CGameHandler.cpp 130 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/CBuildingHandler.h"
  25. #include "../lib/CCreatureHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/CGeneralTextHandler.h"
  28. #include "../lib/CHeroHandler.h"
  29. #include "../lib/CPlayerState.h"
  30. #include "../lib/CSoundBase.h"
  31. #include "../lib/CThreadHelper.h"
  32. #include "../lib/CTownHandler.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/filesystem/FileInfo.h"
  44. #include "../lib/filesystem/Filesystem.h"
  45. #include "../lib/gameState/CGameState.h"
  46. #include "../lib/mapping/CMap.h"
  47. #include "../lib/mapping/CMapService.h"
  48. #include "../lib/mapObjects/CGMarket.h"
  49. #include "../lib/mapObjects/CGTownInstance.h"
  50. #include "../lib/mapObjects/MiscObjects.h"
  51. #include "../lib/modding/ModIncompatibility.h"
  52. #include "../lib/networkPacks/StackLocation.h"
  53. #include "../lib/pathfinder/CPathfinder.h"
  54. #include "../lib/pathfinder/PathfinderOptions.h"
  55. #include "../lib/pathfinder/TurnInfo.h"
  56. #include "../lib/registerTypes/RegisterTypesServerPacks.h"
  57. #include "../lib/rmg/CMapGenOptions.h"
  58. #include "../lib/serializer/CSaveFile.h"
  59. #include "../lib/serializer/CLoadFile.h"
  60. #include "../lib/serializer/Connection.h"
  61. #include "../lib/spells/CSpellHandler.h"
  62. #include "vstd/CLoggerBase.h"
  63. #include <vcmi/events/EventBus.h>
  64. #include <vcmi/events/GenericEvents.h>
  65. #include <vcmi/events/AdventureEvents.h>
  66. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  67. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  68. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  69. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  70. template <typename T> class CApplyOnGH;
  71. class CBaseForGHApply
  72. {
  73. public:
  74. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const =0;
  75. virtual ~CBaseForGHApply(){}
  76. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  77. {
  78. return new CApplyOnGH<U>();
  79. }
  80. };
  81. template <typename T> class CApplyOnGH : public CBaseForGHApply
  82. {
  83. public:
  84. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  85. {
  86. T *ptr = static_cast<T*>(pack);
  87. try
  88. {
  89. ApplyGhNetPackVisitor applier(*gh);
  90. ptr->visit(applier);
  91. return applier.getResult();
  92. }
  93. catch(ExceptionNotAllowedAction & e)
  94. {
  95. (void)e;
  96. return false;
  97. }
  98. }
  99. };
  100. template <>
  101. class CApplyOnGH<CPack> : public CBaseForGHApply
  102. {
  103. public:
  104. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  105. {
  106. logGlobal->error("Cannot apply on GH plain CPack!");
  107. assert(0);
  108. return false;
  109. }
  110. };
  111. static inline double distance(int3 a, int3 b)
  112. {
  113. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  114. }
  115. template <typename T>
  116. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  117. {
  118. fun(args[which]);
  119. }
  120. const Services * CGameHandler::services() const
  121. {
  122. return VLC;
  123. }
  124. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  125. {
  126. return gs->getBattle(battleID);
  127. }
  128. const CGameHandler::GameCb * CGameHandler::game() const
  129. {
  130. return this;
  131. }
  132. vstd::CLoggerBase * CGameHandler::logger() const
  133. {
  134. return logGlobal;
  135. }
  136. events::EventBus * CGameHandler::eventBus() const
  137. {
  138. return serverEventBus.get();
  139. }
  140. CVCMIServer * CGameHandler::gameLobby() const
  141. {
  142. return lobby;
  143. }
  144. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  145. {
  146. changeSecSkill(hero, skill, 1, 0);
  147. expGiven(hero);
  148. }
  149. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  150. {
  151. // required exp for at least 1 lvl-up hasn't been reached
  152. if (!hero->gainsLevel())
  153. {
  154. return;
  155. }
  156. // give primary skill
  157. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  158. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  159. SetPrimSkill sps;
  160. sps.id = hero->id;
  161. sps.which = primarySkill;
  162. sps.abs = false;
  163. sps.val = 1;
  164. sendAndApply(&sps);
  165. HeroLevelUp hlu;
  166. hlu.player = hero->tempOwner;
  167. hlu.heroId = hero->id;
  168. hlu.primskill = primarySkill;
  169. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  170. if (hlu.skills.size() == 0)
  171. {
  172. sendAndApply(&hlu);
  173. levelUpHero(hero);
  174. }
  175. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  176. {
  177. sendAndApply(&hlu);
  178. levelUpHero(hero, hlu.skills.front());
  179. }
  180. else if (hlu.skills.size() > 1)
  181. {
  182. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  183. hlu.queryID = levelUpQuery->queryID;
  184. queries->addQuery(levelUpQuery);
  185. sendAndApply(&hlu);
  186. //level up will be called on query reply
  187. }
  188. }
  189. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  190. {
  191. SetCommanderProperty scp;
  192. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  193. if (hero)
  194. scp.heroid = hero->id;
  195. else
  196. {
  197. complain ("Commander is not led by hero!");
  198. return;
  199. }
  200. scp.accumulatedBonus.additionalInfo = 0;
  201. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  202. scp.accumulatedBonus.turnsRemain = 0;
  203. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  204. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  205. if (skill <= ECommander::SPELL_POWER)
  206. {
  207. scp.which = SetCommanderProperty::BONUS;
  208. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  209. {
  210. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  211. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  212. };
  213. switch (skill)
  214. {
  215. case ECommander::ATTACK:
  216. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  217. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  218. break;
  219. case ECommander::DEFENSE:
  220. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  221. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  222. break;
  223. case ECommander::HEALTH:
  224. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  225. 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.
  226. break;
  227. case ECommander::DAMAGE:
  228. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  229. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  230. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  231. break;
  232. case ECommander::SPEED:
  233. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  234. break;
  235. case ECommander::SPELL_POWER:
  236. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  237. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  238. sendAndApply (&scp); //additional pack
  239. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  240. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  241. sendAndApply (&scp); //additional pack
  242. scp.accumulatedBonus.type = BonusType::CASTS;
  243. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  244. sendAndApply (&scp); //additional pack
  245. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  246. break;
  247. }
  248. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  249. sendAndApply (&scp);
  250. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  251. scp.additionalInfo = skill;
  252. scp.amount = c->secondarySkills.at(skill) + 1;
  253. sendAndApply (&scp);
  254. }
  255. else if (skill >= 100)
  256. {
  257. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  258. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  259. scp.additionalInfo = skill; //unnormalized
  260. sendAndApply (&scp);
  261. }
  262. expGiven(hero);
  263. }
  264. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  265. {
  266. if (!c->gainsLevel())
  267. {
  268. return;
  269. }
  270. CommanderLevelUp clu;
  271. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  272. if(hero)
  273. {
  274. clu.heroId = hero->id;
  275. clu.player = hero->tempOwner;
  276. }
  277. else
  278. {
  279. complain ("Commander is not led by hero!");
  280. return;
  281. }
  282. //picking sec. skills for choice
  283. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  284. {
  285. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  286. clu.skills.push_back(i);
  287. }
  288. int i = 100;
  289. for (auto specialSkill : VLC->creh->skillRequirements)
  290. {
  291. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  292. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  293. && !vstd::contains (c->specialSkills, i))
  294. clu.skills.push_back (i);
  295. ++i;
  296. }
  297. int skillAmount = static_cast<int>(clu.skills.size());
  298. if (!skillAmount)
  299. {
  300. sendAndApply(&clu);
  301. levelUpCommander(c);
  302. }
  303. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  304. {
  305. sendAndApply(&clu);
  306. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  307. }
  308. else if (skillAmount > 1) //apply and ask for secondary skill
  309. {
  310. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  311. clu.queryID = commanderLevelUp->queryID;
  312. queries->addQuery(commanderLevelUp);
  313. sendAndApply(&clu);
  314. }
  315. }
  316. void CGameHandler::expGiven(const CGHeroInstance *hero)
  317. {
  318. if (hero->gainsLevel())
  319. levelUpHero(hero);
  320. else if (hero->commander && hero->commander->gainsLevel())
  321. levelUpCommander(hero->commander);
  322. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  323. // levelUpCommander(hero->commander);
  324. // else
  325. // levelUpHero(hero);
  326. }
  327. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  328. {
  329. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  330. TExpType currExp = hero->exp;
  331. if (gs->map->levelLimit != 0)
  332. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  333. TExpType canGainExp = 0;
  334. if (maxExp > currExp)
  335. canGainExp = maxExp - currExp;
  336. if (amountToGain > canGainExp)
  337. {
  338. // set given experience to max possible, but don't decrease if hero already over top
  339. amountToGain = canGainExp;
  340. InfoWindow iw;
  341. iw.player = hero->tempOwner;
  342. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  343. iw.text.replaceTextID(hero->getNameTextID());
  344. sendAndApply(&iw);
  345. }
  346. SetPrimSkill sps;
  347. sps.id = hero->id;
  348. sps.which = PrimarySkill::EXPERIENCE;
  349. sps.abs = false;
  350. sps.val = amountToGain;
  351. sendAndApply(&sps);
  352. //hero may level up
  353. if (hero->commander && hero->commander->alive)
  354. {
  355. //FIXME: trim experience according to map limit?
  356. SetCommanderProperty scp;
  357. scp.heroid = hero->id;
  358. scp.which = SetCommanderProperty::EXPERIENCE;
  359. scp.amount = amountToGain;
  360. sendAndApply (&scp);
  361. CBonusSystemNode::treeHasChanged();
  362. }
  363. expGiven(hero);
  364. }
  365. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  366. {
  367. SetPrimSkill sps;
  368. sps.id = hero->id;
  369. sps.which = which;
  370. sps.abs = abs;
  371. sps.val = val;
  372. sendAndApply(&sps);
  373. }
  374. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  375. {
  376. if(!hero)
  377. {
  378. logGlobal->error("changeSecSkill provided no hero");
  379. return;
  380. }
  381. SetSecSkill sss;
  382. sss.id = hero->id;
  383. sss.which = which;
  384. sss.val = val;
  385. sss.abs = abs;
  386. sendAndApply(&sss);
  387. if (hero->visitedTown)
  388. giveSpells(hero->visitedTown, hero);
  389. }
  390. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  391. {
  392. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  393. {
  394. assert(0); // game should have shut down before reaching this point!
  395. return;
  396. }
  397. for(auto & playerConnections : connections)
  398. {
  399. PlayerColor playerId = playerConnections.first;
  400. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  401. if(!playerSettings)
  402. continue;
  403. auto playerConnection = vstd::find(playerConnections.second, c);
  404. if(playerConnection != playerConnections.second.end())
  405. {
  406. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  407. playerMessages->broadcastMessage(playerId, messageText);
  408. }
  409. }
  410. }
  411. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  412. {
  413. //prepare struct informing that action was applied
  414. auto sendPackageResponse = [&](bool succesfullyApplied)
  415. {
  416. PackageApplied applied;
  417. applied.player = pack->player;
  418. applied.result = succesfullyApplied;
  419. applied.packType = CTypeList::getInstance().getTypeID(pack);
  420. applied.requestID = pack->requestID;
  421. pack->c->sendPack(&applied);
  422. };
  423. CBaseForGHApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //and appropriate applier object
  424. if(isBlockedByQueries(pack, pack->player))
  425. {
  426. sendPackageResponse(false);
  427. }
  428. else if(apply)
  429. {
  430. const bool result = apply->applyOnGH(this, this->gs, pack);
  431. if(result)
  432. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  433. else
  434. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  435. % typeid(*pack).name()).str());
  436. sendPackageResponse(true);
  437. }
  438. else
  439. {
  440. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  441. sendPackageResponse(false);
  442. }
  443. vstd::clear_pointer(pack);
  444. }
  445. CGameHandler::CGameHandler(CVCMIServer * lobby)
  446. : lobby(lobby)
  447. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  448. , battles(std::make_unique<BattleProcessor>(this))
  449. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  450. , queries(std::make_unique<QueriesProcessor>())
  451. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  452. , complainNoCreatures("No creatures to split")
  453. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  454. , complainInvalidSlot("Invalid slot accessed!")
  455. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  456. {
  457. QID = 1;
  458. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  459. registerTypesServerPacks(*applier);
  460. spellEnv = new ServerSpellCastEnvironment(this);
  461. }
  462. CGameHandler::~CGameHandler()
  463. {
  464. delete spellEnv;
  465. delete gs;
  466. gs = nullptr;
  467. }
  468. void CGameHandler::reinitScripting()
  469. {
  470. serverEventBus = std::make_unique<events::EventBus>();
  471. #if SCRIPTING_ENABLED
  472. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  473. #endif
  474. }
  475. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  476. {
  477. if (si->seedToBeUsed == 0)
  478. {
  479. si->seedToBeUsed = CRandomGenerator::getDefault().nextInt();
  480. }
  481. CMapService mapService;
  482. gs = new CGameState();
  483. gs->preInit(VLC, this);
  484. logGlobal->info("Gamestate created!");
  485. gs->init(&mapService, si, progressTracking);
  486. logGlobal->info("Gamestate initialized!");
  487. // reset seed, so that clients can't predict any following random values
  488. getRandomGenerator().resetSeed();
  489. for (auto & elem : gs->players)
  490. turnOrder->addPlayer(elem.first);
  491. for (auto & elem : gs->map->allHeroes)
  492. {
  493. if(elem)
  494. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  495. }
  496. reinitScripting();
  497. }
  498. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  499. {
  500. return a.earlierThan(b);
  501. }
  502. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  503. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  504. const PlayerState * p = getPlayerState(town->tempOwner);
  505. if (!p)
  506. {
  507. assert(town->tempOwner == PlayerColor::NEUTRAL);
  508. return;
  509. }
  510. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  511. {
  512. SetAvailableCreatures ssi;
  513. ssi.tid = town->id;
  514. ssi.creatures = town->creatures;
  515. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  516. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  517. if (dwellings.empty())//no dwellings - just remove
  518. {
  519. sendAndApply(&ssi);
  520. return;
  521. }
  522. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  523. // for multi-creature dwellings like Golem Factory
  524. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  525. if (clear)
  526. {
  527. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  528. }
  529. else
  530. {
  531. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  532. }
  533. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  534. sendAndApply(&ssi);
  535. }
  536. }
  537. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  538. {
  539. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  540. turnTimerHandler->onPlayerGetTurn(which);
  541. }
  542. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  543. {
  544. const auto * playerState = gs->getPlayerState(which);
  545. assert(playerState->status == EPlayerStatus::INGAME);
  546. if (playerState->towns.empty())
  547. {
  548. DaysWithoutTown pack;
  549. pack.player = which;
  550. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  551. sendAndApply(&pack);
  552. }
  553. else
  554. {
  555. if (playerState->daysWithoutCastle.has_value())
  556. {
  557. DaysWithoutTown pack;
  558. pack.player = which;
  559. pack.daysWithoutCastle = std::nullopt;
  560. sendAndApply(&pack);
  561. }
  562. }
  563. // check for 7 days without castle
  564. checkVictoryLossConditionsForPlayer(which);
  565. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  566. if (newWeek) //new heroes in tavern
  567. heroPool->onNewWeek(which);
  568. }
  569. void CGameHandler::onNewTurn()
  570. {
  571. logGlobal->trace("Turn %d", gs->day+1);
  572. NewTurn n;
  573. n.specialWeek = NewTurn::NO_ACTION;
  574. n.creatureid = CreatureID::NONE;
  575. n.day = gs->day + 1;
  576. bool firstTurn = !getDate(Date::DAY);
  577. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  578. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  579. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  580. if (firstTurn)
  581. {
  582. for (auto obj : gs->map->objects)
  583. {
  584. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  585. {
  586. giveExperience(getHero(obj->id), 0);
  587. }
  588. }
  589. }
  590. if (newWeek && !firstTurn)
  591. {
  592. n.specialWeek = NewTurn::NORMAL;
  593. bool deityOfFireBuilt = false;
  594. for (const CGTownInstance *t : gs->map->towns)
  595. {
  596. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  597. {
  598. deityOfFireBuilt = true;
  599. break;
  600. }
  601. }
  602. if (deityOfFireBuilt)
  603. {
  604. n.specialWeek = NewTurn::DEITYOFFIRE;
  605. n.creatureid = CreatureID::IMP;
  606. }
  607. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  608. {
  609. int monthType = getRandomGenerator().nextInt(99);
  610. if (newMonth) //new month
  611. {
  612. if (monthType < 40) //double growth
  613. {
  614. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  615. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  616. {
  617. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  618. }
  619. else if (VLC->creh->doubledCreatures.size())
  620. {
  621. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  622. }
  623. else
  624. {
  625. complain("Cannot find creature that can be spawned!");
  626. n.specialWeek = NewTurn::NORMAL;
  627. }
  628. }
  629. else if (monthType < 50)
  630. n.specialWeek = NewTurn::PLAGUE;
  631. }
  632. else //it's a week, but not full month
  633. {
  634. if (monthType < 25)
  635. {
  636. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  637. std::pair<int, CreatureID> newMonster(54, CreatureID());
  638. do
  639. {
  640. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  641. } while (VLC->creh->objects[newMonster.second] &&
  642. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  643. n.creatureid = newMonster.second;
  644. }
  645. }
  646. }
  647. }
  648. for (auto & elem : gs->players)
  649. {
  650. if (elem.first == PlayerColor::NEUTRAL)
  651. continue;
  652. assert(elem.first.isValidPlayer());//illegal player number!
  653. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  654. hadGold.insert(playerGold);
  655. if (firstTurn)
  656. heroPool->onNewWeek(elem.first);
  657. n.res[elem.first] = elem.second.resources;
  658. if(!firstTurn)
  659. {
  660. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  661. {
  662. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
  663. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * elem.second.towns.size();
  664. }
  665. if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  666. {
  667. bool hasCrystalGenCreature = false;
  668. for(CGHeroInstance * hero : elem.second.heroes)
  669. {
  670. for(auto stack : hero->stacks)
  671. {
  672. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  673. {
  674. hasCrystalGenCreature = true;
  675. break;
  676. }
  677. }
  678. }
  679. if(!hasCrystalGenCreature) //not found in armies, check towns
  680. {
  681. for(CGTownInstance * town : elem.second.towns)
  682. {
  683. for(auto stack : town->stacks)
  684. {
  685. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  686. {
  687. hasCrystalGenCreature = true;
  688. break;
  689. }
  690. }
  691. }
  692. }
  693. if(hasCrystalGenCreature)
  694. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  695. }
  696. }
  697. for (CGHeroInstance *h : (elem).second.heroes)
  698. {
  699. if (h->visitedTown)
  700. giveSpells(h->visitedTown, h);
  701. NewTurn::Hero hth;
  702. hth.id = h->id;
  703. auto ti = std::make_unique<TurnInfo>(h, 1);
  704. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  705. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  706. hth.mana = h->getManaNewTurn();
  707. n.heroes.insert(hth);
  708. if (!firstTurn) //not first day
  709. {
  710. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  711. {
  712. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  713. }
  714. }
  715. }
  716. }
  717. for (CGTownInstance *t : gs->map->towns)
  718. {
  719. PlayerColor player = t->tempOwner;
  720. handleTownEvents(t, n);
  721. if (newWeek) //first day of week
  722. {
  723. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  724. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  725. if (!firstTurn)
  726. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  727. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  728. if (!vstd::contains(n.cres, t->id))
  729. {
  730. n.cres[t->id].tid = t->id;
  731. n.cres[t->id].creatures = t->creatures;
  732. }
  733. auto & sac = n.cres.at(t->id);
  734. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  735. {
  736. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  737. {
  738. ui32 &availableCount = sac.creatures.at(k).first;
  739. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  740. if (n.specialWeek == NewTurn::PLAGUE)
  741. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  742. else
  743. {
  744. if (firstTurn) //first day of game: use only basic growths
  745. availableCount = cre->getGrowth();
  746. else
  747. availableCount += t->creatureGrowth(k);
  748. //Deity of fire week - upgrade both imps and upgrades
  749. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  750. availableCount += 15;
  751. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  752. {
  753. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  754. availableCount *= 2;
  755. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  756. availableCount += 5;
  757. }
  758. }
  759. }
  760. }
  761. }
  762. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  763. {
  764. n.res[player] = n.res[player] + t->dailyIncome();
  765. }
  766. if(t->hasBuilt(BuildingID::GRAIL)
  767. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  768. {
  769. // Skyship, probably easier to handle same as Veil of darkness
  770. //do it every new day after veils apply
  771. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  772. {
  773. FoWChange fw;
  774. fw.mode = ETileVisibility::REVEALED;
  775. fw.player = player;
  776. // find all hidden tiles
  777. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  778. auto shape = fow->shape();
  779. for(size_t z = 0; z < shape[0]; z++)
  780. for(size_t x = 0; x < shape[1]; x++)
  781. for(size_t y = 0; y < shape[2]; y++)
  782. if (!(*fow)[z][x][y])
  783. fw.tiles.insert(int3(x, y, z));
  784. sendAndApply (&fw);
  785. }
  786. }
  787. if (t->hasBonusOfType (BonusType::DARKNESS))
  788. {
  789. for (auto & player : gs->players)
  790. {
  791. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  792. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  793. changeFogOfWar(t->getSightCenter(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  794. }
  795. }
  796. }
  797. if (newMonth)
  798. {
  799. SetAvailableArtifacts saa;
  800. saa.id = ObjectInstanceID::NONE;
  801. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  802. sendAndApply(&saa);
  803. }
  804. sendAndApply(&n);
  805. if (newWeek)
  806. {
  807. //spawn wandering monsters
  808. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  809. {
  810. spawnWanderingMonsters(n.creatureid);
  811. }
  812. //new week info popup
  813. if (!firstTurn)
  814. {
  815. InfoWindow iw;
  816. switch (n.specialWeek)
  817. {
  818. case NewTurn::DOUBLE_GROWTH:
  819. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  820. iw.text.replaceNameSingular(n.creatureid);
  821. iw.text.replaceNameSingular(n.creatureid);
  822. break;
  823. case NewTurn::PLAGUE:
  824. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  825. break;
  826. case NewTurn::BONUS_GROWTH:
  827. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  828. iw.text.replaceNameSingular(n.creatureid);
  829. iw.text.replaceNameSingular(n.creatureid);
  830. break;
  831. case NewTurn::DEITYOFFIRE:
  832. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  833. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  834. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  835. iw.text.replacePositiveNumber(15);//%+d 15
  836. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  837. iw.text.replacePositiveNumber(15);//%+d 15
  838. break;
  839. default:
  840. if (newMonth)
  841. {
  842. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  843. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  844. }
  845. else
  846. {
  847. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  848. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  849. }
  850. }
  851. for (auto & elem : gs->players)
  852. {
  853. iw.player = elem.first;
  854. sendAndApply(&iw);
  855. }
  856. }
  857. }
  858. if (!firstTurn)
  859. checkVictoryLossConditionsForAll(); // check for map turn limit
  860. logGlobal->trace("Info about turn %d has been sent!", n.day);
  861. handleTimeEvents();
  862. //call objects
  863. for (auto & elem : gs->map->objects)
  864. {
  865. if (elem)
  866. elem->newTurn(getRandomGenerator());
  867. }
  868. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  869. }
  870. void CGameHandler::start(bool resume)
  871. {
  872. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  873. for (auto cc : lobby->activeConnections)
  874. {
  875. auto players = lobby->getAllClientPlayers(cc->connectionID);
  876. std::stringstream sbuffer;
  877. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  878. for (PlayerColor color : players)
  879. {
  880. sbuffer << color << " ";
  881. connections[color].insert(cc);
  882. }
  883. logGlobal->info(sbuffer.str());
  884. }
  885. #if SCRIPTING_ENABLED
  886. services()->scripts()->run(serverScripts);
  887. #endif
  888. if (!resume)
  889. {
  890. onNewTurn();
  891. events::TurnStarted::defaultExecute(serverEventBus.get());
  892. for(auto & player : gs->players)
  893. turnTimerHandler->onGameplayStart(player.first);
  894. }
  895. else
  896. events::GameResumed::defaultExecute(serverEventBus.get());
  897. turnOrder->onGameStarted();
  898. }
  899. void CGameHandler::tick(int millisecondsPassed)
  900. {
  901. turnTimerHandler->update(millisecondsPassed);
  902. }
  903. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  904. {
  905. if (!h->hasSpellbook())
  906. return; //hero hasn't spellbook
  907. ChangeSpells cs;
  908. cs.hid = h->id;
  909. cs.learn = true;
  910. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  911. {
  912. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  913. for (int i = 0; i < h->maxSpellLevel(); i++)
  914. {
  915. std::vector<SpellID> spells;
  916. getAllowedSpells(spells, i+1);
  917. for (auto & spell : spells)
  918. cs.spells.insert(spell);
  919. }
  920. }
  921. else
  922. {
  923. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  924. {
  925. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  926. {
  927. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  928. cs.spells.insert(t->spells.at(i).at(j));
  929. }
  930. }
  931. }
  932. if (!cs.spells.empty())
  933. sendAndApply(&cs);
  934. }
  935. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  936. {
  937. if (!obj || !getObj(obj->id))
  938. {
  939. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  940. return false;
  941. }
  942. RemoveObject ro;
  943. ro.objectID = obj->id;
  944. ro.initiator = initiator;
  945. sendAndApply(&ro);
  946. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  947. return true;
  948. }
  949. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  950. {
  951. const CGHeroInstance *h = getHero(hid);
  952. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  953. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  954. {
  955. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  956. return true; //timer expired, no error
  957. logGlobal->error("Illegal call to move hero!");
  958. return false;
  959. }
  960. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  961. const int3 hmpos = h->convertToVisitablePos(dst);
  962. if (!gs->map->isInTheMap(hmpos))
  963. {
  964. logGlobal->error("Destination tile is outside the map!");
  965. return false;
  966. }
  967. const TerrainTile t = *getTile(hmpos);
  968. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  969. CGObjectInstance * objectToVisit = nullptr;
  970. CGObjectInstance * guardian = nullptr;
  971. if (!t.visitableObjects.empty())
  972. objectToVisit = t.visitableObjects.back();
  973. if (isInTheMap(guardPos))
  974. {
  975. for (auto const & object : getTile(guardPos)->visitableObjects)
  976. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  977. guardian = object;
  978. }
  979. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  980. const bool disembarking = h->boat
  981. && t.terType->isLand()
  982. && (dst == h->pos
  983. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  984. //result structure for start - movement failed, no move points used
  985. TryMoveHero tmh;
  986. tmh.id = hid;
  987. tmh.start = h->pos;
  988. tmh.end = dst;
  989. tmh.result = TryMoveHero::FAILED;
  990. tmh.movePoints = h->movementPointsRemaining();
  991. //check if destination tile is available
  992. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  993. auto ti = pathfinderHelper->getTurnInfo();
  994. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  995. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  996. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  997. const bool movingOntoObstacle = t.blocked && !t.visitable;
  998. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  999. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  1000. const auto complainRet = [&](const std::string & message)
  1001. {
  1002. //send info about movement failure
  1003. complain(message);
  1004. sendAndApply(&tmh);
  1005. return false;
  1006. };
  1007. if (guardian && getVisitingHero(guardian) != nullptr)
  1008. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  1009. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  1010. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  1011. if (objectToVisit &&
  1012. objectToVisit->getOwner().isValidPlayer() &&
  1013. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  1014. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1015. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  1016. //it's a rock or blocked and not visitable tile
  1017. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1018. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1019. return complainRet("Cannot move hero, destination tile is blocked!");
  1020. //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)
  1021. if(movingOntoWater && !canFly && !canWalkOnSea)
  1022. return complainRet("Cannot move hero, destination tile is on water!");
  1023. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1024. return complainRet("Cannot disembark hero, tile is blocked!");
  1025. if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
  1026. return complainRet("Tiles are not neighboring!");
  1027. if(h->inTownGarrison)
  1028. return complainRet("Can not move garrisoned hero!");
  1029. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  1030. return complainRet("Hero doesn't have any movement points left!");
  1031. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1032. return complainRet("Hero cannot transit over this tile!");
  1033. //several generic blocks of code
  1034. // should be called if hero changes tile but before applying TryMoveHero package
  1035. auto leaveTile = [&]()
  1036. {
  1037. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1038. {
  1039. obj->onHeroLeave(h);
  1040. }
  1041. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  1042. };
  1043. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1044. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1045. {
  1046. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1047. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1048. queries->addQuery(moveQuery);
  1049. if (leavingTile == LEAVING_TILE)
  1050. leaveTile();
  1051. if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1052. tmh.attackedFrom = std::make_optional(guardPos);
  1053. tmh.result = result;
  1054. sendAndApply(&tmh);
  1055. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1056. { // Hero should be always able to visit any object he is staying on even if there are guards around
  1057. visitObjectOnTile(t, h);
  1058. }
  1059. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1060. {
  1061. objectVisited(guardian, h);
  1062. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1063. }
  1064. else if (visitDest == VISIT_DEST)
  1065. {
  1066. visitObjectOnTile(t, h);
  1067. }
  1068. queries->popIfTop(moveQuery);
  1069. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1070. return result != TryMoveHero::FAILED;
  1071. };
  1072. //interaction with blocking object (like resources)
  1073. auto blockingVisit = [&]() -> bool
  1074. {
  1075. for (CGObjectInstance *obj : t.visitableObjects)
  1076. {
  1077. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1078. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1079. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1080. {
  1081. EVisitDest visitDest = VISIT_DEST;
  1082. if(h->boat && !h->boat->onboardVisitAllowed)
  1083. visitDest = DONT_VISIT_DEST;
  1084. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1085. }
  1086. }
  1087. return false;
  1088. };
  1089. if (!transit && embarking)
  1090. {
  1091. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1092. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1093. // In H3 embark ignore guards
  1094. }
  1095. if (disembarking)
  1096. {
  1097. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1098. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1099. }
  1100. if (movementMode != EMovementMode::STANDARD)
  1101. {
  1102. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1103. return true;
  1104. EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  1105. ? CHECK_FOR_GUARDS
  1106. : IGNORE_GUARDS;
  1107. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  1108. // visit town for town portal \ castle gates
  1109. // do not use generic visitObjectOnTile to avoid double-teleporting
  1110. // if this moveHero call was triggered by teleporter
  1111. if (objectToVisit)
  1112. {
  1113. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1114. town->onHeroVisit(h);
  1115. }
  1116. return true;
  1117. }
  1118. //still here? it is standard movement!
  1119. {
  1120. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1121. ? h->movementPointsRemaining() - cost
  1122. : 0;
  1123. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1124. EVisitDest visitDest = VISIT_DEST;
  1125. if (transit)
  1126. {
  1127. if (CGTeleport::isTeleport(objectToVisit))
  1128. visitDest = DONT_VISIT_DEST;
  1129. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1130. {
  1131. lookForGuards = IGNORE_GUARDS;
  1132. visitDest = DONT_VISIT_DEST;
  1133. }
  1134. }
  1135. else if (blockingVisit())
  1136. return true;
  1137. if(h->boat && !h->boat->onboardAssaultAllowed)
  1138. lookForGuards = IGNORE_GUARDS;
  1139. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1140. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1141. return true;
  1142. }
  1143. }
  1144. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1145. {
  1146. const CGHeroInstance *h = getHero(hid);
  1147. const CGTownInstance *t = getTown(dstid);
  1148. if (!h || !t)
  1149. COMPLAIN_RET("Invalid call to teleportHero!");
  1150. const CGTownInstance *from = h->visitedTown;
  1151. if (((h->getOwner() != t->getOwner())
  1152. && complain("Cannot teleport hero to another player"))
  1153. || (from->town->faction->getId() != t->town->faction->getId()
  1154. && complain("Source town and destination town should belong to the same faction"))
  1155. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1156. && complain("Hero must be in town with Castle gate for teleporting"))
  1157. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1158. && complain("Cannot teleport hero to town without Castle gate in it")))
  1159. return false;
  1160. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1161. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  1162. return true;
  1163. }
  1164. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1165. {
  1166. PlayerColor oldOwner = getOwner(obj->id);
  1167. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  1168. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1169. checkVictoryLossConditions(playerColors);
  1170. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1171. if (town) //town captured
  1172. {
  1173. if (owner.isValidPlayer()) //new owner is real player
  1174. {
  1175. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1176. setPortalDwelling(town, true, false);
  1177. }
  1178. if (oldOwner.isValidPlayer()) //old owner is real player
  1179. {
  1180. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last town
  1181. {
  1182. InfoWindow iw;
  1183. iw.player = oldOwner;
  1184. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  1185. iw.text.replaceName(oldOwner);
  1186. sendAndApply(&iw);
  1187. }
  1188. }
  1189. }
  1190. const PlayerState * p = getPlayerState(owner);
  1191. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1192. {
  1193. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1194. {
  1195. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1196. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1197. }
  1198. }
  1199. }
  1200. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1201. {
  1202. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1203. queries->addQuery(dialogQuery);
  1204. iw->queryID = dialogQuery->queryID;
  1205. sendToAllClients(iw);
  1206. }
  1207. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1208. {
  1209. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1210. queries->addQuery(dialogQuery);
  1211. iw->queryID = dialogQuery->queryID;
  1212. sendToAllClients(iw);
  1213. }
  1214. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1215. {
  1216. if (!val) return; //don't waste time on empty call
  1217. TResources resources;
  1218. resources[which] = val;
  1219. giveResources(player, resources);
  1220. }
  1221. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1222. {
  1223. SetResources sr;
  1224. sr.abs = false;
  1225. sr.player = player;
  1226. sr.res = resources;
  1227. sendAndApply(&sr);
  1228. }
  1229. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1230. {
  1231. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1232. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1233. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1234. //first we move creatures to give to make them army of object-source
  1235. for (auto & elem : creatures.Slots())
  1236. {
  1237. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1238. }
  1239. tryJoiningArmy(obj, h, remove, true);
  1240. }
  1241. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1242. {
  1243. std::vector<CStackBasicDescriptor> cres = creatures;
  1244. if (cres.size() <= 0)
  1245. return;
  1246. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1247. for (CStackBasicDescriptor &sbd : cres)
  1248. {
  1249. TQuantity collected = 0;
  1250. while(collected < sbd.count)
  1251. {
  1252. bool foundSth = false;
  1253. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1254. {
  1255. if (i->second->type == sbd.type)
  1256. {
  1257. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1258. changeStackCount(StackLocation(obj, i->first), -take, false);
  1259. collected += take;
  1260. foundSth = true;
  1261. break;
  1262. }
  1263. }
  1264. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1265. {
  1266. complain("Unexpected failure during taking creatures!");
  1267. return;
  1268. }
  1269. }
  1270. }
  1271. }
  1272. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1273. {
  1274. HeroVisitCastle vc;
  1275. vc.hid = hero->id;
  1276. vc.tid = obj->id;
  1277. vc.flags |= 1;
  1278. sendAndApply(&vc);
  1279. visitCastleObjects(obj, hero);
  1280. giveSpells (obj, hero);
  1281. if (obj->visitingHero && obj->garrisonHero)
  1282. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  1283. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1284. }
  1285. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1286. {
  1287. for (auto building : t->bonusingBuildings)
  1288. building->onHeroVisit(h);
  1289. }
  1290. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1291. {
  1292. HeroVisitCastle vc;
  1293. vc.hid = hero->id;
  1294. vc.tid = obj->id;
  1295. sendAndApply(&vc);
  1296. }
  1297. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1298. {
  1299. EraseArtifact ea;
  1300. ea.al = al;
  1301. sendAndApply(&ea);
  1302. }
  1303. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1304. {
  1305. ChangeSpells cs;
  1306. cs.hid = hero->id;
  1307. cs.spells = spells;
  1308. cs.learn = give;
  1309. sendAndApply(&cs);
  1310. }
  1311. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1312. {
  1313. sendAndApply(bonus);
  1314. }
  1315. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1316. {
  1317. sendAndApply(smp);
  1318. }
  1319. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1320. {
  1321. SetMovePoints smp;
  1322. smp.hid = hid;
  1323. smp.val = val;
  1324. smp.absolute = absolute;
  1325. sendAndApply(&smp);
  1326. }
  1327. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1328. {
  1329. SetMana sm;
  1330. sm.hid = hid;
  1331. sm.val = val;
  1332. sm.absolute = true;
  1333. sendAndApply(&sm);
  1334. }
  1335. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1336. {
  1337. GiveHero gh;
  1338. gh.id = id;
  1339. gh.player = player;
  1340. gh.boatId = boatId;
  1341. sendAndApply(&gh);
  1342. //Reveal fow around new hero, especially released from Prison
  1343. auto h = getHero(id);
  1344. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1345. }
  1346. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1347. {
  1348. ChangeObjPos cop;
  1349. cop.objid = objid;
  1350. cop.nPos = newPos;
  1351. cop.initiator = initiator;
  1352. sendAndApply(&cop);
  1353. }
  1354. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1355. {
  1356. const CGHeroInstance * h1 = getHero(fromHero);
  1357. const CGHeroInstance * h2 = getHero(toHero);
  1358. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1359. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1360. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1361. {
  1362. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1363. std::swap(fromHero, toHero);
  1364. }
  1365. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1366. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1367. return;//no scholar skill or no spellbook
  1368. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1369. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1370. ChangeSpells cs1;
  1371. cs1.learn = true;
  1372. cs1.hid = toHero;//giving spells to first hero
  1373. for (auto it : h1->getSpellsInSpellbook())
  1374. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1375. cs1.spells.insert(it);//spell to learn
  1376. ChangeSpells cs2;
  1377. cs2.learn = true;
  1378. cs2.hid = fromHero;
  1379. for (auto it : h2->getSpellsInSpellbook())
  1380. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1381. cs2.spells.insert(it);
  1382. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1383. {
  1384. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1385. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1386. InfoWindow iw;
  1387. iw.player = h1->tempOwner;
  1388. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1389. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1390. iw.text.replaceTextID(h1->getNameTextID());
  1391. if (!cs2.spells.empty())//if found new spell - apply
  1392. {
  1393. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1394. int size = static_cast<int>(cs2.spells.size());
  1395. for (auto it : cs2.spells)
  1396. {
  1397. iw.components.emplace_back(ComponentType::SPELL, it);
  1398. iw.text.appendName(it);
  1399. switch (size--)
  1400. {
  1401. case 2:
  1402. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1403. case 1:
  1404. break;
  1405. default:
  1406. iw.text.appendRawString(", ");
  1407. }
  1408. }
  1409. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1410. iw.text.replaceTextID(h2->getNameTextID());
  1411. sendAndApply(&cs2);
  1412. }
  1413. if (!cs1.spells.empty() && !cs2.spells.empty())
  1414. {
  1415. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1416. }
  1417. if (!cs1.spells.empty())
  1418. {
  1419. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1420. int size = static_cast<int>(cs1.spells.size());
  1421. for (auto it : cs1.spells)
  1422. {
  1423. iw.components.emplace_back(ComponentType::SPELL, it);
  1424. iw.text.appendName(it);
  1425. switch (size--)
  1426. {
  1427. case 2:
  1428. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1429. case 1:
  1430. break;
  1431. default:
  1432. iw.text.appendRawString(", ");
  1433. }
  1434. }
  1435. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1436. iw.text.replaceTextID(h2->getNameTextID());
  1437. sendAndApply(&cs1);
  1438. }
  1439. sendAndApply(&iw);
  1440. }
  1441. }
  1442. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1443. {
  1444. auto h1 = getHero(hero1);
  1445. auto h2 = getHero(hero2);
  1446. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1447. {
  1448. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1449. ExchangeDialog hex;
  1450. hex.queryID = exchange->queryID;
  1451. hex.player = h1->getOwner();
  1452. hex.hero1 = hero1;
  1453. hex.hero2 = hero2;
  1454. sendAndApply(&hex);
  1455. useScholarSkill(hero1,hero2);
  1456. queries->addQuery(exchange);
  1457. }
  1458. }
  1459. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1460. {
  1461. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1462. for (auto c : lobby->activeConnections)
  1463. c->sendPack(pack);
  1464. }
  1465. void CGameHandler::sendAndApply(CPackForClient * pack)
  1466. {
  1467. sendToAllClients(pack);
  1468. gs->apply(pack);
  1469. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1470. }
  1471. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1472. {
  1473. sendAndApply(static_cast<CPackForClient *>(pack));
  1474. checkVictoryLossConditionsForAll();
  1475. }
  1476. void CGameHandler::sendAndApply(SetResources * pack)
  1477. {
  1478. sendAndApply(static_cast<CPackForClient *>(pack));
  1479. checkVictoryLossConditionsForPlayer(pack->player);
  1480. }
  1481. void CGameHandler::sendAndApply(NewStructures * pack)
  1482. {
  1483. sendAndApply(static_cast<CPackForClient *>(pack));
  1484. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1485. }
  1486. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1487. {
  1488. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1489. }
  1490. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1491. {
  1492. if(pack->c)
  1493. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1494. logNetwork->error("Player is not allowed to perform this action!");
  1495. throw ExceptionNotAllowedAction();
  1496. }
  1497. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1498. {
  1499. std::ostringstream oss;
  1500. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1501. logNetwork->error(oss.str());
  1502. if(pack->c)
  1503. playerMessages->sendSystemMessage(pack->c, oss.str());
  1504. }
  1505. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1506. {
  1507. if(!isPlayerOwns(pack, id))
  1508. {
  1509. wrongPlayerMessage(pack, getOwner(id));
  1510. throwNotAllowedAction(pack);
  1511. }
  1512. }
  1513. void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
  1514. {
  1515. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1516. throwNotAllowedAction(pack);
  1517. }
  1518. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1519. {
  1520. throwIfWrongPlayer(pack, pack->player);
  1521. }
  1522. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1523. {
  1524. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1525. {
  1526. wrongPlayerMessage(pack, player);
  1527. throwNotAllowedAction(pack);
  1528. }
  1529. }
  1530. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1531. {
  1532. complain(txt);
  1533. throwNotAllowedAction(pack);
  1534. }
  1535. void CGameHandler::save(const std::string & filename)
  1536. {
  1537. logGlobal->info("Saving to %s", filename);
  1538. const auto stem = FileInfo::GetPathStem(filename);
  1539. const auto savefname = stem.to_string() + ".vsgm1";
  1540. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1541. CResourceHandler::get("local")->createResource(savefname);
  1542. try
  1543. {
  1544. {
  1545. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1546. saveCommonState(save);
  1547. logGlobal->info("Saving server state");
  1548. save << *this;
  1549. }
  1550. logGlobal->info("Game has been successfully saved!");
  1551. }
  1552. catch(std::exception &e)
  1553. {
  1554. logGlobal->error("Failed to save game: %s", e.what());
  1555. }
  1556. }
  1557. bool CGameHandler::load(const std::string & filename)
  1558. {
  1559. logGlobal->info("Loading from %s", filename);
  1560. const auto stem = FileInfo::GetPathStem(filename);
  1561. reinitScripting();
  1562. try
  1563. {
  1564. {
  1565. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1566. lf.serializer.cb = this;
  1567. loadCommonState(lf);
  1568. logGlobal->info("Loading server state");
  1569. lf >> *this;
  1570. }
  1571. logGlobal->info("Game has been successfully loaded!");
  1572. }
  1573. catch(const ModIncompatibility & e)
  1574. {
  1575. logGlobal->error("Failed to load game: %s", e.what());
  1576. std::string errorMsg;
  1577. if(!e.whatMissing().empty())
  1578. {
  1579. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1580. errorMsg += e.whatMissing();
  1581. }
  1582. if(!e.whatExcessive().empty())
  1583. {
  1584. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1585. errorMsg += e.whatExcessive();
  1586. }
  1587. lobby->announceMessage(errorMsg);
  1588. return false;
  1589. }
  1590. catch(const IdentifierResolutionException & e)
  1591. {
  1592. logGlobal->error("Failed to load game: %s", e.what());
  1593. MetaString errorMsg;
  1594. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1595. errorMsg.replaceRawString(e.identifierName);
  1596. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1597. return false;
  1598. }
  1599. catch(const std::exception & e)
  1600. {
  1601. logGlobal->error("Failed to load game: %s", e.what());
  1602. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1603. return false;
  1604. }
  1605. gs->preInit(VLC, this);
  1606. gs->updateOnLoad(lobby->si.get());
  1607. return true;
  1608. }
  1609. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1610. {
  1611. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1612. return false;
  1613. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1614. const CCreatureSet & creatureSet = *army;
  1615. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1616. || (howMany < 1 && complain("Invalid split parameter!")))
  1617. {
  1618. return false;
  1619. }
  1620. auto actualAmount = army->getStackCount(slotSrc);
  1621. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1622. return false;
  1623. auto freeSlots = creatureSet.getFreeSlots();
  1624. if(freeSlots.empty() && complain("No empty stacks"))
  1625. return false;
  1626. BulkRebalanceStacks bulkRS;
  1627. for(auto slot : freeSlots)
  1628. {
  1629. RebalanceStacks rs;
  1630. rs.srcArmy = army->id;
  1631. rs.dstArmy = army->id;
  1632. rs.srcSlot = slotSrc;
  1633. rs.dstSlot = slot;
  1634. rs.count = howMany;
  1635. bulkRS.moves.push_back(rs);
  1636. actualAmount -= howMany;
  1637. if(actualAmount <= howMany)
  1638. break;
  1639. }
  1640. sendAndApply(&bulkRS);
  1641. return true;
  1642. }
  1643. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1644. {
  1645. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1646. return false;
  1647. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1648. const CCreatureSet & creatureSet = *army;
  1649. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1650. return false;
  1651. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1652. if(actualAmount < 1 && complain(complainNoCreatures))
  1653. return false;
  1654. auto currentCreature = creatureSet.getCreature(slotSrc);
  1655. if(!currentCreature && complain(complainNoCreatures))
  1656. return false;
  1657. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1658. if(!creatureSlots.size())
  1659. return false;
  1660. BulkRebalanceStacks bulkRS;
  1661. for(auto slot : creatureSlots)
  1662. {
  1663. RebalanceStacks rs;
  1664. rs.srcArmy = army->id;
  1665. rs.dstArmy = army->id;
  1666. rs.srcSlot = slot;
  1667. rs.dstSlot = slotSrc;
  1668. rs.count = creatureSet.getStackCount(slot);
  1669. bulkRS.moves.push_back(rs);
  1670. }
  1671. sendAndApply(&bulkRS);
  1672. return true;
  1673. }
  1674. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1675. {
  1676. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1677. return false;
  1678. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1679. const CCreatureSet & setSrc = *armySrc;
  1680. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1681. return false;
  1682. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1683. const CCreatureSet & setDest = *armyDest;
  1684. auto freeSlots = setDest.getFreeSlotsQueue();
  1685. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1686. TRebalanceMap moves;
  1687. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1688. auto slotsLeft = setSrc.stacksCount();
  1689. auto destMap = setDest.getCreatureMap();
  1690. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1691. while(!srcQueue.empty())
  1692. {
  1693. auto pair = srcQueue.top();
  1694. srcQueue.pop();
  1695. auto currCreature = pair.first;
  1696. auto currSlot = pair.second;
  1697. const auto quantity = setSrc.getStackCount(currSlot);
  1698. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1699. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1700. if(!alreadyExists)
  1701. {
  1702. if(freeSlots.empty())
  1703. continue;
  1704. auto currFreeSlot = freeSlots.front();
  1705. freeSlots.pop();
  1706. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1707. }
  1708. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1709. slotsLeft--;
  1710. }
  1711. if(slotsLeft == 1)
  1712. {
  1713. auto lastCreature = setSrc.getCreature(srcSlot);
  1714. auto slotToMove = SlotID();
  1715. // Try to find a slot for last creature
  1716. if(destMap.find(lastCreature) == destMap.end())
  1717. {
  1718. if(!freeSlots.empty())
  1719. slotToMove = freeSlots.front();
  1720. }
  1721. else
  1722. {
  1723. slotToMove = destMap[lastCreature];
  1724. }
  1725. if(slotToMove != SlotID())
  1726. {
  1727. const bool needsLastStack = armySrc->needsLastStack();
  1728. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1729. 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
  1730. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1731. }
  1732. }
  1733. BulkRebalanceStacks bulkRS;
  1734. for(auto & move : moves)
  1735. {
  1736. RebalanceStacks rs;
  1737. rs.srcArmy = armySrc->id;
  1738. rs.dstArmy = armyDest->id;
  1739. rs.srcSlot = move.first;
  1740. rs.dstSlot = move.second.first;
  1741. rs.count = move.second.second;
  1742. bulkRS.moves.push_back(rs);
  1743. }
  1744. sendAndApply(&bulkRS);
  1745. return true;
  1746. }
  1747. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1748. {
  1749. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1750. return false;
  1751. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1752. const CCreatureSet & creatureSet = *army;
  1753. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1754. return false;
  1755. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1756. if(actualAmount <= 1 && complain(complainNoCreatures))
  1757. return false;
  1758. auto freeSlot = creatureSet.getFreeSlot();
  1759. auto currentCreature = creatureSet.getCreature(slotSrc);
  1760. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1761. return true;
  1762. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1763. TQuantity totalCreatures = 0;
  1764. for(auto slot : creatureSlots)
  1765. totalCreatures += creatureSet.getStackCount(slot);
  1766. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1767. return false;
  1768. if(freeSlot != SlotID())
  1769. creatureSlots.push_back(freeSlot);
  1770. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1771. return false;
  1772. const auto totalCreatureSlots = creatureSlots.size();
  1773. const auto rem = totalCreatures % totalCreatureSlots;
  1774. const auto quotient = totalCreatures / totalCreatureSlots;
  1775. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1776. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1777. BulkSmartRebalanceStacks bulkSRS;
  1778. if(freeSlot != SlotID())
  1779. {
  1780. RebalanceStacks rs;
  1781. rs.srcArmy = rs.dstArmy = army->id;
  1782. rs.srcSlot = slotSrc;
  1783. rs.dstSlot = freeSlot;
  1784. rs.count = 1;
  1785. bulkSRS.moves.push_back(rs);
  1786. }
  1787. auto currSlot = 0;
  1788. auto check = 0;
  1789. for(auto slot : creatureSlots)
  1790. {
  1791. ChangeStackCount csc;
  1792. csc.army = army->id;
  1793. csc.slot = slot;
  1794. csc.count = (currSlot < rem)
  1795. ? quotient + 1
  1796. : quotient;
  1797. csc.absoluteValue = true;
  1798. bulkSRS.changes.push_back(csc);
  1799. currSlot++;
  1800. check += csc.count;
  1801. }
  1802. if(check != totalCreatures)
  1803. {
  1804. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1805. return false;
  1806. }
  1807. sendAndApply(&bulkSRS);
  1808. return true;
  1809. }
  1810. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1811. {
  1812. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1813. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1814. const CCreatureSet & S1 = *s1;
  1815. const CCreatureSet & S2 = *s2;
  1816. StackLocation sl1(s1, p1);
  1817. StackLocation sl2(s2, p2);
  1818. if (s1 == nullptr || s2 == nullptr)
  1819. {
  1820. complain("Cannot exchange stacks between non-existing objects!!\n");
  1821. return false;
  1822. }
  1823. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1824. {
  1825. complain(complainInvalidSlot);
  1826. return false;
  1827. }
  1828. if (!isAllowedExchange(id1,id2))
  1829. {
  1830. complain("Cannot exchange stacks between these two objects!\n");
  1831. return false;
  1832. }
  1833. // We can always put stacks into locked garrison, but not take them out of it
  1834. auto notRemovable = [&](const CArmedInstance * army)
  1835. {
  1836. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1837. {
  1838. auto g = dynamic_cast<const CGGarrison *>(army);
  1839. if (g && !g->removableUnits)
  1840. {
  1841. complain("Stacks in this garrison are not removable!\n");
  1842. return true;
  1843. }
  1844. }
  1845. return false;
  1846. };
  1847. if (what==1) //swap
  1848. {
  1849. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1850. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1851. {
  1852. complain("Can't take troops from another player!");
  1853. return false;
  1854. }
  1855. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1856. {
  1857. complain("Cannot swap stacks - slots are the same!");
  1858. return false;
  1859. }
  1860. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1861. {
  1862. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1863. return false;
  1864. }
  1865. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1866. return false;
  1867. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1868. return false;
  1869. swapStacks(sl1, sl2);
  1870. }
  1871. else if (what==2)//merge
  1872. {
  1873. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1874. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1875. return false;
  1876. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1877. {
  1878. complain("Cannot merge empty stack!");
  1879. return false;
  1880. }
  1881. else if (notRemovable(sl1.army))
  1882. return false;
  1883. moveStack(sl1, sl2);
  1884. }
  1885. else if (what==3) //split
  1886. {
  1887. const int countToMove = val - s2->getStackCount(p2);
  1888. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1889. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1890. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1891. {
  1892. complain("Can't move troops of another player!");
  1893. return false;
  1894. }
  1895. //general conditions checking
  1896. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1897. || (val<1 && complain(complainNoCreatures)) )
  1898. {
  1899. return false;
  1900. }
  1901. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1902. {
  1903. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1904. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1905. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1906. )
  1907. {
  1908. return false;
  1909. }
  1910. if (notRemovable(sl1.army))
  1911. {
  1912. if (s1->getStackCount(p1) > countLeftOnSrc)
  1913. return false;
  1914. }
  1915. else if (notRemovable(sl2.army))
  1916. {
  1917. if (s2->getStackCount(p1) < countLeftOnSrc)
  1918. return false;
  1919. }
  1920. moveStack(sl1, sl2, countToMove);
  1921. //S2.slots[p2]->count = val;
  1922. //S1.slots[p1]->count = total - val;
  1923. }
  1924. else //split one stack to the two
  1925. {
  1926. if (s1->getStackCount(p1) < val)//not enough creatures
  1927. {
  1928. complain(complainNotEnoughCreatures);
  1929. return false;
  1930. }
  1931. if (notRemovable(sl1.army))
  1932. return false;
  1933. moveStack(sl1, sl2, val);
  1934. }
  1935. }
  1936. return true;
  1937. }
  1938. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1939. {
  1940. return connections.count(player) && connections.at(player).count(c);
  1941. }
  1942. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1943. {
  1944. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1945. }
  1946. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1947. {
  1948. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1949. if (!vstd::contains(s1->stacks,pos))
  1950. {
  1951. complain("Illegal call to disbandCreature - no such stack in army!");
  1952. return false;
  1953. }
  1954. eraseStack(StackLocation(s1, pos));
  1955. return true;
  1956. }
  1957. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1958. {
  1959. const CGTownInstance * t = getTown(tid);
  1960. if(!t)
  1961. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1962. if(!t->town->buildings.count(requestedID))
  1963. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1964. if(t->hasBuilt(requestedID))
  1965. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1966. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1967. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1968. std::vector<const CBuilding*> remainingAutoBuildings;
  1969. std::set<BuildingID> buildingsThatWillBe;
  1970. //Check validity of request
  1971. if(!force)
  1972. {
  1973. switch(requestedBuilding->mode)
  1974. {
  1975. case CBuilding::BUILD_NORMAL :
  1976. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1977. COMPLAIN_RET("Cannot build that building!");
  1978. break;
  1979. case CBuilding::BUILD_AUTO :
  1980. case CBuilding::BUILD_SPECIAL:
  1981. COMPLAIN_RET("This building can not be constructed normally!");
  1982. case CBuilding::BUILD_GRAIL :
  1983. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1984. {
  1985. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1986. COMPLAIN_RET("Cannot build this without grail!")
  1987. else
  1988. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1989. }
  1990. break;
  1991. }
  1992. }
  1993. //Performs stuff that has to be done before new building is built
  1994. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1995. {
  1996. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1997. {
  1998. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  1999. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2000. if(upgradeNumber >= t->town->creatures.at(level).size())
  2001. {
  2002. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2003. "no creature found (upgrade number %d, level %d!")
  2004. % buildingID % upgradeNumber % level));
  2005. return;
  2006. }
  2007. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  2008. SetAvailableCreatures ssi;
  2009. ssi.tid = t->id;
  2010. ssi.creatures = t->creatures;
  2011. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2012. ssi.creatures[level].first = crea->getGrowth();
  2013. ssi.creatures[level].second.push_back(crea->getId());
  2014. sendAndApply(&ssi);
  2015. }
  2016. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2017. {
  2018. setPortalDwelling(t);
  2019. }
  2020. };
  2021. //Performs stuff that has to be done after new building is built
  2022. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2023. {
  2024. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  2025. auto isLibrary = isMageGuild ? false
  2026. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  2027. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2028. {
  2029. if(t->visitingHero)
  2030. giveSpells(t,t->visitingHero);
  2031. if(t->garrisonHero)
  2032. giveSpells(t,t->garrisonHero);
  2033. }
  2034. };
  2035. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2036. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2037. {
  2038. return buildingsThatWillBe.count(buildID);
  2039. };
  2040. //Init the vectors
  2041. for(auto & build : t->town->buildings)
  2042. {
  2043. if(t->hasBuilt(build.first))
  2044. {
  2045. buildingsThatWillBe.insert(build.first);
  2046. }
  2047. else
  2048. {
  2049. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2050. remainingAutoBuildings.push_back(build.second);
  2051. }
  2052. }
  2053. //Prepare structure (list of building ids will be filled later)
  2054. NewStructures ns;
  2055. ns.tid = tid;
  2056. ns.builded = force ? t->builded : (t->builded+1);
  2057. std::queue<const CBuilding*> buildingsToAdd;
  2058. buildingsToAdd.push(requestedBuilding);
  2059. while(!buildingsToAdd.empty())
  2060. {
  2061. auto b = buildingsToAdd.front();
  2062. buildingsToAdd.pop();
  2063. ns.bid.insert(b->bid);
  2064. buildingsThatWillBe.insert(b->bid);
  2065. remainingAutoBuildings -= b;
  2066. for(auto autoBuilding : remainingAutoBuildings)
  2067. {
  2068. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2069. if(actualRequirements.test(areRequirementsFullfilled))
  2070. buildingsToAdd.push(autoBuilding);
  2071. }
  2072. }
  2073. // 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.
  2074. for(auto builtID : ns.bid)
  2075. processBeforeBuiltStructure(builtID);
  2076. //Take cost
  2077. if(!force)
  2078. giveResources(t->tempOwner, -requestedBuilding->resources);
  2079. //We know what has been built, apply changes. Do this as final step to properly update town window
  2080. sendAndApply(&ns);
  2081. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2082. for(auto builtID : ns.bid)
  2083. processAfterBuiltStructure(builtID);
  2084. // now when everything is built - reveal tiles for lookout tower
  2085. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  2086. if(t->garrisonHero) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  2087. visitCastleObjects(t, t->garrisonHero);
  2088. if(t->visitingHero)
  2089. visitCastleObjects(t, t->visitingHero);
  2090. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2091. return true;
  2092. }
  2093. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2094. {
  2095. ///incomplete, simply erases target building
  2096. const CGTownInstance * t = getTown(tid);
  2097. if (!vstd::contains(t->builtBuildings, bid))
  2098. return false;
  2099. RazeStructures rs;
  2100. rs.tid = tid;
  2101. rs.bid.insert(bid);
  2102. rs.destroyed = t->destroyed + 1;
  2103. sendAndApply(&rs);
  2104. //TODO: Remove dwellers
  2105. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2106. // {
  2107. // RemoveBonus rb(RemoveBonus::TOWN);
  2108. // rb.whoID = t->id;
  2109. // rb.source = BonusSource::TOWN_STRUCTURE;
  2110. // rb.id = 17;
  2111. // sendAndApply(&rb);
  2112. // }
  2113. return true;
  2114. }
  2115. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2116. {
  2117. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2118. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2119. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2120. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2121. const CCreature * c = crid.toCreature();
  2122. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2123. //TODO: check if hero is actually visiting object
  2124. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2125. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2126. if (town)
  2127. {
  2128. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2129. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2130. }
  2131. else
  2132. {
  2133. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2134. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2135. }
  2136. //verify
  2137. bool found = false;
  2138. int level = 0;
  2139. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2140. {
  2141. if ((fromLvl != -1) && (level !=fromLvl))
  2142. continue;
  2143. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2144. int i = 0;
  2145. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2146. if (cur.second.at(i) == crid)
  2147. break;
  2148. if (i < cur.second.size())
  2149. {
  2150. found = true;
  2151. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2152. break;
  2153. }
  2154. }
  2155. SlotID slot = army->getSlotFor(crid);
  2156. if ((!found && complain("Cannot recruit: no such creatures!"))
  2157. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2158. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2159. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2160. {
  2161. return false;
  2162. }
  2163. //recruit
  2164. giveResources(army->tempOwner, -(c->getFullRecruitCost() * cram));
  2165. SetAvailableCreatures sac;
  2166. sac.tid = objid;
  2167. sac.creatures = dwelling->creatures;
  2168. sac.creatures[level].first -= cram;
  2169. sendAndApply(&sac);
  2170. if (warMachine)
  2171. {
  2172. ArtifactID artId = c->warMachine;
  2173. const CArtifact * art = artId.toArtifact();
  2174. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2175. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2176. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2177. return giveHeroNewArtifact(hero, art);
  2178. }
  2179. else
  2180. {
  2181. addToSlot(StackLocation(army, slot), c, cram);
  2182. }
  2183. return true;
  2184. }
  2185. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2186. {
  2187. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2188. if (!obj->hasStackAtSlot(pos))
  2189. {
  2190. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2191. }
  2192. UpgradeInfo ui;
  2193. fillUpgradeInfo(obj, pos, ui);
  2194. PlayerColor player = obj->tempOwner;
  2195. const PlayerState *p = getPlayerState(player);
  2196. int crQuantity = obj->stacks.at(pos)->count;
  2197. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2198. //check if upgrade is possible
  2199. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2200. {
  2201. return false;
  2202. }
  2203. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2204. //check if player has enough resources
  2205. if (!p->resources.canAfford(totalCost))
  2206. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2207. //take resources
  2208. giveResources(player, -totalCost);
  2209. //upgrade creature
  2210. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  2211. return true;
  2212. }
  2213. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2214. {
  2215. if (!sl.army->hasStackAtSlot(sl.slot))
  2216. COMPLAIN_RET("Cannot find a stack to change type");
  2217. SetStackType sst;
  2218. sst.army = sl.army->id;
  2219. sst.slot = sl.slot;
  2220. sst.type = c->getId();
  2221. sendAndApply(&sst);
  2222. return true;
  2223. }
  2224. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2225. {
  2226. assert(src->canBeMergedWith(*dst, allowMerging));
  2227. while(src->stacksCount())//while there are unmoved creatures
  2228. {
  2229. auto i = src->Slots().begin(); //iterator to stack to move
  2230. StackLocation sl(src, i->first); //location of stack to move
  2231. SlotID pos = dst->getSlotFor(i->second->type);
  2232. if (!pos.validSlot())
  2233. {
  2234. //try to merge two other stacks to make place
  2235. std::pair<SlotID, SlotID> toMerge;
  2236. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2237. {
  2238. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2239. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2240. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2241. }
  2242. else
  2243. {
  2244. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2245. return;
  2246. }
  2247. }
  2248. else
  2249. {
  2250. moveStack(sl, StackLocation(dst, pos));
  2251. }
  2252. }
  2253. }
  2254. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2255. {
  2256. const CGTownInstance * town = getTown(tid);
  2257. if(!town->garrisonHero == !town->visitingHero)
  2258. return false;
  2259. SetHeroesInTown intown;
  2260. intown.tid = tid;
  2261. if(town->garrisonHero) //garrison -> vising
  2262. {
  2263. intown.garrison = ObjectInstanceID();
  2264. intown.visiting = town->garrisonHero->id;
  2265. }
  2266. else //visiting -> garrison
  2267. {
  2268. if(town->armedGarrison())
  2269. town->mergeGarrisonOnSiege();
  2270. intown.visiting = ObjectInstanceID();
  2271. intown.garrison = town->visitingHero->id;
  2272. }
  2273. sendAndApply(&intown);
  2274. return true;
  2275. }
  2276. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2277. {
  2278. const CGTownInstance * town = getTown(tid);
  2279. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2280. {
  2281. if (!town->visitingHero->canBeMergedWith(*town))
  2282. {
  2283. complain("Cannot make garrison swap, not enough free slots!");
  2284. return false;
  2285. }
  2286. moveArmy(town, town->visitingHero, true);
  2287. SetHeroesInTown intown;
  2288. intown.tid = tid;
  2289. intown.visiting = ObjectInstanceID();
  2290. intown.garrison = town->visitingHero->id;
  2291. sendAndApply(&intown);
  2292. return true;
  2293. }
  2294. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2295. {
  2296. //check if moving hero out of town will break 8 wandering heroes limit
  2297. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2298. {
  2299. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2300. return false;
  2301. }
  2302. SetHeroesInTown intown;
  2303. intown.tid = tid;
  2304. intown.garrison = ObjectInstanceID();
  2305. intown.visiting = town->garrisonHero->id;
  2306. sendAndApply(&intown);
  2307. return true;
  2308. }
  2309. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2310. {
  2311. SetHeroesInTown intown;
  2312. intown.tid = tid;
  2313. intown.garrison = town->visitingHero->id;
  2314. intown.visiting = town->garrisonHero->id;
  2315. sendAndApply(&intown);
  2316. return true;
  2317. }
  2318. else
  2319. {
  2320. complain("Cannot swap garrison hero!");
  2321. return false;
  2322. }
  2323. }
  2324. // With the amount of changes done to the function, it's more like transferArtifacts.
  2325. // 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.
  2326. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2327. {
  2328. const auto srcArtSet = getArtSet(src);
  2329. const auto dstArtSet = getArtSet(dst);
  2330. assert(srcArtSet);
  2331. assert(dstArtSet);
  2332. // Make sure exchange is even possible between the two heroes.
  2333. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2334. COMPLAIN_RET("That heroes cannot make any exchange!");
  2335. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2336. const auto dstArtifact = dstArtSet->getArt(dst.slot);
  2337. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2338. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dst.slot) : false;
  2339. if(srcArtifact == nullptr)
  2340. COMPLAIN_RET("No artifact to move!");
  2341. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2342. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2343. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2344. // Moving to the backpack is always allowed.
  2345. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dst.slot, true))
  2346. COMPLAIN_RET("Cannot move artifact!");
  2347. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2348. auto dstSlotInfo = dstArtSet->getSlot(dst.slot);
  2349. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2350. COMPLAIN_RET("Cannot move artifact locks.");
  2351. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2352. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2353. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  2354. COMPLAIN_RET("Cannot move catapult!");
  2355. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2356. COMPLAIN_RET("Backpack is full!");
  2357. auto dstSlot = std::min(dst.slot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2358. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2359. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2360. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2361. ma.srcCreature = src.creature;
  2362. ma.dstCreature = dst.creature;
  2363. // Check if dst slot is occupied
  2364. if(!isDstSlotBackpack && isDstSlotOccupied)
  2365. {
  2366. // Previous artifact must be swapped
  2367. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2368. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2369. ma.swap = true;
  2370. }
  2371. auto hero = getHero(dst.artHolder);
  2372. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2373. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2374. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2375. if(src.artHolder != dst.artHolder)
  2376. ma.askAssemble = true;
  2377. sendAndApply(&ma);
  2378. return true;
  2379. }
  2380. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2381. {
  2382. // Make sure exchange is even possible between the two heroes.
  2383. if(!isAllowedExchange(srcId, dstId))
  2384. COMPLAIN_RET("That heroes cannot make any exchange!");
  2385. auto psrcSet = getArtSet(srcId);
  2386. auto pdstSet = getArtSet(dstId);
  2387. if((!psrcSet) || (!pdstSet))
  2388. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2389. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2390. auto & slotsSrcDst = ma.artsPack0;
  2391. auto & slotsDstSrc = ma.artsPack1;
  2392. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2393. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2394. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2395. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2396. {
  2397. assert(artifact);
  2398. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2399. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2400. {
  2401. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2402. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2403. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2404. if(auto dstHero = getHero(dstId))
  2405. {
  2406. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2407. giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2408. }
  2409. }
  2410. };
  2411. if(swap)
  2412. {
  2413. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2414. {
  2415. for(auto & artifact : srcArtSet->artifactsWorn)
  2416. {
  2417. if(ArtifactUtils::isArtRemovable(artifact))
  2418. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2419. }
  2420. };
  2421. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2422. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2423. {
  2424. for(auto & slotInfo : artSet->artifactsInBackpack)
  2425. {
  2426. auto slot = artSet->getArtPos(slotInfo.artifact);
  2427. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2428. }
  2429. };
  2430. if(equipped)
  2431. {
  2432. // Move over artifacts that are worn srcHero -> dstHero
  2433. moveArtsWorn(psrcSet, slotsSrcDst);
  2434. artFittingSet.artifactsWorn.clear();
  2435. // Move over artifacts that are worn dstHero -> srcHero
  2436. moveArtsWorn(pdstSet, slotsDstSrc);
  2437. }
  2438. if(backpack)
  2439. {
  2440. // Move over artifacts that are in backpack srcHero -> dstHero
  2441. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2442. // Move over artifacts that are in backpack dstHero -> srcHero
  2443. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2444. }
  2445. }
  2446. else
  2447. {
  2448. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2449. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2450. if(equipped)
  2451. {
  2452. // Move over artifacts that are worn
  2453. for(auto & artInfo : psrcSet->artifactsWorn)
  2454. {
  2455. if(ArtifactUtils::isArtRemovable(artInfo))
  2456. {
  2457. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2458. }
  2459. }
  2460. }
  2461. if(backpack)
  2462. {
  2463. // Move over artifacts that are in backpack
  2464. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2465. {
  2466. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2467. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2468. }
  2469. }
  2470. }
  2471. sendAndApply(&ma);
  2472. return true;
  2473. }
  2474. bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
  2475. {
  2476. auto artSet = getArtSet(heroID);
  2477. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
  2478. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2479. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2480. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2481. {
  2482. if(left)
  2483. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
  2484. else
  2485. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
  2486. sendAndApply(&bma);
  2487. }
  2488. return true;
  2489. }
  2490. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2491. {
  2492. auto artSet = getArtSet(heroID);
  2493. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2494. ChangeArtifactsCostume costume(player, costumeIdx);
  2495. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2496. {
  2497. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2498. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2499. }
  2500. sendAndApply(&costume);
  2501. return true;
  2502. }
  2503. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2504. {
  2505. const auto artSet = getArtSet(heroID);
  2506. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2507. const auto playerState = getPlayerState(player);
  2508. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2509. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2510. {
  2511. CArtifactFittingSet artFittingSet(*artSet);
  2512. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2513. auto costumeArtMap = costume->second;
  2514. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2515. // First, find those artifacts that are already in place
  2516. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2517. {
  2518. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2519. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2520. {
  2521. costumeArtMap.erase(artPos);
  2522. artFittingSet.removeArtifact(slot);
  2523. }
  2524. }
  2525. // Second, find the necessary artifacts for the costume
  2526. for(const auto & artPos : costumeArtMap)
  2527. {
  2528. if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
  2529. {
  2530. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
  2531. {
  2532. artSet->getSlotByInstance(artFittingSet.getArt(availableArts.front())),
  2533. artPos.first
  2534. });
  2535. artFittingSet.removeArtifact(availableArts.front());
  2536. if(ArtifactUtils::isSlotBackpack(availableArts.front()))
  2537. estimateBackpackSize--;
  2538. }
  2539. }
  2540. // Third, put unnecessary artifacts into backpack
  2541. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2542. if(artFittingSet.getArt(slot))
  2543. {
  2544. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
  2545. estimateBackpackSize++;
  2546. }
  2547. const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2548. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2549. sendAndApply(&bma);
  2550. }
  2551. return true;
  2552. }
  2553. /**
  2554. * Assembles or disassembles a combination artifact.
  2555. * @param heroID ID of hero holding the artifact(s).
  2556. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2557. * @param assemble True for assembly operation, false for disassembly.
  2558. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2559. * artifact to assemble to. Otherwise it's not used.
  2560. */
  2561. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2562. {
  2563. const CGHeroInstance * hero = getHero(heroID);
  2564. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2565. if(!destArtifact)
  2566. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2567. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2568. if(assemble)
  2569. {
  2570. const CArtifact * combinedArt = assembleTo.toArtifact();
  2571. if(!combinedArt->isCombined())
  2572. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2573. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2574. {
  2575. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2576. }
  2577. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2578. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2579. {
  2580. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2581. }
  2582. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2583. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2584. AssembledArtifact aa;
  2585. aa.al = dstLoc;
  2586. aa.builtArt = combinedArt;
  2587. sendAndApply(&aa);
  2588. }
  2589. else
  2590. {
  2591. if(!destArtifact->isCombined())
  2592. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2593. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2594. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2595. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2596. DisassembledArtifact da;
  2597. da.al = dstLoc;
  2598. sendAndApply(&da);
  2599. }
  2600. return true;
  2601. }
  2602. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2603. {
  2604. const auto * hero = getHero(al.artHolder);
  2605. if(hero == nullptr)
  2606. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2607. const auto * art = hero->getArt(al.slot);
  2608. if(art == nullptr)
  2609. COMPLAIN_RET("Cannot remove artifact!");
  2610. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2611. COMPLAIN_RET("Illegal artifact removal request");
  2612. removeArtifact(al);
  2613. return true;
  2614. }
  2615. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2616. {
  2617. const CGHeroInstance * hero = getHero(hid);
  2618. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2619. const CGTownInstance * town = hero->visitedTown;
  2620. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2621. if (aid==ArtifactID::SPELLBOOK)
  2622. {
  2623. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2624. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2625. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2626. )
  2627. return false;
  2628. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2629. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2630. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2631. giveSpells(town,hero);
  2632. return true;
  2633. }
  2634. else
  2635. {
  2636. const CArtifact * art = aid.toArtifact();
  2637. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2638. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2639. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2640. const int price = art->getPrice();
  2641. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2642. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2643. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2644. {
  2645. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2646. return giveHeroNewArtifact(hero, art);
  2647. }
  2648. else
  2649. COMPLAIN_RET("This machine is unavailable here!");
  2650. }
  2651. }
  2652. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2653. {
  2654. if(!h)
  2655. COMPLAIN_RET("Only hero can buy artifacts!");
  2656. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2657. COMPLAIN_RET("That artifact is unavailable!");
  2658. int b1;
  2659. int b2;
  2660. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2661. if (getResource(h->tempOwner, rid) < b1)
  2662. COMPLAIN_RET("You can't afford to buy this artifact!");
  2663. giveResource(h->tempOwner, rid, -b1);
  2664. SetAvailableArtifacts saa;
  2665. if(dynamic_cast<const CGTownInstance *>(m))
  2666. {
  2667. saa.id = ObjectInstanceID::NONE;
  2668. saa.arts = gs->map->townMerchantArtifacts;
  2669. }
  2670. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2671. {
  2672. saa.id = bm->id;
  2673. saa.arts = bm->artifacts;
  2674. }
  2675. else
  2676. COMPLAIN_RET("Wrong marktet...");
  2677. bool found = false;
  2678. for (const CArtifact *&art : saa.arts)
  2679. {
  2680. if (art && art->getId() == aid)
  2681. {
  2682. art = nullptr;
  2683. found = true;
  2684. break;
  2685. }
  2686. }
  2687. if (!found)
  2688. COMPLAIN_RET("Cannot find selected artifact on the list");
  2689. sendAndApply(&saa);
  2690. giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  2691. return true;
  2692. }
  2693. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2694. {
  2695. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2696. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2697. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2698. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2699. int resVal = 0;
  2700. int dump = 1;
  2701. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2702. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2703. giveResource(h->tempOwner, rid, resVal);
  2704. return true;
  2705. }
  2706. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2707. {
  2708. if (!h)
  2709. COMPLAIN_RET("You need hero to buy a skill!");
  2710. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2711. COMPLAIN_RET("Hero already know this skill");
  2712. if (!h->canLearnSkill())
  2713. COMPLAIN_RET("Hero can't learn any more skills");
  2714. if (!h->canLearnSkill(skill))
  2715. COMPLAIN_RET("The hero can't learn this skill!");
  2716. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2717. COMPLAIN_RET("That skill is unavailable!");
  2718. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2719. COMPLAIN_RET("You can't afford to buy this skill");
  2720. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2721. changeSecSkill(h, skill, 1, true);
  2722. return true;
  2723. }
  2724. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2725. {
  2726. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2727. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2728. int b1; //base quantities for trade
  2729. int b2;
  2730. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2731. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2732. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2733. {
  2734. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2735. }
  2736. giveResource(player, toSell, -b1 * amountToBoy);
  2737. giveResource(player, toBuy, b2 * amountToBoy);
  2738. return true;
  2739. }
  2740. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2741. {
  2742. if(!hero)
  2743. COMPLAIN_RET("Only hero can sell creatures!");
  2744. if (!vstd::contains(hero->Slots(), slot))
  2745. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2746. const CStackInstance &s = hero->getStack(slot);
  2747. if (s.count < (TQuantity)count //can't sell more creatures than have
  2748. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2749. {
  2750. COMPLAIN_RET("Not enough creatures in army!");
  2751. }
  2752. int b1; //base quantities for trade
  2753. int b2;
  2754. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2755. int units = count / b1; //how many base quantities we trade
  2756. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2757. {
  2758. //TODO: complain?
  2759. assert(0);
  2760. }
  2761. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2762. giveResource(hero->tempOwner, resourceID, b2 * units);
  2763. return true;
  2764. }
  2765. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2766. {
  2767. const CArmedInstance *army = nullptr;
  2768. if (hero)
  2769. army = hero;
  2770. else
  2771. army = dynamic_cast<const CGTownInstance *>(market);
  2772. if (!army)
  2773. COMPLAIN_RET("Incorrect call to transform in undead!");
  2774. if (!army->hasStackAtSlot(slot))
  2775. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2776. const CStackInstance &s = army->getStack(slot);
  2777. //resulting creature - bone dragons or skeletons
  2778. CreatureID resCreature = CreatureID::SKELETON;
  2779. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2780. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2781. || (s.getCreatureID() == CreatureID::HYDRA)
  2782. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2783. resCreature = CreatureID::BONE_DRAGON;
  2784. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2785. return true;
  2786. }
  2787. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2788. {
  2789. const PlayerState *p2 = getPlayerState(r2, false);
  2790. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2791. {
  2792. complain("Dest player must be in game!");
  2793. return false;
  2794. }
  2795. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2796. vstd::amin(val, curRes1);
  2797. giveResource(player, r1, -(int)val);
  2798. giveResource(r2, r1, val);
  2799. return true;
  2800. }
  2801. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2802. {
  2803. const CGHeroInstance *h = getHero(hid);
  2804. if (!h)
  2805. {
  2806. logGlobal->error("Hero doesn't exist!");
  2807. return false;
  2808. }
  2809. ChangeFormation cf;
  2810. cf.hid = hid;
  2811. cf.formation = formation;
  2812. sendAndApply(&cf);
  2813. return true;
  2814. }
  2815. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2816. {
  2817. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2818. if (answer)
  2819. logGlobal->trace("%d", *answer);
  2820. auto topQuery = queries->topQuery(player);
  2821. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2822. if(topQuery->queryID != qid)
  2823. {
  2824. auto currentQuery = queries->getQuery(qid);
  2825. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2826. currentQuery->setReply(answer);
  2827. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2828. }
  2829. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2830. topQuery->setReply(answer);
  2831. queries->popQuery(topQuery);
  2832. return true;
  2833. }
  2834. void CGameHandler::handleTimeEvents()
  2835. {
  2836. gs->map->events.sort(evntCmp);
  2837. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  2838. {
  2839. CMapEvent ev = gs->map->events.front();
  2840. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2841. {
  2842. auto color = PlayerColor(player);
  2843. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2844. if (pinfo //player exists
  2845. && (ev.players & 1<<player) //event is enabled to this player
  2846. && ((ev.computerAffected && !pinfo->human)
  2847. || (ev.humanAffected && pinfo->human)
  2848. )
  2849. )
  2850. {
  2851. //give resources
  2852. giveResources(color, ev.resources);
  2853. //prepare dialog
  2854. InfoWindow iw;
  2855. iw.player = color;
  2856. iw.text = ev.message;
  2857. for (GameResID i : GameResID::ALL_RESOURCES())
  2858. {
  2859. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2860. iw.components.emplace_back(ComponentType::RESOURCE, i, ev.resources[i]);
  2861. }
  2862. sendAndApply(&iw); //show dialog
  2863. }
  2864. } //PLAYERS LOOP
  2865. if (ev.nextOccurence)
  2866. {
  2867. gs->map->events.pop_front();
  2868. ev.firstOccurence += ev.nextOccurence;
  2869. auto it = gs->map->events.begin();
  2870. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2871. it++;
  2872. gs->map->events.insert(it, ev);
  2873. }
  2874. else
  2875. {
  2876. gs->map->events.pop_front();
  2877. }
  2878. }
  2879. //TODO send only if changed
  2880. UpdateMapEvents ume;
  2881. ume.events = gs->map->events;
  2882. sendAndApply(&ume);
  2883. }
  2884. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2885. {
  2886. town->events.sort(evntCmp);
  2887. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  2888. {
  2889. PlayerColor player = town->tempOwner;
  2890. CCastleEvent ev = town->events.front();
  2891. const PlayerState * pinfo = getPlayerState(player, false);
  2892. if (pinfo //player exists
  2893. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2894. && ((ev.computerAffected && !pinfo->human)
  2895. || (ev.humanAffected && pinfo->human)))
  2896. {
  2897. // dialog
  2898. InfoWindow iw;
  2899. iw.player = player;
  2900. iw.text = ev.message;
  2901. if (ev.resources.nonZero())
  2902. {
  2903. TResources was = n.res[player];
  2904. n.res[player] += ev.resources;
  2905. n.res[player].amax(0);
  2906. for (GameResID i : GameResID::ALL_RESOURCES())
  2907. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2908. iw.components.emplace_back(ComponentType::RESOURCE, i, n.res.at(player)[i] - was[i]);
  2909. }
  2910. for (auto & i : ev.buildings)
  2911. {
  2912. // Only perform action if:
  2913. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  2914. // 2. Building was not built yet
  2915. // othervice, silently ignore / skip it
  2916. if (town->town->buildings.count(i) && !town->hasBuilt(i))
  2917. {
  2918. buildStructure(town->id, i, true);
  2919. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2920. }
  2921. }
  2922. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2923. {
  2924. n.cres[town->id].tid = town->id;
  2925. n.cres[town->id].creatures = town->creatures;
  2926. }
  2927. auto & sac = n.cres[town->id];
  2928. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2929. {
  2930. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2931. {
  2932. sac.creatures[i].first += ev.creatures.at(i);
  2933. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), ev.creatures.at(i));
  2934. }
  2935. }
  2936. sendAndApply(&iw); //show dialog
  2937. }
  2938. if (ev.nextOccurence)
  2939. {
  2940. town->events.pop_front();
  2941. ev.firstOccurence += ev.nextOccurence;
  2942. auto it = town->events.begin();
  2943. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2944. it++;
  2945. town->events.insert(it, ev);
  2946. }
  2947. else
  2948. {
  2949. town->events.pop_front();
  2950. }
  2951. }
  2952. //TODO send only if changed
  2953. UpdateCastleEvents uce;
  2954. uce.town = town->id;
  2955. uce.events = town->events;
  2956. sendAndApply(&uce);
  2957. }
  2958. bool CGameHandler::complain(const std::string &problem)
  2959. {
  2960. #ifndef ENABLE_GOLDMASTER
  2961. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2962. #endif
  2963. logGlobal->error(problem);
  2964. return true;
  2965. }
  2966. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2967. {
  2968. //PlayerColor player = getOwner(hid);
  2969. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2970. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2971. assert(lowerArmy);
  2972. assert(upperArmy);
  2973. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2974. queries->addQuery(garrisonQuery);
  2975. GarrisonDialog gd;
  2976. gd.hid = hid;
  2977. gd.objid = upobj;
  2978. gd.removableUnits = removableUnits;
  2979. gd.queryID = garrisonQuery->queryID;
  2980. sendAndApply(&gd);
  2981. }
  2982. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2983. {
  2984. OpenWindow pack;
  2985. pack.window = window;
  2986. pack.object = object->id;
  2987. pack.visitor = visitor->id;
  2988. if (addQuery)
  2989. {
  2990. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2991. pack.queryID = windowQuery->queryID;
  2992. queries->addQuery(windowQuery);
  2993. }
  2994. sendAndApply(&pack);
  2995. }
  2996. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2997. {
  2998. if (id1 == id2)
  2999. return true;
  3000. const CGObjectInstance *o1 = getObj(id1);
  3001. const CGObjectInstance *o2 = getObj(id2);
  3002. if (!o1 || !o2)
  3003. return true; //arranging stacks within an object should be always allowed
  3004. if (o1 && o2)
  3005. {
  3006. if (o1->ID == Obj::TOWN)
  3007. {
  3008. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3009. if (t->visitingHero == o2 || t->garrisonHero == o2)
  3010. return true;
  3011. }
  3012. if (o2->ID == Obj::TOWN)
  3013. {
  3014. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3015. if (t->visitingHero == o1 || t->garrisonHero == o1)
  3016. return true;
  3017. }
  3018. auto market = dynamic_cast<const IMarket*>(o1);
  3019. if(market == nullptr)
  3020. market = dynamic_cast<const IMarket*>(o2);
  3021. if(market)
  3022. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  3023. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  3024. {
  3025. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  3026. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  3027. // two heroes in same town (garrisoned and visiting)
  3028. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  3029. return true;
  3030. }
  3031. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  3032. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  3033. if (!dialog)
  3034. {
  3035. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  3036. }
  3037. if (dialog)
  3038. {
  3039. auto topArmy = dialog->exchangingArmies.at(0);
  3040. auto bottomArmy = dialog->exchangingArmies.at(1);
  3041. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  3042. return true;
  3043. }
  3044. }
  3045. return false;
  3046. }
  3047. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  3048. {
  3049. using events::ObjectVisitStarted;
  3050. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  3051. if (getVisitingHero(obj) != nullptr)
  3052. {
  3053. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  3054. throw std::runtime_error("Can not visit object that is being visited");
  3055. }
  3056. std::shared_ptr<CObjectVisitQuery> visitQuery;
  3057. auto startVisit = [&](ObjectVisitStarted & event)
  3058. {
  3059. auto visitedObject = obj;
  3060. if(obj->ID == Obj::HERO)
  3061. {
  3062. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  3063. const auto visitedTown = visitedHero->visitedTown;
  3064. if(visitedTown)
  3065. {
  3066. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  3067. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  3068. visitedObject = visitedTown;
  3069. }
  3070. }
  3071. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  3072. queries->addQuery(visitQuery); //TODO real visit pos
  3073. HeroVisit hv;
  3074. hv.objId = obj->id;
  3075. hv.heroId = h->id;
  3076. hv.player = h->tempOwner;
  3077. hv.starting = true;
  3078. sendAndApply(&hv);
  3079. obj->onHeroVisit(h);
  3080. };
  3081. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  3082. if(visitQuery)
  3083. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  3084. }
  3085. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  3086. {
  3087. using events::ObjectVisitEnded;
  3088. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  3089. auto endVisit = [&](ObjectVisitEnded & event)
  3090. {
  3091. HeroVisit hv;
  3092. hv.player = event.getPlayer();
  3093. hv.heroId = event.getHero();
  3094. hv.starting = false;
  3095. sendAndApply(&hv);
  3096. };
  3097. //TODO: ObjectVisitEnded should also have id of visited object,
  3098. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  3099. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  3100. }
  3101. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  3102. {
  3103. const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
  3104. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  3105. {
  3106. complain("Cannot build boat in this shipyard!");
  3107. return false;
  3108. }
  3109. TResources boatCost;
  3110. obj->getBoatCost(boatCost);
  3111. TResources aviable = getPlayerState(playerID)->resources;
  3112. if (!aviable.canAfford(boatCost))
  3113. {
  3114. complain("Not enough resources to build a boat!");
  3115. return false;
  3116. }
  3117. int3 tile = obj->bestLocation();
  3118. if (!gs->map->isInTheMap(tile))
  3119. {
  3120. complain("Cannot find appropriate tile for a boat!");
  3121. return false;
  3122. }
  3123. giveResources(playerID, -boatCost);
  3124. createObject(tile, playerID, Obj::BOAT, obj->getBoatType().getNum());
  3125. return true;
  3126. }
  3127. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3128. {
  3129. for (auto playerColor : playerColors)
  3130. {
  3131. if (getPlayerState(playerColor, false))
  3132. checkVictoryLossConditionsForPlayer(playerColor);
  3133. }
  3134. }
  3135. void CGameHandler::checkVictoryLossConditionsForAll()
  3136. {
  3137. std::set<PlayerColor> playerColors;
  3138. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3139. {
  3140. playerColors.insert(PlayerColor(i));
  3141. }
  3142. checkVictoryLossConditions(playerColors);
  3143. }
  3144. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3145. {
  3146. const PlayerState * p = getPlayerState(player);
  3147. if(!p || p->status != EPlayerStatus::INGAME) return;
  3148. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3149. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3150. {
  3151. InfoWindow iw;
  3152. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3153. sendAndApply(&iw);
  3154. PlayerEndsGame peg;
  3155. peg.player = player;
  3156. peg.victoryLossCheckResult = victoryLossCheckResult;
  3157. sendAndApply(&peg);
  3158. turnOrder->onPlayerEndsGame(player);
  3159. if (victoryLossCheckResult.victory())
  3160. {
  3161. //one player won -> all enemies lost
  3162. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3163. {
  3164. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3165. {
  3166. peg.player = i->first;
  3167. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3168. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3169. InfoWindow iw;
  3170. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3171. iw.player = i->first;
  3172. sendAndApply(&iw);
  3173. sendAndApply(&peg);
  3174. }
  3175. }
  3176. if(p->human)
  3177. {
  3178. lobby->setState(EServerState::SHUTDOWN);
  3179. }
  3180. }
  3181. else
  3182. {
  3183. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3184. auto hlp = p->heroes;
  3185. for (auto h : hlp) //eliminate heroes
  3186. {
  3187. if (h.get())
  3188. removeObject(h, player);
  3189. }
  3190. //player lost -> all his objects become unflagged (neutral)
  3191. for (auto obj : gs->map->objects) //unflag objs
  3192. {
  3193. if (obj.get() && obj->tempOwner == player)
  3194. setOwner(obj, PlayerColor::NEUTRAL);
  3195. }
  3196. //eliminating one player may cause victory of another:
  3197. std::set<PlayerColor> playerColors;
  3198. //do not copy player state (CBonusSystemNode) by value
  3199. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3200. {
  3201. if (p.first != player)
  3202. playerColors.insert(p.first);
  3203. }
  3204. //notify all players
  3205. for (auto pc : playerColors)
  3206. {
  3207. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3208. {
  3209. InfoWindow iw;
  3210. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3211. iw.player = pc;
  3212. sendAndApply(&iw);
  3213. }
  3214. }
  3215. checkVictoryLossConditions(playerColors);
  3216. }
  3217. }
  3218. }
  3219. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3220. {
  3221. out.player = player;
  3222. out.text = victoryLossCheckResult.messageToSelf;
  3223. out.text.replaceName(player);
  3224. out.components.emplace_back(ComponentType::FLAG, player);
  3225. }
  3226. bool CGameHandler::dig(const CGHeroInstance *h)
  3227. {
  3228. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3229. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3230. createObject(h->visitablePos(), h->getOwner(), Obj::HOLE, 0 );
  3231. //take MPs
  3232. SetMovePoints smp;
  3233. smp.hid = h->id;
  3234. smp.val = 0;
  3235. sendAndApply(&smp);
  3236. InfoWindow iw;
  3237. iw.type = EInfoWindowMode::AUTO;
  3238. iw.player = h->tempOwner;
  3239. if (gs->map->grailPos == h->visitablePos())
  3240. {
  3241. ArtifactID grail = ArtifactID::GRAIL;
  3242. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  3243. iw.text.appendName(grail); // ... " The Grail"
  3244. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3245. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  3246. sendAndApply(&iw);
  3247. iw.soundID = soundBase::invalid;
  3248. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3249. iw.text.clear();
  3250. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3251. sendAndApply(&iw);
  3252. }
  3253. else
  3254. {
  3255. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3256. iw.soundID = soundBase::Dig;
  3257. sendAndApply(&iw);
  3258. }
  3259. return true;
  3260. }
  3261. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3262. {
  3263. if (!t.visitableObjects.empty())
  3264. {
  3265. //to prevent self-visiting heroes on space press
  3266. if (t.visitableObjects.back() != h)
  3267. objectVisited(t.visitableObjects.back(), h);
  3268. else if (t.visitableObjects.size() > 1)
  3269. objectVisited(*(t.visitableObjects.end()-2),h);
  3270. }
  3271. }
  3272. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3273. {
  3274. if (!hero)
  3275. COMPLAIN_RET("You need hero to sacrifice creature!");
  3276. int expSum = 0;
  3277. auto finish = [this, &hero, &expSum]()
  3278. {
  3279. giveExperience(hero, hero->calculateXp(expSum));
  3280. };
  3281. for(int i = 0; i < slot.size(); ++i)
  3282. {
  3283. int oldCount = hero->getStackCount(slot[i]);
  3284. if(oldCount < (int)count[i])
  3285. {
  3286. finish();
  3287. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3288. }
  3289. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3290. {
  3291. finish();
  3292. COMPLAIN_RET("Cannot sacrifice last creature!");
  3293. }
  3294. int crid = hero->getStack(slot[i]).type->getId();
  3295. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3296. int dump;
  3297. int exp;
  3298. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3299. exp *= count[i];
  3300. expSum += exp;
  3301. }
  3302. finish();
  3303. return true;
  3304. }
  3305. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3306. {
  3307. if (!hero)
  3308. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3309. if(hero->getAlignment() == EAlignment::EVIL)
  3310. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3311. assert(m);
  3312. auto altarObj = dynamic_cast<const CGArtifactsAltar*>(m);
  3313. int expSum = 0;
  3314. auto finish = [this, &hero, &expSum]()
  3315. {
  3316. giveExperience(hero, hero->calculateXp(expSum));
  3317. };
  3318. for(const auto & artInstId : arts)
  3319. {
  3320. if(auto art = altarObj->getArtByInstanceId(artInstId))
  3321. {
  3322. if(art->artType->isTradable())
  3323. {
  3324. int dmp;
  3325. int expToGive;
  3326. m->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3327. expSum += expToGive;
  3328. removeArtifact(ArtifactLocation(altarObj->id, altarObj->getSlotByInstance(art)));
  3329. }
  3330. else
  3331. {
  3332. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3333. }
  3334. }
  3335. else
  3336. {
  3337. finish();
  3338. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3339. }
  3340. }
  3341. finish();
  3342. return true;
  3343. }
  3344. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3345. {
  3346. if (sl.army->hasStackAtSlot(sl.slot))
  3347. COMPLAIN_RET("Slot is already taken!");
  3348. if (!sl.slot.validSlot())
  3349. COMPLAIN_RET("Cannot insert stack to that slot!");
  3350. InsertNewStack ins;
  3351. ins.army = sl.army->id;
  3352. ins.slot = sl.slot;
  3353. ins.type = c->getId();
  3354. ins.count = count;
  3355. sendAndApply(&ins);
  3356. return true;
  3357. }
  3358. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3359. {
  3360. if (!sl.army->hasStackAtSlot(sl.slot))
  3361. COMPLAIN_RET("Cannot find a stack to erase");
  3362. if (sl.army->stacksCount() == 1 //from the last stack
  3363. && sl.army->needsLastStack() //that must be left
  3364. && !forceRemoval) //ignore above conditions if we are forcing removal
  3365. {
  3366. COMPLAIN_RET("Cannot erase the last stack!");
  3367. }
  3368. EraseStack es;
  3369. es.army = sl.army->id;
  3370. es.slot = sl.slot;
  3371. sendAndApply(&es);
  3372. return true;
  3373. }
  3374. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3375. {
  3376. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3377. if ((absoluteValue && count < 0)
  3378. || (!absoluteValue && -count > currentCount))
  3379. {
  3380. COMPLAIN_RET("Cannot take more stacks than present!");
  3381. }
  3382. if ((currentCount == -count && !absoluteValue)
  3383. || (!count && absoluteValue))
  3384. {
  3385. eraseStack(sl);
  3386. }
  3387. else
  3388. {
  3389. ChangeStackCount csc;
  3390. csc.army = sl.army->id;
  3391. csc.slot = sl.slot;
  3392. csc.count = count;
  3393. csc.absoluteValue = absoluteValue;
  3394. sendAndApply(&csc);
  3395. }
  3396. return true;
  3397. }
  3398. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3399. {
  3400. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3401. if (!slotC) //slot is empty
  3402. insertNewStack(sl, c, count);
  3403. else if (c == slotC)
  3404. changeStackCount(sl, count);
  3405. else
  3406. {
  3407. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3408. }
  3409. return true;
  3410. }
  3411. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3412. {
  3413. if (removeObjWhenFinished)
  3414. removeAfterVisit(src);
  3415. if (!src->canBeMergedWith(*dst, allowMerging))
  3416. {
  3417. if (allowMerging) //do that, add all matching creatures.
  3418. {
  3419. bool cont = true;
  3420. while (cont)
  3421. {
  3422. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3423. {
  3424. SlotID pos = dst->getSlotFor(i->second->type);
  3425. if (pos.validSlot())
  3426. {
  3427. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3428. cont = true;
  3429. break; //or iterator crashes
  3430. }
  3431. cont = false;
  3432. }
  3433. }
  3434. }
  3435. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3436. }
  3437. else //merge
  3438. {
  3439. moveArmy(src, dst, allowMerging);
  3440. }
  3441. }
  3442. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3443. {
  3444. if (!src.army->hasStackAtSlot(src.slot))
  3445. COMPLAIN_RET("No stack to move!");
  3446. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3447. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3448. if (!dst.slot.validSlot())
  3449. COMPLAIN_RET("Cannot move stack to that slot!");
  3450. if (count == -1)
  3451. {
  3452. count = src.army->getStackCount(src.slot);
  3453. }
  3454. if (src.army != dst.army //moving away
  3455. && count == src.army->getStackCount(src.slot) //all creatures
  3456. && src.army->stacksCount() == 1 //from the last stack
  3457. && src.army->needsLastStack()) //that must be left
  3458. {
  3459. COMPLAIN_RET("Cannot move away the last creature!");
  3460. }
  3461. RebalanceStacks rs;
  3462. rs.srcArmy = src.army->id;
  3463. rs.dstArmy = dst.army->id;
  3464. rs.srcSlot = src.slot;
  3465. rs.dstSlot = dst.slot;
  3466. rs.count = count;
  3467. sendAndApply(&rs);
  3468. return true;
  3469. }
  3470. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3471. {
  3472. if (!spellID.hasValue())
  3473. return;
  3474. AdventureSpellCastParameters p;
  3475. p.caster = caster;
  3476. p.pos = pos;
  3477. const CSpell * s = spellID.toSpell();
  3478. s->adventureCast(spellEnv, p);
  3479. }
  3480. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3481. {
  3482. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3483. {
  3484. return moveStack(sl2, sl1);
  3485. }
  3486. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3487. {
  3488. return moveStack(sl1, sl2);
  3489. }
  3490. else
  3491. {
  3492. SwapStacks ss;
  3493. ss.srcArmy = sl1.army->id;
  3494. ss.dstArmy = sl2.army->id;
  3495. ss.srcSlot = sl1.slot;
  3496. ss.dstSlot = sl2.slot;
  3497. sendAndApply(&ss);
  3498. return true;
  3499. }
  3500. }
  3501. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3502. {
  3503. assert(art && art->artType);
  3504. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3505. dst.creature = al.creature;
  3506. auto putTo = getArtSet(al);
  3507. assert(putTo);
  3508. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3509. {
  3510. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3511. }
  3512. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3513. {
  3514. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3515. }
  3516. else
  3517. {
  3518. dst.slot = al.slot;
  3519. }
  3520. if(!askAssemble.has_value())
  3521. {
  3522. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3523. askAssemble = true;
  3524. else
  3525. askAssemble = false;
  3526. }
  3527. if(art->canBePutAt(putTo, dst.slot))
  3528. {
  3529. PutArtifact pa(dst, askAssemble.value());
  3530. pa.art = art;
  3531. sendAndApply(&pa);
  3532. return true;
  3533. }
  3534. else
  3535. {
  3536. return false;
  3537. }
  3538. }
  3539. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3540. {
  3541. assert(artType);
  3542. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3543. {
  3544. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3545. COMPLAIN_RET("Cannot put artifact in that slot!");
  3546. }
  3547. else if(ArtifactUtils::isSlotBackpack(pos))
  3548. {
  3549. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3550. COMPLAIN_RET("Cannot put artifact in that slot!");
  3551. }
  3552. else
  3553. {
  3554. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3555. }
  3556. auto * newArtInst = new CArtifactInstance();
  3557. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3558. NewArtifact na;
  3559. na.art = newArtInst;
  3560. sendAndApply(&na); // -> updates newArtInst!!!
  3561. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3562. return true;
  3563. else
  3564. return false;
  3565. }
  3566. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3567. {
  3568. std::vector<int3>::iterator tile;
  3569. std::vector<int3> tiles;
  3570. getFreeTiles(tiles);
  3571. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3572. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3573. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3574. const CCreature *cre = creatureID.toCreature();
  3575. for (int i = 0; i < (int)amount; ++i)
  3576. {
  3577. tile = tiles.begin();
  3578. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3579. {
  3580. auto count = cre->getRandomAmount(std::rand);
  3581. createObject(*tile, PlayerColor::NEUTRAL, Obj::MONSTER, creatureID);
  3582. auto monsterId = getTopObj(*tile)->id;
  3583. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3584. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3585. }
  3586. tiles.erase(tile); //not use it again
  3587. }
  3588. }
  3589. void CGameHandler::synchronizeArtifactHandlerLists()
  3590. {
  3591. UpdateArtHandlerLists uahl;
  3592. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3593. sendAndApply(&uahl);
  3594. }
  3595. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3596. {
  3597. return vstd::contains(gs->map->objects, obj);
  3598. }
  3599. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3600. {
  3601. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3602. return false;
  3603. auto query = queries->topQuery(player);
  3604. if (query && query->blocksPack(pack))
  3605. {
  3606. complain(boost::str(boost::format(
  3607. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3608. % boost::to_upper_copy<std::string>(player.toString())
  3609. % query->toString()
  3610. ));
  3611. return true;
  3612. }
  3613. return false;
  3614. }
  3615. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3616. {
  3617. //If the object is being visited, there must be a matching query
  3618. for (const auto &query : queries->allQueries())
  3619. {
  3620. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3621. {
  3622. if (someVistQuery->visitedObject == object)
  3623. {
  3624. someVistQuery->removeObjectAfterVisit = true;
  3625. return;
  3626. }
  3627. }
  3628. }
  3629. //If we haven't returned so far, there is no query and no visit, call was wrong
  3630. assert("This function needs to be called during the object visit!");
  3631. }
  3632. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3633. {
  3634. std::unordered_set<int3> tiles;
  3635. if (mode == ETileVisibility::HIDDEN)
  3636. {
  3637. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3638. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3639. auto p = getPlayerState(player);
  3640. for (auto h : p->heroes)
  3641. {
  3642. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3643. }
  3644. for (auto t : p->towns)
  3645. {
  3646. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3647. }
  3648. for (auto tile : observedTiles)
  3649. vstd::erase_if_present (tiles, tile);
  3650. }
  3651. else
  3652. {
  3653. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3654. }
  3655. changeFogOfWar(tiles, player, mode);
  3656. }
  3657. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3658. {
  3659. FoWChange fow;
  3660. fow.tiles = tiles;
  3661. fow.player = player;
  3662. fow.mode = mode;
  3663. sendAndApply(&fow);
  3664. }
  3665. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3666. {
  3667. assert(obj);
  3668. for(const auto & query : queries->allQueries())
  3669. {
  3670. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3671. if (visit && visit->visitedObject == obj)
  3672. return visit->visitingHero;
  3673. }
  3674. return nullptr;
  3675. }
  3676. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3677. {
  3678. assert(hero);
  3679. for(const auto & query : queries->allQueries())
  3680. {
  3681. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3682. if (visit && visit->visitingHero == hero)
  3683. return visit->visitedObject;
  3684. }
  3685. return nullptr;
  3686. }
  3687. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3688. {
  3689. assert(obj);
  3690. assert(hero);
  3691. assert(getVisitingHero(obj) == hero);
  3692. // Check top query of targeted player:
  3693. // If top query is NOT visit to targeted object then we assume that
  3694. // visitation query is covered by other query that must be answered first
  3695. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3696. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3697. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3698. return true;
  3699. }
  3700. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3701. {
  3702. SetObjectProperty sob;
  3703. sob.id = objid;
  3704. sob.what = prop;
  3705. sob.identifier = NumericID(value);
  3706. sendAndApply(&sob);
  3707. }
  3708. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3709. {
  3710. SetObjectProperty sob;
  3711. sob.id = objid;
  3712. sob.what = prop;
  3713. sob.identifier = identifier;
  3714. sendAndApply(&sob);
  3715. }
  3716. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3717. {
  3718. sendAndApply(iw);
  3719. }
  3720. CRandomGenerator & CGameHandler::getRandomGenerator()
  3721. {
  3722. return CRandomGenerator::getDefault();
  3723. }
  3724. #if SCRIPTING_ENABLED
  3725. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3726. {
  3727. return serverScripts.get();
  3728. }
  3729. //scripting::Pool * CGameHandler::getContextPool() const
  3730. //{
  3731. // return serverScripts.get();
  3732. //}
  3733. #endif
  3734. void CGameHandler::createObject(const int3 & visitablePosition, const PlayerColor & initiator, MapObjectID type, MapObjectSubID subtype)
  3735. {
  3736. NewObject no;
  3737. no.ID = type;
  3738. no.subID = subtype;
  3739. no.initiator = initiator;
  3740. no.targetPos = visitablePosition;
  3741. sendAndApply(&no);
  3742. }
  3743. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3744. {
  3745. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3746. }
  3747. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3748. {
  3749. battles->startBattleI(army1, army2, tile, creatureBank);
  3750. }
  3751. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3752. {
  3753. battles->startBattleI(army1, army2, creatureBank);
  3754. }