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| /* * CGameHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "PlayerMessageProcessor.h"#include "../CGameHandler.h"#include "../CVCMIServer.h"#include "../../lib/serializer/Connection.h"#include "../../lib/CGeneralTextHandler.h"#include "../../lib/CHeroHandler.h"#include "../../lib/modding/IdentifierStorage.h"#include "../../lib/CPlayerState.h"#include "../../lib/GameConstants.h"#include "../../lib/StartInfo.h"#include "../../lib/gameState/CGameState.h"#include "../../lib/mapObjects/CGTownInstance.h"#include "../../lib/modding/IdentifierStorage.h"#include "../../lib/modding/ModScope.h"#include "../../lib/mapping/CMap.h"#include "../../lib/networkPacks/PacksForClient.h"#include "../../lib/networkPacks/StackLocation.h"PlayerMessageProcessor::PlayerMessageProcessor()	:gameHandler(nullptr){}PlayerMessageProcessor::PlayerMessageProcessor(CGameHandler * gameHandler)	:gameHandler(gameHandler){}void PlayerMessageProcessor::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj){	if (handleHostCommand(player, message))		return;	if (handleCheatCode(message, player, currObj))	{		if(!gameHandler->getPlayerSettings(player)->isControlledByAI())			broadcastSystemMessage(VLC->generaltexth->allTexts[260]);		if(!player.isSpectator())			gameHandler->checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature		return;	}	broadcastMessage(player, message);}bool PlayerMessageProcessor::handleHostCommand(PlayerColor player, const std::string &message){	std::vector<std::string> words;	boost::split(words, message, boost::is_any_of(" "));	bool isHost = false;	for(auto & c : gameHandler->connections[player])		if(gameHandler->gameLobby()->isClientHost(c->connectionID))			isHost = true;	if(!isHost || words.size() < 2 || words[0] != "game")		return false;	if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")	{		broadcastSystemMessage("game was terminated");		gameHandler->gameLobby()->setState(EServerState::SHUTDOWN);		return true;	}	if(words.size() == 3 && words[1] == "save")	{		gameHandler->save("Saves/" + words[2]);		broadcastSystemMessage("game saved as " + words[2]);		return true;	}	if(words.size() == 3 && words[1] == "kick")	{		auto playername = words[2];		PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);		if(std::all_of(playername.begin(), playername.end(), ::isdigit))			playerToKick = PlayerColor(std::stoi(playername));		else		{			for(auto & c : gameHandler->connections)			{				if(c.first.toString() == playername)					playerToKick = c.first;			}		}		if(playerToKick != PlayerColor::CANNOT_DETERMINE)		{			PlayerCheated pc;			pc.player = playerToKick;			pc.losingCheatCode = true;			gameHandler->sendAndApply(&pc);			gameHandler->checkVictoryLossConditionsForPlayer(playerToKick);		}		return true;	}	if(words.size() == 2 && words[1] == "cheaters")	{		int playersCheated = 0;		for (const auto & player : gameHandler->gameState()->players)		{			if(player.second.cheated)			{				broadcastSystemMessage("Player " + player.first.toString() + " is cheater!");				playersCheated++;			}		}		if (!playersCheated)			broadcastSystemMessage("No cheaters registered!");		return true;	}	return false;}void PlayerMessageProcessor::cheatGiveSpells(PlayerColor player, const CGHeroInstance * hero){	if (!hero)		return;	///Give hero spellbook	if (!hero->hasSpellbook())		gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);	///Give all spells with bonus (to allow banned spells)	GiveBonus giveBonus(GiveBonus::ETarget::OBJECT);	giveBonus.id = hero->id;	giveBonus.bonus = Bonus(BonusDuration::PERMANENT, BonusType::SPELLS_OF_LEVEL, BonusSource::OTHER, 0, BonusSourceID());	//start with level 0 to skip abilities	for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)	{		giveBonus.bonus.subtype = BonusCustomSubtype::spellLevel(level);		gameHandler->sendAndApply(&giveBonus);	}	///Give mana	SetMana sm;	sm.hid = hero->id;	sm.val = 999;	sm.absolute = true;	gameHandler->sendAndApply(&sm);}void PlayerMessageProcessor::cheatBuildTown(PlayerColor player, const CGTownInstance * town){	if (!town)		return;	for (auto & build : town->town->buildings)	{		if (!town->hasBuilt(build.first)			&& !build.second->getNameTranslated().empty()			&& build.first != BuildingID::SHIP)		{			gameHandler->buildStructure(town->id, build.first, true);		}	}}void PlayerMessageProcessor::cheatGiveArmy(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words){	if (!hero)		return;	std::string creatureIdentifier = words.empty() ? "archangel" : words[0];	std::optional<int> amountPerSlot;	try	{		amountPerSlot = std::stol(words.at(1));	}	catch(std::logic_error&)	{	}	std::optional<int32_t> creatureId = VLC->identifiers()->getIdentifier(ModScope::scopeGame(), "creature", creatureIdentifier, false);	if(creatureId.has_value())	{		const auto * creature = CreatureID(creatureId.value()).toCreature();		for (int i = 0; i < GameConstants::ARMY_SIZE; i++)		{			if (!hero->hasStackAtSlot(SlotID(i)))			{				if (amountPerSlot.has_value())					gameHandler->insertNewStack(StackLocation(hero, SlotID(i)), creature, *amountPerSlot);				else					gameHandler->insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));			}		}	}}void PlayerMessageProcessor::cheatGiveMachines(PlayerColor player, const CGHeroInstance * hero){	if (!hero)		return;	if (!hero->getArt(ArtifactPosition::MACH1))		gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);	if (!hero->getArt(ArtifactPosition::MACH2))		gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);	if (!hero->getArt(ArtifactPosition::MACH3))		gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);}void PlayerMessageProcessor::cheatGiveArtifacts(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words){	if (!hero)		return;	if (!words.empty())	{		for (auto const & word : words)		{			auto artID = VLC->identifiers()->getIdentifier(ModScope::scopeGame(), "artifact", word, false);			if(artID &&  VLC->arth->objects[*artID])				gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[*artID], ArtifactPosition::FIRST_AVAILABLE);		}	}	else	{		for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods		{			if(VLC->arth->objects[g]->canBePutAt(hero))				gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);		}	}}void PlayerMessageProcessor::cheatLevelup(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words){	if (!hero)		return;	int levelsToGain;	try	{		levelsToGain = std::stol(words.at(0));	}	catch(std::logic_error&)	{		levelsToGain = 1;	}	gameHandler->changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + levelsToGain) - VLC->heroh->reqExp(hero->level));}void PlayerMessageProcessor::cheatExperience(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words){	if (!hero)		return;	int expAmountProcessed;	try	{		expAmountProcessed = std::stol(words.at(0));	}	catch(std::logic_error&)	{		expAmountProcessed = 10000;	}	gameHandler->changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);}void PlayerMessageProcessor::cheatMovement(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words){	if (!hero)		return;	SetMovePoints smp;	smp.hid = hero->id;	bool unlimited = false;	try	{		smp.val = std::stol(words.at(0));;	}	catch(std::logic_error&)	{		smp.val = 1000000;		unlimited = true;	}	gameHandler->sendAndApply(&smp);	GiveBonus gb(GiveBonus::ETarget::OBJECT);	gb.bonus.type = BonusType::FREE_SHIP_BOARDING;	gb.bonus.duration = unlimited ? BonusDuration::PERMANENT : BonusDuration::ONE_DAY;	gb.bonus.source = BonusSource::OTHER;	gb.id = hero->id;	gameHandler->giveHeroBonus(&gb);	if(unlimited)	{		GiveBonus gb(GiveBonus::ETarget::OBJECT);		gb.bonus.type = BonusType::UNLIMITED_MOVEMENT;		gb.bonus.duration = BonusDuration::PERMANENT;		gb.bonus.source = BonusSource::OTHER;		gb.id = hero->id;		gameHandler->giveHeroBonus(&gb);	}}void PlayerMessageProcessor::cheatResources(PlayerColor player, std::vector<std::string> words){	int baseResourceAmount;	try	{		baseResourceAmount = std::stol(words.at(0));;	}	catch(std::logic_error&)	{		baseResourceAmount = 100;	}	TResources resources;	resources[EGameResID::GOLD] = baseResourceAmount * 1000;	for (GameResID i = EGameResID::WOOD; i < EGameResID::GOLD; ++i)		resources[i] = baseResourceAmount;	gameHandler->giveResources(player, resources);}void PlayerMessageProcessor::cheatVictory(PlayerColor player){	PlayerCheated pc;	pc.player = player;	pc.winningCheatCode = true;	gameHandler->sendAndApply(&pc);}void PlayerMessageProcessor::cheatDefeat(PlayerColor player){	PlayerCheated pc;	pc.player = player;	pc.losingCheatCode = true;	gameHandler->sendAndApply(&pc);}void PlayerMessageProcessor::cheatMapReveal(PlayerColor player, bool reveal){	FoWChange fc;	fc.mode = reveal ? ETileVisibility::REVEALED : ETileVisibility::HIDDEN;	fc.player = player;	const auto & fowMap = gameHandler->gameState()->getPlayerTeam(player)->fogOfWarMap;	const auto & mapSize = gameHandler->gameState()->getMapSize();	auto hlp_tab = new int3[mapSize.x * mapSize.y * mapSize.z];	int lastUnc = 0;	for(int z = 0; z < mapSize.z; z++)		for(int x = 0; x < mapSize.x; x++)			for(int y = 0; y < mapSize.y; y++)				if(!(*fowMap)[z][x][y] || fc.mode == ETileVisibility::HIDDEN)					hlp_tab[lastUnc++] = int3(x, y, z);	fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);	delete [] hlp_tab;	gameHandler->sendAndApply(&fc);}void PlayerMessageProcessor::cheatPuzzleReveal(PlayerColor player){	TeamState *t = gameHandler->gameState()->getPlayerTeam(player);	for(auto & obj : gameHandler->gameState()->map->objects)	{		if(obj->ID == Obj::OBELISK)		{			gameHandler->setObjPropertyID(obj->id, ObjProperty::OBELISK_VISITED, t->id);			for(const auto & color : t->players)			{				gameHandler->setObjPropertyID(obj->id, ObjProperty::VISITED, color);				PlayerCheated pc;				pc.player = color;				gameHandler->sendAndApply(&pc);			}		}	}}void PlayerMessageProcessor::cheatMaxLuck(PlayerColor player, const CGHeroInstance * hero){	if (!hero)		return;	GiveBonus gb;	gb.bonus = Bonus(BonusDuration::PERMANENT, BonusType::MAX_LUCK, BonusSource::OTHER, 0, BonusSourceID(Obj(Obj::NO_OBJ)));	gb.id = hero->id;	gameHandler->giveHeroBonus(&gb);}void PlayerMessageProcessor::cheatFly(PlayerColor player, const CGHeroInstance * hero){	if (!hero)		return;			GiveBonus gb;	gb.bonus = Bonus(BonusDuration::PERMANENT, BonusType::FLYING_MOVEMENT, BonusSource::OTHER, 0, BonusSourceID(Obj(Obj::NO_OBJ)));	gb.id = hero->id;	gameHandler->giveHeroBonus(&gb);}void PlayerMessageProcessor::cheatMaxMorale(PlayerColor player, const CGHeroInstance * hero){	if (!hero)		return;			GiveBonus gb;	gb.bonus = Bonus(BonusDuration::PERMANENT, BonusType::MAX_MORALE, BonusSource::OTHER, 0, BonusSourceID(Obj(Obj::NO_OBJ)));	gb.id = hero->id;	gameHandler->giveHeroBonus(&gb);}bool PlayerMessageProcessor::handleCheatCode(const std::string & cheat, PlayerColor player, ObjectInstanceID currObj){	std::vector<std::string> words;	boost::split(words, cheat, boost::is_any_of("\t\r\n "));	if (words.empty())		return false;	//Make cheat name case-insensitive, but keep words/parameters (e.g. creature name) as it	std::string cheatName = boost::to_lower_copy(words[0]);	words.erase(words.begin());	std::vector<std::string> townTargetedCheats = { "vcmiarmenelos", "vcmibuild", "nwczion" };	std::vector<std::string> playerTargetedCheats = {		"vcmiformenos",  "vcmiresources", "nwctheconstruct",		"vcmimelkor",    "vcmilose",      "nwcbluepill",		"vcmisilmaril",  "vcmiwin",       "nwcredpill",		"vcmieagles",    "vcmimap",       "nwcwhatisthematrix",		"vcmiungoliant", "vcmihidemap",   "nwcignoranceisbliss",		"nwcoracle"	};	std::vector<std::string> heroTargetedCheats = {		"vcmiainur",             "vcmiarchangel",   "nwctrinity",		"vcmiangband",           "vcmiblackknight", "nwcagents",		"vcmiglaurung",          "vcmicrystal",     "vcmiazure",		"vcmifaerie",            "vcmiarmy",        "vcminissi",		"vcmiistari",            "vcmispells",      "nwcthereisnospoon",		"vcminoldor",            "vcmimachines",     "nwclotsofguns",		"vcmiglorfindel",        "vcmilevel",       "nwcneo",		"vcminahar",             "vcmimove",        "nwcnebuchadnezzar",		"vcmiforgeofnoldorking", "vcmiartifacts",		"vcmiolorin",            "vcmiexp",		"nwcfollowthewhiterabbit",		"nwcmorpheus",		"nwctheone"	};	if (!vstd::contains(townTargetedCheats, cheatName) && !vstd::contains(playerTargetedCheats, cheatName) && !vstd::contains(heroTargetedCheats, cheatName))		return false;	bool playerTargetedCheat = false;	for (const auto & i : gameHandler->gameState()->players)	{		if (words.empty())			break;		if (i.first == PlayerColor::NEUTRAL)			continue;		if (words.front() == "ai" && i.second.human)			continue;		if (words.front() != "all" && words.front() != i.first.toString())			continue;		std::vector<std::string> parameters = words;		PlayerCheated pc;		pc.player = i.first;		gameHandler->sendAndApply(&pc);		playerTargetedCheat = true;		parameters.erase(parameters.begin());		if (vstd::contains(playerTargetedCheats, cheatName))			executeCheatCode(cheatName, i.first, ObjectInstanceID::NONE, parameters);		if (vstd::contains(townTargetedCheats, cheatName))			for (const auto & t : i.second.towns)				executeCheatCode(cheatName, i.first, t->id, parameters);		if (vstd::contains(heroTargetedCheats, cheatName))			for (const auto & h : i.second.heroes)				executeCheatCode(cheatName, i.first, h->id, parameters);	}	PlayerCheated pc;	pc.player = player;	gameHandler->sendAndApply(&pc);		if (!playerTargetedCheat)		executeCheatCode(cheatName, player, currObj, words);		return true;}void PlayerMessageProcessor::executeCheatCode(const std::string & cheatName, PlayerColor player, ObjectInstanceID currObj, const std::vector<std::string> & words){	const CGHeroInstance * hero = gameHandler->getHero(currObj);	const CGTownInstance * town = gameHandler->getTown(currObj);	if (!town && hero)		town = hero->visitedTown;	const auto & doCheatGiveSpells = [&]() { cheatGiveSpells(player, hero); };	const auto & doCheatBuildTown = [&]() { cheatBuildTown(player, town); };	const auto & doCheatGiveArmyCustom = [&]() { cheatGiveArmy(player, hero, words); };	const auto & doCheatGiveArmyFixed = [&](std::vector<std::string> customWords) { cheatGiveArmy(player, hero, customWords); };	const auto & doCheatGiveMachines = [&]() { cheatGiveMachines(player, hero); };	const auto & doCheatGiveArtifacts = [&]() { cheatGiveArtifacts(player, hero, words); };	const auto & doCheatLevelup = [&]() { cheatLevelup(player, hero, words); };	const auto & doCheatExperience = [&]() { cheatExperience(player, hero, words); };	const auto & doCheatMovement = [&]() { cheatMovement(player, hero, words); };	const auto & doCheatResources = [&]() { cheatResources(player, words); };	const auto & doCheatVictory = [&]() { cheatVictory(player); };	const auto & doCheatDefeat = [&]() { cheatDefeat(player); };	const auto & doCheatMapReveal = [&]() { cheatMapReveal(player, true); };	const auto & doCheatMapHide = [&]() { cheatMapReveal(player, false); };	const auto & doCheatRevealPuzzle = [&]() { cheatPuzzleReveal(player); };	const auto & doCheatMaxLuck = [&]() { cheatMaxLuck(player, hero); };	const auto & doCheatMaxMorale = [&]() { cheatMaxMorale(player, hero); };	const auto & doCheatTheOne = [&]()	{		if(!hero)			return;		cheatMapReveal(player, true);		cheatGiveArmy(player, hero, { "archangel", "5" });		cheatMovement(player, hero, { });		cheatFly(player, hero);	};	// Unimplemented H3 cheats:	// nwcphisherprice - Changes and brightens the game colors.	std::map<std::string, std::function<void()>> callbacks = {		{"vcmiainur",              [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },		{"nwctrinity",             [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },		{"vcmiangband",            [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },		{"vcmiglaurung",           [&] () {doCheatGiveArmyFixed({ "crystalDragon", "5000" });} },		{"vcmiarchangel",          [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },		{"nwcagents",              [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },		{"vcmiblackknight",        [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },		{"vcmicrystal",            [&] () {doCheatGiveArmyFixed({ "crystalDragon", "5000" });} },		{"vcmiazure",              [&] () {doCheatGiveArmyFixed({ "azureDragon", "5000" });} },		{"vcmifaerie",             [&] () {doCheatGiveArmyFixed({ "fairieDragon", "5000" });} },		{"vcmiarmy",                doCheatGiveArmyCustom },		{"vcminissi",               doCheatGiveArmyCustom },		{"vcmiistari",              doCheatGiveSpells     },		{"vcmispells",              doCheatGiveSpells     },		{"nwcthereisnospoon",       doCheatGiveSpells     },		{"vcmiarmenelos",           doCheatBuildTown      },		{"vcmibuild",               doCheatBuildTown      },		{"nwczion",                 doCheatBuildTown      },		{"vcminoldor",              doCheatGiveMachines   },		{"vcmimachines",            doCheatGiveMachines   },		{"nwclotsofguns",           doCheatGiveMachines   },		{"vcmiforgeofnoldorking",   doCheatGiveArtifacts  },		{"vcmiartifacts",           doCheatGiveArtifacts  },		{"vcmiglorfindel",          doCheatLevelup        },		{"vcmilevel",               doCheatLevelup        },		{"nwcneo",                  doCheatLevelup        },		{"vcmiolorin",              doCheatExperience     },		{"vcmiexp",                 doCheatExperience     },		{"vcminahar",               doCheatMovement       },		{"vcmimove",                doCheatMovement       },		{"nwcnebuchadnezzar",       doCheatMovement       },		{"vcmiformenos",            doCheatResources      },		{"vcmiresources",           doCheatResources      },		{"nwctheconstruct",         doCheatResources      },		{"nwcbluepill",             doCheatDefeat         },		{"vcmimelkor",              doCheatDefeat         },		{"vcmilose",                doCheatDefeat         },		{"nwcredpill",              doCheatVictory        },		{"vcmisilmaril",            doCheatVictory        },		{"vcmiwin",                 doCheatVictory        },		{"nwcwhatisthematrix",      doCheatMapReveal      },		{"vcmieagles",              doCheatMapReveal      },		{"vcmimap",                 doCheatMapReveal      },		{"vcmiungoliant",           doCheatMapHide        },		{"vcmihidemap",             doCheatMapHide        },		{"nwcignoranceisbliss",     doCheatMapHide        },		{"nwcoracle",               doCheatRevealPuzzle   },		{"nwcfollowthewhiterabbit", doCheatMaxLuck        },		{"nwcmorpheus",             doCheatMaxMorale      },		{"nwctheone",               doCheatTheOne         },	};	assert(callbacks.count(cheatName));	if (callbacks.count(cheatName))		callbacks.at(cheatName)();}void PlayerMessageProcessor::sendSystemMessage(std::shared_ptr<CConnection> connection, const std::string & message){	SystemMessage sm;	sm.text = message;	connection->sendPack(&sm);}void PlayerMessageProcessor::broadcastSystemMessage(const std::string & message){	SystemMessage sm;	sm.text = message;	gameHandler->sendToAllClients(&sm);}void PlayerMessageProcessor::broadcastMessage(PlayerColor playerSender, const std::string & message){	PlayerMessageClient temp_message(playerSender, message);	gameHandler->sendAndApply(&temp_message);}
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