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