = true;
  3431. break; //or iterator crashes
  3432. }
  3433. cont = false;
  3434. }
  3435. }
  3436. }
  3437. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3438. }
  3439. else //merge
  3440. {
  3441. moveArmy(src, dst, allowMerging);
  3442. }
  3443. }
  3444. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3445. {
  3446. if (!src.army->hasStackAtSlot(src.slot))
  3447. COMPLAIN_RET("No stack to move!");
  3448. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3449. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3450. if (!dst.slot.validSlot())
  3451. COMPLAIN_RET("Cannot move stack to that slot!");
  3452. if (count == -1)
  3453. {
  3454. count = src.army->getStackCount(src.slot);
  3455. }
  3456. if (src.army != dst.army //moving away
  3457. && count == src.army->getStackCount(src.slot) //all creatures
  3458. && src.army->stacksCount() == 1 //from the last stack
  3459. && src.army->needsLastStack()) //that must be left
  3460. {
  3461. COMPLAIN_RET("Cannot move away the last creature!");
  3462. }
  3463. RebalanceStacks rs;
  3464. rs.srcArmy = src.army->id;
  3465. rs.dstArmy = dst.army->id;
  3466. rs.srcSlot = src.slot;
  3467. rs.dstSlot = dst.slot;
  3468. rs.count = count;
  3469. sendAndApply(&rs);
  3470. return true;
  3471. }
  3472. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3473. {
  3474. if (!spellID.hasValue())
  3475. return;
  3476. AdventureSpellCastParameters p;
  3477. p.caster = caster;
  3478. p.pos = pos;
  3479. const CSpell * s = spellID.toSpell();
  3480. s->adventureCast(spellEnv, p);
  3481. }
  3482. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3483. {
  3484. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3485. {
  3486. return moveStack(sl2, sl1);
  3487. }
  3488. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3489. {
  3490. return moveStack(sl1, sl2);
  3491. }
  3492. else
  3493. {
  3494. SwapStacks ss;
  3495. ss.srcArmy = sl1.army->id;
  3496. ss.dstArmy = sl2.army->id;
  3497. ss.srcSlot = sl1.slot;
  3498. ss.dstSlot = sl2.slot;
  3499. sendAndApply(&ss);
  3500. return true;
  3501. }
  3502. }
  3503. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3504. {
  3505. assert(art && art->artType);
  3506. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3507. dst.creature = al.creature;
  3508. auto putTo = getArtSet(al);
  3509. assert(putTo);
  3510. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3511. {
  3512. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3513. }
  3514. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3515. {
  3516. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3517. }
  3518. else
  3519. {
  3520. dst.slot = al.slot;
  3521. }
  3522. if(!askAssemble.has_value())
  3523. {
  3524. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3525. askAssemble = true;
  3526. else
  3527. askAssemble = false;
  3528. }
  3529. if(art->canBePutAt(putTo, dst.slot))
  3530. {
  3531. PutArtifact pa(dst, askAssemble.value());
  3532. pa.art = art;
  3533. sendAndApply(&pa);
  3534. return true;
  3535. }
  3536. else
  3537. {
  3538. return false;
  3539. }
  3540. }
  3541. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3542. {
  3543. assert(artType);
  3544. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3545. {
  3546. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3547. COMPLAIN_RET("Cannot put artifact in that slot!");
  3548. }
  3549. else if(ArtifactUtils::isSlotBackpack(pos))
  3550. {
  3551. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3552. COMPLAIN_RET("Cannot put artifact in that slot!");
  3553. }
  3554. else
  3555. {
  3556. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3557. }
  3558. auto * newArtInst = new CArtifactInstance();
  3559. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3560. NewArtifact na;
  3561. na.art = newArtInst;
  3562. sendAndApply(&na); // -> updates newArtInst!!!
  3563. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3564. return true;
  3565. else
  3566. return false;
  3567. }
  3568. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3569. {
  3570. std::vector<int3>::iterator tile;
  3571. std::vector<int3> tiles;
  3572. getFreeTiles(tiles);
  3573. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3574. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3575. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3576. const CCreature *cre = creatureID.toCreature();
  3577. for (int i = 0; i < (int)amount; ++i)
  3578. {
  3579. tile = tiles.begin();
  3580. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3581. {
  3582. auto count = cre->getRandomAmount(std::rand);
  3583. createWanderingMonster(*tile, creatureID);
  3584. auto monsterId = getTopObj(*tile)->id;
  3585. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3586. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3587. }
  3588. tiles.erase(tile); //not use it again
  3589. }
  3590. }
  3591. void CGameHandler::synchronizeArtifactHandlerLists()
  3592. {
  3593. UpdateArtHandlerLists uahl;
  3594. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3595. sendAndApply(&uahl);
  3596. }
  3597. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3598. {
  3599. return vstd::contains(gs->map->objects, obj);
  3600. }
  3601. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3602. {
  3603. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3604. return false;
  3605. auto query = queries->topQuery(player);
  3606. if (query && query->blocksPack(pack))
  3607. {
  3608. complain(boost::str(boost::format(
  3609. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3610. % boost::to_upper_copy<std::string>(player.toString())
  3611. % query->toString()
  3612. ));
  3613. return true;
  3614. }
  3615. return false;
  3616. }
  3617. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3618. {
  3619. //If the object is being visited, there must be a matching query
  3620. for (const auto &query : queries->allQueries())
  3621. {
  3622. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3623. {
  3624. if (someVistQuery->visitedObject == object)
  3625. {
  3626. someVistQuery->removeObjectAfterVisit = true;
  3627. return;
  3628. }
  3629. }
  3630. }
  3631. //If we haven't returned so far, there is no query and no visit, call was wrong
  3632. assert("This function needs to be called during the object visit!");
  3633. }
  3634. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3635. {
  3636. std::unordered_set<int3> tiles;
  3637. if (mode == ETileVisibility::HIDDEN)
  3638. {
  3639. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3640. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3641. auto p = getPlayerState(player);
  3642. for (auto h : p->heroes)
  3643. {
  3644. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3645. }
  3646. for (auto t : p->towns)
  3647. {
  3648. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3649. }
  3650. for (auto tile : observedTiles)
  3651. vstd::erase_if_present (tiles, tile);
  3652. }
  3653. else
  3654. {
  3655. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3656. }
  3657. changeFogOfWar(tiles, player, mode);
  3658. }
  3659. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3660. {
  3661. if (tiles.empty())
  3662. return;
  3663. FoWChange fow;
  3664. fow.tiles = tiles;
  3665. fow.player = player;
  3666. fow.mode = mode;
  3667. sendAndApply(&fow);
  3668. }
  3669. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3670. {
  3671. assert(obj);
  3672. for(const auto & query : queries->allQueries())
  3673. {
  3674. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3675. if (visit && visit->visitedObject == obj)
  3676. return visit->visitingHero;
  3677. }
  3678. return nullptr;
  3679. }
  3680. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3681. {
  3682. assert(hero);
  3683. for(const auto & query : queries->allQueries())
  3684. {
  3685. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3686. if (visit && visit->visitingHero == hero)
  3687. return visit->visitedObject;
  3688. }
  3689. return nullptr;
  3690. }
  3691. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3692. {
  3693. assert(obj);
  3694. assert(hero);
  3695. assert(getVisitingHero(obj) == hero);
  3696. // Check top query of targeted player:
  3697. // If top query is NOT visit to targeted object then we assume that
  3698. // visitation query is covered by other query that must be answered first
  3699. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3700. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3701. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3702. return true;
  3703. }
  3704. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3705. {
  3706. SetObjectProperty sob;
  3707. sob.id = objid;
  3708. sob.what = prop;
  3709. sob.identifier = NumericID(value);
  3710. sendAndApply(&sob);
  3711. }
  3712. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3713. {
  3714. SetObjectProperty sob;
  3715. sob.id = objid;
  3716. sob.what = prop;
  3717. sob.identifier = identifier;
  3718. sendAndApply(&sob);
  3719. }
  3720. void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration)
  3721. {
  3722. SetBankConfiguration srb;
  3723. srb.objectID = objid;
  3724. srb.configuration = configuration;
  3725. sendAndApply(&srb);
  3726. }
  3727. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
  3728. {
  3729. SetRewardableConfiguration srb;
  3730. srb.objectID = objid;
  3731. srb.configuration = configuration;
  3732. sendAndApply(&srb);
  3733. }
  3734. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
  3735. {
  3736. SetRewardableConfiguration srb;
  3737. srb.objectID = townInstanceID;
  3738. srb.buildingID = buildingID;
  3739. srb.configuration = configuration;
  3740. sendAndApply(&srb);
  3741. }
  3742. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3743. {
  3744. sendAndApply(iw);
  3745. }
  3746. vstd::RNG & CGameHandler::getRandomGenerator()
  3747. {
  3748. return *randomNumberGenerator;
  3749. }
  3750. #if SCRIPTING_ENABLED
  3751. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3752. {
  3753. return serverScripts.get();
  3754. }
  3755. //scripting::Pool * CGameHandler::getContextPool() const
  3756. //{
  3757. // return serverScripts.get();
  3758. //}
  3759. #endif
  3760. CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
  3761. {
  3762. TerrainId terrainType = ETerrainId::NONE;
  3763. if (!gs->isInTheMap(visitablePosition))
  3764. throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
  3765. const TerrainTile & t = gs->map->getTile(visitablePosition);
  3766. terrainType = t.terType->getId();
  3767. auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);
  3768. CGObjectInstance * o = handler->create(gs->callback, nullptr);
  3769. handler->configureObject(o, getRandomGenerator());
  3770. assert(o->ID == objectID);
  3771. assert(!handler->getTemplates(terrainType).empty());
  3772. if (handler->getTemplates().empty())
  3773. throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
  3774. if (!handler->getTemplates(terrainType).empty())
  3775. o->appearance = handler->getTemplates(terrainType).front();
  3776. else
  3777. o->appearance = handler->getTemplates().front();
  3778. o->pos = visitablePosition + o->getVisitableOffset();
  3779. return o;
  3780. }
  3781. void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature)
  3782. {
  3783. auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
  3784. auto * cre = dynamic_cast<CGCreature *>(createdObject);
  3785. assert(cre);
  3786. cre->notGrowingTeam = cre->neverFlees = false;
  3787. cre->character = 2;
  3788. cre->gainedArtifact = ArtifactID::NONE;
  3789. cre->identifier = -1;
  3790. cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack
  3791. newObject(createdObject, PlayerColor::NEUTRAL);
  3792. }
  3793. void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
  3794. {
  3795. auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
  3796. newObject(createdObject, initiator);
  3797. }
  3798. void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
  3799. {
  3800. auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
  3801. newObject(createdObject, initiator);
  3802. }
  3803. void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
  3804. {
  3805. object->initObj(gs->getRandomGenerator());
  3806. NewObject no;
  3807. no.newObject = object;
  3808. no.initiator = initiator;
  3809. sendAndApply(&no);
  3810. }
  3811. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3812. {
  3813. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3814. }
  3815. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3816. {
  3817. battles->startBattleI(army1, army2, tile, creatureBank);
  3818. }
  3819. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3820. {
  3821. battles->startBattleI(army1, army2, creatureBank);
  3822. }