CGameHandler.cpp 134 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "TurnTimerHandler.h"
  14. #include "ServerNetPackVisitors.h"
  15. #include "ServerSpellCastEnvironment.h"
  16. #include "battles/BattleProcessor.h"
  17. #include "processors/HeroPoolProcessor.h"
  18. #include "processors/PlayerMessageProcessor.h"
  19. #include "processors/TurnOrderProcessor.h"
  20. #include "queries/QueriesProcessor.h"
  21. #include "queries/MapQueries.h"
  22. #include "../lib/ArtifactUtils.h"
  23. #include "../lib/CArtHandler.h"
  24. #include "../lib/CConfigHandler.h"
  25. #include "../lib/CCreatureHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/texts/CGeneralTextHandler.h"
  28. #include "../lib/CHeroHandler.h"
  29. #include "../lib/CPlayerState.h"
  30. #include "../lib/CRandomGenerator.h"
  31. #include "../lib/CSoundBase.h"
  32. #include "../lib/CThreadHelper.h"
  33. #include "../lib/GameConstants.h"
  34. #include "../lib/UnlockGuard.h"
  35. #include "../lib/GameSettings.h"
  36. #include "../lib/ScriptHandler.h"
  37. #include "../lib/StartInfo.h"
  38. #include "../lib/TerrainHandler.h"
  39. #include "../lib/VCMIDirs.h"
  40. #include "../lib/VCMI_Lib.h"
  41. #include "../lib/int3.h"
  42. #include "../lib/battle/BattleInfo.h"
  43. #include "../lib/entities/building/CBuilding.h"
  44. #include "../lib/entities/faction/CTownHandler.h"
  45. #include "../lib/filesystem/FileInfo.h"
  46. #include "../lib/filesystem/Filesystem.h"
  47. #include "../lib/gameState/CGameState.h"
  48. #include "../lib/mapping/CMap.h"
  49. #include "../lib/mapping/CMapService.h"
  50. #include "../lib/mapObjects/CGCreature.h"
  51. #include "../lib/mapObjects/CGMarket.h"
  52. #include "../lib/mapObjects/CGTownInstance.h"
  53. #include "../lib/mapObjects/MiscObjects.h"
  54. #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
  55. #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
  56. #include "../lib/modding/ModIncompatibility.h"
  57. #include "../lib/networkPacks/StackLocation.h"
  58. #include "../lib/pathfinder/CPathfinder.h"
  59. #include "../lib/pathfinder/PathfinderOptions.h"
  60. #include "../lib/pathfinder/TurnInfo.h"
  61. #include "../lib/registerTypes/RegisterTypesServerPacks.h"
  62. #include "../lib/rmg/CMapGenOptions.h"
  63. #include "../lib/serializer/CSaveFile.h"
  64. #include "../lib/serializer/CLoadFile.h"
  65. #include "../lib/serializer/Connection.h"
  66. #include "../lib/spells/CSpellHandler.h"
  67. #include <vstd/RNG.h>
  68. #include <vstd/CLoggerBase.h>
  69. #include <vcmi/events/EventBus.h>
  70. #include <vcmi/events/GenericEvents.h>
  71. #include <vcmi/events/AdventureEvents.h>
  72. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  73. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  74. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  75. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  76. template <typename T> class CApplyOnGH;
  77. class CBaseForGHApply
  78. {
  79. public:
  80. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const =0;
  81. virtual ~CBaseForGHApply(){}
  82. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  83. {
  84. return new CApplyOnGH<U>();
  85. }
  86. };
  87. template <typename T> class CApplyOnGH : public CBaseForGHApply
  88. {
  89. public:
  90. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  91. {
  92. T *ptr = static_cast<T*>(pack);
  93. try
  94. {
  95. ApplyGhNetPackVisitor applier(*gh);
  96. ptr->visit(applier);
  97. return applier.getResult();
  98. }
  99. catch(ExceptionNotAllowedAction & e)
  100. {
  101. (void)e;
  102. return false;
  103. }
  104. }
  105. };
  106. template <>
  107. class CApplyOnGH<CPack> : public CBaseForGHApply
  108. {
  109. public:
  110. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  111. {
  112. logGlobal->error("Cannot apply on GH plain CPack!");
  113. assert(0);
  114. return false;
  115. }
  116. };
  117. static inline double distance(int3 a, int3 b)
  118. {
  119. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  120. }
  121. template <typename T>
  122. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  123. {
  124. fun(args[which]);
  125. }
  126. const Services * CGameHandler::services() const
  127. {
  128. return VLC;
  129. }
  130. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  131. {
  132. return gs->getBattle(battleID);
  133. }
  134. const CGameHandler::GameCb * CGameHandler::game() const
  135. {
  136. return this;
  137. }
  138. vstd::CLoggerBase * CGameHandler::logger() const
  139. {
  140. return logGlobal;
  141. }
  142. events::EventBus * CGameHandler::eventBus() const
  143. {
  144. return serverEventBus.get();
  145. }
  146. CVCMIServer * CGameHandler::gameLobby() const
  147. {
  148. return lobby;
  149. }
  150. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  151. {
  152. changeSecSkill(hero, skill, 1, 0);
  153. expGiven(hero);
  154. }
  155. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  156. {
  157. // required exp for at least 1 lvl-up hasn't been reached
  158. if (!hero->gainsLevel())
  159. {
  160. return;
  161. }
  162. // give primary skill
  163. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  164. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  165. SetPrimSkill sps;
  166. sps.id = hero->id;
  167. sps.which = primarySkill;
  168. sps.abs = false;
  169. sps.val = 1;
  170. sendAndApply(&sps);
  171. HeroLevelUp hlu;
  172. hlu.player = hero->tempOwner;
  173. hlu.heroId = hero->id;
  174. hlu.primskill = primarySkill;
  175. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  176. if (hlu.skills.size() == 0)
  177. {
  178. sendAndApply(&hlu);
  179. levelUpHero(hero);
  180. }
  181. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  182. {
  183. sendAndApply(&hlu);
  184. levelUpHero(hero, hlu.skills.front());
  185. }
  186. else if (hlu.skills.size() > 1)
  187. {
  188. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  189. hlu.queryID = levelUpQuery->queryID;
  190. queries->addQuery(levelUpQuery);
  191. sendAndApply(&hlu);
  192. //level up will be called on query reply
  193. }
  194. }
  195. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  196. {
  197. SetCommanderProperty scp;
  198. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  199. if (hero)
  200. scp.heroid = hero->id;
  201. else
  202. {
  203. complain ("Commander is not led by hero!");
  204. return;
  205. }
  206. scp.accumulatedBonus.additionalInfo = 0;
  207. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  208. scp.accumulatedBonus.turnsRemain = 0;
  209. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  210. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  211. if (skill <= ECommander::SPELL_POWER)
  212. {
  213. scp.which = SetCommanderProperty::BONUS;
  214. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  215. {
  216. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  217. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  218. };
  219. switch (skill)
  220. {
  221. case ECommander::ATTACK:
  222. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  223. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  224. break;
  225. case ECommander::DEFENSE:
  226. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  227. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  228. break;
  229. case ECommander::HEALTH:
  230. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  231. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.
  232. break;
  233. case ECommander::DAMAGE:
  234. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  235. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  236. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  237. break;
  238. case ECommander::SPEED:
  239. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  240. break;
  241. case ECommander::SPELL_POWER:
  242. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  243. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  244. sendAndApply (&scp); //additional pack
  245. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  246. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  247. sendAndApply (&scp); //additional pack
  248. scp.accumulatedBonus.type = BonusType::CASTS;
  249. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  250. sendAndApply (&scp); //additional pack
  251. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  252. break;
  253. }
  254. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  255. sendAndApply (&scp);
  256. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  257. scp.additionalInfo = skill;
  258. scp.amount = c->secondarySkills.at(skill) + 1;
  259. sendAndApply (&scp);
  260. }
  261. else if (skill >= 100)
  262. {
  263. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  264. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  265. scp.additionalInfo = skill; //unnormalized
  266. sendAndApply (&scp);
  267. }
  268. expGiven(hero);
  269. }
  270. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  271. {
  272. if (!c->gainsLevel())
  273. {
  274. return;
  275. }
  276. CommanderLevelUp clu;
  277. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  278. if(hero)
  279. {
  280. clu.heroId = hero->id;
  281. clu.player = hero->tempOwner;
  282. }
  283. else
  284. {
  285. complain ("Commander is not led by hero!");
  286. return;
  287. }
  288. //picking sec. skills for choice
  289. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  290. {
  291. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  292. clu.skills.push_back(i);
  293. }
  294. int i = 100;
  295. for (auto specialSkill : VLC->creh->skillRequirements)
  296. {
  297. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  298. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  299. && !vstd::contains (c->specialSkills, i))
  300. clu.skills.push_back (i);
  301. ++i;
  302. }
  303. int skillAmount = static_cast<int>(clu.skills.size());
  304. if (!skillAmount)
  305. {
  306. sendAndApply(&clu);
  307. levelUpCommander(c);
  308. }
  309. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  310. {
  311. sendAndApply(&clu);
  312. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  313. }
  314. else if (skillAmount > 1) //apply and ask for secondary skill
  315. {
  316. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  317. clu.queryID = commanderLevelUp->queryID;
  318. queries->addQuery(commanderLevelUp);
  319. sendAndApply(&clu);
  320. }
  321. }
  322. void CGameHandler::expGiven(const CGHeroInstance *hero)
  323. {
  324. if (hero->gainsLevel())
  325. levelUpHero(hero);
  326. else if (hero->commander && hero->commander->gainsLevel())
  327. levelUpCommander(hero->commander);
  328. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  329. // levelUpCommander(hero->commander);
  330. // else
  331. // levelUpHero(hero);
  332. }
  333. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  334. {
  335. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  336. TExpType currExp = hero->exp;
  337. if (gs->map->levelLimit != 0)
  338. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  339. TExpType canGainExp = 0;
  340. if (maxExp > currExp)
  341. canGainExp = maxExp - currExp;
  342. if (amountToGain > canGainExp)
  343. {
  344. // set given experience to max possible, but don't decrease if hero already over top
  345. amountToGain = canGainExp;
  346. InfoWindow iw;
  347. iw.player = hero->tempOwner;
  348. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  349. iw.text.replaceTextID(hero->getNameTextID());
  350. sendAndApply(&iw);
  351. }
  352. SetPrimSkill sps;
  353. sps.id = hero->id;
  354. sps.which = PrimarySkill::EXPERIENCE;
  355. sps.abs = false;
  356. sps.val = amountToGain;
  357. sendAndApply(&sps);
  358. //hero may level up
  359. if (hero->commander && hero->commander->alive)
  360. {
  361. //FIXME: trim experience according to map limit?
  362. SetCommanderProperty scp;
  363. scp.heroid = hero->id;
  364. scp.which = SetCommanderProperty::EXPERIENCE;
  365. scp.amount = amountToGain;
  366. sendAndApply (&scp);
  367. CBonusSystemNode::treeHasChanged();
  368. }
  369. expGiven(hero);
  370. }
  371. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  372. {
  373. SetPrimSkill sps;
  374. sps.id = hero->id;
  375. sps.which = which;
  376. sps.abs = abs;
  377. sps.val = val;
  378. sendAndApply(&sps);
  379. }
  380. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  381. {
  382. if(!hero)
  383. {
  384. logGlobal->error("changeSecSkill provided no hero");
  385. return;
  386. }
  387. SetSecSkill sss;
  388. sss.id = hero->id;
  389. sss.which = which;
  390. sss.val = val;
  391. sss.abs = abs;
  392. sendAndApply(&sss);
  393. if (hero->visitedTown)
  394. giveSpells(hero->visitedTown, hero);
  395. // Our scouting range may have changed - update it
  396. if (hero->getOwner().isValidPlayer())
  397. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  398. }
  399. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  400. {
  401. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  402. {
  403. assert(0); // game should have shut down before reaching this point!
  404. return;
  405. }
  406. for(auto & playerConnections : connections)
  407. {
  408. PlayerColor playerId = playerConnections.first;
  409. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  410. if(!playerSettings)
  411. continue;
  412. auto playerConnection = vstd::find(playerConnections.second, c);
  413. if(playerConnection != playerConnections.second.end())
  414. {
  415. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  416. playerMessages->broadcastMessage(playerId, messageText);
  417. }
  418. }
  419. }
  420. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  421. {
  422. //prepare struct informing that action was applied
  423. auto sendPackageResponse = [&](bool successfullyApplied)
  424. {
  425. PackageApplied applied;
  426. applied.player = pack->player;
  427. applied.result = successfullyApplied;
  428. applied.packType = CTypeList::getInstance().getTypeID(pack);
  429. applied.requestID = pack->requestID;
  430. pack->c->sendPack(&applied);
  431. };
  432. CBaseForGHApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //and appropriate applier object
  433. if(isBlockedByQueries(pack, pack->player))
  434. {
  435. sendPackageResponse(false);
  436. }
  437. else if(apply)
  438. {
  439. const bool result = apply->applyOnGH(this, this->gs, pack);
  440. if(result)
  441. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  442. else
  443. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  444. % typeid(*pack).name()).str());
  445. sendPackageResponse(true);
  446. }
  447. else
  448. {
  449. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  450. sendPackageResponse(false);
  451. }
  452. vstd::clear_pointer(pack);
  453. }
  454. CGameHandler::CGameHandler(CVCMIServer * lobby)
  455. : lobby(lobby)
  456. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  457. , battles(std::make_unique<BattleProcessor>(this))
  458. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  459. , queries(std::make_unique<QueriesProcessor>())
  460. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  461. , randomNumberGenerator(std::make_unique<CRandomGenerator>())
  462. , complainNoCreatures("No creatures to split")
  463. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  464. , complainInvalidSlot("Invalid slot accessed!")
  465. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  466. {
  467. QID = 1;
  468. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  469. registerTypesServerPacks(*applier);
  470. spellEnv = new ServerSpellCastEnvironment(this);
  471. }
  472. CGameHandler::~CGameHandler()
  473. {
  474. delete spellEnv;
  475. delete gs;
  476. gs = nullptr;
  477. }
  478. void CGameHandler::reinitScripting()
  479. {
  480. serverEventBus = std::make_unique<events::EventBus>();
  481. #if SCRIPTING_ENABLED
  482. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  483. #endif
  484. }
  485. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  486. {
  487. int requestedSeed = settings["server"]["seed"].Integer();
  488. if (requestedSeed != 0)
  489. randomNumberGenerator->setSeed(requestedSeed);
  490. logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
  491. CMapService mapService;
  492. gs = new CGameState();
  493. gs->preInit(VLC, this);
  494. logGlobal->info("Gamestate created!");
  495. gs->init(&mapService, si, progressTracking);
  496. logGlobal->info("Gamestate initialized!");
  497. for (auto & elem : gs->players)
  498. turnOrder->addPlayer(elem.first);
  499. for (auto & elem : gs->map->allHeroes)
  500. {
  501. if(elem)
  502. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  503. }
  504. reinitScripting();
  505. }
  506. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  507. {
  508. return a.earlierThan(b);
  509. }
  510. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  511. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  512. const PlayerState * p = getPlayerState(town->tempOwner);
  513. if (!p)
  514. {
  515. assert(town->tempOwner == PlayerColor::NEUTRAL);
  516. return;
  517. }
  518. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  519. {
  520. SetAvailableCreatures ssi;
  521. ssi.tid = town->id;
  522. ssi.creatures = town->creatures;
  523. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  524. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  525. if (dwellings.empty())//no dwellings - just remove
  526. {
  527. sendAndApply(&ssi);
  528. return;
  529. }
  530. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  531. // for multi-creature dwellings like Golem Factory
  532. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  533. if (clear)
  534. {
  535. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  536. }
  537. else
  538. {
  539. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  540. }
  541. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  542. sendAndApply(&ssi);
  543. }
  544. }
  545. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  546. {
  547. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  548. turnTimerHandler->onPlayerGetTurn(which);
  549. }
  550. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  551. {
  552. const auto * playerState = gs->getPlayerState(which);
  553. assert(playerState->status == EPlayerStatus::INGAME);
  554. if (playerState->towns.empty())
  555. {
  556. DaysWithoutTown pack;
  557. pack.player = which;
  558. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  559. sendAndApply(&pack);
  560. }
  561. else
  562. {
  563. if (playerState->daysWithoutCastle.has_value())
  564. {
  565. DaysWithoutTown pack;
  566. pack.player = which;
  567. pack.daysWithoutCastle = std::nullopt;
  568. sendAndApply(&pack);
  569. }
  570. }
  571. // check for 7 days without castle
  572. checkVictoryLossConditionsForPlayer(which);
  573. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  574. if (newWeek) //new heroes in tavern
  575. heroPool->onNewWeek(which);
  576. }
  577. void CGameHandler::onNewTurn()
  578. {
  579. logGlobal->trace("Turn %d", gs->day+1);
  580. NewTurn n;
  581. n.specialWeek = NewTurn::NO_ACTION;
  582. n.creatureid = CreatureID::NONE;
  583. n.day = gs->day + 1;
  584. bool firstTurn = !getDate(Date::DAY);
  585. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  586. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  587. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  588. if (firstTurn)
  589. {
  590. for (auto obj : gs->map->objects)
  591. {
  592. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  593. {
  594. giveExperience(getHero(obj->id), 0);
  595. }
  596. }
  597. }
  598. if (newWeek && !firstTurn)
  599. {
  600. n.specialWeek = NewTurn::NORMAL;
  601. bool deityOfFireBuilt = false;
  602. for (const CGTownInstance *t : gs->map->towns)
  603. {
  604. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  605. {
  606. deityOfFireBuilt = true;
  607. break;
  608. }
  609. }
  610. if (deityOfFireBuilt)
  611. {
  612. n.specialWeek = NewTurn::DEITYOFFIRE;
  613. n.creatureid = CreatureID::IMP;
  614. }
  615. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  616. {
  617. int monthType = getRandomGenerator().nextInt(99);
  618. if (newMonth) //new month
  619. {
  620. if (monthType < 40) //double growth
  621. {
  622. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  623. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  624. {
  625. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  626. }
  627. else if (VLC->creh->doubledCreatures.size())
  628. {
  629. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  630. }
  631. else
  632. {
  633. complain("Cannot find creature that can be spawned!");
  634. n.specialWeek = NewTurn::NORMAL;
  635. }
  636. }
  637. else if (monthType < 50)
  638. n.specialWeek = NewTurn::PLAGUE;
  639. }
  640. else //it's a week, but not full month
  641. {
  642. if (monthType < 25)
  643. {
  644. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  645. std::pair<int, CreatureID> newMonster(54, CreatureID());
  646. do
  647. {
  648. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  649. } while (VLC->creh->objects[newMonster.second] &&
  650. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  651. n.creatureid = newMonster.second;
  652. }
  653. }
  654. }
  655. }
  656. for (auto & elem : gs->players)
  657. {
  658. if (elem.first == PlayerColor::NEUTRAL)
  659. continue;
  660. assert(elem.first.isValidPlayer());//illegal player number!
  661. auto playerSettings = gameState()->scenarioOps->getIthPlayersSettings(elem.first);
  662. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  663. hadGold.insert(playerGold);
  664. if (firstTurn)
  665. heroPool->onNewWeek(elem.first);
  666. n.res[elem.first] = elem.second.resources;
  667. if(!firstTurn)
  668. {
  669. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  670. {
  671. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
  672. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * elem.second.towns.size() * playerSettings.handicap.percentIncome / 100;
  673. }
  674. if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  675. {
  676. bool hasCrystalGenCreature = false;
  677. for(CGHeroInstance * hero : elem.second.heroes)
  678. {
  679. for(auto stack : hero->stacks)
  680. {
  681. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  682. {
  683. hasCrystalGenCreature = true;
  684. break;
  685. }
  686. }
  687. }
  688. if(!hasCrystalGenCreature) //not found in armies, check towns
  689. {
  690. for(CGTownInstance * town : elem.second.towns)
  691. {
  692. for(auto stack : town->stacks)
  693. {
  694. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  695. {
  696. hasCrystalGenCreature = true;
  697. break;
  698. }
  699. }
  700. }
  701. }
  702. if(hasCrystalGenCreature)
  703. n.res[elem.first][EGameResID::CRYSTAL] += 3 * playerSettings.handicap.percentIncome / 100;
  704. }
  705. }
  706. for (CGHeroInstance *h : (elem).second.heroes)
  707. {
  708. if (h->visitedTown)
  709. giveSpells(h->visitedTown, h);
  710. NewTurn::Hero hth;
  711. hth.id = h->id;
  712. auto ti = std::make_unique<TurnInfo>(h, 1);
  713. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  714. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  715. hth.mana = h->getManaNewTurn();
  716. n.heroes.insert(hth);
  717. if (!firstTurn) //not first day
  718. {
  719. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  720. {
  721. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
  722. }
  723. }
  724. }
  725. }
  726. for (CGTownInstance *t : gs->map->towns)
  727. {
  728. PlayerColor player = t->tempOwner;
  729. handleTownEvents(t, n);
  730. if (newWeek) //first day of week
  731. {
  732. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  733. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  734. if (!firstTurn)
  735. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  736. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  737. if (!vstd::contains(n.cres, t->id))
  738. {
  739. n.cres[t->id].tid = t->id;
  740. n.cres[t->id].creatures = t->creatures;
  741. }
  742. auto & sac = n.cres.at(t->id);
  743. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  744. {
  745. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  746. {
  747. ui32 &availableCount = sac.creatures.at(k).first;
  748. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  749. if (n.specialWeek == NewTurn::PLAGUE)
  750. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  751. else
  752. {
  753. if (firstTurn) //first day of game: use only basic growths
  754. availableCount = cre->getGrowth();
  755. else
  756. availableCount += t->creatureGrowth(k);
  757. //Deity of fire week - upgrade both imps and upgrades
  758. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  759. availableCount += 15;
  760. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  761. {
  762. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  763. availableCount *= 2;
  764. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  765. availableCount += 5;
  766. }
  767. }
  768. }
  769. }
  770. }
  771. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  772. {
  773. n.res[player] = n.res[player] + t->dailyIncome();
  774. }
  775. if(t->hasBuilt(BuildingID::GRAIL)
  776. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  777. {
  778. // Skyship, probably easier to handle same as Veil of darkness
  779. //do it every new day after veils apply
  780. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  781. {
  782. FoWChange fw;
  783. fw.mode = ETileVisibility::REVEALED;
  784. fw.player = player;
  785. // find all hidden tiles
  786. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  787. auto shape = fow.shape();
  788. for(size_t z = 0; z < shape[0]; z++)
  789. for(size_t x = 0; x < shape[1]; x++)
  790. for(size_t y = 0; y < shape[2]; y++)
  791. if (!fow[z][x][y])
  792. fw.tiles.insert(int3(x, y, z));
  793. sendAndApply (&fw);
  794. }
  795. }
  796. if (t->hasBonusOfType (BonusType::DARKNESS))
  797. {
  798. for (auto & player : gs->players)
  799. {
  800. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  801. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  802. changeFogOfWar(t->getSightCenter(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  803. }
  804. }
  805. }
  806. if (newWeek)
  807. n.newRumor = gameState()->pickNewRumor();
  808. if (newMonth)
  809. {
  810. SetAvailableArtifacts saa;
  811. saa.id = ObjectInstanceID::NONE;
  812. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  813. sendAndApply(&saa);
  814. }
  815. sendAndApply(&n);
  816. if (newWeek)
  817. {
  818. //spawn wandering monsters
  819. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  820. {
  821. spawnWanderingMonsters(n.creatureid);
  822. }
  823. //new week info popup
  824. if (!firstTurn)
  825. {
  826. InfoWindow iw;
  827. switch (n.specialWeek)
  828. {
  829. case NewTurn::DOUBLE_GROWTH:
  830. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  831. iw.text.replaceNameSingular(n.creatureid);
  832. iw.text.replaceNameSingular(n.creatureid);
  833. break;
  834. case NewTurn::PLAGUE:
  835. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  836. break;
  837. case NewTurn::BONUS_GROWTH:
  838. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  839. iw.text.replaceNameSingular(n.creatureid);
  840. iw.text.replaceNameSingular(n.creatureid);
  841. break;
  842. case NewTurn::DEITYOFFIRE:
  843. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  844. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  845. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  846. iw.text.replacePositiveNumber(15);//%+d 15
  847. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  848. iw.text.replacePositiveNumber(15);//%+d 15
  849. break;
  850. default:
  851. if (newMonth)
  852. {
  853. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  854. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  855. }
  856. else
  857. {
  858. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  859. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  860. }
  861. }
  862. for (auto & elem : gs->players)
  863. {
  864. iw.player = elem.first;
  865. sendAndApply(&iw);
  866. }
  867. }
  868. }
  869. if (!firstTurn)
  870. checkVictoryLossConditionsForAll(); // check for map turn limit
  871. logGlobal->trace("Info about turn %d has been sent!", n.day);
  872. handleTimeEvents();
  873. //call objects
  874. for (auto & elem : gs->map->objects)
  875. {
  876. if (elem)
  877. elem->newTurn(getRandomGenerator());
  878. }
  879. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  880. }
  881. void CGameHandler::start(bool resume)
  882. {
  883. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  884. for (auto cc : lobby->activeConnections)
  885. {
  886. auto players = lobby->getAllClientPlayers(cc->connectionID);
  887. std::stringstream sbuffer;
  888. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  889. for (PlayerColor color : players)
  890. {
  891. sbuffer << color << " ";
  892. connections[color].insert(cc);
  893. }
  894. logGlobal->info(sbuffer.str());
  895. }
  896. #if SCRIPTING_ENABLED
  897. services()->scripts()->run(serverScripts);
  898. #endif
  899. if (!resume)
  900. {
  901. onNewTurn();
  902. events::TurnStarted::defaultExecute(serverEventBus.get());
  903. for(auto & player : gs->players)
  904. turnTimerHandler->onGameplayStart(player.first);
  905. }
  906. else
  907. events::GameResumed::defaultExecute(serverEventBus.get());
  908. turnOrder->onGameStarted();
  909. }
  910. void CGameHandler::tick(int millisecondsPassed)
  911. {
  912. turnTimerHandler->update(millisecondsPassed);
  913. }
  914. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  915. {
  916. if (!h->hasSpellbook())
  917. return; //hero hasn't spellbook
  918. ChangeSpells cs;
  919. cs.hid = h->id;
  920. cs.learn = true;
  921. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  922. {
  923. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  924. for (int i = 0; i < h->maxSpellLevel(); i++)
  925. {
  926. std::vector<SpellID> spells;
  927. getAllowedSpells(spells, i+1);
  928. for (auto & spell : spells)
  929. cs.spells.insert(spell);
  930. }
  931. }
  932. else
  933. {
  934. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  935. {
  936. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  937. {
  938. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  939. cs.spells.insert(t->spells.at(i).at(j));
  940. }
  941. }
  942. }
  943. if (!cs.spells.empty())
  944. sendAndApply(&cs);
  945. }
  946. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  947. {
  948. if (!obj || !getObj(obj->id))
  949. {
  950. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  951. return false;
  952. }
  953. RemoveObject ro;
  954. ro.objectID = obj->id;
  955. ro.initiator = initiator;
  956. sendAndApply(&ro);
  957. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  958. return true;
  959. }
  960. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  961. {
  962. const CGHeroInstance *h = getHero(hid);
  963. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  964. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  965. {
  966. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  967. return true; //timer expired, no error
  968. logGlobal->error("Illegal call to move hero!");
  969. return false;
  970. }
  971. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  972. const int3 hmpos = h->convertToVisitablePos(dst);
  973. if (!gs->map->isInTheMap(hmpos))
  974. {
  975. logGlobal->error("Destination tile is outside the map!");
  976. return false;
  977. }
  978. const TerrainTile t = *getTile(hmpos);
  979. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  980. CGObjectInstance * objectToVisit = nullptr;
  981. CGObjectInstance * guardian = nullptr;
  982. if (!t.visitableObjects.empty())
  983. objectToVisit = t.visitableObjects.back();
  984. if (isInTheMap(guardPos))
  985. {
  986. for (auto const & object : getTile(guardPos)->visitableObjects)
  987. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  988. guardian = object;
  989. }
  990. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  991. const bool disembarking = h->boat
  992. && t.terType->isLand()
  993. && (dst == h->pos
  994. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  995. //result structure for start - movement failed, no move points used
  996. TryMoveHero tmh;
  997. tmh.id = hid;
  998. tmh.start = h->pos;
  999. tmh.end = dst;
  1000. tmh.result = TryMoveHero::FAILED;
  1001. tmh.movePoints = h->movementPointsRemaining();
  1002. //check if destination tile is available
  1003. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1004. auto ti = pathfinderHelper->getTurnInfo();
  1005. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  1006. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  1007. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  1008. const bool movingOntoObstacle = t.blocked && !t.visitable;
  1009. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  1010. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  1011. const auto complainRet = [&](const std::string & message)
  1012. {
  1013. //send info about movement failure
  1014. complain(message);
  1015. sendAndApply(&tmh);
  1016. return false;
  1017. };
  1018. if (guardian && getVisitingHero(guardian) != nullptr)
  1019. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  1020. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  1021. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  1022. if (objectToVisit &&
  1023. objectToVisit->getOwner().isValidPlayer() &&
  1024. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  1025. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1026. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  1027. //it's a rock or blocked and not visitable tile
  1028. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1029. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1030. return complainRet("Cannot move hero, destination tile is blocked!");
  1031. //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)
  1032. if(movingOntoWater && !canFly && !canWalkOnSea)
  1033. return complainRet("Cannot move hero, destination tile is on water!");
  1034. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1035. return complainRet("Cannot disembark hero, tile is blocked!");
  1036. if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
  1037. return complainRet("Tiles are not neighboring!");
  1038. if(h->inTownGarrison)
  1039. return complainRet("Can not move garrisoned hero!");
  1040. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  1041. return complainRet("Hero doesn't have any movement points left!");
  1042. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1043. return complainRet("Hero cannot transit over this tile!");
  1044. //several generic blocks of code
  1045. // should be called if hero changes tile but before applying TryMoveHero package
  1046. auto leaveTile = [&]()
  1047. {
  1048. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1049. {
  1050. obj->onHeroLeave(h);
  1051. }
  1052. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  1053. };
  1054. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1055. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1056. {
  1057. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1058. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1059. queries->addQuery(moveQuery);
  1060. if (leavingTile == LEAVING_TILE)
  1061. leaveTile();
  1062. if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1063. tmh.attackedFrom = std::make_optional(guardPos);
  1064. tmh.result = result;
  1065. sendAndApply(&tmh);
  1066. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1067. { // Hero should be always able to visit any object he is staying on even if there are guards around
  1068. visitObjectOnTile(t, h);
  1069. }
  1070. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1071. {
  1072. objectVisited(guardian, h);
  1073. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1074. }
  1075. else if (visitDest == VISIT_DEST)
  1076. {
  1077. visitObjectOnTile(t, h);
  1078. }
  1079. queries->popIfTop(moveQuery);
  1080. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1081. return result != TryMoveHero::FAILED;
  1082. };
  1083. //interaction with blocking object (like resources)
  1084. auto blockingVisit = [&]() -> bool
  1085. {
  1086. for (CGObjectInstance *obj : t.visitableObjects)
  1087. {
  1088. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1089. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1090. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1091. {
  1092. EVisitDest visitDest = VISIT_DEST;
  1093. if(h->boat && !h->boat->onboardVisitAllowed)
  1094. visitDest = DONT_VISIT_DEST;
  1095. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1096. }
  1097. }
  1098. return false;
  1099. };
  1100. if (!transit && embarking)
  1101. {
  1102. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1103. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1104. // In H3 embark ignore guards
  1105. }
  1106. if (disembarking)
  1107. {
  1108. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1109. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1110. }
  1111. if (movementMode != EMovementMode::STANDARD)
  1112. {
  1113. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1114. return true;
  1115. EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  1116. ? CHECK_FOR_GUARDS
  1117. : IGNORE_GUARDS;
  1118. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  1119. // visit town for town portal \ castle gates
  1120. // do not use generic visitObjectOnTile to avoid double-teleporting
  1121. // if this moveHero call was triggered by teleporter
  1122. if (objectToVisit)
  1123. {
  1124. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1125. town->onHeroVisit(h);
  1126. }
  1127. return true;
  1128. }
  1129. //still here? it is standard movement!
  1130. {
  1131. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1132. ? h->movementPointsRemaining() - cost
  1133. : 0;
  1134. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1135. EVisitDest visitDest = VISIT_DEST;
  1136. if (transit)
  1137. {
  1138. if (CGTeleport::isTeleport(objectToVisit))
  1139. visitDest = DONT_VISIT_DEST;
  1140. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1141. {
  1142. lookForGuards = IGNORE_GUARDS;
  1143. visitDest = DONT_VISIT_DEST;
  1144. }
  1145. }
  1146. else if (blockingVisit())
  1147. return true;
  1148. if(h->boat && !h->boat->onboardAssaultAllowed)
  1149. lookForGuards = IGNORE_GUARDS;
  1150. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1151. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1152. return true;
  1153. }
  1154. }
  1155. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1156. {
  1157. const CGHeroInstance *h = getHero(hid);
  1158. const CGTownInstance *t = getTown(dstid);
  1159. if (!h || !t)
  1160. COMPLAIN_RET("Invalid call to teleportHero!");
  1161. const CGTownInstance *from = h->visitedTown;
  1162. if (((h->getOwner() != t->getOwner())
  1163. && complain("Cannot teleport hero to another player"))
  1164. || (from->town->faction->getId() != t->town->faction->getId()
  1165. && complain("Source town and destination town should belong to the same faction"))
  1166. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1167. && complain("Hero must be in town with Castle gate for teleporting"))
  1168. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1169. && complain("Cannot teleport hero to town without Castle gate in it")))
  1170. return false;
  1171. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1172. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  1173. return true;
  1174. }
  1175. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1176. {
  1177. PlayerColor oldOwner = getOwner(obj->id);
  1178. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  1179. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1180. checkVictoryLossConditions(playerColors);
  1181. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1182. if (town) //town captured
  1183. {
  1184. if (owner.isValidPlayer()) //new owner is real player
  1185. {
  1186. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1187. setPortalDwelling(town, true, false);
  1188. }
  1189. if (oldOwner.isValidPlayer()) //old owner is real player
  1190. {
  1191. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last town
  1192. {
  1193. InfoWindow iw;
  1194. iw.player = oldOwner;
  1195. 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.
  1196. iw.text.replaceName(oldOwner);
  1197. sendAndApply(&iw);
  1198. }
  1199. }
  1200. }
  1201. const PlayerState * p = getPlayerState(owner);
  1202. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1203. {
  1204. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1205. {
  1206. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1207. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1208. }
  1209. }
  1210. }
  1211. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1212. {
  1213. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1214. queries->addQuery(dialogQuery);
  1215. iw->queryID = dialogQuery->queryID;
  1216. sendToAllClients(iw);
  1217. }
  1218. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1219. {
  1220. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1221. queries->addQuery(dialogQuery);
  1222. iw->queryID = dialogQuery->queryID;
  1223. sendToAllClients(iw);
  1224. }
  1225. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1226. {
  1227. if (!val) return; //don't waste time on empty call
  1228. TResources resources;
  1229. resources[which] = val;
  1230. giveResources(player, resources);
  1231. }
  1232. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1233. {
  1234. SetResources sr;
  1235. sr.abs = false;
  1236. sr.player = player;
  1237. sr.res = resources;
  1238. sendAndApply(&sr);
  1239. }
  1240. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1241. {
  1242. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1243. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1244. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1245. //first we move creatures to give to make them army of object-source
  1246. for (auto & elem : creatures.Slots())
  1247. {
  1248. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1249. }
  1250. tryJoiningArmy(obj, h, remove, true);
  1251. }
  1252. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1253. {
  1254. std::vector<CStackBasicDescriptor> cres = creatures;
  1255. if (cres.size() <= 0)
  1256. return;
  1257. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1258. for (CStackBasicDescriptor &sbd : cres)
  1259. {
  1260. TQuantity collected = 0;
  1261. while(collected < sbd.count)
  1262. {
  1263. bool foundSth = false;
  1264. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1265. {
  1266. if (i->second->type == sbd.type)
  1267. {
  1268. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1269. changeStackCount(StackLocation(obj, i->first), -take, false);
  1270. collected += take;
  1271. foundSth = true;
  1272. break;
  1273. }
  1274. }
  1275. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1276. {
  1277. complain("Unexpected failure during taking creatures!");
  1278. return;
  1279. }
  1280. }
  1281. }
  1282. }
  1283. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1284. {
  1285. HeroVisitCastle vc;
  1286. vc.hid = hero->id;
  1287. vc.tid = obj->id;
  1288. vc.flags |= 1;
  1289. sendAndApply(&vc);
  1290. visitCastleObjects(obj, hero);
  1291. giveSpells (obj, hero);
  1292. if (obj->visitingHero && obj->garrisonHero)
  1293. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  1294. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1295. }
  1296. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1297. {
  1298. for (auto building : t->bonusingBuildings)
  1299. building->onHeroVisit(h);
  1300. }
  1301. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1302. {
  1303. HeroVisitCastle vc;
  1304. vc.hid = hero->id;
  1305. vc.tid = obj->id;
  1306. sendAndApply(&vc);
  1307. }
  1308. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1309. {
  1310. EraseArtifact ea;
  1311. ea.al = al;
  1312. sendAndApply(&ea);
  1313. }
  1314. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1315. {
  1316. ChangeSpells cs;
  1317. cs.hid = hero->id;
  1318. cs.spells = spells;
  1319. cs.learn = give;
  1320. sendAndApply(&cs);
  1321. }
  1322. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1323. {
  1324. sendAndApply(bonus);
  1325. }
  1326. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1327. {
  1328. sendAndApply(smp);
  1329. }
  1330. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1331. {
  1332. SetMovePoints smp;
  1333. smp.hid = hid;
  1334. smp.val = val;
  1335. smp.absolute = absolute;
  1336. sendAndApply(&smp);
  1337. }
  1338. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1339. {
  1340. SetMana sm;
  1341. sm.hid = hid;
  1342. sm.val = val;
  1343. sm.absolute = true;
  1344. sendAndApply(&sm);
  1345. }
  1346. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1347. {
  1348. GiveHero gh;
  1349. gh.id = id;
  1350. gh.player = player;
  1351. gh.boatId = boatId;
  1352. sendAndApply(&gh);
  1353. //Reveal fow around new hero, especially released from Prison
  1354. auto h = getHero(id);
  1355. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1356. }
  1357. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1358. {
  1359. ChangeObjPos cop;
  1360. cop.objid = objid;
  1361. cop.nPos = newPos;
  1362. cop.initiator = initiator;
  1363. sendAndApply(&cop);
  1364. }
  1365. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1366. {
  1367. const CGHeroInstance * h1 = getHero(fromHero);
  1368. const CGHeroInstance * h2 = getHero(toHero);
  1369. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1370. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1371. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1372. {
  1373. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1374. std::swap(fromHero, toHero);
  1375. }
  1376. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1377. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1378. return;//no scholar skill or no spellbook
  1379. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1380. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1381. ChangeSpells cs1;
  1382. cs1.learn = true;
  1383. cs1.hid = toHero;//giving spells to first hero
  1384. for (auto it : h1->getSpellsInSpellbook())
  1385. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1386. cs1.spells.insert(it);//spell to learn
  1387. ChangeSpells cs2;
  1388. cs2.learn = true;
  1389. cs2.hid = fromHero;
  1390. for (auto it : h2->getSpellsInSpellbook())
  1391. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1392. cs2.spells.insert(it);
  1393. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1394. {
  1395. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1396. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1397. InfoWindow iw;
  1398. iw.player = h1->tempOwner;
  1399. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1400. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1401. iw.text.replaceTextID(h1->getNameTextID());
  1402. if (!cs2.spells.empty())//if found new spell - apply
  1403. {
  1404. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1405. int size = static_cast<int>(cs2.spells.size());
  1406. for (auto it : cs2.spells)
  1407. {
  1408. iw.components.emplace_back(ComponentType::SPELL, it);
  1409. iw.text.appendName(it);
  1410. switch (size--)
  1411. {
  1412. case 2:
  1413. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1414. case 1:
  1415. break;
  1416. default:
  1417. iw.text.appendRawString(", ");
  1418. }
  1419. }
  1420. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1421. iw.text.replaceTextID(h2->getNameTextID());
  1422. sendAndApply(&cs2);
  1423. }
  1424. if (!cs1.spells.empty() && !cs2.spells.empty())
  1425. {
  1426. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1427. }
  1428. if (!cs1.spells.empty())
  1429. {
  1430. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1431. int size = static_cast<int>(cs1.spells.size());
  1432. for (auto it : cs1.spells)
  1433. {
  1434. iw.components.emplace_back(ComponentType::SPELL, it);
  1435. iw.text.appendName(it);
  1436. switch (size--)
  1437. {
  1438. case 2:
  1439. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1440. case 1:
  1441. break;
  1442. default:
  1443. iw.text.appendRawString(", ");
  1444. }
  1445. }
  1446. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1447. iw.text.replaceTextID(h2->getNameTextID());
  1448. sendAndApply(&cs1);
  1449. }
  1450. sendAndApply(&iw);
  1451. }
  1452. }
  1453. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1454. {
  1455. auto h1 = getHero(hero1);
  1456. auto h2 = getHero(hero2);
  1457. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1458. {
  1459. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1460. ExchangeDialog hex;
  1461. hex.queryID = exchange->queryID;
  1462. hex.player = h1->getOwner();
  1463. hex.hero1 = hero1;
  1464. hex.hero2 = hero2;
  1465. sendAndApply(&hex);
  1466. useScholarSkill(hero1,hero2);
  1467. queries->addQuery(exchange);
  1468. }
  1469. }
  1470. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1471. {
  1472. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1473. for (auto c : lobby->activeConnections)
  1474. c->sendPack(pack);
  1475. }
  1476. void CGameHandler::sendAndApply(CPackForClient * pack)
  1477. {
  1478. sendToAllClients(pack);
  1479. gs->apply(pack);
  1480. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1481. }
  1482. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1483. {
  1484. sendAndApply(static_cast<CPackForClient *>(pack));
  1485. checkVictoryLossConditionsForAll();
  1486. }
  1487. void CGameHandler::sendAndApply(SetResources * pack)
  1488. {
  1489. sendAndApply(static_cast<CPackForClient *>(pack));
  1490. checkVictoryLossConditionsForPlayer(pack->player);
  1491. }
  1492. void CGameHandler::sendAndApply(NewStructures * pack)
  1493. {
  1494. sendAndApply(static_cast<CPackForClient *>(pack));
  1495. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1496. }
  1497. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1498. {
  1499. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1500. }
  1501. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1502. {
  1503. if(pack->c)
  1504. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1505. logNetwork->error("Player is not allowed to perform this action!");
  1506. throw ExceptionNotAllowedAction();
  1507. }
  1508. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1509. {
  1510. std::ostringstream oss;
  1511. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1512. logNetwork->error(oss.str());
  1513. if(pack->c)
  1514. playerMessages->sendSystemMessage(pack->c, oss.str());
  1515. }
  1516. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1517. {
  1518. if(!isPlayerOwns(pack, id))
  1519. {
  1520. wrongPlayerMessage(pack, getOwner(id));
  1521. throwNotAllowedAction(pack);
  1522. }
  1523. }
  1524. void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
  1525. {
  1526. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1527. throwNotAllowedAction(pack);
  1528. }
  1529. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1530. {
  1531. throwIfWrongPlayer(pack, pack->player);
  1532. }
  1533. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1534. {
  1535. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1536. {
  1537. wrongPlayerMessage(pack, player);
  1538. throwNotAllowedAction(pack);
  1539. }
  1540. }
  1541. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1542. {
  1543. complain(txt);
  1544. throwNotAllowedAction(pack);
  1545. }
  1546. void CGameHandler::save(const std::string & filename)
  1547. {
  1548. logGlobal->info("Saving to %s", filename);
  1549. const auto stem = FileInfo::GetPathStem(filename);
  1550. const auto savefname = stem.to_string() + ".vsgm1";
  1551. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1552. CResourceHandler::get("local")->createResource(savefname);
  1553. try
  1554. {
  1555. {
  1556. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1557. saveCommonState(save);
  1558. logGlobal->info("Saving server state");
  1559. save << *this;
  1560. }
  1561. logGlobal->info("Game has been successfully saved!");
  1562. }
  1563. catch(std::exception &e)
  1564. {
  1565. logGlobal->error("Failed to save game: %s", e.what());
  1566. }
  1567. }
  1568. bool CGameHandler::load(const std::string & filename)
  1569. {
  1570. logGlobal->info("Loading from %s", filename);
  1571. const auto stem = FileInfo::GetPathStem(filename);
  1572. reinitScripting();
  1573. try
  1574. {
  1575. {
  1576. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1577. lf.serializer.cb = this;
  1578. loadCommonState(lf);
  1579. logGlobal->info("Loading server state");
  1580. lf >> *this;
  1581. }
  1582. logGlobal->info("Game has been successfully loaded!");
  1583. }
  1584. catch(const ModIncompatibility & e)
  1585. {
  1586. logGlobal->error("Failed to load game: %s", e.what());
  1587. std::string errorMsg;
  1588. if(!e.whatMissing().empty())
  1589. {
  1590. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1591. errorMsg += e.whatMissing();
  1592. }
  1593. if(!e.whatExcessive().empty())
  1594. {
  1595. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1596. errorMsg += e.whatExcessive();
  1597. }
  1598. lobby->announceMessage(errorMsg);
  1599. return false;
  1600. }
  1601. catch(const IdentifierResolutionException & e)
  1602. {
  1603. logGlobal->error("Failed to load game: %s", e.what());
  1604. MetaString errorMsg;
  1605. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1606. errorMsg.replaceRawString(e.identifierName);
  1607. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1608. return false;
  1609. }
  1610. catch(const std::exception & e)
  1611. {
  1612. logGlobal->error("Failed to load game: %s", e.what());
  1613. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1614. return false;
  1615. }
  1616. gs->preInit(VLC, this);
  1617. gs->updateOnLoad(lobby->si.get());
  1618. return true;
  1619. }
  1620. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1621. {
  1622. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1623. return false;
  1624. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1625. const CCreatureSet & creatureSet = *army;
  1626. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1627. || (howMany < 1 && complain("Invalid split parameter!")))
  1628. {
  1629. return false;
  1630. }
  1631. auto actualAmount = army->getStackCount(slotSrc);
  1632. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1633. return false;
  1634. auto freeSlots = creatureSet.getFreeSlots();
  1635. if(freeSlots.empty() && complain("No empty stacks"))
  1636. return false;
  1637. BulkRebalanceStacks bulkRS;
  1638. for(auto slot : freeSlots)
  1639. {
  1640. RebalanceStacks rs;
  1641. rs.srcArmy = army->id;
  1642. rs.dstArmy = army->id;
  1643. rs.srcSlot = slotSrc;
  1644. rs.dstSlot = slot;
  1645. rs.count = howMany;
  1646. bulkRS.moves.push_back(rs);
  1647. actualAmount -= howMany;
  1648. if(actualAmount <= howMany)
  1649. break;
  1650. }
  1651. sendAndApply(&bulkRS);
  1652. return true;
  1653. }
  1654. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1655. {
  1656. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1657. return false;
  1658. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1659. const CCreatureSet & creatureSet = *army;
  1660. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1661. return false;
  1662. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1663. if(actualAmount < 1 && complain(complainNoCreatures))
  1664. return false;
  1665. auto currentCreature = creatureSet.getCreature(slotSrc);
  1666. if(!currentCreature && complain(complainNoCreatures))
  1667. return false;
  1668. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1669. if(!creatureSlots.size())
  1670. return false;
  1671. BulkRebalanceStacks bulkRS;
  1672. for(auto slot : creatureSlots)
  1673. {
  1674. RebalanceStacks rs;
  1675. rs.srcArmy = army->id;
  1676. rs.dstArmy = army->id;
  1677. rs.srcSlot = slot;
  1678. rs.dstSlot = slotSrc;
  1679. rs.count = creatureSet.getStackCount(slot);
  1680. bulkRS.moves.push_back(rs);
  1681. }
  1682. sendAndApply(&bulkRS);
  1683. return true;
  1684. }
  1685. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1686. {
  1687. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1688. return false;
  1689. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1690. const CCreatureSet & setSrc = *armySrc;
  1691. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1692. return false;
  1693. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1694. const CCreatureSet & setDest = *armyDest;
  1695. auto freeSlots = setDest.getFreeSlotsQueue();
  1696. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1697. TRebalanceMap moves;
  1698. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1699. auto slotsLeft = setSrc.stacksCount();
  1700. auto destMap = setDest.getCreatureMap();
  1701. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1702. while(!srcQueue.empty())
  1703. {
  1704. auto pair = srcQueue.top();
  1705. srcQueue.pop();
  1706. auto currCreature = pair.first;
  1707. auto currSlot = pair.second;
  1708. const auto quantity = setSrc.getStackCount(currSlot);
  1709. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1710. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1711. if(!alreadyExists)
  1712. {
  1713. if(freeSlots.empty())
  1714. continue;
  1715. auto currFreeSlot = freeSlots.front();
  1716. freeSlots.pop();
  1717. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1718. }
  1719. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1720. slotsLeft--;
  1721. }
  1722. if(slotsLeft == 1)
  1723. {
  1724. auto lastCreature = setSrc.getCreature(srcSlot);
  1725. auto slotToMove = SlotID();
  1726. // Try to find a slot for last creature
  1727. if(destMap.find(lastCreature) == destMap.end())
  1728. {
  1729. if(!freeSlots.empty())
  1730. slotToMove = freeSlots.front();
  1731. }
  1732. else
  1733. {
  1734. slotToMove = destMap[lastCreature];
  1735. }
  1736. if(slotToMove != SlotID())
  1737. {
  1738. const bool needsLastStack = armySrc->needsLastStack();
  1739. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1740. 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
  1741. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1742. }
  1743. }
  1744. BulkRebalanceStacks bulkRS;
  1745. for(auto & move : moves)
  1746. {
  1747. RebalanceStacks rs;
  1748. rs.srcArmy = armySrc->id;
  1749. rs.dstArmy = armyDest->id;
  1750. rs.srcSlot = move.first;
  1751. rs.dstSlot = move.second.first;
  1752. rs.count = move.second.second;
  1753. bulkRS.moves.push_back(rs);
  1754. }
  1755. sendAndApply(&bulkRS);
  1756. return true;
  1757. }
  1758. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1759. {
  1760. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1761. return false;
  1762. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1763. const CCreatureSet & creatureSet = *army;
  1764. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1765. return false;
  1766. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1767. if(actualAmount <= 1 && complain(complainNoCreatures))
  1768. return false;
  1769. auto freeSlot = creatureSet.getFreeSlot();
  1770. auto currentCreature = creatureSet.getCreature(slotSrc);
  1771. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1772. return true;
  1773. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1774. TQuantity totalCreatures = 0;
  1775. for(auto slot : creatureSlots)
  1776. totalCreatures += creatureSet.getStackCount(slot);
  1777. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1778. return false;
  1779. if(freeSlot != SlotID())
  1780. creatureSlots.push_back(freeSlot);
  1781. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1782. return false;
  1783. const auto totalCreatureSlots = creatureSlots.size();
  1784. const auto rem = totalCreatures % totalCreatureSlots;
  1785. const auto quotient = totalCreatures / totalCreatureSlots;
  1786. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1787. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1788. BulkSmartRebalanceStacks bulkSRS;
  1789. if(freeSlot != SlotID())
  1790. {
  1791. RebalanceStacks rs;
  1792. rs.srcArmy = rs.dstArmy = army->id;
  1793. rs.srcSlot = slotSrc;
  1794. rs.dstSlot = freeSlot;
  1795. rs.count = 1;
  1796. bulkSRS.moves.push_back(rs);
  1797. }
  1798. auto currSlot = 0;
  1799. auto check = 0;
  1800. for(auto slot : creatureSlots)
  1801. {
  1802. ChangeStackCount csc;
  1803. csc.army = army->id;
  1804. csc.slot = slot;
  1805. csc.count = (currSlot < rem)
  1806. ? quotient + 1
  1807. : quotient;
  1808. csc.absoluteValue = true;
  1809. bulkSRS.changes.push_back(csc);
  1810. currSlot++;
  1811. check += csc.count;
  1812. }
  1813. if(check != totalCreatures)
  1814. {
  1815. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1816. return false;
  1817. }
  1818. sendAndApply(&bulkSRS);
  1819. return true;
  1820. }
  1821. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1822. {
  1823. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1824. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1825. const CCreatureSet & S1 = *s1;
  1826. const CCreatureSet & S2 = *s2;
  1827. StackLocation sl1(s1, p1);
  1828. StackLocation sl2(s2, p2);
  1829. if (s1 == nullptr || s2 == nullptr)
  1830. {
  1831. complain("Cannot exchange stacks between non-existing objects!!\n");
  1832. return false;
  1833. }
  1834. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1835. {
  1836. complain(complainInvalidSlot);
  1837. return false;
  1838. }
  1839. if (!isAllowedExchange(id1,id2))
  1840. {
  1841. complain("Cannot exchange stacks between these two objects!\n");
  1842. return false;
  1843. }
  1844. // We can always put stacks into locked garrison, but not take them out of it
  1845. auto notRemovable = [&](const CArmedInstance * army)
  1846. {
  1847. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1848. {
  1849. auto g = dynamic_cast<const CGGarrison *>(army);
  1850. if (g && !g->removableUnits)
  1851. {
  1852. complain("Stacks in this garrison are not removable!\n");
  1853. return true;
  1854. }
  1855. }
  1856. return false;
  1857. };
  1858. if (what==1) //swap
  1859. {
  1860. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1861. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1862. {
  1863. complain("Can't take troops from another player!");
  1864. return false;
  1865. }
  1866. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1867. {
  1868. complain("Cannot swap stacks - slots are the same!");
  1869. return false;
  1870. }
  1871. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1872. {
  1873. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1874. return false;
  1875. }
  1876. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1877. return false;
  1878. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1879. return false;
  1880. swapStacks(sl1, sl2);
  1881. }
  1882. else if (what==2)//merge
  1883. {
  1884. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1885. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1886. return false;
  1887. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1888. {
  1889. complain("Cannot merge empty stack!");
  1890. return false;
  1891. }
  1892. else if (notRemovable(sl1.army))
  1893. return false;
  1894. moveStack(sl1, sl2);
  1895. }
  1896. else if (what==3) //split
  1897. {
  1898. const int countToMove = val - s2->getStackCount(p2);
  1899. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1900. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1901. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1902. {
  1903. complain("Can't move troops of another player!");
  1904. return false;
  1905. }
  1906. //general conditions checking
  1907. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1908. || (val<1 && complain(complainNoCreatures)) )
  1909. {
  1910. return false;
  1911. }
  1912. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1913. {
  1914. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1915. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1916. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1917. )
  1918. {
  1919. return false;
  1920. }
  1921. if (notRemovable(sl1.army))
  1922. {
  1923. if (s1->getStackCount(p1) > countLeftOnSrc)
  1924. return false;
  1925. }
  1926. else if (notRemovable(sl2.army))
  1927. {
  1928. if (s2->getStackCount(p1) < countLeftOnSrc)
  1929. return false;
  1930. }
  1931. moveStack(sl1, sl2, countToMove);
  1932. //S2.slots[p2]->count = val;
  1933. //S1.slots[p1]->count = total - val;
  1934. }
  1935. else //split one stack to the two
  1936. {
  1937. if (s1->getStackCount(p1) < val)//not enough creatures
  1938. {
  1939. complain(complainNotEnoughCreatures);
  1940. return false;
  1941. }
  1942. if (notRemovable(sl1.army))
  1943. return false;
  1944. moveStack(sl1, sl2, val);
  1945. }
  1946. }
  1947. return true;
  1948. }
  1949. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1950. {
  1951. return connections.count(player) && connections.at(player).count(c);
  1952. }
  1953. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1954. {
  1955. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1956. }
  1957. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1958. {
  1959. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1960. if (!vstd::contains(s1->stacks,pos))
  1961. {
  1962. complain("Illegal call to disbandCreature - no such stack in army!");
  1963. return false;
  1964. }
  1965. eraseStack(StackLocation(s1, pos));
  1966. return true;
  1967. }
  1968. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1969. {
  1970. const CGTownInstance * t = getTown(tid);
  1971. if(!t)
  1972. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1973. if(!t->town->buildings.count(requestedID))
  1974. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1975. if(t->hasBuilt(requestedID))
  1976. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1977. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1978. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1979. std::vector<const CBuilding*> remainingAutoBuildings;
  1980. std::set<BuildingID> buildingsThatWillBe;
  1981. //Check validity of request
  1982. if(!force)
  1983. {
  1984. switch(requestedBuilding->mode)
  1985. {
  1986. case CBuilding::BUILD_NORMAL :
  1987. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1988. COMPLAIN_RET("Cannot build that building!");
  1989. break;
  1990. case CBuilding::BUILD_AUTO :
  1991. case CBuilding::BUILD_SPECIAL:
  1992. COMPLAIN_RET("This building can not be constructed normally!");
  1993. case CBuilding::BUILD_GRAIL :
  1994. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1995. {
  1996. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1997. COMPLAIN_RET("Cannot build this without grail!")
  1998. else
  1999. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2000. }
  2001. break;
  2002. }
  2003. }
  2004. //Performs stuff that has to be done before new building is built
  2005. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2006. {
  2007. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2008. {
  2009. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2010. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2011. if(upgradeNumber >= t->town->creatures.at(level).size())
  2012. {
  2013. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  2014. "no creature found (upgrade number %d, level %d!")
  2015. % buildingID % upgradeNumber % level));
  2016. return;
  2017. }
  2018. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  2019. SetAvailableCreatures ssi;
  2020. ssi.tid = t->id;
  2021. ssi.creatures = t->creatures;
  2022. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2023. ssi.creatures[level].first = crea->getGrowth();
  2024. ssi.creatures[level].second.push_back(crea->getId());
  2025. sendAndApply(&ssi);
  2026. }
  2027. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2028. {
  2029. setPortalDwelling(t);
  2030. }
  2031. };
  2032. //Performs stuff that has to be done after new building is built
  2033. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2034. {
  2035. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  2036. auto isLibrary = isMageGuild ? false
  2037. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  2038. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2039. {
  2040. if(t->visitingHero)
  2041. giveSpells(t,t->visitingHero);
  2042. if(t->garrisonHero)
  2043. giveSpells(t,t->garrisonHero);
  2044. }
  2045. };
  2046. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2047. auto areRequirementsFulfilled = [&](const BuildingID & buildID)
  2048. {
  2049. return buildingsThatWillBe.count(buildID);
  2050. };
  2051. //Init the vectors
  2052. for(auto & build : t->town->buildings)
  2053. {
  2054. if(t->hasBuilt(build.first))
  2055. {
  2056. buildingsThatWillBe.insert(build.first);
  2057. }
  2058. else
  2059. {
  2060. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2061. remainingAutoBuildings.push_back(build.second);
  2062. }
  2063. }
  2064. //Prepare structure (list of building ids will be filled later)
  2065. NewStructures ns;
  2066. ns.tid = tid;
  2067. ns.built = force ? t->built : (t->built+1);
  2068. std::queue<const CBuilding*> buildingsToAdd;
  2069. buildingsToAdd.push(requestedBuilding);
  2070. while(!buildingsToAdd.empty())
  2071. {
  2072. auto b = buildingsToAdd.front();
  2073. buildingsToAdd.pop();
  2074. ns.bid.insert(b->bid);
  2075. buildingsThatWillBe.insert(b->bid);
  2076. remainingAutoBuildings -= b;
  2077. for(auto autoBuilding : remainingAutoBuildings)
  2078. {
  2079. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2080. if(actualRequirements.test(areRequirementsFulfilled))
  2081. buildingsToAdd.push(autoBuilding);
  2082. }
  2083. }
  2084. // 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.
  2085. for(auto builtID : ns.bid)
  2086. processBeforeBuiltStructure(builtID);
  2087. //Take cost
  2088. if(!force)
  2089. giveResources(t->tempOwner, -requestedBuilding->resources);
  2090. //We know what has been built, apply changes. Do this as final step to properly update town window
  2091. sendAndApply(&ns);
  2092. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2093. for(auto builtID : ns.bid)
  2094. processAfterBuiltStructure(builtID);
  2095. // now when everything is built - reveal tiles for lookout tower
  2096. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  2097. if(t->garrisonHero) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  2098. visitCastleObjects(t, t->garrisonHero);
  2099. if(t->visitingHero)
  2100. visitCastleObjects(t, t->visitingHero);
  2101. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2102. return true;
  2103. }
  2104. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2105. {
  2106. ///incomplete, simply erases target building
  2107. const CGTownInstance * t = getTown(tid);
  2108. if (!vstd::contains(t->builtBuildings, bid))
  2109. return false;
  2110. RazeStructures rs;
  2111. rs.tid = tid;
  2112. rs.bid.insert(bid);
  2113. rs.destroyed = t->destroyed + 1;
  2114. sendAndApply(&rs);
  2115. //TODO: Remove dwellers
  2116. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2117. // {
  2118. // RemoveBonus rb(RemoveBonus::TOWN);
  2119. // rb.whoID = t->id;
  2120. // rb.source = BonusSource::TOWN_STRUCTURE;
  2121. // rb.id = 17;
  2122. // sendAndApply(&rb);
  2123. // }
  2124. return true;
  2125. }
  2126. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2127. {
  2128. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2129. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2130. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2131. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2132. const CCreature * c = crid.toCreature();
  2133. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2134. //TODO: check if hero is actually visiting object
  2135. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2136. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2137. if (town)
  2138. {
  2139. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2140. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2141. }
  2142. else
  2143. {
  2144. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2145. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2146. }
  2147. //verify
  2148. bool found = false;
  2149. int level = 0;
  2150. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2151. {
  2152. if ((fromLvl != -1) && (level !=fromLvl))
  2153. continue;
  2154. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2155. int i = 0;
  2156. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2157. if (cur.second.at(i) == crid)
  2158. break;
  2159. if (i < cur.second.size())
  2160. {
  2161. found = true;
  2162. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2163. break;
  2164. }
  2165. }
  2166. SlotID slot = army->getSlotFor(crid);
  2167. if ((!found && complain("Cannot recruit: no such creatures!"))
  2168. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2169. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2170. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2171. {
  2172. return false;
  2173. }
  2174. //recruit
  2175. giveResources(army->tempOwner, -(c->getFullRecruitCost() * cram));
  2176. SetAvailableCreatures sac;
  2177. sac.tid = objid;
  2178. sac.creatures = dwelling->creatures;
  2179. sac.creatures[level].first -= cram;
  2180. sendAndApply(&sac);
  2181. if (warMachine)
  2182. {
  2183. ArtifactID artId = c->warMachine;
  2184. const CArtifact * art = artId.toArtifact();
  2185. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2186. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2187. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2188. return giveHeroNewArtifact(hero, art);
  2189. }
  2190. else
  2191. {
  2192. addToSlot(StackLocation(army, slot), c, cram);
  2193. }
  2194. return true;
  2195. }
  2196. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2197. {
  2198. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2199. if (!obj->hasStackAtSlot(pos))
  2200. {
  2201. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2202. }
  2203. UpgradeInfo ui;
  2204. fillUpgradeInfo(obj, pos, ui);
  2205. PlayerColor player = obj->tempOwner;
  2206. const PlayerState *p = getPlayerState(player);
  2207. int crQuantity = obj->stacks.at(pos)->count;
  2208. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2209. //check if upgrade is possible
  2210. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2211. {
  2212. return false;
  2213. }
  2214. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2215. //check if player has enough resources
  2216. if (!p->resources.canAfford(totalCost))
  2217. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2218. //take resources
  2219. giveResources(player, -totalCost);
  2220. //upgrade creature
  2221. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  2222. return true;
  2223. }
  2224. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2225. {
  2226. if (!sl.army->hasStackAtSlot(sl.slot))
  2227. COMPLAIN_RET("Cannot find a stack to change type");
  2228. SetStackType sst;
  2229. sst.army = sl.army->id;
  2230. sst.slot = sl.slot;
  2231. sst.type = c->getId();
  2232. sendAndApply(&sst);
  2233. return true;
  2234. }
  2235. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2236. {
  2237. assert(src->canBeMergedWith(*dst, allowMerging));
  2238. while(src->stacksCount())//while there are unmoved creatures
  2239. {
  2240. auto i = src->Slots().begin(); //iterator to stack to move
  2241. StackLocation sl(src, i->first); //location of stack to move
  2242. SlotID pos = dst->getSlotFor(i->second->type);
  2243. if (!pos.validSlot())
  2244. {
  2245. //try to merge two other stacks to make place
  2246. std::pair<SlotID, SlotID> toMerge;
  2247. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  2248. {
  2249. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2250. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2251. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2252. }
  2253. else
  2254. {
  2255. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2256. return;
  2257. }
  2258. }
  2259. else
  2260. {
  2261. moveStack(sl, StackLocation(dst, pos));
  2262. }
  2263. }
  2264. }
  2265. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2266. {
  2267. const CGTownInstance * town = getTown(tid);
  2268. if(!town->garrisonHero == !town->visitingHero)
  2269. return false;
  2270. SetHeroesInTown intown;
  2271. intown.tid = tid;
  2272. if(town->garrisonHero) //garrison -> vising
  2273. {
  2274. intown.garrison = ObjectInstanceID();
  2275. intown.visiting = town->garrisonHero->id;
  2276. }
  2277. else //visiting -> garrison
  2278. {
  2279. if(town->armedGarrison())
  2280. town->mergeGarrisonOnSiege();
  2281. intown.visiting = ObjectInstanceID();
  2282. intown.garrison = town->visitingHero->id;
  2283. }
  2284. sendAndApply(&intown);
  2285. return true;
  2286. }
  2287. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2288. {
  2289. const CGTownInstance * town = getTown(tid);
  2290. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2291. {
  2292. if (!town->visitingHero->canBeMergedWith(*town))
  2293. {
  2294. complain("Cannot make garrison swap, not enough free slots!");
  2295. return false;
  2296. }
  2297. moveArmy(town, town->visitingHero, true);
  2298. SetHeroesInTown intown;
  2299. intown.tid = tid;
  2300. intown.visiting = ObjectInstanceID();
  2301. intown.garrison = town->visitingHero->id;
  2302. sendAndApply(&intown);
  2303. return true;
  2304. }
  2305. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2306. {
  2307. //check if moving hero out of town will break 8 wandering heroes limit
  2308. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2309. {
  2310. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2311. return false;
  2312. }
  2313. SetHeroesInTown intown;
  2314. intown.tid = tid;
  2315. intown.garrison = ObjectInstanceID();
  2316. intown.visiting = town->garrisonHero->id;
  2317. sendAndApply(&intown);
  2318. return true;
  2319. }
  2320. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2321. {
  2322. SetHeroesInTown intown;
  2323. intown.tid = tid;
  2324. intown.garrison = town->visitingHero->id;
  2325. intown.visiting = town->garrisonHero->id;
  2326. sendAndApply(&intown);
  2327. return true;
  2328. }
  2329. else
  2330. {
  2331. complain("Cannot swap garrison hero!");
  2332. return false;
  2333. }
  2334. }
  2335. // With the amount of changes done to the function, it's more like transferArtifacts.
  2336. // 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.
  2337. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2338. {
  2339. const auto srcArtSet = getArtSet(src);
  2340. const auto dstArtSet = getArtSet(dst);
  2341. assert(srcArtSet);
  2342. assert(dstArtSet);
  2343. // Make sure exchange is even possible between the two heroes.
  2344. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2345. COMPLAIN_RET("That heroes cannot make any exchange!");
  2346. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2347. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2348. auto dstSlot = dst.slot;
  2349. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2350. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2351. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2352. return true;
  2353. const auto dstArtifact = dstArtSet->getArt(dstSlot);
  2354. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2355. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2356. if(srcArtifact == nullptr)
  2357. COMPLAIN_RET("No artifact to move!");
  2358. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2359. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2360. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2361. // Moving to the backpack is always allowed.
  2362. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2363. COMPLAIN_RET("Cannot move artifact!");
  2364. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2365. auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2366. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2367. COMPLAIN_RET("Cannot move artifact locks.");
  2368. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2369. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2370. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2371. COMPLAIN_RET("Cannot move catapult!");
  2372. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2373. COMPLAIN_RET("Backpack is full!");
  2374. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2375. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2376. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2377. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2378. ma.srcCreature = src.creature;
  2379. ma.dstCreature = dst.creature;
  2380. // Check if dst slot is occupied
  2381. if(!isDstSlotBackpack && isDstSlotOccupied)
  2382. {
  2383. // Previous artifact must be swapped
  2384. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2385. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2386. }
  2387. auto hero = getHero(dst.artHolder);
  2388. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2389. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2390. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2391. if(src.artHolder != dst.artHolder)
  2392. ma.artsPack0.back().askAssemble = true;
  2393. sendAndApply(&ma);
  2394. return true;
  2395. }
  2396. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2397. {
  2398. // Make sure exchange is even possible between the two heroes.
  2399. if(!isAllowedExchange(srcId, dstId))
  2400. COMPLAIN_RET("That heroes cannot make any exchange!");
  2401. auto psrcSet = getArtSet(srcId);
  2402. auto pdstSet = getArtSet(dstId);
  2403. if((!psrcSet) || (!pdstSet))
  2404. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2405. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2406. auto & slotsSrcDst = ma.artsPack0;
  2407. auto & slotsDstSrc = ma.artsPack1;
  2408. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2409. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2410. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2411. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2412. {
  2413. assert(artifact);
  2414. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2415. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2416. {
  2417. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2418. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2419. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2420. if(auto dstHero = getHero(dstId))
  2421. {
  2422. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2423. giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2424. }
  2425. }
  2426. };
  2427. if(swap)
  2428. {
  2429. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2430. {
  2431. for(auto & artifact : srcArtSet->artifactsWorn)
  2432. {
  2433. if(ArtifactUtils::isArtRemovable(artifact))
  2434. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2435. }
  2436. };
  2437. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2438. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2439. {
  2440. for(auto & slotInfo : artSet->artifactsInBackpack)
  2441. {
  2442. auto slot = artSet->getArtPos(slotInfo.artifact);
  2443. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2444. }
  2445. };
  2446. if(equipped)
  2447. {
  2448. // Move over artifacts that are worn srcHero -> dstHero
  2449. moveArtsWorn(psrcSet, slotsSrcDst);
  2450. artFittingSet.artifactsWorn.clear();
  2451. // Move over artifacts that are worn dstHero -> srcHero
  2452. moveArtsWorn(pdstSet, slotsDstSrc);
  2453. }
  2454. if(backpack)
  2455. {
  2456. // Move over artifacts that are in backpack srcHero -> dstHero
  2457. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2458. // Move over artifacts that are in backpack dstHero -> srcHero
  2459. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2460. }
  2461. }
  2462. else
  2463. {
  2464. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2465. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2466. if(equipped)
  2467. {
  2468. // Move over artifacts that are worn
  2469. for(auto & artInfo : psrcSet->artifactsWorn)
  2470. {
  2471. if(ArtifactUtils::isArtRemovable(artInfo))
  2472. {
  2473. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2474. }
  2475. }
  2476. }
  2477. if(backpack)
  2478. {
  2479. // Move over artifacts that are in backpack
  2480. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2481. {
  2482. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2483. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2484. }
  2485. }
  2486. }
  2487. sendAndApply(&ma);
  2488. return true;
  2489. }
  2490. bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
  2491. {
  2492. const auto artSet = getArtSet(heroID);
  2493. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
  2494. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2495. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2496. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2497. {
  2498. if(left)
  2499. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
  2500. else
  2501. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
  2502. sendAndApply(&bma);
  2503. }
  2504. return true;
  2505. }
  2506. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2507. {
  2508. auto artSet = getArtSet(heroID);
  2509. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2510. ChangeArtifactsCostume costume(player, costumeIdx);
  2511. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2512. {
  2513. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2514. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2515. }
  2516. sendAndApply(&costume);
  2517. return true;
  2518. }
  2519. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2520. {
  2521. const auto artSet = getArtSet(heroID);
  2522. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2523. const auto playerState = getPlayerState(player);
  2524. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2525. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2526. {
  2527. CArtifactFittingSet artFittingSet(*artSet);
  2528. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2529. auto costumeArtMap = costume->second;
  2530. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2531. // First, find those artifacts that are already in place
  2532. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2533. {
  2534. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2535. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2536. {
  2537. costumeArtMap.erase(artPos);
  2538. artFittingSet.removeArtifact(slot);
  2539. }
  2540. }
  2541. // Second, find the necessary artifacts for the costume
  2542. for(const auto & artPos : costumeArtMap)
  2543. {
  2544. if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
  2545. {
  2546. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
  2547. {
  2548. artSet->getArtPos(artFittingSet.getArt(availableArts.front())),
  2549. artPos.first
  2550. });
  2551. artFittingSet.removeArtifact(availableArts.front());
  2552. if(ArtifactUtils::isSlotBackpack(availableArts.front()))
  2553. estimateBackpackSize--;
  2554. }
  2555. }
  2556. // Third, put unnecessary artifacts into backpack
  2557. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2558. if(artFittingSet.getArt(slot))
  2559. {
  2560. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
  2561. estimateBackpackSize++;
  2562. }
  2563. const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2564. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2565. sendAndApply(&bma);
  2566. }
  2567. return true;
  2568. }
  2569. /**
  2570. * Assembles or disassembles a combination artifact.
  2571. * @param heroID ID of hero holding the artifact(s).
  2572. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2573. * @param assemble True for assembly operation, false for disassembly.
  2574. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2575. * artifact to assemble to. Otherwise it's not used.
  2576. */
  2577. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2578. {
  2579. const CGHeroInstance * hero = getHero(heroID);
  2580. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2581. if(!destArtifact)
  2582. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2583. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2584. if(assemble)
  2585. {
  2586. const CArtifact * combinedArt = assembleTo.toArtifact();
  2587. if(!combinedArt->isCombined())
  2588. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2589. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2590. {
  2591. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2592. }
  2593. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2594. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2595. {
  2596. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2597. }
  2598. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2599. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2600. AssembledArtifact aa;
  2601. aa.al = dstLoc;
  2602. aa.builtArt = combinedArt;
  2603. sendAndApply(&aa);
  2604. }
  2605. else
  2606. {
  2607. if(!destArtifact->isCombined())
  2608. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2609. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2610. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2611. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2612. DisassembledArtifact da;
  2613. da.al = dstLoc;
  2614. sendAndApply(&da);
  2615. }
  2616. return true;
  2617. }
  2618. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2619. {
  2620. const auto * hero = getHero(al.artHolder);
  2621. if(hero == nullptr)
  2622. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2623. const auto * art = hero->getArt(al.slot);
  2624. if(art == nullptr)
  2625. COMPLAIN_RET("Cannot remove artifact!");
  2626. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2627. COMPLAIN_RET("Illegal artifact removal request");
  2628. removeArtifact(al);
  2629. return true;
  2630. }
  2631. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2632. {
  2633. const CGHeroInstance * hero = getHero(hid);
  2634. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2635. const CGTownInstance * town = hero->visitedTown;
  2636. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2637. if (aid==ArtifactID::SPELLBOOK)
  2638. {
  2639. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2640. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2641. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2642. )
  2643. return false;
  2644. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2645. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2646. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2647. giveSpells(town,hero);
  2648. return true;
  2649. }
  2650. else
  2651. {
  2652. const CArtifact * art = aid.toArtifact();
  2653. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2654. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2655. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2656. const int price = art->getPrice();
  2657. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2658. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2659. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2660. {
  2661. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2662. return giveHeroNewArtifact(hero, art);
  2663. }
  2664. else
  2665. COMPLAIN_RET("This machine is unavailable here!");
  2666. }
  2667. }
  2668. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2669. {
  2670. if(!h)
  2671. COMPLAIN_RET("Only hero can buy artifacts!");
  2672. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2673. COMPLAIN_RET("That artifact is unavailable!");
  2674. int b1;
  2675. int b2;
  2676. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2677. if (getResource(h->tempOwner, rid) < b1)
  2678. COMPLAIN_RET("You can't afford to buy this artifact!");
  2679. giveResource(h->tempOwner, rid, -b1);
  2680. SetAvailableArtifacts saa;
  2681. if(dynamic_cast<const CGTownInstance *>(m))
  2682. {
  2683. saa.id = ObjectInstanceID::NONE;
  2684. saa.arts = gs->map->townMerchantArtifacts;
  2685. }
  2686. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2687. {
  2688. saa.id = bm->id;
  2689. saa.arts = bm->artifacts;
  2690. }
  2691. else
  2692. COMPLAIN_RET("Wrong marktet...");
  2693. bool found = false;
  2694. for (const CArtifact *&art : saa.arts)
  2695. {
  2696. if (art && art->getId() == aid)
  2697. {
  2698. art = nullptr;
  2699. found = true;
  2700. break;
  2701. }
  2702. }
  2703. if (!found)
  2704. COMPLAIN_RET("Cannot find selected artifact on the list");
  2705. sendAndApply(&saa);
  2706. giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  2707. return true;
  2708. }
  2709. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2710. {
  2711. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2712. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2713. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2714. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2715. int resVal = 0;
  2716. int dump = 1;
  2717. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2718. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2719. giveResource(h->tempOwner, rid, resVal);
  2720. return true;
  2721. }
  2722. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2723. {
  2724. if (!h)
  2725. COMPLAIN_RET("You need hero to buy a skill!");
  2726. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2727. COMPLAIN_RET("Hero already know this skill");
  2728. if (!h->canLearnSkill())
  2729. COMPLAIN_RET("Hero can't learn any more skills");
  2730. if (!h->canLearnSkill(skill))
  2731. COMPLAIN_RET("The hero can't learn this skill!");
  2732. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2733. COMPLAIN_RET("That skill is unavailable!");
  2734. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2735. COMPLAIN_RET("You can't afford to buy this skill");
  2736. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2737. changeSecSkill(h, skill, 1, true);
  2738. return true;
  2739. }
  2740. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2741. {
  2742. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2743. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2744. int b1; //base quantities for trade
  2745. int b2;
  2746. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2747. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2748. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2749. {
  2750. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2751. }
  2752. giveResource(player, toSell, -b1 * amountToBoy);
  2753. giveResource(player, toBuy, b2 * amountToBoy);
  2754. return true;
  2755. }
  2756. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2757. {
  2758. if(!hero)
  2759. COMPLAIN_RET("Only hero can sell creatures!");
  2760. if (!vstd::contains(hero->Slots(), slot))
  2761. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2762. const CStackInstance &s = hero->getStack(slot);
  2763. if (s.count < (TQuantity)count //can't sell more creatures than have
  2764. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2765. {
  2766. COMPLAIN_RET("Not enough creatures in army!");
  2767. }
  2768. int b1; //base quantities for trade
  2769. int b2;
  2770. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2771. int units = count / b1; //how many base quantities we trade
  2772. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2773. {
  2774. //TODO: complain?
  2775. assert(0);
  2776. }
  2777. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2778. giveResource(hero->tempOwner, resourceID, b2 * units);
  2779. return true;
  2780. }
  2781. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2782. {
  2783. const CArmedInstance *army = nullptr;
  2784. if (hero)
  2785. army = hero;
  2786. else
  2787. army = dynamic_cast<const CGTownInstance *>(market);
  2788. if (!army)
  2789. COMPLAIN_RET("Incorrect call to transform in undead!");
  2790. if (!army->hasStackAtSlot(slot))
  2791. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2792. const CStackInstance &s = army->getStack(slot);
  2793. //resulting creature - bone dragons or skeletons
  2794. CreatureID resCreature = CreatureID::SKELETON;
  2795. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2796. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2797. || (s.getCreatureID() == CreatureID::HYDRA)
  2798. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2799. resCreature = CreatureID::BONE_DRAGON;
  2800. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2801. return true;
  2802. }
  2803. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2804. {
  2805. const PlayerState *p2 = getPlayerState(r2, false);
  2806. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2807. {
  2808. complain("Dest player must be in game!");
  2809. return false;
  2810. }
  2811. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2812. vstd::amin(val, curRes1);
  2813. giveResource(player, r1, -(int)val);
  2814. giveResource(r2, r1, val);
  2815. return true;
  2816. }
  2817. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2818. {
  2819. const CGHeroInstance *h = getHero(hid);
  2820. if (!h)
  2821. {
  2822. logGlobal->error("Hero doesn't exist!");
  2823. return false;
  2824. }
  2825. ChangeFormation cf;
  2826. cf.hid = hid;
  2827. cf.formation = formation;
  2828. sendAndApply(&cf);
  2829. return true;
  2830. }
  2831. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2832. {
  2833. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2834. if (answer)
  2835. logGlobal->trace("%d", *answer);
  2836. auto topQuery = queries->topQuery(player);
  2837. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2838. if(topQuery->queryID != qid)
  2839. {
  2840. auto currentQuery = queries->getQuery(qid);
  2841. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2842. currentQuery->setReply(answer);
  2843. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2844. }
  2845. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2846. topQuery->setReply(answer);
  2847. queries->popQuery(topQuery);
  2848. return true;
  2849. }
  2850. void CGameHandler::handleTimeEvents()
  2851. {
  2852. gs->map->events.sort(evntCmp);
  2853. while(gs->map->events.size() && gs->map->events.front().firstOccurrence+1 == gs->day)
  2854. {
  2855. CMapEvent ev = gs->map->events.front();
  2856. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2857. {
  2858. auto color = PlayerColor(player);
  2859. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2860. if (pinfo //player exists
  2861. && (ev.players & 1<<player) //event is enabled to this player
  2862. && ((ev.computerAffected && !pinfo->human)
  2863. || (ev.humanAffected && pinfo->human)
  2864. )
  2865. )
  2866. {
  2867. //give resources
  2868. giveResources(color, ev.resources);
  2869. //prepare dialog
  2870. InfoWindow iw;
  2871. iw.player = color;
  2872. iw.text = ev.message;
  2873. for (GameResID i : GameResID::ALL_RESOURCES())
  2874. {
  2875. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2876. iw.components.emplace_back(ComponentType::RESOURCE, i, ev.resources[i]);
  2877. }
  2878. sendAndApply(&iw); //show dialog
  2879. }
  2880. } //PLAYERS LOOP
  2881. if (ev.nextOccurrence)
  2882. {
  2883. gs->map->events.pop_front();
  2884. ev.firstOccurrence += ev.nextOccurrence;
  2885. auto it = gs->map->events.begin();
  2886. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2887. it++;
  2888. gs->map->events.insert(it, ev);
  2889. }
  2890. else
  2891. {
  2892. gs->map->events.pop_front();
  2893. }
  2894. }
  2895. //TODO send only if changed
  2896. UpdateMapEvents ume;
  2897. ume.events = gs->map->events;
  2898. sendAndApply(&ume);
  2899. }
  2900. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2901. {
  2902. town->events.sort(evntCmp);
  2903. while(town->events.size() && town->events.front().firstOccurrence == gs->day)
  2904. {
  2905. PlayerColor player = town->tempOwner;
  2906. CCastleEvent ev = town->events.front();
  2907. const PlayerState * pinfo = getPlayerState(player, false);
  2908. if (pinfo //player exists
  2909. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2910. && ((ev.computerAffected && !pinfo->human)
  2911. || (ev.humanAffected && pinfo->human)))
  2912. {
  2913. // dialog
  2914. InfoWindow iw;
  2915. iw.player = player;
  2916. iw.text = ev.message;
  2917. if (ev.resources.nonZero())
  2918. {
  2919. TResources was = n.res[player];
  2920. n.res[player] += ev.resources;
  2921. n.res[player].amax(0);
  2922. for (GameResID i : GameResID::ALL_RESOURCES())
  2923. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2924. iw.components.emplace_back(ComponentType::RESOURCE, i, n.res.at(player)[i] - was[i]);
  2925. }
  2926. for (auto & i : ev.buildings)
  2927. {
  2928. // Only perform action if:
  2929. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  2930. // 2. Building was not built yet
  2931. // othervice, silently ignore / skip it
  2932. if (town->town->buildings.count(i) && !town->hasBuilt(i))
  2933. {
  2934. buildStructure(town->id, i, true);
  2935. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2936. }
  2937. }
  2938. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2939. {
  2940. n.cres[town->id].tid = town->id;
  2941. n.cres[town->id].creatures = town->creatures;
  2942. }
  2943. auto & sac = n.cres[town->id];
  2944. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2945. {
  2946. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2947. {
  2948. sac.creatures[i].first += ev.creatures.at(i);
  2949. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), ev.creatures.at(i));
  2950. }
  2951. }
  2952. sendAndApply(&iw); //show dialog
  2953. }
  2954. if (ev.nextOccurrence)
  2955. {
  2956. town->events.pop_front();
  2957. ev.firstOccurrence += ev.nextOccurrence;
  2958. auto it = town->events.begin();
  2959. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2960. it++;
  2961. town->events.insert(it, ev);
  2962. }
  2963. else
  2964. {
  2965. town->events.pop_front();
  2966. }
  2967. }
  2968. //TODO send only if changed
  2969. UpdateCastleEvents uce;
  2970. uce.town = town->id;
  2971. uce.events = town->events;
  2972. sendAndApply(&uce);
  2973. }
  2974. bool CGameHandler::complain(const std::string &problem)
  2975. {
  2976. #ifndef ENABLE_GOLDMASTER
  2977. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2978. #endif
  2979. logGlobal->error(problem);
  2980. return true;
  2981. }
  2982. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2983. {
  2984. //PlayerColor player = getOwner(hid);
  2985. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2986. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2987. assert(lowerArmy);
  2988. assert(upperArmy);
  2989. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2990. queries->addQuery(garrisonQuery);
  2991. GarrisonDialog gd;
  2992. gd.hid = hid;
  2993. gd.objid = upobj;
  2994. gd.removableUnits = removableUnits;
  2995. gd.queryID = garrisonQuery->queryID;
  2996. sendAndApply(&gd);
  2997. }
  2998. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2999. {
  3000. OpenWindow pack;
  3001. pack.window = window;
  3002. pack.object = object->id;
  3003. pack.visitor = visitor->id;
  3004. if (addQuery)
  3005. {
  3006. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  3007. pack.queryID = windowQuery->queryID;
  3008. queries->addQuery(windowQuery);
  3009. }
  3010. sendAndApply(&pack);
  3011. }
  3012. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  3013. {
  3014. if (id1 == id2)
  3015. return true;
  3016. const CGObjectInstance *o1 = getObj(id1);
  3017. const CGObjectInstance *o2 = getObj(id2);
  3018. if (!o1 || !o2)
  3019. return true; //arranging stacks within an object should be always allowed
  3020. if (o1 && o2)
  3021. {
  3022. if (o1->ID == Obj::TOWN)
  3023. {
  3024. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3025. if (t->visitingHero == o2 || t->garrisonHero == o2)
  3026. return true;
  3027. }
  3028. if (o2->ID == Obj::TOWN)
  3029. {
  3030. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3031. if (t->visitingHero == o1 || t->garrisonHero == o1)
  3032. return true;
  3033. }
  3034. auto market = dynamic_cast<const IMarket*>(o1);
  3035. if(market == nullptr)
  3036. market = dynamic_cast<const IMarket*>(o2);
  3037. if(market)
  3038. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  3039. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  3040. {
  3041. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  3042. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  3043. // two heroes in same town (garrisoned and visiting)
  3044. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  3045. return true;
  3046. }
  3047. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  3048. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  3049. if (!dialog)
  3050. {
  3051. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  3052. }
  3053. if (dialog)
  3054. {
  3055. auto topArmy = dialog->exchangingArmies.at(0);
  3056. auto bottomArmy = dialog->exchangingArmies.at(1);
  3057. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  3058. return true;
  3059. }
  3060. }
  3061. return false;
  3062. }
  3063. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  3064. {
  3065. using events::ObjectVisitStarted;
  3066. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  3067. if (getVisitingHero(obj) != nullptr)
  3068. {
  3069. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  3070. throw std::runtime_error("Can not visit object that is being visited");
  3071. }
  3072. std::shared_ptr<CObjectVisitQuery> visitQuery;
  3073. auto startVisit = [&](ObjectVisitStarted & event)
  3074. {
  3075. auto visitedObject = obj;
  3076. if(obj->ID == Obj::HERO)
  3077. {
  3078. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  3079. const auto visitedTown = visitedHero->visitedTown;
  3080. if(visitedTown)
  3081. {
  3082. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  3083. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  3084. visitedObject = visitedTown;
  3085. }
  3086. }
  3087. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  3088. queries->addQuery(visitQuery); //TODO real visit pos
  3089. HeroVisit hv;
  3090. hv.objId = obj->id;
  3091. hv.heroId = h->id;
  3092. hv.player = h->tempOwner;
  3093. hv.starting = true;
  3094. sendAndApply(&hv);
  3095. obj->onHeroVisit(h);
  3096. };
  3097. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  3098. if(visitQuery)
  3099. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  3100. }
  3101. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  3102. {
  3103. using events::ObjectVisitEnded;
  3104. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  3105. auto endVisit = [&](ObjectVisitEnded & event)
  3106. {
  3107. HeroVisit hv;
  3108. hv.player = event.getPlayer();
  3109. hv.heroId = event.getHero();
  3110. hv.starting = false;
  3111. sendAndApply(&hv);
  3112. };
  3113. //TODO: ObjectVisitEnded should also have id of visited object,
  3114. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  3115. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  3116. }
  3117. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  3118. {
  3119. const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
  3120. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  3121. {
  3122. complain("Cannot build boat in this shipyard!");
  3123. return false;
  3124. }
  3125. TResources boatCost;
  3126. obj->getBoatCost(boatCost);
  3127. TResources available = getPlayerState(playerID)->resources;
  3128. if (!available.canAfford(boatCost))
  3129. {
  3130. complain("Not enough resources to build a boat!");
  3131. return false;
  3132. }
  3133. int3 tile = obj->bestLocation();
  3134. if (!gs->map->isInTheMap(tile))
  3135. {
  3136. complain("Cannot find appropriate tile for a boat!");
  3137. return false;
  3138. }
  3139. giveResources(playerID, -boatCost);
  3140. createBoat(tile, obj->getBoatType(), playerID);
  3141. return true;
  3142. }
  3143. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3144. {
  3145. for (auto playerColor : playerColors)
  3146. {
  3147. if (getPlayerState(playerColor, false))
  3148. checkVictoryLossConditionsForPlayer(playerColor);
  3149. }
  3150. }
  3151. void CGameHandler::checkVictoryLossConditionsForAll()
  3152. {
  3153. std::set<PlayerColor> playerColors;
  3154. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3155. {
  3156. playerColors.insert(PlayerColor(i));
  3157. }
  3158. checkVictoryLossConditions(playerColors);
  3159. }
  3160. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3161. {
  3162. const PlayerState * p = getPlayerState(player);
  3163. if(!p || p->status != EPlayerStatus::INGAME) return;
  3164. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3165. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3166. {
  3167. InfoWindow iw;
  3168. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3169. sendAndApply(&iw);
  3170. PlayerEndsGame peg;
  3171. peg.player = player;
  3172. peg.victoryLossCheckResult = victoryLossCheckResult;
  3173. sendAndApply(&peg);
  3174. turnOrder->onPlayerEndsGame(player);
  3175. if (victoryLossCheckResult.victory())
  3176. {
  3177. //one player won -> all enemies lost
  3178. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3179. {
  3180. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3181. {
  3182. peg.player = i->first;
  3183. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3184. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3185. InfoWindow iw;
  3186. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3187. iw.player = i->first;
  3188. sendAndApply(&iw);
  3189. sendAndApply(&peg);
  3190. }
  3191. }
  3192. if(p->human)
  3193. {
  3194. lobby->setState(EServerState::SHUTDOWN);
  3195. }
  3196. }
  3197. else
  3198. {
  3199. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3200. auto hlp = p->heroes;
  3201. for (auto h : hlp) //eliminate heroes
  3202. {
  3203. if (h.get())
  3204. removeObject(h, player);
  3205. }
  3206. //player lost -> all his objects become unflagged (neutral)
  3207. for (auto obj : gs->map->objects) //unflag objs
  3208. {
  3209. if (obj.get() && obj->tempOwner == player)
  3210. setOwner(obj, PlayerColor::NEUTRAL);
  3211. }
  3212. //eliminating one player may cause victory of another:
  3213. std::set<PlayerColor> playerColors;
  3214. //do not copy player state (CBonusSystemNode) by value
  3215. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3216. {
  3217. if (p.first != player)
  3218. playerColors.insert(p.first);
  3219. }
  3220. //notify all players
  3221. for (auto pc : playerColors)
  3222. {
  3223. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3224. {
  3225. InfoWindow iw;
  3226. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3227. iw.player = pc;
  3228. sendAndApply(&iw);
  3229. }
  3230. }
  3231. checkVictoryLossConditions(playerColors);
  3232. }
  3233. }
  3234. }
  3235. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3236. {
  3237. out.player = player;
  3238. out.text = victoryLossCheckResult.messageToSelf;
  3239. out.text.replaceName(player);
  3240. out.components.emplace_back(ComponentType::FLAG, player);
  3241. }
  3242. bool CGameHandler::dig(const CGHeroInstance *h)
  3243. {
  3244. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3245. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3246. createHole(h->visitablePos(), h->getOwner());
  3247. //take MPs
  3248. SetMovePoints smp;
  3249. smp.hid = h->id;
  3250. smp.val = 0;
  3251. sendAndApply(&smp);
  3252. InfoWindow iw;
  3253. iw.type = EInfoWindowMode::AUTO;
  3254. iw.player = h->tempOwner;
  3255. if (gs->map->grailPos == h->visitablePos())
  3256. {
  3257. ArtifactID grail = ArtifactID::GRAIL;
  3258. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  3259. iw.text.appendName(grail); // ... " The Grail"
  3260. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3261. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  3262. sendAndApply(&iw);
  3263. iw.soundID = soundBase::invalid;
  3264. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3265. iw.text.clear();
  3266. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3267. sendAndApply(&iw);
  3268. }
  3269. else
  3270. {
  3271. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3272. iw.soundID = soundBase::Dig;
  3273. sendAndApply(&iw);
  3274. }
  3275. return true;
  3276. }
  3277. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3278. {
  3279. if (!t.visitableObjects.empty())
  3280. {
  3281. //to prevent self-visiting heroes on space press
  3282. if (t.visitableObjects.back() != h)
  3283. objectVisited(t.visitableObjects.back(), h);
  3284. else if (t.visitableObjects.size() > 1)
  3285. objectVisited(*(t.visitableObjects.end()-2),h);
  3286. }
  3287. }
  3288. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3289. {
  3290. if (!hero)
  3291. COMPLAIN_RET("You need hero to sacrifice creature!");
  3292. int expSum = 0;
  3293. auto finish = [this, &hero, &expSum]()
  3294. {
  3295. giveExperience(hero, hero->calculateXp(expSum));
  3296. };
  3297. for(int i = 0; i < slot.size(); ++i)
  3298. {
  3299. int oldCount = hero->getStackCount(slot[i]);
  3300. if(oldCount < (int)count[i])
  3301. {
  3302. finish();
  3303. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3304. }
  3305. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3306. {
  3307. finish();
  3308. COMPLAIN_RET("Cannot sacrifice last creature!");
  3309. }
  3310. int crid = hero->getStack(slot[i]).type->getId();
  3311. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3312. int dump;
  3313. int exp;
  3314. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3315. exp *= count[i];
  3316. expSum += exp;
  3317. }
  3318. finish();
  3319. return true;
  3320. }
  3321. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3322. {
  3323. if (!hero)
  3324. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3325. if(hero->getAlignment() == EAlignment::EVIL)
  3326. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3327. assert(m);
  3328. auto altarObj = dynamic_cast<const CGArtifactsAltar*>(m);
  3329. int expSum = 0;
  3330. auto finish = [this, &hero, &expSum]()
  3331. {
  3332. giveExperience(hero, hero->calculateXp(expSum));
  3333. };
  3334. for(const auto & artInstId : arts)
  3335. {
  3336. if(auto art = altarObj->getArtByInstanceId(artInstId))
  3337. {
  3338. if(art->artType->isTradable())
  3339. {
  3340. int dmp;
  3341. int expToGive;
  3342. m->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3343. expSum += expToGive;
  3344. removeArtifact(ArtifactLocation(altarObj->id, altarObj->getArtPos(art)));
  3345. }
  3346. else
  3347. {
  3348. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3349. }
  3350. }
  3351. else
  3352. {
  3353. finish();
  3354. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3355. }
  3356. }
  3357. finish();
  3358. return true;
  3359. }
  3360. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3361. {
  3362. if (sl.army->hasStackAtSlot(sl.slot))
  3363. COMPLAIN_RET("Slot is already taken!");
  3364. if (!sl.slot.validSlot())
  3365. COMPLAIN_RET("Cannot insert stack to that slot!");
  3366. InsertNewStack ins;
  3367. ins.army = sl.army->id;
  3368. ins.slot = sl.slot;
  3369. ins.type = c->getId();
  3370. ins.count = count;
  3371. sendAndApply(&ins);
  3372. return true;
  3373. }
  3374. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3375. {
  3376. if (!sl.army->hasStackAtSlot(sl.slot))
  3377. COMPLAIN_RET("Cannot find a stack to erase");
  3378. if (sl.army->stacksCount() == 1 //from the last stack
  3379. && sl.army->needsLastStack() //that must be left
  3380. && !forceRemoval) //ignore above conditions if we are forcing removal
  3381. {
  3382. COMPLAIN_RET("Cannot erase the last stack!");
  3383. }
  3384. EraseStack es;
  3385. es.army = sl.army->id;
  3386. es.slot = sl.slot;
  3387. sendAndApply(&es);
  3388. return true;
  3389. }
  3390. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3391. {
  3392. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3393. if ((absoluteValue && count < 0)
  3394. || (!absoluteValue && -count > currentCount))
  3395. {
  3396. COMPLAIN_RET("Cannot take more stacks than present!");
  3397. }
  3398. if ((currentCount == -count && !absoluteValue)
  3399. || (!count && absoluteValue))
  3400. {
  3401. eraseStack(sl);
  3402. }
  3403. else
  3404. {
  3405. ChangeStackCount csc;
  3406. csc.army = sl.army->id;
  3407. csc.slot = sl.slot;
  3408. csc.count = count;
  3409. csc.absoluteValue = absoluteValue;
  3410. sendAndApply(&csc);
  3411. }
  3412. return true;
  3413. }
  3414. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3415. {
  3416. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3417. if (!slotC) //slot is empty
  3418. insertNewStack(sl, c, count);
  3419. else if (c == slotC)
  3420. changeStackCount(sl, count);
  3421. else
  3422. {
  3423. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3424. }
  3425. return true;
  3426. }
  3427. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3428. {
  3429. if (removeObjWhenFinished)
  3430. removeAfterVisit(src);
  3431. if (!src->canBeMergedWith(*dst, allowMerging))
  3432. {
  3433. if (allowMerging) //do that, add all matching creatures.
  3434. {
  3435. bool cont = true;
  3436. while (cont)
  3437. {
  3438. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3439. {
  3440. SlotID pos = dst->getSlotFor(i->second->type);
  3441. if (pos.validSlot())
  3442. {
  3443. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3444. cont = true;
  3445. break; //or iterator crashes
  3446. }
  3447. cont = false;
  3448. }
  3449. }
  3450. }
  3451. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3452. }
  3453. else //merge
  3454. {
  3455. moveArmy(src, dst, allowMerging);
  3456. }
  3457. }
  3458. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3459. {
  3460. if (!src.army->hasStackAtSlot(src.slot))
  3461. COMPLAIN_RET("No stack to move!");
  3462. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3463. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3464. if (!dst.slot.validSlot())
  3465. COMPLAIN_RET("Cannot move stack to that slot!");
  3466. if (count == -1)
  3467. {
  3468. count = src.army->getStackCount(src.slot);
  3469. }
  3470. if (src.army != dst.army //moving away
  3471. && count == src.army->getStackCount(src.slot) //all creatures
  3472. && src.army->stacksCount() == 1 //from the last stack
  3473. && src.army->needsLastStack()) //that must be left
  3474. {
  3475. COMPLAIN_RET("Cannot move away the last creature!");
  3476. }
  3477. RebalanceStacks rs;
  3478. rs.srcArmy = src.army->id;
  3479. rs.dstArmy = dst.army->id;
  3480. rs.srcSlot = src.slot;
  3481. rs.dstSlot = dst.slot;
  3482. rs.count = count;
  3483. sendAndApply(&rs);
  3484. return true;
  3485. }
  3486. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3487. {
  3488. if (!spellID.hasValue())
  3489. return;
  3490. AdventureSpellCastParameters p;
  3491. p.caster = caster;
  3492. p.pos = pos;
  3493. const CSpell * s = spellID.toSpell();
  3494. s->adventureCast(spellEnv, p);
  3495. }
  3496. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3497. {
  3498. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3499. {
  3500. return moveStack(sl2, sl1);
  3501. }
  3502. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3503. {
  3504. return moveStack(sl1, sl2);
  3505. }
  3506. else
  3507. {
  3508. SwapStacks ss;
  3509. ss.srcArmy = sl1.army->id;
  3510. ss.dstArmy = sl2.army->id;
  3511. ss.srcSlot = sl1.slot;
  3512. ss.dstSlot = sl2.slot;
  3513. sendAndApply(&ss);
  3514. return true;
  3515. }
  3516. }
  3517. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3518. {
  3519. assert(art && art->artType);
  3520. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3521. dst.creature = al.creature;
  3522. auto putTo = getArtSet(al);
  3523. assert(putTo);
  3524. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3525. {
  3526. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3527. }
  3528. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3529. {
  3530. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3531. }
  3532. else
  3533. {
  3534. dst.slot = al.slot;
  3535. }
  3536. if(!askAssemble.has_value())
  3537. {
  3538. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3539. askAssemble = true;
  3540. else
  3541. askAssemble = false;
  3542. }
  3543. if(art->canBePutAt(putTo, dst.slot))
  3544. {
  3545. PutArtifact pa(dst, askAssemble.value());
  3546. pa.art = art;
  3547. sendAndApply(&pa);
  3548. return true;
  3549. }
  3550. else
  3551. {
  3552. return false;
  3553. }
  3554. }
  3555. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3556. {
  3557. assert(artType);
  3558. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3559. {
  3560. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3561. COMPLAIN_RET("Cannot put artifact in that slot!");
  3562. }
  3563. else if(ArtifactUtils::isSlotBackpack(pos))
  3564. {
  3565. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3566. COMPLAIN_RET("Cannot put artifact in that slot!");
  3567. }
  3568. else
  3569. {
  3570. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3571. }
  3572. auto * newArtInst = new CArtifactInstance();
  3573. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3574. NewArtifact na;
  3575. na.art = newArtInst;
  3576. sendAndApply(&na); // -> updates newArtInst!!!
  3577. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3578. return true;
  3579. else
  3580. return false;
  3581. }
  3582. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3583. {
  3584. std::vector<int3>::iterator tile;
  3585. std::vector<int3> tiles;
  3586. getFreeTiles(tiles);
  3587. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3588. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3589. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3590. const CCreature *cre = creatureID.toCreature();
  3591. for (int i = 0; i < (int)amount; ++i)
  3592. {
  3593. tile = tiles.begin();
  3594. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3595. {
  3596. auto count = cre->getRandomAmount(std::rand);
  3597. createWanderingMonster(*tile, creatureID);
  3598. auto monsterId = getTopObj(*tile)->id;
  3599. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3600. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3601. }
  3602. tiles.erase(tile); //not use it again
  3603. }
  3604. }
  3605. void CGameHandler::synchronizeArtifactHandlerLists()
  3606. {
  3607. UpdateArtHandlerLists uahl;
  3608. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3609. sendAndApply(&uahl);
  3610. }
  3611. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3612. {
  3613. return vstd::contains(gs->map->objects, obj);
  3614. }
  3615. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3616. {
  3617. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3618. return false;
  3619. auto query = queries->topQuery(player);
  3620. if (query && query->blocksPack(pack))
  3621. {
  3622. complain(boost::str(boost::format(
  3623. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3624. % boost::to_upper_copy<std::string>(player.toString())
  3625. % query->toString()
  3626. ));
  3627. return true;
  3628. }
  3629. return false;
  3630. }
  3631. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3632. {
  3633. //If the object is being visited, there must be a matching query
  3634. for (const auto &query : queries->allQueries())
  3635. {
  3636. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3637. {
  3638. if (someVistQuery->visitedObject == object)
  3639. {
  3640. someVistQuery->removeObjectAfterVisit = true;
  3641. return;
  3642. }
  3643. }
  3644. }
  3645. //If we haven't returned so far, there is no query and no visit, call was wrong
  3646. assert("This function needs to be called during the object visit!");
  3647. }
  3648. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3649. {
  3650. std::unordered_set<int3> tiles;
  3651. if (mode == ETileVisibility::HIDDEN)
  3652. {
  3653. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3654. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3655. auto p = getPlayerState(player);
  3656. for (auto h : p->heroes)
  3657. {
  3658. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3659. }
  3660. for (auto t : p->towns)
  3661. {
  3662. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3663. }
  3664. for (auto tile : observedTiles)
  3665. vstd::erase_if_present (tiles, tile);
  3666. }
  3667. else
  3668. {
  3669. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3670. }
  3671. changeFogOfWar(tiles, player, mode);
  3672. }
  3673. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3674. {
  3675. if (tiles.empty())
  3676. return;
  3677. FoWChange fow;
  3678. fow.tiles = tiles;
  3679. fow.player = player;
  3680. fow.mode = mode;
  3681. sendAndApply(&fow);
  3682. }
  3683. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3684. {
  3685. assert(obj);
  3686. for(const auto & query : queries->allQueries())
  3687. {
  3688. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3689. if (visit && visit->visitedObject == obj)
  3690. return visit->visitingHero;
  3691. }
  3692. return nullptr;
  3693. }
  3694. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3695. {
  3696. assert(hero);
  3697. for(const auto & query : queries->allQueries())
  3698. {
  3699. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3700. if (visit && visit->visitingHero == hero)
  3701. return visit->visitedObject;
  3702. }
  3703. return nullptr;
  3704. }
  3705. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3706. {
  3707. assert(obj);
  3708. assert(hero);
  3709. assert(getVisitingHero(obj) == hero);
  3710. // Check top query of targeted player:
  3711. // If top query is NOT visit to targeted object then we assume that
  3712. // visitation query is covered by other query that must be answered first
  3713. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3714. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3715. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3716. return true;
  3717. }
  3718. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3719. {
  3720. SetObjectProperty sob;
  3721. sob.id = objid;
  3722. sob.what = prop;
  3723. sob.identifier = NumericID(value);
  3724. sendAndApply(&sob);
  3725. }
  3726. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3727. {
  3728. SetObjectProperty sob;
  3729. sob.id = objid;
  3730. sob.what = prop;
  3731. sob.identifier = identifier;
  3732. sendAndApply(&sob);
  3733. }
  3734. void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration)
  3735. {
  3736. SetBankConfiguration srb;
  3737. srb.objectID = objid;
  3738. srb.configuration = configuration;
  3739. sendAndApply(&srb);
  3740. }
  3741. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
  3742. {
  3743. SetRewardableConfiguration srb;
  3744. srb.objectID = objid;
  3745. srb.configuration = configuration;
  3746. sendAndApply(&srb);
  3747. }
  3748. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
  3749. {
  3750. SetRewardableConfiguration srb;
  3751. srb.objectID = townInstanceID;
  3752. srb.buildingID = buildingID;
  3753. srb.configuration = configuration;
  3754. sendAndApply(&srb);
  3755. }
  3756. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3757. {
  3758. sendAndApply(iw);
  3759. }
  3760. vstd::RNG & CGameHandler::getRandomGenerator()
  3761. {
  3762. return *randomNumberGenerator;
  3763. }
  3764. #if SCRIPTING_ENABLED
  3765. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3766. {
  3767. return serverScripts.get();
  3768. }
  3769. //scripting::Pool * CGameHandler::getContextPool() const
  3770. //{
  3771. // return serverScripts.get();
  3772. //}
  3773. #endif
  3774. CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
  3775. {
  3776. TerrainId terrainType = ETerrainId::NONE;
  3777. if (!gs->isInTheMap(visitablePosition))
  3778. throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
  3779. const TerrainTile & t = gs->map->getTile(visitablePosition);
  3780. terrainType = t.terType->getId();
  3781. auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);
  3782. CGObjectInstance * o = handler->create(gs->callback, nullptr);
  3783. handler->configureObject(o, getRandomGenerator());
  3784. assert(o->ID == objectID);
  3785. assert(!handler->getTemplates(terrainType).empty());
  3786. if (handler->getTemplates().empty())
  3787. throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
  3788. if (!handler->getTemplates(terrainType).empty())
  3789. o->appearance = handler->getTemplates(terrainType).front();
  3790. else
  3791. o->appearance = handler->getTemplates().front();
  3792. o->pos = visitablePosition + o->getVisitableOffset();
  3793. return o;
  3794. }
  3795. void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature)
  3796. {
  3797. auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
  3798. auto * cre = dynamic_cast<CGCreature *>(createdObject);
  3799. assert(cre);
  3800. cre->notGrowingTeam = cre->neverFlees = false;
  3801. cre->character = 2;
  3802. cre->gainedArtifact = ArtifactID::NONE;
  3803. cre->identifier = -1;
  3804. cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack
  3805. newObject(createdObject, PlayerColor::NEUTRAL);
  3806. }
  3807. void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
  3808. {
  3809. auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
  3810. newObject(createdObject, initiator);
  3811. }
  3812. void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
  3813. {
  3814. auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
  3815. newObject(createdObject, initiator);
  3816. }
  3817. void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
  3818. {
  3819. object->initObj(gs->getRandomGenerator());
  3820. NewObject no;
  3821. no.newObject = object;
  3822. no.initiator = initiator;
  3823. sendAndApply(&no);
  3824. }
  3825. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3826. {
  3827. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3828. }
  3829. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3830. {
  3831. battles->startBattleI(army1, army2, tile, creatureBank);
  3832. }
  3833. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3834. {
  3835. battles->startBattleI(army1, army2, creatureBank);
  3836. }