| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301 | 
							- /*
 
-  * CGameHandler.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #pragma once
 
- #include <vcmi/Environment.h>
 
- #include "../lib/IGameCallback.h"
 
- #include "../lib/LoadProgress.h"
 
- #include "../lib/ScriptHandler.h"
 
- #include "TurnTimerHandler.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- struct SideInBattle;
 
- class IMarket;
 
- class SpellCastEnvironment;
 
- class CConnection;
 
- class CCommanderInstance;
 
- class EVictoryLossCheckResult;
 
- struct CPack;
 
- struct CPackForServer;
 
- struct NewTurn;
 
- struct CGarrisonOperationPack;
 
- struct SetResources;
 
- struct NewStructures;
 
- #if SCRIPTING_ENABLED
 
- namespace scripting
 
- {
 
- 	class PoolImpl;
 
- }
 
- #endif
 
- template<typename T> class CApplier;
 
- VCMI_LIB_NAMESPACE_END
 
- class HeroPoolProcessor;
 
- class CVCMIServer;
 
- class CBaseForGHApply;
 
- class PlayerMessageProcessor;
 
- class BattleProcessor;
 
- class TurnOrderProcessor;
 
- class QueriesProcessor;
 
- class CObjectVisitQuery;
 
- class CGameHandler : public IGameCallback, public Environment
 
- {
 
- 	CVCMIServer * lobby;
 
- 	std::shared_ptr<CApplier<CBaseForGHApply>> applier;
 
- public:
 
- 	std::unique_ptr<HeroPoolProcessor> heroPool;
 
- 	std::unique_ptr<BattleProcessor> battles;
 
- 	std::unique_ptr<QueriesProcessor> queries;
 
- 	std::unique_ptr<TurnOrderProcessor> turnOrder;
 
- 	//use enums as parameters, because doMove(sth, true, false, true) is not readable
 
- 	enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
 
- 	enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
 
- 	enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
 
- 	std::unique_ptr<PlayerMessageProcessor> playerMessages;
 
- 	std::map<PlayerColor, std::set<std::shared_ptr<CConnection>>> connections; //player color -> connection to client with interface of that player
 
- 	//queries stuff
 
- 	ui32 QID;
 
- 	SpellCastEnvironment * spellEnv;
 
- 	
 
- 	TurnTimerHandler turnTimerHandler;
 
- 	const Services * services() const override;
 
- 	const BattleCb * battle(const BattleID & battleID) const override;
 
- 	const GameCb * game() const override;
 
- 	vstd::CLoggerBase * logger() const override;
 
- 	events::EventBus * eventBus() const override;
 
- 	CVCMIServer * gameLobby() const;
 
- 	bool isValidObject(const CGObjectInstance *obj) const;
 
- 	bool isBlockedByQueries(const CPack *pack, PlayerColor player);
 
- 	bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
 
- 	void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
 
- 	explicit CGameHandler(CVCMIServer * lobby);
 
- 	~CGameHandler();
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	//from IGameCallback
 
- 	//do sth
 
- 	void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
 
- 	bool removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) override;
 
- 	void createObject(const int3 & visitablePosition, const PlayerColor & initiator, MapObjectID type, MapObjectSubID subtype) override;
 
- 	void setOwner(const CGObjectInstance * obj, PlayerColor owner) override;
 
- 	void giveExperience(const CGHeroInstance * hero, TExpType val) override;
 
- 	void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs=false) override;
 
- 	void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override;
 
- 	void showBlockingDialog(BlockingDialog *iw) override;
 
- 	void showTeleportDialog(TeleportDialog *iw) override;
 
- 	void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
 
- 	void showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) override;
 
- 	void giveResource(PlayerColor player, GameResID which, int val) override;
 
- 	void giveResources(PlayerColor player, TResources resources) override;
 
- 	void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override;
 
- 	void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override;
 
- 	bool changeStackType(const StackLocation &sl, const CCreature *c) override;
 
- 	bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override;
 
- 	bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override;
 
- 	bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override;
 
- 	bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override;
 
- 	bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override;
 
- 	void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override;
 
- 	bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override;
 
- 	void removeAfterVisit(const CGObjectInstance *object) override;
 
- 	bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos = ArtifactPosition::FIRST_AVAILABLE) override;
 
- 	bool putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble) override;
 
- 	void removeArtifact(const ArtifactLocation &al) override;
 
- 	bool moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst) override;
 
- 	bool bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack);
 
- 	bool scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left);
 
- 	bool eraseArtifactByClient(const ArtifactLocation & al);
 
- 	void synchronizeArtifactHandlerLists();
 
- 	void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
 
- 	void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
 
- 	void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override; //use hero=nullptr for no hero
 
- 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
 
- 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
 
- 	bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
 
- 	void giveHeroBonus(GiveBonus * bonus) override;
 
- 	void setMovePoints(SetMovePoints * smp) override;
 
- 	void setMovePoints(ObjectInstanceID hid, int val, bool absolute) override;
 
- 	void setManaPoints(ObjectInstanceID hid, int val) override;
 
- 	void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) override;
 
- 	void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator) override;
 
- 	void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
 
- 	void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) override;
 
- 	void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player,ETileVisibility mode) override;
 
- 	
 
- 	void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override;
 
- 	/// Returns hero that is currently visiting this object, or nullptr if no visit is active
 
- 	const CGHeroInstance * getVisitingHero(const CGObjectInstance *obj);
 
- 	const CGObjectInstance * getVisitingObject(const CGHeroInstance *hero);
 
- 	bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
 
- 	void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value) override;
 
- 	void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) override;
 
- 	void showInfoDialog(InfoWindow * iw) override;
 
- 	void showInfoDialog(const std::string & msg, PlayerColor player) override;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
 
- 	void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
 
- 	void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
 
- 	bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
 
- 	void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override;
 
- 	void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
 
- 	void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
 
- 	void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
 
- 	void levelUpCommander (const CCommanderInstance * c);
 
- 	void expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	void init(StartInfo *si, Load::ProgressAccumulator & progressTracking);
 
- 	void handleClientDisconnection(std::shared_ptr<CConnection> c);
 
- 	void handleReceivedPack(CPackForServer * pack);
 
- 	bool hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const;
 
- 	bool hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const;
 
- 	bool queryReply( QueryID qid, std::optional<int32_t> reply, PlayerColor player );
 
- 	bool buildBoat( ObjectInstanceID objid, PlayerColor player );
 
- 	bool setFormation( ObjectInstanceID hid, EArmyFormation formation );
 
- 	bool tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy);
 
- 	bool sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count);
 
- 	bool sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2);
 
- 	bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID);
 
- 	bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
 
- 	bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
 
- 	bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
 
- 	bool buyArtifact( const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
 
- 	bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid); //for artifact merchant selling
 
- 	//void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
 
- 	bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
 
- 	bool garrisonSwap(ObjectInstanceID tid);
 
- 	bool swapGarrisonOnSiege(ObjectInstanceID tid) override;
 
- 	bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
 
- 	bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level, PlayerColor player);
 
- 	bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
 
- 	bool razeStructure(ObjectInstanceID tid, BuildingID bid);
 
- 	bool disbandCreature( ObjectInstanceID id, SlotID pos );
 
- 	bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
 
- 	bool bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot);
 
- 	bool bulkSplitStack(SlotID src, ObjectInstanceID srcOwner, si32 howMany);
 
- 	bool bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner);
 
- 	bool bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner);
 
- 	void save(const std::string &fname);
 
- 	bool load(const std::string &fname);
 
- 	void onPlayerTurnStarted(PlayerColor which);
 
- 	void onPlayerTurnEnded(PlayerColor which);
 
- 	void onNewTurn();
 
- 	void handleTimeEvents();
 
- 	void handleTownEvents(CGTownInstance *town, NewTurn &n);
 
- 	bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
 
- 	void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
 
- 	void objectVisitEnded(const CObjectVisitQuery &query);
 
- 	bool dig(const CGHeroInstance *h);
 
- 	void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
 
- 	template <typename Handler> void serialize(Handler &h)
 
- 	{
 
- 		h & QID;
 
- 		h & getRandomGenerator();
 
- 		h & *battles;
 
- 		h & *heroPool;
 
- 		h & *playerMessages;
 
- 		h & *turnOrder;
 
- #if SCRIPTING_ENABLED
 
- 		JsonNode scriptsState;
 
- 		if(h.saving)
 
- 			serverScripts->serializeState(h.saving, scriptsState);
 
- 		h & scriptsState;
 
- 		if(!h.saving)
 
- 			serverScripts->serializeState(h.saving, scriptsState);
 
- #endif
 
- 	}
 
- 	void sendToAllClients(CPackForClient * pack);
 
- 	void sendAndApply(CPackForClient * pack) override;
 
- 	void sendAndApply(CGarrisonOperationPack * pack);
 
- 	void sendAndApply(SetResources * pack);
 
- 	void sendAndApply(NewStructures * pack);
 
- 	void wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer);
 
- 	/// Unconditionally throws with "Action not allowed" message
 
- 	[[noreturn]] void throwNotAllowedAction(CPackForServer * pack);
 
- 	/// Throws if player stated in pack is not making turn right now
 
- 	void throwIfPlayerNotActive(CPackForServer * pack);
 
- 	/// Throws if object is not owned by pack sender
 
- 	void throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id);
 
- 	/// Throws if player is not present on connection of this pack
 
- 	void throwIfWrongPlayer(CPackForServer * pack, PlayerColor player);
 
- 	void throwIfWrongPlayer(CPackForServer * pack);
 
- 	[[noreturn]] void throwAndComplain(CPackForServer * pack, std::string txt);
 
- 	bool isPlayerOwns(CPackForServer * pack, ObjectInstanceID id);
 
- 	void start(bool resume);
 
- 	void tick(int millisecondsPassed);
 
- 	bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts);
 
- 	void spawnWanderingMonsters(CreatureID creatureID);
 
- 	// Check for victory and loss conditions
 
- 	void checkVictoryLossConditionsForPlayer(PlayerColor player);
 
- 	void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
 
- 	void checkVictoryLossConditionsForAll();
 
- 	CRandomGenerator & getRandomGenerator();
 
- #if SCRIPTING_ENABLED
 
- 	scripting::Pool * getGlobalContextPool() const override;
 
- //	scripting::Pool * getContextPool() const override;
 
- #endif
 
- 	friend class CVCMIServer;
 
- private:
 
- 	std::unique_ptr<events::EventBus> serverEventBus;
 
- #if SCRIPTING_ENABLED
 
- 	std::shared_ptr<scripting::PoolImpl> serverScripts;
 
- #endif
 
- 	void reinitScripting();
 
- 	void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
 
- 	const std::string complainNoCreatures;
 
- 	const std::string complainNotEnoughCreatures;
 
- 	const std::string complainInvalidSlot;
 
- };
 
- class ExceptionNotAllowedAction : public std::exception
 
- {
 
- };
 
 
  |