CGameHandler.cpp 134 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "TurnTimerHandler.h"
  14. #include "ServerNetPackVisitors.h"
  15. #include "ServerSpellCastEnvironment.h"
  16. #include "battles/BattleProcessor.h"
  17. #include "processors/HeroPoolProcessor.h"
  18. #include "processors/PlayerMessageProcessor.h"
  19. #include "processors/TurnOrderProcessor.h"
  20. #include "queries/QueriesProcessor.h"
  21. #include "queries/MapQueries.h"
  22. #include "../lib/ArtifactUtils.h"
  23. #include "../lib/CArtHandler.h"
  24. #include "../lib/CConfigHandler.h"
  25. #include "../lib/CCreatureHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/texts/CGeneralTextHandler.h"
  28. #include "../lib/CHeroHandler.h"
  29. #include "../lib/CPlayerState.h"
  30. #include "../lib/CRandomGenerator.h"
  31. #include "../lib/CSoundBase.h"
  32. #include "../lib/CThreadHelper.h"
  33. #include "../lib/GameConstants.h"
  34. #include "../lib/UnlockGuard.h"
  35. #include "../lib/GameSettings.h"
  36. #include "../lib/ScriptHandler.h"
  37. #include "../lib/StartInfo.h"
  38. #include "../lib/TerrainHandler.h"
  39. #include "../lib/VCMIDirs.h"
  40. #include "../lib/VCMI_Lib.h"
  41. #include "../lib/int3.h"
  42. #include "../lib/battle/BattleInfo.h"
  43. #include "../lib/entities/building/CBuilding.h"
  44. #include "../lib/entities/faction/CTownHandler.h"
  45. #include "../lib/filesystem/FileInfo.h"
  46. #include "../lib/filesystem/Filesystem.h"
  47. #include "../lib/gameState/CGameState.h"
  48. #include "../lib/mapping/CMap.h"
  49. #include "../lib/mapping/CMapService.h"
  50. #include "../lib/mapObjects/CGCreature.h"
  51. #include "../lib/mapObjects/CGMarket.h"
  52. #include "../lib/mapObjects/CGTownInstance.h"
  53. #include "../lib/mapObjects/MiscObjects.h"
  54. #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
  55. #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
  56. #include "../lib/modding/ModIncompatibility.h"
  57. #include "../lib/networkPacks/StackLocation.h"
  58. #include "../lib/pathfinder/CPathfinder.h"
  59. #include "../lib/pathfinder/PathfinderOptions.h"
  60. #include "../lib/pathfinder/TurnInfo.h"
  61. #include "../lib/registerTypes/RegisterTypesServerPacks.h"
  62. #include "../lib/rmg/CMapGenOptions.h"
  63. #include "../lib/serializer/CSaveFile.h"
  64. #include "../lib/serializer/CLoadFile.h"
  65. #include "../lib/serializer/Connection.h"
  66. #include "../lib/spells/CSpellHandler.h"
  67. #include <vstd/RNG.h>
  68. #include <vstd/CLoggerBase.h>
  69. #include <vcmi/events/EventBus.h>
  70. #include <vcmi/events/GenericEvents.h>
  71. #include <vcmi/events/AdventureEvents.h>
  72. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  73. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  74. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  75. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  76. template <typename T> class CApplyOnGH;
  77. class CBaseForGHApply
  78. {
  79. public:
  80. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const =0;
  81. virtual ~CBaseForGHApply(){}
  82. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  83. {
  84. return new CApplyOnGH<U>();
  85. }
  86. };
  87. template <typename T> class CApplyOnGH : public CBaseForGHApply
  88. {
  89. public:
  90. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  91. {
  92. T *ptr = static_cast<T*>(pack);
  93. try
  94. {
  95. ApplyGhNetPackVisitor applier(*gh);
  96. ptr->visit(applier);
  97. return applier.getResult();
  98. }
  99. catch(ExceptionNotAllowedAction & e)
  100. {
  101. (void)e;
  102. return false;
  103. }
  104. }
  105. };
  106. template <>
  107. class CApplyOnGH<CPack> : public CBaseForGHApply
  108. {
  109. public:
  110. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  111. {
  112. logGlobal->error("Cannot apply on GH plain CPack!");
  113. assert(0);
  114. return false;
  115. }
  116. };
  117. static inline double distance(int3 a, int3 b)
  118. {
  119. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  120. }
  121. template <typename T>
  122. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  123. {
  124. fun(args[which]);
  125. }
  126. const Services * CGameHandler::services() const
  127. {
  128. return VLC;
  129. }
  130. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  131. {
  132. return gs->getBattle(battleID);
  133. }
  134. const CGameHandler::GameCb * CGameHandler::game() const
  135. {
  136. return this;
  137. }
  138. vstd::CLoggerBase * CGameHandler::logger() const
  139. {
  140. return logGlobal;
  141. }
  142. events::EventBus * CGameHandler::eventBus() const
  143. {
  144. return serverEventBus.get();
  145. }
  146. CVCMIServer * CGameHandler::gameLobby() const
  147. {
  148. return lobby;
  149. }
  150. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  151. {
  152. changeSecSkill(hero, skill, 1, 0);
  153. expGiven(hero);
  154. }
  155. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  156. {
  157. // required exp for at least 1 lvl-up hasn't been reached
  158. if (!hero->gainsLevel())
  159. {
  160. return;
  161. }
  162. // give primary skill
  163. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  164. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  165. SetPrimSkill sps;
  166. sps.id = hero->id;
  167. sps.which = primarySkill;
  168. sps.abs = false;
  169. sps.val = 1;
  170. sendAndApply(&sps);
  171. HeroLevelUp hlu;
  172. hlu.player = hero->tempOwner;
  173. hlu.heroId = hero->id;
  174. hlu.primskill = primarySkill;
  175. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  176. if (hlu.skills.size() == 0)
  177. {
  178. sendAndApply(&hlu);
  179. levelUpHero(hero);
  180. }
  181. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  182. {
  183. sendAndApply(&hlu);
  184. levelUpHero(hero, hlu.skills.front());
  185. }
  186. else if (hlu.skills.size() > 1)
  187. {
  188. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  189. hlu.queryID = levelUpQuery->queryID;
  190. queries->addQuery(levelUpQuery);
  191. sendAndApply(&hlu);
  192. //level up will be called on query reply
  193. }
  194. }
  195. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  196. {
  197. SetCommanderProperty scp;
  198. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  199. if (hero)
  200. scp.heroid = hero->id;
  201. else
  202. {
  203. complain ("Commander is not led by hero!");
  204. return;
  205. }
  206. scp.accumulatedBonus.additionalInfo = 0;
  207. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  208. scp.accumulatedBonus.turnsRemain = 0;
  209. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  210. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  211. if (skill <= ECommander::SPELL_POWER)
  212. {
  213. scp.which = SetCommanderProperty::BONUS;
  214. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  215. {
  216. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  217. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  218. };
  219. switch (skill)
  220. {
  221. case ECommander::ATTACK:
  222. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  223. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  224. break;
  225. case ECommander::DEFENSE:
  226. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  227. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  228. break;
  229. case ECommander::HEALTH:
  230. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  231. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.
  232. break;
  233. case ECommander::DAMAGE:
  234. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  235. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  236. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  237. break;
  238. case ECommander::SPEED:
  239. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  240. break;
  241. case ECommander::SPELL_POWER:
  242. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  243. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  244. sendAndApply (&scp); //additional pack
  245. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  246. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  247. sendAndApply (&scp); //additional pack
  248. scp.accumulatedBonus.type = BonusType::CASTS;
  249. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  250. sendAndApply (&scp); //additional pack
  251. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  252. break;
  253. }
  254. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  255. sendAndApply (&scp);
  256. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  257. scp.additionalInfo = skill;
  258. scp.amount = c->secondarySkills.at(skill) + 1;
  259. sendAndApply (&scp);
  260. }
  261. else if (skill >= 100)
  262. {
  263. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  264. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  265. scp.additionalInfo = skill; //unnormalized
  266. sendAndApply (&scp);
  267. }
  268. expGiven(hero);
  269. }
  270. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  271. {
  272. if (!c->gainsLevel())
  273. {
  274. return;
  275. }
  276. CommanderLevelUp clu;
  277. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  278. if(hero)
  279. {
  280. clu.heroId = hero->id;
  281. clu.player = hero->tempOwner;
  282. }
  283. else
  284. {
  285. complain ("Commander is not led by hero!");
  286. return;
  287. }
  288. //picking sec. skills for choice
  289. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  290. {
  291. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  292. clu.skills.push_back(i);
  293. }
  294. int i = 100;
  295. for (auto specialSkill : VLC->creh->skillRequirements)
  296. {
  297. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  298. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  299. && !vstd::contains (c->specialSkills, i))
  300. clu.skills.push_back (i);
  301. ++i;
  302. }
  303. int skillAmount = static_cast<int>(clu.skills.size());
  304. if (!skillAmount)
  305. {
  306. sendAndApply(&clu);
  307. levelUpCommander(c);
  308. }
  309. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  310. {
  311. sendAndApply(&clu);
  312. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  313. }
  314. else if (skillAmount > 1) //apply and ask for secondary skill
  315. {
  316. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  317. clu.queryID = commanderLevelUp->queryID;
  318. queries->addQuery(commanderLevelUp);
  319. sendAndApply(&clu);
  320. }
  321. }
  322. void CGameHandler::expGiven(const CGHeroInstance *hero)
  323. {
  324. if (hero->gainsLevel())
  325. levelUpHero(hero);
  326. else if (hero->commander && hero->commander->gainsLevel())
  327. levelUpCommander(hero->commander);
  328. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  329. // levelUpCommander(hero->commander);
  330. // else
  331. // levelUpHero(hero);
  332. }
  333. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  334. {
  335. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  336. TExpType currExp = hero->exp;
  337. if (gs->map->levelLimit != 0)
  338. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  339. TExpType canGainExp = 0;
  340. if (maxExp > currExp)
  341. canGainExp = maxExp - currExp;
  342. if (amountToGain > canGainExp)
  343. {
  344. // set given experience to max possible, but don't decrease if hero already over top
  345. amountToGain = canGainExp;
  346. InfoWindow iw;
  347. iw.player = hero->tempOwner;
  348. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  349. iw.text.replaceTextID(hero->getNameTextID());
  350. sendAndApply(&iw);
  351. }
  352. SetPrimSkill sps;
  353. sps.id = hero->id;
  354. sps.which = PrimarySkill::EXPERIENCE;
  355. sps.abs = false;
  356. sps.val = amountToGain;
  357. sendAndApply(&sps);
  358. //hero may level up
  359. if (hero->commander && hero->commander->alive)
  360. {
  361. //FIXME: trim experience according to map limit?
  362. SetCommanderProperty scp;
  363. scp.heroid = hero->id;
  364. scp.which = SetCommanderProperty::EXPERIENCE;
  365. scp.amount = amountToGain;
  366. sendAndApply (&scp);
  367. CBonusSystemNode::treeHasChanged();
  368. }
  369. expGiven(hero);
  370. }
  371. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  372. {
  373. SetPrimSkill sps;
  374. sps.id = hero->id;
  375. sps.which = which;
  376. sps.abs = abs;
  377. sps.val = val;
  378. sendAndApply(&sps);
  379. }
  380. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  381. {
  382. if(!hero)
  383. {
  384. logGlobal->error("changeSecSkill provided no hero");
  385. return;
  386. }
  387. SetSecSkill sss;
  388. sss.id = hero->id;
  389. sss.which = which;
  390. sss.val = val;
  391. sss.abs = abs;
  392. sendAndApply(&sss);
  393. if (hero->visitedTown)
  394. giveSpells(hero->visitedTown, hero);
  395. // Our scouting range may have changed - update it
  396. if (hero->getOwner().isValidPlayer())
  397. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  398. }
  399. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  400. {
  401. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  402. {
  403. assert(0); // game should have shut down before reaching this point!
  404. return;
  405. }
  406. for(auto & playerConnections : connections)
  407. {
  408. PlayerColor playerId = playerConnections.first;
  409. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  410. if(!playerSettings)
  411. continue;
  412. auto playerConnection = vstd::find(playerConnections.second, c);
  413. if(playerConnection != playerConnections.second.end())
  414. {
  415. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  416. playerMessages->broadcastMessage(playerId, messageText);
  417. }
  418. }
  419. }
  420. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  421. {
  422. //prepare struct informing that action was applied
  423. auto sendPackageResponse = [&](bool successfullyApplied)
  424. {
  425. PackageApplied applied;
  426. applied.player = pack->player;
  427. applied.result = successfullyApplied;
  428. applied.packType = CTypeList::getInstance().getTypeID(pack);
  429. applied.requestID = pack->requestID;
  430. pack->c->sendPack(&applied);
  431. };
  432. CBaseForGHApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //and appropriate applier object
  433. if(isBlockedByQueries(pack, pack->player))
  434. {
  435. sendPackageResponse(false);
  436. }
  437. else if(apply)
  438. {
  439. const bool result = apply->applyOnGH(this, this->gs, pack);
  440. if(result)
  441. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  442. else
  443. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  444. % typeid(*pack).name()).str());
  445. sendPackageResponse(true);
  446. }
  447. else
  448. {
  449. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  450. sendPackageResponse(false);
  451. }
  452. vstd::clear_pointer(pack);
  453. }
  454. CGameHandler::CGameHandler(CVCMIServer * lobby)
  455. : lobby(lobby)
  456. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  457. , battles(std::make_unique<BattleProcessor>(this))
  458. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  459. , queries(std::make_unique<QueriesProcessor>())
  460. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  461. , randomNumberGenerator(std::make_unique<CRandomGenerator>())
  462. , complainNoCreatures("No creatures to split")
  463. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  464. , complainInvalidSlot("Invalid slot accessed!")
  465. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  466. {
  467. QID = 1;
  468. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  469. registerTypesServerPacks(*applier);
  470. spellEnv = new ServerSpellCastEnvironment(this);
  471. }
  472. CGameHandler::~CGameHandler()
  473. {
  474. delete spellEnv;
  475. delete gs;
  476. gs = nullptr;
  477. }
  478. void CGameHandler::reinitScripting()
  479. {
  480. serverEventBus = std::make_unique<events::EventBus>();
  481. #if SCRIPTING_ENABLED
  482. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  483. #endif
  484. }
  485. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  486. {
  487. int requestedSeed = settings["server"]["seed"].Integer();
  488. if (requestedSeed != 0)
  489. randomNumberGenerator->setSeed(requestedSeed);
  490. logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
  491. CMapService mapService;
  492. gs = new CGameState();
  493. gs->preInit(VLC, this);
  494. logGlobal->info("Gamestate created!");
  495. gs->init(&mapService, si, progressTracking);
  496. logGlobal->info("Gamestate initialized!");
  497. for (auto & elem : gs->players)
  498. turnOrder->addPlayer(elem.first);
  499. for (auto & elem : gs->map->allHeroes)
  500. {
  501. if(elem)
  502. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  503. }
  504. reinitScripting();
  505. }
  506. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  507. {
  508. return a.earlierThan(b);
  509. }
  510. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  511. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  512. const PlayerState * p = getPlayerState(town->tempOwner);
  513. if (!p)
  514. {
  515. assert(town->tempOwner == PlayerColor::NEUTRAL);
  516. return;
  517. }
  518. if (forced || town->creatures.at(town->town->creatures.size()).second.empty())//we need to change creature
  519. {
  520. SetAvailableCreatures ssi;
  521. ssi.tid = town->id;
  522. ssi.creatures = town->creatures;
  523. ssi.creatures[town->town->creatures.size()].second.clear();//remove old one
  524. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  525. if (dwellings.empty())//no dwellings - just remove
  526. {
  527. sendAndApply(&ssi);
  528. return;
  529. }
  530. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  531. // for multi-creature dwellings like Golem Factory
  532. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  533. if (clear)
  534. {
  535. ssi.creatures[town->town->creatures.size()].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  536. }
  537. else
  538. {
  539. ssi.creatures[town->town->creatures.size()].first = VLC->creh->objects.at(creatureId)->getGrowth();
  540. }
  541. ssi.creatures[town->town->creatures.size()].second.push_back(creatureId);
  542. sendAndApply(&ssi);
  543. }
  544. }
  545. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  546. {
  547. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  548. turnTimerHandler->onPlayerGetTurn(which);
  549. }
  550. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  551. {
  552. const auto * playerState = gs->getPlayerState(which);
  553. assert(playerState->status == EPlayerStatus::INGAME);
  554. if (playerState->towns.empty())
  555. {
  556. DaysWithoutTown pack;
  557. pack.player = which;
  558. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  559. sendAndApply(&pack);
  560. }
  561. else
  562. {
  563. if (playerState->daysWithoutCastle.has_value())
  564. {
  565. DaysWithoutTown pack;
  566. pack.player = which;
  567. pack.daysWithoutCastle = std::nullopt;
  568. sendAndApply(&pack);
  569. }
  570. }
  571. // check for 7 days without castle
  572. checkVictoryLossConditionsForPlayer(which);
  573. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  574. if (newWeek) //new heroes in tavern
  575. heroPool->onNewWeek(which);
  576. }
  577. void CGameHandler::onNewTurn()
  578. {
  579. logGlobal->trace("Turn %d", gs->day+1);
  580. NewTurn n;
  581. n.specialWeek = NewTurn::NO_ACTION;
  582. n.creatureid = CreatureID::NONE;
  583. n.day = gs->day + 1;
  584. bool firstTurn = !getDate(Date::DAY);
  585. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  586. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  587. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  588. if (firstTurn)
  589. {
  590. for (auto obj : gs->map->objects)
  591. {
  592. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  593. {
  594. giveExperience(getHero(obj->id), 0);
  595. }
  596. }
  597. }
  598. for (auto & player : gs->players)
  599. {
  600. if (player.second.status != EPlayerStatus::INGAME)
  601. continue;
  602. if (player.second.heroes.empty() && player.second.towns.empty())
  603. throw std::runtime_error("Invalid player in player state! Player " + std::to_string(player.first.getNum()) + ", map name: " + gs->map->name.toString() + ", map description: " + gs->map->description.toString());
  604. }
  605. if (newWeek && !firstTurn)
  606. {
  607. n.specialWeek = NewTurn::NORMAL;
  608. bool deityOfFireBuilt = false;
  609. for (const CGTownInstance *t : gs->map->towns)
  610. {
  611. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  612. {
  613. deityOfFireBuilt = true;
  614. break;
  615. }
  616. }
  617. if (deityOfFireBuilt)
  618. {
  619. n.specialWeek = NewTurn::DEITYOFFIRE;
  620. n.creatureid = CreatureID::IMP;
  621. }
  622. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  623. {
  624. int monthType = getRandomGenerator().nextInt(99);
  625. if (newMonth) //new month
  626. {
  627. if (monthType < 40) //double growth
  628. {
  629. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  630. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  631. {
  632. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  633. }
  634. else if (VLC->creh->doubledCreatures.size())
  635. {
  636. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  637. }
  638. else
  639. {
  640. complain("Cannot find creature that can be spawned!");
  641. n.specialWeek = NewTurn::NORMAL;
  642. }
  643. }
  644. else if (monthType < 50)
  645. n.specialWeek = NewTurn::PLAGUE;
  646. }
  647. else //it's a week, but not full month
  648. {
  649. if (monthType < 25)
  650. {
  651. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  652. std::pair<int, CreatureID> newMonster(54, CreatureID());
  653. do
  654. {
  655. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  656. } while (VLC->creh->objects[newMonster.second] &&
  657. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  658. n.creatureid = newMonster.second;
  659. }
  660. }
  661. }
  662. }
  663. for (auto & elem : gs->players)
  664. {
  665. if (elem.first == PlayerColor::NEUTRAL)
  666. continue;
  667. assert(elem.first.isValidPlayer());//illegal player number!
  668. auto playerSettings = gameState()->scenarioOps->getIthPlayersSettings(elem.first);
  669. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  670. hadGold.insert(playerGold);
  671. if (firstTurn)
  672. heroPool->onNewWeek(elem.first);
  673. n.res[elem.first] = elem.second.resources;
  674. if(!firstTurn)
  675. {
  676. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  677. {
  678. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
  679. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * elem.second.towns.size() * playerSettings.handicap.percentIncome / 100;
  680. }
  681. if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  682. {
  683. bool hasCrystalGenCreature = false;
  684. for(CGHeroInstance * hero : elem.second.heroes)
  685. {
  686. for(auto stack : hero->stacks)
  687. {
  688. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  689. {
  690. hasCrystalGenCreature = true;
  691. break;
  692. }
  693. }
  694. }
  695. if(!hasCrystalGenCreature) //not found in armies, check towns
  696. {
  697. for(CGTownInstance * town : elem.second.towns)
  698. {
  699. for(auto stack : town->stacks)
  700. {
  701. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  702. {
  703. hasCrystalGenCreature = true;
  704. break;
  705. }
  706. }
  707. }
  708. }
  709. if(hasCrystalGenCreature)
  710. n.res[elem.first][EGameResID::CRYSTAL] += 3 * playerSettings.handicap.percentIncome / 100;
  711. }
  712. }
  713. for (CGHeroInstance *h : (elem).second.heroes)
  714. {
  715. if (h->visitedTown)
  716. giveSpells(h->visitedTown, h);
  717. NewTurn::Hero hth;
  718. hth.id = h->id;
  719. auto ti = std::make_unique<TurnInfo>(h, 1);
  720. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  721. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  722. hth.mana = h->getManaNewTurn();
  723. n.heroes.insert(hth);
  724. if (!firstTurn) //not first day
  725. {
  726. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  727. {
  728. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
  729. }
  730. }
  731. }
  732. }
  733. for (CGTownInstance *t : gs->map->towns)
  734. {
  735. PlayerColor player = t->tempOwner;
  736. handleTownEvents(t, n);
  737. if (newWeek) //first day of week
  738. {
  739. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  740. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  741. if (!firstTurn)
  742. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  743. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  744. if (!vstd::contains(n.cres, t->id))
  745. {
  746. n.cres[t->id].tid = t->id;
  747. n.cres[t->id].creatures = t->creatures;
  748. }
  749. auto & sac = n.cres.at(t->id);
  750. for (int k=0; k < t->town->creatures.size(); k++) //creature growths
  751. {
  752. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  753. {
  754. ui32 &availableCount = sac.creatures.at(k).first;
  755. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  756. if (n.specialWeek == NewTurn::PLAGUE)
  757. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  758. else
  759. {
  760. if (firstTurn) //first day of game: use only basic growths
  761. availableCount = cre->getGrowth();
  762. else
  763. availableCount += t->creatureGrowth(k);
  764. //Deity of fire week - upgrade both imps and upgrades
  765. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  766. availableCount += 15;
  767. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  768. {
  769. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  770. availableCount *= 2;
  771. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  772. availableCount += 5;
  773. }
  774. }
  775. }
  776. }
  777. }
  778. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  779. {
  780. n.res[player] = n.res[player] + t->dailyIncome();
  781. }
  782. if(t->hasBuilt(BuildingID::GRAIL)
  783. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  784. {
  785. // Skyship, probably easier to handle same as Veil of darkness
  786. //do it every new day after veils apply
  787. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  788. {
  789. FoWChange fw;
  790. fw.mode = ETileVisibility::REVEALED;
  791. fw.player = player;
  792. // find all hidden tiles
  793. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  794. auto shape = fow.shape();
  795. for(size_t z = 0; z < shape[0]; z++)
  796. for(size_t x = 0; x < shape[1]; x++)
  797. for(size_t y = 0; y < shape[2]; y++)
  798. if (!fow[z][x][y])
  799. fw.tiles.insert(int3(x, y, z));
  800. sendAndApply (&fw);
  801. }
  802. }
  803. if (t->hasBonusOfType (BonusType::DARKNESS))
  804. {
  805. for (auto & player : gs->players)
  806. {
  807. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  808. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  809. changeFogOfWar(t->getSightCenter(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  810. }
  811. }
  812. }
  813. if (newWeek)
  814. n.newRumor = gameState()->pickNewRumor();
  815. if (newMonth)
  816. {
  817. SetAvailableArtifacts saa;
  818. saa.id = ObjectInstanceID::NONE;
  819. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  820. sendAndApply(&saa);
  821. }
  822. sendAndApply(&n);
  823. if (newWeek)
  824. {
  825. //spawn wandering monsters
  826. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  827. {
  828. spawnWanderingMonsters(n.creatureid);
  829. }
  830. //new week info popup
  831. if (!firstTurn)
  832. {
  833. InfoWindow iw;
  834. switch (n.specialWeek)
  835. {
  836. case NewTurn::DOUBLE_GROWTH:
  837. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  838. iw.text.replaceNameSingular(n.creatureid);
  839. iw.text.replaceNameSingular(n.creatureid);
  840. break;
  841. case NewTurn::PLAGUE:
  842. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  843. break;
  844. case NewTurn::BONUS_GROWTH:
  845. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  846. iw.text.replaceNameSingular(n.creatureid);
  847. iw.text.replaceNameSingular(n.creatureid);
  848. break;
  849. case NewTurn::DEITYOFFIRE:
  850. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  851. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  852. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  853. iw.text.replacePositiveNumber(15);//%+d 15
  854. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  855. iw.text.replacePositiveNumber(15);//%+d 15
  856. break;
  857. default:
  858. if (newMonth)
  859. {
  860. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  861. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  862. }
  863. else
  864. {
  865. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  866. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  867. }
  868. }
  869. for (auto & elem : gs->players)
  870. {
  871. iw.player = elem.first;
  872. sendAndApply(&iw);
  873. }
  874. }
  875. }
  876. if (!firstTurn)
  877. checkVictoryLossConditionsForAll(); // check for map turn limit
  878. logGlobal->trace("Info about turn %d has been sent!", n.day);
  879. handleTimeEvents();
  880. //call objects
  881. for (auto & elem : gs->map->objects)
  882. {
  883. if (elem)
  884. elem->newTurn(getRandomGenerator());
  885. }
  886. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  887. }
  888. void CGameHandler::start(bool resume)
  889. {
  890. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  891. for (auto cc : lobby->activeConnections)
  892. {
  893. auto players = lobby->getAllClientPlayers(cc->connectionID);
  894. std::stringstream sbuffer;
  895. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  896. for (PlayerColor color : players)
  897. {
  898. sbuffer << color << " ";
  899. connections[color].insert(cc);
  900. }
  901. logGlobal->info(sbuffer.str());
  902. }
  903. #if SCRIPTING_ENABLED
  904. services()->scripts()->run(serverScripts);
  905. #endif
  906. if (!resume)
  907. {
  908. onNewTurn();
  909. events::TurnStarted::defaultExecute(serverEventBus.get());
  910. for(auto & player : gs->players)
  911. turnTimerHandler->onGameplayStart(player.first);
  912. }
  913. else
  914. events::GameResumed::defaultExecute(serverEventBus.get());
  915. turnOrder->onGameStarted();
  916. }
  917. void CGameHandler::tick(int millisecondsPassed)
  918. {
  919. turnTimerHandler->update(millisecondsPassed);
  920. }
  921. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  922. {
  923. if (!h->hasSpellbook())
  924. return; //hero hasn't spellbook
  925. ChangeSpells cs;
  926. cs.hid = h->id;
  927. cs.learn = true;
  928. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  929. {
  930. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  931. for (int i = 0; i < h->maxSpellLevel(); i++)
  932. {
  933. std::vector<SpellID> spells;
  934. getAllowedSpells(spells, i+1);
  935. for (auto & spell : spells)
  936. cs.spells.insert(spell);
  937. }
  938. }
  939. else
  940. {
  941. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  942. {
  943. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  944. {
  945. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  946. cs.spells.insert(t->spells.at(i).at(j));
  947. }
  948. }
  949. }
  950. if (!cs.spells.empty())
  951. sendAndApply(&cs);
  952. }
  953. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  954. {
  955. if (!obj || !getObj(obj->id))
  956. {
  957. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  958. return false;
  959. }
  960. RemoveObject ro;
  961. ro.objectID = obj->id;
  962. ro.initiator = initiator;
  963. sendAndApply(&ro);
  964. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  965. return true;
  966. }
  967. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  968. {
  969. const CGHeroInstance *h = getHero(hid);
  970. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  971. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  972. {
  973. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  974. return true; //timer expired, no error
  975. logGlobal->error("Illegal call to move hero!");
  976. return false;
  977. }
  978. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  979. const int3 hmpos = h->convertToVisitablePos(dst);
  980. if (!gs->map->isInTheMap(hmpos))
  981. {
  982. logGlobal->error("Destination tile is outside the map!");
  983. return false;
  984. }
  985. const TerrainTile t = *getTile(hmpos);
  986. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  987. CGObjectInstance * objectToVisit = nullptr;
  988. CGObjectInstance * guardian = nullptr;
  989. if (!t.visitableObjects.empty())
  990. objectToVisit = t.visitableObjects.back();
  991. if (isInTheMap(guardPos))
  992. {
  993. for (auto const & object : getTile(guardPos)->visitableObjects)
  994. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  995. guardian = object;
  996. }
  997. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  998. const bool disembarking = h->boat
  999. && t.terType->isLand()
  1000. && (dst == h->pos
  1001. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  1002. //result structure for start - movement failed, no move points used
  1003. TryMoveHero tmh;
  1004. tmh.id = hid;
  1005. tmh.start = h->pos;
  1006. tmh.end = dst;
  1007. tmh.result = TryMoveHero::FAILED;
  1008. tmh.movePoints = h->movementPointsRemaining();
  1009. //check if destination tile is available
  1010. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1011. auto ti = pathfinderHelper->getTurnInfo();
  1012. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  1013. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  1014. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  1015. const bool movingOntoObstacle = t.blocked && !t.visitable;
  1016. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  1017. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  1018. const auto complainRet = [&](const std::string & message)
  1019. {
  1020. //send info about movement failure
  1021. complain(message);
  1022. sendAndApply(&tmh);
  1023. return false;
  1024. };
  1025. if (guardian && getVisitingHero(guardian) != nullptr)
  1026. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  1027. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  1028. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  1029. if (objectToVisit &&
  1030. objectToVisit->getOwner().isValidPlayer() &&
  1031. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  1032. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1033. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  1034. //it's a rock or blocked and not visitable tile
  1035. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1036. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1037. return complainRet("Cannot move hero, destination tile is blocked!");
  1038. //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)
  1039. if(movingOntoWater && !canFly && !canWalkOnSea)
  1040. return complainRet("Cannot move hero, destination tile is on water!");
  1041. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1042. return complainRet("Cannot disembark hero, tile is blocked!");
  1043. if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
  1044. return complainRet("Tiles are not neighboring!");
  1045. if(h->inTownGarrison)
  1046. return complainRet("Can not move garrisoned hero!");
  1047. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  1048. return complainRet("Hero doesn't have any movement points left!");
  1049. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1050. return complainRet("Hero cannot transit over this tile!");
  1051. //several generic blocks of code
  1052. // should be called if hero changes tile but before applying TryMoveHero package
  1053. auto leaveTile = [&]()
  1054. {
  1055. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1056. {
  1057. obj->onHeroLeave(h);
  1058. }
  1059. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  1060. };
  1061. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1062. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1063. {
  1064. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1065. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1066. queries->addQuery(moveQuery);
  1067. if (leavingTile == LEAVING_TILE)
  1068. leaveTile();
  1069. if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1070. tmh.attackedFrom = std::make_optional(guardPos);
  1071. tmh.result = result;
  1072. sendAndApply(&tmh);
  1073. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1074. { // Hero should be always able to visit any object he is staying on even if there are guards around
  1075. visitObjectOnTile(t, h);
  1076. }
  1077. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1078. {
  1079. objectVisited(guardian, h);
  1080. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1081. }
  1082. else if (visitDest == VISIT_DEST)
  1083. {
  1084. visitObjectOnTile(t, h);
  1085. }
  1086. queries->popIfTop(moveQuery);
  1087. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1088. return result != TryMoveHero::FAILED;
  1089. };
  1090. //interaction with blocking object (like resources)
  1091. auto blockingVisit = [&]() -> bool
  1092. {
  1093. for (CGObjectInstance *obj : t.visitableObjects)
  1094. {
  1095. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1096. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1097. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1098. {
  1099. EVisitDest visitDest = VISIT_DEST;
  1100. if(h->boat && !h->boat->onboardVisitAllowed)
  1101. visitDest = DONT_VISIT_DEST;
  1102. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1103. }
  1104. }
  1105. return false;
  1106. };
  1107. if (!transit && embarking)
  1108. {
  1109. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1110. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1111. // In H3 embark ignore guards
  1112. }
  1113. if (disembarking)
  1114. {
  1115. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1116. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1117. }
  1118. if (movementMode != EMovementMode::STANDARD)
  1119. {
  1120. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1121. return true;
  1122. EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  1123. ? CHECK_FOR_GUARDS
  1124. : IGNORE_GUARDS;
  1125. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  1126. // visit town for town portal \ castle gates
  1127. // do not use generic visitObjectOnTile to avoid double-teleporting
  1128. // if this moveHero call was triggered by teleporter
  1129. if (objectToVisit)
  1130. {
  1131. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1132. town->onHeroVisit(h);
  1133. }
  1134. return true;
  1135. }
  1136. //still here? it is standard movement!
  1137. {
  1138. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1139. ? h->movementPointsRemaining() - cost
  1140. : 0;
  1141. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1142. EVisitDest visitDest = VISIT_DEST;
  1143. if (transit)
  1144. {
  1145. if (CGTeleport::isTeleport(objectToVisit))
  1146. visitDest = DONT_VISIT_DEST;
  1147. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1148. {
  1149. lookForGuards = IGNORE_GUARDS;
  1150. visitDest = DONT_VISIT_DEST;
  1151. }
  1152. }
  1153. else if (blockingVisit())
  1154. return true;
  1155. if(h->boat && !h->boat->onboardAssaultAllowed)
  1156. lookForGuards = IGNORE_GUARDS;
  1157. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1158. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1159. return true;
  1160. }
  1161. }
  1162. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1163. {
  1164. const CGHeroInstance *h = getHero(hid);
  1165. const CGTownInstance *t = getTown(dstid);
  1166. if (!h || !t)
  1167. COMPLAIN_RET("Invalid call to teleportHero!");
  1168. const CGTownInstance *from = h->visitedTown;
  1169. if (((h->getOwner() != t->getOwner())
  1170. && complain("Cannot teleport hero to another player"))
  1171. || (from->town->faction->getId() != t->town->faction->getId()
  1172. && complain("Source town and destination town should belong to the same faction"))
  1173. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1174. && complain("Hero must be in town with Castle gate for teleporting"))
  1175. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1176. && complain("Cannot teleport hero to town without Castle gate in it")))
  1177. return false;
  1178. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1179. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  1180. return true;
  1181. }
  1182. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1183. {
  1184. PlayerColor oldOwner = getOwner(obj->id);
  1185. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  1186. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1187. checkVictoryLossConditions(playerColors);
  1188. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1189. if (town) //town captured
  1190. {
  1191. if (owner.isValidPlayer()) //new owner is real player
  1192. {
  1193. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1194. setPortalDwelling(town, true, false);
  1195. }
  1196. if (oldOwner.isValidPlayer()) //old owner is real player
  1197. {
  1198. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last town
  1199. {
  1200. InfoWindow iw;
  1201. iw.player = oldOwner;
  1202. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  1203. iw.text.replaceName(oldOwner);
  1204. sendAndApply(&iw);
  1205. }
  1206. }
  1207. }
  1208. const PlayerState * p = getPlayerState(owner);
  1209. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1210. {
  1211. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1212. {
  1213. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1214. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1215. }
  1216. }
  1217. }
  1218. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1219. {
  1220. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1221. queries->addQuery(dialogQuery);
  1222. iw->queryID = dialogQuery->queryID;
  1223. sendToAllClients(iw);
  1224. }
  1225. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1226. {
  1227. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1228. queries->addQuery(dialogQuery);
  1229. iw->queryID = dialogQuery->queryID;
  1230. sendToAllClients(iw);
  1231. }
  1232. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1233. {
  1234. if (!val) return; //don't waste time on empty call
  1235. TResources resources;
  1236. resources[which] = val;
  1237. giveResources(player, resources);
  1238. }
  1239. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1240. {
  1241. SetResources sr;
  1242. sr.abs = false;
  1243. sr.player = player;
  1244. sr.res = resources;
  1245. sendAndApply(&sr);
  1246. }
  1247. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1248. {
  1249. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1250. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1251. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1252. //first we move creatures to give to make them army of object-source
  1253. for (auto & elem : creatures.Slots())
  1254. {
  1255. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1256. }
  1257. tryJoiningArmy(obj, h, remove, true);
  1258. }
  1259. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1260. {
  1261. std::vector<CStackBasicDescriptor> cres = creatures;
  1262. if (cres.size() <= 0)
  1263. return;
  1264. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1265. for (CStackBasicDescriptor &sbd : cres)
  1266. {
  1267. TQuantity collected = 0;
  1268. while(collected < sbd.count)
  1269. {
  1270. bool foundSth = false;
  1271. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1272. {
  1273. if (i->second->type == sbd.type)
  1274. {
  1275. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1276. changeStackCount(StackLocation(obj, i->first), -take, false);
  1277. collected += take;
  1278. foundSth = true;
  1279. break;
  1280. }
  1281. }
  1282. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1283. {
  1284. complain("Unexpected failure during taking creatures!");
  1285. return;
  1286. }
  1287. }
  1288. }
  1289. }
  1290. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1291. {
  1292. HeroVisitCastle vc;
  1293. vc.hid = hero->id;
  1294. vc.tid = obj->id;
  1295. vc.flags |= 1;
  1296. sendAndApply(&vc);
  1297. visitCastleObjects(obj, hero);
  1298. giveSpells (obj, hero);
  1299. if (obj->visitingHero && obj->garrisonHero)
  1300. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  1301. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1302. }
  1303. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1304. {
  1305. for (auto building : t->bonusingBuildings)
  1306. building->onHeroVisit(h);
  1307. }
  1308. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1309. {
  1310. HeroVisitCastle vc;
  1311. vc.hid = hero->id;
  1312. vc.tid = obj->id;
  1313. sendAndApply(&vc);
  1314. }
  1315. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1316. {
  1317. EraseArtifact ea;
  1318. ea.al = al;
  1319. sendAndApply(&ea);
  1320. }
  1321. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1322. {
  1323. ChangeSpells cs;
  1324. cs.hid = hero->id;
  1325. cs.spells = spells;
  1326. cs.learn = give;
  1327. sendAndApply(&cs);
  1328. }
  1329. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1330. {
  1331. sendAndApply(bonus);
  1332. }
  1333. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1334. {
  1335. sendAndApply(smp);
  1336. }
  1337. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1338. {
  1339. SetMovePoints smp;
  1340. smp.hid = hid;
  1341. smp.val = val;
  1342. smp.absolute = absolute;
  1343. sendAndApply(&smp);
  1344. }
  1345. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1346. {
  1347. SetMana sm;
  1348. sm.hid = hid;
  1349. sm.val = val;
  1350. sm.absolute = true;
  1351. sendAndApply(&sm);
  1352. }
  1353. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1354. {
  1355. GiveHero gh;
  1356. gh.id = id;
  1357. gh.player = player;
  1358. gh.boatId = boatId;
  1359. sendAndApply(&gh);
  1360. //Reveal fow around new hero, especially released from Prison
  1361. auto h = getHero(id);
  1362. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1363. }
  1364. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1365. {
  1366. ChangeObjPos cop;
  1367. cop.objid = objid;
  1368. cop.nPos = newPos;
  1369. cop.initiator = initiator;
  1370. sendAndApply(&cop);
  1371. }
  1372. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1373. {
  1374. const CGHeroInstance * h1 = getHero(fromHero);
  1375. const CGHeroInstance * h2 = getHero(toHero);
  1376. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1377. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1378. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1379. {
  1380. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1381. std::swap(fromHero, toHero);
  1382. }
  1383. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1384. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1385. return;//no scholar skill or no spellbook
  1386. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1387. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1388. ChangeSpells cs1;
  1389. cs1.learn = true;
  1390. cs1.hid = toHero;//giving spells to first hero
  1391. for (auto it : h1->getSpellsInSpellbook())
  1392. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1393. cs1.spells.insert(it);//spell to learn
  1394. ChangeSpells cs2;
  1395. cs2.learn = true;
  1396. cs2.hid = fromHero;
  1397. for (auto it : h2->getSpellsInSpellbook())
  1398. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1399. cs2.spells.insert(it);
  1400. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1401. {
  1402. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1403. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1404. InfoWindow iw;
  1405. iw.player = h1->tempOwner;
  1406. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1407. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1408. iw.text.replaceTextID(h1->getNameTextID());
  1409. if (!cs2.spells.empty())//if found new spell - apply
  1410. {
  1411. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1412. int size = static_cast<int>(cs2.spells.size());
  1413. for (auto it : cs2.spells)
  1414. {
  1415. iw.components.emplace_back(ComponentType::SPELL, it);
  1416. iw.text.appendName(it);
  1417. switch (size--)
  1418. {
  1419. case 2:
  1420. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1421. case 1:
  1422. break;
  1423. default:
  1424. iw.text.appendRawString(", ");
  1425. }
  1426. }
  1427. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1428. iw.text.replaceTextID(h2->getNameTextID());
  1429. sendAndApply(&cs2);
  1430. }
  1431. if (!cs1.spells.empty() && !cs2.spells.empty())
  1432. {
  1433. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1434. }
  1435. if (!cs1.spells.empty())
  1436. {
  1437. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1438. int size = static_cast<int>(cs1.spells.size());
  1439. for (auto it : cs1.spells)
  1440. {
  1441. iw.components.emplace_back(ComponentType::SPELL, it);
  1442. iw.text.appendName(it);
  1443. switch (size--)
  1444. {
  1445. case 2:
  1446. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1447. case 1:
  1448. break;
  1449. default:
  1450. iw.text.appendRawString(", ");
  1451. }
  1452. }
  1453. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1454. iw.text.replaceTextID(h2->getNameTextID());
  1455. sendAndApply(&cs1);
  1456. }
  1457. sendAndApply(&iw);
  1458. }
  1459. }
  1460. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1461. {
  1462. auto h1 = getHero(hero1);
  1463. auto h2 = getHero(hero2);
  1464. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1465. {
  1466. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1467. ExchangeDialog hex;
  1468. hex.queryID = exchange->queryID;
  1469. hex.player = h1->getOwner();
  1470. hex.hero1 = hero1;
  1471. hex.hero2 = hero2;
  1472. sendAndApply(&hex);
  1473. useScholarSkill(hero1,hero2);
  1474. queries->addQuery(exchange);
  1475. }
  1476. }
  1477. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1478. {
  1479. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1480. for (auto c : lobby->activeConnections)
  1481. c->sendPack(pack);
  1482. }
  1483. void CGameHandler::sendAndApply(CPackForClient * pack)
  1484. {
  1485. sendToAllClients(pack);
  1486. gs->apply(pack);
  1487. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1488. }
  1489. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1490. {
  1491. sendAndApply(static_cast<CPackForClient *>(pack));
  1492. checkVictoryLossConditionsForAll();
  1493. }
  1494. void CGameHandler::sendAndApply(SetResources * pack)
  1495. {
  1496. sendAndApply(static_cast<CPackForClient *>(pack));
  1497. checkVictoryLossConditionsForPlayer(pack->player);
  1498. }
  1499. void CGameHandler::sendAndApply(NewStructures * pack)
  1500. {
  1501. sendAndApply(static_cast<CPackForClient *>(pack));
  1502. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1503. }
  1504. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1505. {
  1506. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1507. }
  1508. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1509. {
  1510. if(pack->c)
  1511. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1512. logNetwork->error("Player is not allowed to perform this action!");
  1513. throw ExceptionNotAllowedAction();
  1514. }
  1515. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1516. {
  1517. std::ostringstream oss;
  1518. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1519. logNetwork->error(oss.str());
  1520. if(pack->c)
  1521. playerMessages->sendSystemMessage(pack->c, oss.str());
  1522. }
  1523. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1524. {
  1525. if(!isPlayerOwns(pack, id))
  1526. {
  1527. wrongPlayerMessage(pack, getOwner(id));
  1528. throwNotAllowedAction(pack);
  1529. }
  1530. }
  1531. void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
  1532. {
  1533. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1534. throwNotAllowedAction(pack);
  1535. }
  1536. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1537. {
  1538. throwIfWrongPlayer(pack, pack->player);
  1539. }
  1540. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1541. {
  1542. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1543. {
  1544. wrongPlayerMessage(pack, player);
  1545. throwNotAllowedAction(pack);
  1546. }
  1547. }
  1548. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1549. {
  1550. complain(txt);
  1551. throwNotAllowedAction(pack);
  1552. }
  1553. void CGameHandler::save(const std::string & filename)
  1554. {
  1555. logGlobal->info("Saving to %s", filename);
  1556. const auto stem = FileInfo::GetPathStem(filename);
  1557. const auto savefname = stem.to_string() + ".vsgm1";
  1558. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1559. CResourceHandler::get("local")->createResource(savefname);
  1560. try
  1561. {
  1562. {
  1563. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1564. saveCommonState(save);
  1565. logGlobal->info("Saving server state");
  1566. save << *this;
  1567. }
  1568. logGlobal->info("Game has been successfully saved!");
  1569. }
  1570. catch(std::exception &e)
  1571. {
  1572. logGlobal->error("Failed to save game: %s", e.what());
  1573. }
  1574. }
  1575. bool CGameHandler::load(const std::string & filename)
  1576. {
  1577. logGlobal->info("Loading from %s", filename);
  1578. const auto stem = FileInfo::GetPathStem(filename);
  1579. reinitScripting();
  1580. try
  1581. {
  1582. {
  1583. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1584. lf.serializer.cb = this;
  1585. loadCommonState(lf);
  1586. logGlobal->info("Loading server state");
  1587. lf >> *this;
  1588. }
  1589. logGlobal->info("Game has been successfully loaded!");
  1590. }
  1591. catch(const ModIncompatibility & e)
  1592. {
  1593. logGlobal->error("Failed to load game: %s", e.what());
  1594. std::string errorMsg;
  1595. if(!e.whatMissing().empty())
  1596. {
  1597. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1598. errorMsg += e.whatMissing();
  1599. }
  1600. if(!e.whatExcessive().empty())
  1601. {
  1602. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1603. errorMsg += e.whatExcessive();
  1604. }
  1605. lobby->announceMessage(errorMsg);
  1606. return false;
  1607. }
  1608. catch(const IdentifierResolutionException & e)
  1609. {
  1610. logGlobal->error("Failed to load game: %s", e.what());
  1611. MetaString errorMsg;
  1612. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1613. errorMsg.replaceRawString(e.identifierName);
  1614. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1615. return false;
  1616. }
  1617. catch(const std::exception & e)
  1618. {
  1619. logGlobal->error("Failed to load game: %s", e.what());
  1620. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1621. return false;
  1622. }
  1623. gs->preInit(VLC, this);
  1624. gs->updateOnLoad(lobby->si.get());
  1625. return true;
  1626. }
  1627. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1628. {
  1629. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1630. return false;
  1631. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1632. const CCreatureSet & creatureSet = *army;
  1633. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1634. || (howMany < 1 && complain("Invalid split parameter!")))
  1635. {
  1636. return false;
  1637. }
  1638. auto actualAmount = army->getStackCount(slotSrc);
  1639. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1640. return false;
  1641. auto freeSlots = creatureSet.getFreeSlots();
  1642. if(freeSlots.empty() && complain("No empty stacks"))
  1643. return false;
  1644. BulkRebalanceStacks bulkRS;
  1645. for(auto slot : freeSlots)
  1646. {
  1647. RebalanceStacks rs;
  1648. rs.srcArmy = army->id;
  1649. rs.dstArmy = army->id;
  1650. rs.srcSlot = slotSrc;
  1651. rs.dstSlot = slot;
  1652. rs.count = howMany;
  1653. bulkRS.moves.push_back(rs);
  1654. actualAmount -= howMany;
  1655. if(actualAmount <= howMany)
  1656. break;
  1657. }
  1658. sendAndApply(&bulkRS);
  1659. return true;
  1660. }
  1661. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1662. {
  1663. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1664. return false;
  1665. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1666. const CCreatureSet & creatureSet = *army;
  1667. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1668. return false;
  1669. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1670. if(actualAmount < 1 && complain(complainNoCreatures))
  1671. return false;
  1672. auto currentCreature = creatureSet.getCreature(slotSrc);
  1673. if(!currentCreature && complain(complainNoCreatures))
  1674. return false;
  1675. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1676. if(!creatureSlots.size())
  1677. return false;
  1678. BulkRebalanceStacks bulkRS;
  1679. for(auto slot : creatureSlots)
  1680. {
  1681. RebalanceStacks rs;
  1682. rs.srcArmy = army->id;
  1683. rs.dstArmy = army->id;
  1684. rs.srcSlot = slot;
  1685. rs.dstSlot = slotSrc;
  1686. rs.count = creatureSet.getStackCount(slot);
  1687. bulkRS.moves.push_back(rs);
  1688. }
  1689. sendAndApply(&bulkRS);
  1690. return true;
  1691. }
  1692. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1693. {
  1694. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1695. return false;
  1696. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1697. const CCreatureSet & setSrc = *armySrc;
  1698. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1699. return false;
  1700. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1701. const CCreatureSet & setDest = *armyDest;
  1702. auto freeSlots = setDest.getFreeSlotsQueue();
  1703. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1704. TRebalanceMap moves;
  1705. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1706. auto slotsLeft = setSrc.stacksCount();
  1707. auto destMap = setDest.getCreatureMap();
  1708. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1709. while(!srcQueue.empty())
  1710. {
  1711. auto pair = srcQueue.top();
  1712. srcQueue.pop();
  1713. auto currCreature = pair.first;
  1714. auto currSlot = pair.second;
  1715. const auto quantity = setSrc.getStackCount(currSlot);
  1716. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1717. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1718. if(!alreadyExists)
  1719. {
  1720. if(freeSlots.empty())
  1721. continue;
  1722. auto currFreeSlot = freeSlots.front();
  1723. freeSlots.pop();
  1724. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1725. }
  1726. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1727. slotsLeft--;
  1728. }
  1729. if(slotsLeft == 1)
  1730. {
  1731. auto lastCreature = setSrc.getCreature(srcSlot);
  1732. auto slotToMove = SlotID();
  1733. // Try to find a slot for last creature
  1734. if(destMap.find(lastCreature) == destMap.end())
  1735. {
  1736. if(!freeSlots.empty())
  1737. slotToMove = freeSlots.front();
  1738. }
  1739. else
  1740. {
  1741. slotToMove = destMap[lastCreature];
  1742. }
  1743. if(slotToMove != SlotID())
  1744. {
  1745. const bool needsLastStack = armySrc->needsLastStack();
  1746. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1747. 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
  1748. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1749. }
  1750. }
  1751. BulkRebalanceStacks bulkRS;
  1752. for(auto & move : moves)
  1753. {
  1754. RebalanceStacks rs;
  1755. rs.srcArmy = armySrc->id;
  1756. rs.dstArmy = armyDest->id;
  1757. rs.srcSlot = move.first;
  1758. rs.dstSlot = move.second.first;
  1759. rs.count = move.second.second;
  1760. bulkRS.moves.push_back(rs);
  1761. }
  1762. sendAndApply(&bulkRS);
  1763. return true;
  1764. }
  1765. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1766. {
  1767. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1768. return false;
  1769. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1770. const CCreatureSet & creatureSet = *army;
  1771. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1772. return false;
  1773. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1774. if(actualAmount <= 1 && complain(complainNoCreatures))
  1775. return false;
  1776. auto freeSlot = creatureSet.getFreeSlot();
  1777. auto currentCreature = creatureSet.getCreature(slotSrc);
  1778. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1779. return true;
  1780. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1781. TQuantity totalCreatures = 0;
  1782. for(auto slot : creatureSlots)
  1783. totalCreatures += creatureSet.getStackCount(slot);
  1784. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1785. return false;
  1786. if(freeSlot != SlotID())
  1787. creatureSlots.push_back(freeSlot);
  1788. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1789. return false;
  1790. const auto totalCreatureSlots = creatureSlots.size();
  1791. const auto rem = totalCreatures % totalCreatureSlots;
  1792. const auto quotient = totalCreatures / totalCreatureSlots;
  1793. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1794. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1795. BulkSmartRebalanceStacks bulkSRS;
  1796. if(freeSlot != SlotID())
  1797. {
  1798. RebalanceStacks rs;
  1799. rs.srcArmy = rs.dstArmy = army->id;
  1800. rs.srcSlot = slotSrc;
  1801. rs.dstSlot = freeSlot;
  1802. rs.count = 1;
  1803. bulkSRS.moves.push_back(rs);
  1804. }
  1805. auto currSlot = 0;
  1806. auto check = 0;
  1807. for(auto slot : creatureSlots)
  1808. {
  1809. ChangeStackCount csc;
  1810. csc.army = army->id;
  1811. csc.slot = slot;
  1812. csc.count = (currSlot < rem)
  1813. ? quotient + 1
  1814. : quotient;
  1815. csc.absoluteValue = true;
  1816. bulkSRS.changes.push_back(csc);
  1817. currSlot++;
  1818. check += csc.count;
  1819. }
  1820. if(check != totalCreatures)
  1821. {
  1822. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1823. return false;
  1824. }
  1825. sendAndApply(&bulkSRS);
  1826. return true;
  1827. }
  1828. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1829. {
  1830. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1831. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1832. const CCreatureSet & S1 = *s1;
  1833. const CCreatureSet & S2 = *s2;
  1834. StackLocation sl1(s1, p1);
  1835. StackLocation sl2(s2, p2);
  1836. if (s1 == nullptr || s2 == nullptr)
  1837. {
  1838. complain("Cannot exchange stacks between non-existing objects!!\n");
  1839. return false;
  1840. }
  1841. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1842. {
  1843. complain(complainInvalidSlot);
  1844. return false;
  1845. }
  1846. if (!isAllowedExchange(id1,id2))
  1847. {
  1848. complain("Cannot exchange stacks between these two objects!\n");
  1849. return false;
  1850. }
  1851. // We can always put stacks into locked garrison, but not take them out of it
  1852. auto notRemovable = [&](const CArmedInstance * army)
  1853. {
  1854. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1855. {
  1856. auto g = dynamic_cast<const CGGarrison *>(army);
  1857. if (g && !g->removableUnits)
  1858. {
  1859. complain("Stacks in this garrison are not removable!\n");
  1860. return true;
  1861. }
  1862. }
  1863. return false;
  1864. };
  1865. if (what==1) //swap
  1866. {
  1867. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1868. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1869. {
  1870. complain("Can't take troops from another player!");
  1871. return false;
  1872. }
  1873. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1874. {
  1875. complain("Cannot swap stacks - slots are the same!");
  1876. return false;
  1877. }
  1878. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1879. {
  1880. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1881. return false;
  1882. }
  1883. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1884. return false;
  1885. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1886. return false;
  1887. swapStacks(sl1, sl2);
  1888. }
  1889. else if (what==2)//merge
  1890. {
  1891. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1892. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1893. return false;
  1894. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1895. {
  1896. complain("Cannot merge empty stack!");
  1897. return false;
  1898. }
  1899. else if (notRemovable(sl1.army))
  1900. return false;
  1901. moveStack(sl1, sl2);
  1902. }
  1903. else if (what==3) //split
  1904. {
  1905. const int countToMove = val - s2->getStackCount(p2);
  1906. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1907. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1908. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1909. {
  1910. complain("Can't move troops of another player!");
  1911. return false;
  1912. }
  1913. //general conditions checking
  1914. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1915. || (val<1 && complain(complainNoCreatures)) )
  1916. {
  1917. return false;
  1918. }
  1919. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1920. {
  1921. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1922. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1923. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1924. )
  1925. {
  1926. return false;
  1927. }
  1928. if (notRemovable(sl1.army))
  1929. {
  1930. if (s1->getStackCount(p1) > countLeftOnSrc)
  1931. return false;
  1932. }
  1933. else if (notRemovable(sl2.army))
  1934. {
  1935. if (s2->getStackCount(p1) < countLeftOnSrc)
  1936. return false;
  1937. }
  1938. moveStack(sl1, sl2, countToMove);
  1939. //S2.slots[p2]->count = val;
  1940. //S1.slots[p1]->count = total - val;
  1941. }
  1942. else //split one stack to the two
  1943. {
  1944. if (s1->getStackCount(p1) < val)//not enough creatures
  1945. {
  1946. complain(complainNotEnoughCreatures);
  1947. return false;
  1948. }
  1949. if (notRemovable(sl1.army))
  1950. return false;
  1951. moveStack(sl1, sl2, val);
  1952. }
  1953. }
  1954. return true;
  1955. }
  1956. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1957. {
  1958. return connections.count(player) && connections.at(player).count(c);
  1959. }
  1960. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1961. {
  1962. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1963. }
  1964. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1965. {
  1966. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1967. if (!vstd::contains(s1->stacks,pos))
  1968. {
  1969. complain("Illegal call to disbandCreature - no such stack in army!");
  1970. return false;
  1971. }
  1972. eraseStack(StackLocation(s1, pos));
  1973. return true;
  1974. }
  1975. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1976. {
  1977. const CGTownInstance * t = getTown(tid);
  1978. if(!t)
  1979. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1980. if(!t->town->buildings.count(requestedID))
  1981. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1982. if(t->hasBuilt(requestedID))
  1983. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1984. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1985. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1986. std::vector<const CBuilding*> remainingAutoBuildings;
  1987. std::set<BuildingID> buildingsThatWillBe;
  1988. //Check validity of request
  1989. if(!force)
  1990. {
  1991. switch(requestedBuilding->mode)
  1992. {
  1993. case CBuilding::BUILD_NORMAL :
  1994. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1995. COMPLAIN_RET("Cannot build that building!");
  1996. break;
  1997. case CBuilding::BUILD_AUTO :
  1998. case CBuilding::BUILD_SPECIAL:
  1999. COMPLAIN_RET("This building can not be constructed normally!");
  2000. case CBuilding::BUILD_GRAIL :
  2001. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2002. {
  2003. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2004. COMPLAIN_RET("Cannot build this without grail!")
  2005. else
  2006. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2007. }
  2008. break;
  2009. }
  2010. }
  2011. //Performs stuff that has to be done before new building is built
  2012. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2013. {
  2014. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2015. {
  2016. int level = (buildingID - BuildingID::DWELL_FIRST) % t->town->creatures.size();
  2017. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / t->town->creatures.size();
  2018. if(upgradeNumber >= t->town->creatures.at(level).size())
  2019. {
  2020. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  2021. "no creature found (upgrade number %d, level %d!")
  2022. % buildingID % upgradeNumber % level));
  2023. return;
  2024. }
  2025. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  2026. SetAvailableCreatures ssi;
  2027. ssi.tid = t->id;
  2028. ssi.creatures = t->creatures;
  2029. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2030. ssi.creatures[level].first = crea->getGrowth();
  2031. ssi.creatures[level].second.push_back(crea->getId());
  2032. sendAndApply(&ssi);
  2033. }
  2034. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2035. {
  2036. setPortalDwelling(t);
  2037. }
  2038. };
  2039. //Performs stuff that has to be done after new building is built
  2040. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2041. {
  2042. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  2043. auto isLibrary = isMageGuild ? false
  2044. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  2045. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2046. {
  2047. if(t->visitingHero)
  2048. giveSpells(t,t->visitingHero);
  2049. if(t->garrisonHero)
  2050. giveSpells(t,t->garrisonHero);
  2051. }
  2052. };
  2053. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2054. auto areRequirementsFulfilled = [&](const BuildingID & buildID)
  2055. {
  2056. return buildingsThatWillBe.count(buildID);
  2057. };
  2058. //Init the vectors
  2059. for(auto & build : t->town->buildings)
  2060. {
  2061. if(t->hasBuilt(build.first))
  2062. {
  2063. buildingsThatWillBe.insert(build.first);
  2064. }
  2065. else
  2066. {
  2067. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2068. remainingAutoBuildings.push_back(build.second);
  2069. }
  2070. }
  2071. //Prepare structure (list of building ids will be filled later)
  2072. NewStructures ns;
  2073. ns.tid = tid;
  2074. ns.built = force ? t->built : (t->built+1);
  2075. std::queue<const CBuilding*> buildingsToAdd;
  2076. buildingsToAdd.push(requestedBuilding);
  2077. while(!buildingsToAdd.empty())
  2078. {
  2079. auto b = buildingsToAdd.front();
  2080. buildingsToAdd.pop();
  2081. ns.bid.insert(b->bid);
  2082. buildingsThatWillBe.insert(b->bid);
  2083. remainingAutoBuildings -= b;
  2084. for(auto autoBuilding : remainingAutoBuildings)
  2085. {
  2086. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2087. if(actualRequirements.test(areRequirementsFulfilled))
  2088. buildingsToAdd.push(autoBuilding);
  2089. }
  2090. }
  2091. // 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.
  2092. for(auto builtID : ns.bid)
  2093. processBeforeBuiltStructure(builtID);
  2094. //Take cost
  2095. if(!force)
  2096. giveResources(t->tempOwner, -requestedBuilding->resources);
  2097. //We know what has been built, apply changes. Do this as final step to properly update town window
  2098. sendAndApply(&ns);
  2099. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2100. for(auto builtID : ns.bid)
  2101. processAfterBuiltStructure(builtID);
  2102. // now when everything is built - reveal tiles for lookout tower
  2103. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  2104. if(t->garrisonHero) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  2105. visitCastleObjects(t, t->garrisonHero);
  2106. if(t->visitingHero)
  2107. visitCastleObjects(t, t->visitingHero);
  2108. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2109. return true;
  2110. }
  2111. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2112. {
  2113. ///incomplete, simply erases target building
  2114. const CGTownInstance * t = getTown(tid);
  2115. if (!vstd::contains(t->builtBuildings, bid))
  2116. return false;
  2117. RazeStructures rs;
  2118. rs.tid = tid;
  2119. rs.bid.insert(bid);
  2120. rs.destroyed = t->destroyed + 1;
  2121. sendAndApply(&rs);
  2122. //TODO: Remove dwellers
  2123. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2124. // {
  2125. // RemoveBonus rb(RemoveBonus::TOWN);
  2126. // rb.whoID = t->id;
  2127. // rb.source = BonusSource::TOWN_STRUCTURE;
  2128. // rb.id = 17;
  2129. // sendAndApply(&rb);
  2130. // }
  2131. return true;
  2132. }
  2133. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2134. {
  2135. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2136. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2137. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2138. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2139. const CCreature * c = crid.toCreature();
  2140. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2141. //TODO: check if hero is actually visiting object
  2142. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2143. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2144. if (town)
  2145. {
  2146. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2147. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2148. }
  2149. else
  2150. {
  2151. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2152. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2153. }
  2154. //verify
  2155. bool found = false;
  2156. int level = 0;
  2157. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2158. {
  2159. if ((fromLvl != -1) && (level !=fromLvl))
  2160. continue;
  2161. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2162. int i = 0;
  2163. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2164. if (cur.second.at(i) == crid)
  2165. break;
  2166. if (i < cur.second.size())
  2167. {
  2168. found = true;
  2169. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2170. break;
  2171. }
  2172. }
  2173. SlotID slot = army->getSlotFor(crid);
  2174. if ((!found && complain("Cannot recruit: no such creatures!"))
  2175. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2176. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2177. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2178. {
  2179. return false;
  2180. }
  2181. //recruit
  2182. giveResources(army->tempOwner, -(c->getFullRecruitCost() * cram));
  2183. SetAvailableCreatures sac;
  2184. sac.tid = objid;
  2185. sac.creatures = dwelling->creatures;
  2186. sac.creatures[level].first -= cram;
  2187. sendAndApply(&sac);
  2188. if (warMachine)
  2189. {
  2190. ArtifactID artId = c->warMachine;
  2191. const CArtifact * art = artId.toArtifact();
  2192. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2193. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2194. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2195. return giveHeroNewArtifact(hero, art);
  2196. }
  2197. else
  2198. {
  2199. addToSlot(StackLocation(army, slot), c, cram);
  2200. }
  2201. return true;
  2202. }
  2203. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2204. {
  2205. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2206. if (!obj->hasStackAtSlot(pos))
  2207. {
  2208. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2209. }
  2210. UpgradeInfo ui;
  2211. fillUpgradeInfo(obj, pos, ui);
  2212. PlayerColor player = obj->tempOwner;
  2213. const PlayerState *p = getPlayerState(player);
  2214. int crQuantity = obj->stacks.at(pos)->count;
  2215. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2216. //check if upgrade is possible
  2217. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2218. {
  2219. return false;
  2220. }
  2221. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2222. //check if player has enough resources
  2223. if (!p->resources.canAfford(totalCost))
  2224. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2225. //take resources
  2226. giveResources(player, -totalCost);
  2227. //upgrade creature
  2228. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  2229. return true;
  2230. }
  2231. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2232. {
  2233. if (!sl.army->hasStackAtSlot(sl.slot))
  2234. COMPLAIN_RET("Cannot find a stack to change type");
  2235. SetStackType sst;
  2236. sst.army = sl.army->id;
  2237. sst.slot = sl.slot;
  2238. sst.type = c->getId();
  2239. sendAndApply(&sst);
  2240. return true;
  2241. }
  2242. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2243. {
  2244. assert(src->canBeMergedWith(*dst, allowMerging));
  2245. while(src->stacksCount())//while there are unmoved creatures
  2246. {
  2247. auto i = src->Slots().begin(); //iterator to stack to move
  2248. StackLocation sl(src, i->first); //location of stack to move
  2249. SlotID pos = dst->getSlotFor(i->second->type);
  2250. if (!pos.validSlot())
  2251. {
  2252. //try to merge two other stacks to make place
  2253. std::pair<SlotID, SlotID> toMerge;
  2254. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  2255. {
  2256. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2257. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2258. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2259. }
  2260. else
  2261. {
  2262. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2263. return;
  2264. }
  2265. }
  2266. else
  2267. {
  2268. moveStack(sl, StackLocation(dst, pos));
  2269. }
  2270. }
  2271. }
  2272. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2273. {
  2274. const CGTownInstance * town = getTown(tid);
  2275. if(!town->garrisonHero == !town->visitingHero)
  2276. return false;
  2277. SetHeroesInTown intown;
  2278. intown.tid = tid;
  2279. if(town->garrisonHero) //garrison -> vising
  2280. {
  2281. intown.garrison = ObjectInstanceID();
  2282. intown.visiting = town->garrisonHero->id;
  2283. }
  2284. else //visiting -> garrison
  2285. {
  2286. if(town->armedGarrison())
  2287. town->mergeGarrisonOnSiege();
  2288. intown.visiting = ObjectInstanceID();
  2289. intown.garrison = town->visitingHero->id;
  2290. }
  2291. sendAndApply(&intown);
  2292. return true;
  2293. }
  2294. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2295. {
  2296. const CGTownInstance * town = getTown(tid);
  2297. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2298. {
  2299. if (!town->visitingHero->canBeMergedWith(*town))
  2300. {
  2301. complain("Cannot make garrison swap, not enough free slots!");
  2302. return false;
  2303. }
  2304. moveArmy(town, town->visitingHero, true);
  2305. SetHeroesInTown intown;
  2306. intown.tid = tid;
  2307. intown.visiting = ObjectInstanceID();
  2308. intown.garrison = town->visitingHero->id;
  2309. sendAndApply(&intown);
  2310. return true;
  2311. }
  2312. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2313. {
  2314. //check if moving hero out of town will break 8 wandering heroes limit
  2315. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2316. {
  2317. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2318. return false;
  2319. }
  2320. SetHeroesInTown intown;
  2321. intown.tid = tid;
  2322. intown.garrison = ObjectInstanceID();
  2323. intown.visiting = town->garrisonHero->id;
  2324. sendAndApply(&intown);
  2325. return true;
  2326. }
  2327. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2328. {
  2329. SetHeroesInTown intown;
  2330. intown.tid = tid;
  2331. intown.garrison = town->visitingHero->id;
  2332. intown.visiting = town->garrisonHero->id;
  2333. sendAndApply(&intown);
  2334. return true;
  2335. }
  2336. else
  2337. {
  2338. complain("Cannot swap garrison hero!");
  2339. return false;
  2340. }
  2341. }
  2342. // With the amount of changes done to the function, it's more like transferArtifacts.
  2343. // 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.
  2344. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2345. {
  2346. const auto srcArtSet = getArtSet(src);
  2347. const auto dstArtSet = getArtSet(dst);
  2348. assert(srcArtSet);
  2349. assert(dstArtSet);
  2350. // Make sure exchange is even possible between the two heroes.
  2351. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2352. COMPLAIN_RET("That heroes cannot make any exchange!");
  2353. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2354. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2355. auto dstSlot = dst.slot;
  2356. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2357. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2358. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2359. return true;
  2360. const auto dstArtifact = dstArtSet->getArt(dstSlot);
  2361. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2362. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2363. if(srcArtifact == nullptr)
  2364. COMPLAIN_RET("No artifact to move!");
  2365. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2366. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2367. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2368. // Moving to the backpack is always allowed.
  2369. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2370. COMPLAIN_RET("Cannot move artifact!");
  2371. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2372. auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2373. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2374. COMPLAIN_RET("Cannot move artifact locks.");
  2375. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2376. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2377. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2378. COMPLAIN_RET("Cannot move catapult!");
  2379. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2380. COMPLAIN_RET("Backpack is full!");
  2381. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2382. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2383. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2384. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2385. ma.srcCreature = src.creature;
  2386. ma.dstCreature = dst.creature;
  2387. // Check if dst slot is occupied
  2388. if(!isDstSlotBackpack && isDstSlotOccupied)
  2389. {
  2390. // Previous artifact must be swapped
  2391. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2392. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2393. }
  2394. auto hero = getHero(dst.artHolder);
  2395. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2396. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2397. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2398. if(src.artHolder != dst.artHolder)
  2399. ma.artsPack0.back().askAssemble = true;
  2400. sendAndApply(&ma);
  2401. return true;
  2402. }
  2403. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2404. {
  2405. // Make sure exchange is even possible between the two heroes.
  2406. if(!isAllowedExchange(srcId, dstId))
  2407. COMPLAIN_RET("That heroes cannot make any exchange!");
  2408. auto psrcSet = getArtSet(srcId);
  2409. auto pdstSet = getArtSet(dstId);
  2410. if((!psrcSet) || (!pdstSet))
  2411. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2412. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2413. auto & slotsSrcDst = ma.artsPack0;
  2414. auto & slotsDstSrc = ma.artsPack1;
  2415. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2416. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2417. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2418. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2419. {
  2420. assert(artifact);
  2421. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2422. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2423. {
  2424. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2425. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2426. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2427. if(auto dstHero = getHero(dstId))
  2428. {
  2429. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2430. giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2431. }
  2432. }
  2433. };
  2434. if(swap)
  2435. {
  2436. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2437. {
  2438. for(auto & artifact : srcArtSet->artifactsWorn)
  2439. {
  2440. if(ArtifactUtils::isArtRemovable(artifact))
  2441. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2442. }
  2443. };
  2444. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2445. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2446. {
  2447. for(auto & slotInfo : artSet->artifactsInBackpack)
  2448. {
  2449. auto slot = artSet->getArtPos(slotInfo.artifact);
  2450. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2451. }
  2452. };
  2453. if(equipped)
  2454. {
  2455. // Move over artifacts that are worn srcHero -> dstHero
  2456. moveArtsWorn(psrcSet, slotsSrcDst);
  2457. artFittingSet.artifactsWorn.clear();
  2458. // Move over artifacts that are worn dstHero -> srcHero
  2459. moveArtsWorn(pdstSet, slotsDstSrc);
  2460. }
  2461. if(backpack)
  2462. {
  2463. // Move over artifacts that are in backpack srcHero -> dstHero
  2464. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2465. // Move over artifacts that are in backpack dstHero -> srcHero
  2466. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2467. }
  2468. }
  2469. else
  2470. {
  2471. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2472. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2473. if(equipped)
  2474. {
  2475. // Move over artifacts that are worn
  2476. for(auto & artInfo : psrcSet->artifactsWorn)
  2477. {
  2478. if(ArtifactUtils::isArtRemovable(artInfo))
  2479. {
  2480. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2481. }
  2482. }
  2483. }
  2484. if(backpack)
  2485. {
  2486. // Move over artifacts that are in backpack
  2487. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2488. {
  2489. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2490. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2491. }
  2492. }
  2493. }
  2494. sendAndApply(&ma);
  2495. return true;
  2496. }
  2497. bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
  2498. {
  2499. const auto artSet = getArtSet(heroID);
  2500. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
  2501. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2502. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2503. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2504. {
  2505. if(left)
  2506. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
  2507. else
  2508. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
  2509. sendAndApply(&bma);
  2510. }
  2511. return true;
  2512. }
  2513. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2514. {
  2515. auto artSet = getArtSet(heroID);
  2516. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2517. ChangeArtifactsCostume costume(player, costumeIdx);
  2518. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2519. {
  2520. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2521. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2522. }
  2523. sendAndApply(&costume);
  2524. return true;
  2525. }
  2526. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2527. {
  2528. const auto artSet = getArtSet(heroID);
  2529. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2530. const auto playerState = getPlayerState(player);
  2531. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2532. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2533. {
  2534. CArtifactFittingSet artFittingSet(*artSet);
  2535. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2536. auto costumeArtMap = costume->second;
  2537. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2538. // First, find those artifacts that are already in place
  2539. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2540. {
  2541. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2542. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2543. {
  2544. costumeArtMap.erase(artPos);
  2545. artFittingSet.removeArtifact(slot);
  2546. }
  2547. }
  2548. // Second, find the necessary artifacts for the costume
  2549. for(const auto & artPos : costumeArtMap)
  2550. {
  2551. if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
  2552. {
  2553. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
  2554. {
  2555. artSet->getArtPos(artFittingSet.getArt(availableArts.front())),
  2556. artPos.first
  2557. });
  2558. artFittingSet.removeArtifact(availableArts.front());
  2559. if(ArtifactUtils::isSlotBackpack(availableArts.front()))
  2560. estimateBackpackSize--;
  2561. }
  2562. }
  2563. // Third, put unnecessary artifacts into backpack
  2564. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2565. if(artFittingSet.getArt(slot))
  2566. {
  2567. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
  2568. estimateBackpackSize++;
  2569. }
  2570. const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2571. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2572. sendAndApply(&bma);
  2573. }
  2574. return true;
  2575. }
  2576. /**
  2577. * Assembles or disassembles a combination artifact.
  2578. * @param heroID ID of hero holding the artifact(s).
  2579. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2580. * @param assemble True for assembly operation, false for disassembly.
  2581. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2582. * artifact to assemble to. Otherwise it's not used.
  2583. */
  2584. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2585. {
  2586. const CGHeroInstance * hero = getHero(heroID);
  2587. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2588. if(!destArtifact)
  2589. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2590. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2591. if(assemble)
  2592. {
  2593. const CArtifact * combinedArt = assembleTo.toArtifact();
  2594. if(!combinedArt->isCombined())
  2595. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2596. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2597. {
  2598. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2599. }
  2600. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2601. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2602. {
  2603. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2604. }
  2605. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2606. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2607. AssembledArtifact aa;
  2608. aa.al = dstLoc;
  2609. aa.builtArt = combinedArt;
  2610. sendAndApply(&aa);
  2611. }
  2612. else
  2613. {
  2614. if(!destArtifact->isCombined())
  2615. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2616. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2617. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2618. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2619. DisassembledArtifact da;
  2620. da.al = dstLoc;
  2621. sendAndApply(&da);
  2622. }
  2623. return true;
  2624. }
  2625. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2626. {
  2627. const auto * hero = getHero(al.artHolder);
  2628. if(hero == nullptr)
  2629. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2630. const auto * art = hero->getArt(al.slot);
  2631. if(art == nullptr)
  2632. COMPLAIN_RET("Cannot remove artifact!");
  2633. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2634. COMPLAIN_RET("Illegal artifact removal request");
  2635. removeArtifact(al);
  2636. return true;
  2637. }
  2638. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2639. {
  2640. const CGHeroInstance * hero = getHero(hid);
  2641. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2642. const CGTownInstance * town = hero->visitedTown;
  2643. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2644. if (aid==ArtifactID::SPELLBOOK)
  2645. {
  2646. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2647. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2648. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2649. )
  2650. return false;
  2651. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2652. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2653. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2654. giveSpells(town,hero);
  2655. return true;
  2656. }
  2657. else
  2658. {
  2659. const CArtifact * art = aid.toArtifact();
  2660. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2661. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2662. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2663. const int price = art->getPrice();
  2664. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2665. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2666. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2667. {
  2668. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2669. return giveHeroNewArtifact(hero, art);
  2670. }
  2671. else
  2672. COMPLAIN_RET("This machine is unavailable here!");
  2673. }
  2674. }
  2675. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2676. {
  2677. if(!h)
  2678. COMPLAIN_RET("Only hero can buy artifacts!");
  2679. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2680. COMPLAIN_RET("That artifact is unavailable!");
  2681. int b1;
  2682. int b2;
  2683. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2684. if (getResource(h->tempOwner, rid) < b1)
  2685. COMPLAIN_RET("You can't afford to buy this artifact!");
  2686. giveResource(h->tempOwner, rid, -b1);
  2687. SetAvailableArtifacts saa;
  2688. if(dynamic_cast<const CGTownInstance *>(m))
  2689. {
  2690. saa.id = ObjectInstanceID::NONE;
  2691. saa.arts = gs->map->townMerchantArtifacts;
  2692. }
  2693. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2694. {
  2695. saa.id = bm->id;
  2696. saa.arts = bm->artifacts;
  2697. }
  2698. else
  2699. COMPLAIN_RET("Wrong marktet...");
  2700. bool found = false;
  2701. for (const CArtifact *&art : saa.arts)
  2702. {
  2703. if (art && art->getId() == aid)
  2704. {
  2705. art = nullptr;
  2706. found = true;
  2707. break;
  2708. }
  2709. }
  2710. if (!found)
  2711. COMPLAIN_RET("Cannot find selected artifact on the list");
  2712. sendAndApply(&saa);
  2713. giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  2714. return true;
  2715. }
  2716. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2717. {
  2718. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2719. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2720. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2721. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2722. int resVal = 0;
  2723. int dump = 1;
  2724. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2725. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2726. giveResource(h->tempOwner, rid, resVal);
  2727. return true;
  2728. }
  2729. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2730. {
  2731. if (!h)
  2732. COMPLAIN_RET("You need hero to buy a skill!");
  2733. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2734. COMPLAIN_RET("Hero already know this skill");
  2735. if (!h->canLearnSkill())
  2736. COMPLAIN_RET("Hero can't learn any more skills");
  2737. if (!h->canLearnSkill(skill))
  2738. COMPLAIN_RET("The hero can't learn this skill!");
  2739. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2740. COMPLAIN_RET("That skill is unavailable!");
  2741. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2742. COMPLAIN_RET("You can't afford to buy this skill");
  2743. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2744. changeSecSkill(h, skill, 1, true);
  2745. return true;
  2746. }
  2747. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2748. {
  2749. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2750. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2751. int b1; //base quantities for trade
  2752. int b2;
  2753. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2754. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2755. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2756. {
  2757. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2758. }
  2759. giveResource(player, toSell, -b1 * amountToBoy);
  2760. giveResource(player, toBuy, b2 * amountToBoy);
  2761. return true;
  2762. }
  2763. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2764. {
  2765. if(!hero)
  2766. COMPLAIN_RET("Only hero can sell creatures!");
  2767. if (!vstd::contains(hero->Slots(), slot))
  2768. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2769. const CStackInstance &s = hero->getStack(slot);
  2770. if (s.count < (TQuantity)count //can't sell more creatures than have
  2771. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2772. {
  2773. COMPLAIN_RET("Not enough creatures in army!");
  2774. }
  2775. int b1; //base quantities for trade
  2776. int b2;
  2777. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2778. int units = count / b1; //how many base quantities we trade
  2779. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2780. {
  2781. //TODO: complain?
  2782. assert(0);
  2783. }
  2784. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2785. giveResource(hero->tempOwner, resourceID, b2 * units);
  2786. return true;
  2787. }
  2788. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2789. {
  2790. const CArmedInstance *army = nullptr;
  2791. if (hero)
  2792. army = hero;
  2793. else
  2794. army = dynamic_cast<const CGTownInstance *>(market);
  2795. if (!army)
  2796. COMPLAIN_RET("Incorrect call to transform in undead!");
  2797. if (!army->hasStackAtSlot(slot))
  2798. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2799. const CStackInstance &s = army->getStack(slot);
  2800. //resulting creature - bone dragons or skeletons
  2801. CreatureID resCreature = CreatureID::SKELETON;
  2802. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2803. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2804. || (s.getCreatureID() == CreatureID::HYDRA)
  2805. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2806. resCreature = CreatureID::BONE_DRAGON;
  2807. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2808. return true;
  2809. }
  2810. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2811. {
  2812. const PlayerState *p2 = getPlayerState(r2, false);
  2813. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2814. {
  2815. complain("Dest player must be in game!");
  2816. return false;
  2817. }
  2818. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2819. vstd::amin(val, curRes1);
  2820. giveResource(player, r1, -(int)val);
  2821. giveResource(r2, r1, val);
  2822. return true;
  2823. }
  2824. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2825. {
  2826. const CGHeroInstance *h = getHero(hid);
  2827. if (!h)
  2828. {
  2829. logGlobal->error("Hero doesn't exist!");
  2830. return false;
  2831. }
  2832. ChangeFormation cf;
  2833. cf.hid = hid;
  2834. cf.formation = formation;
  2835. sendAndApply(&cf);
  2836. return true;
  2837. }
  2838. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2839. {
  2840. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2841. if (answer)
  2842. logGlobal->trace("%d", *answer);
  2843. auto topQuery = queries->topQuery(player);
  2844. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2845. if(topQuery->queryID != qid)
  2846. {
  2847. auto currentQuery = queries->getQuery(qid);
  2848. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2849. currentQuery->setReply(answer);
  2850. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2851. }
  2852. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2853. topQuery->setReply(answer);
  2854. queries->popQuery(topQuery);
  2855. return true;
  2856. }
  2857. void CGameHandler::handleTimeEvents()
  2858. {
  2859. gs->map->events.sort(evntCmp);
  2860. while(gs->map->events.size() && gs->map->events.front().firstOccurrence+1 == gs->day)
  2861. {
  2862. CMapEvent ev = gs->map->events.front();
  2863. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2864. {
  2865. auto color = PlayerColor(player);
  2866. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2867. if (pinfo //player exists
  2868. && (ev.players & 1<<player) //event is enabled to this player
  2869. && ((ev.computerAffected && !pinfo->human)
  2870. || (ev.humanAffected && pinfo->human)
  2871. )
  2872. )
  2873. {
  2874. //give resources
  2875. giveResources(color, ev.resources);
  2876. //prepare dialog
  2877. InfoWindow iw;
  2878. iw.player = color;
  2879. iw.text = ev.message;
  2880. for (GameResID i : GameResID::ALL_RESOURCES())
  2881. {
  2882. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2883. iw.components.emplace_back(ComponentType::RESOURCE, i, ev.resources[i]);
  2884. }
  2885. sendAndApply(&iw); //show dialog
  2886. }
  2887. } //PLAYERS LOOP
  2888. if (ev.nextOccurrence)
  2889. {
  2890. gs->map->events.pop_front();
  2891. ev.firstOccurrence += ev.nextOccurrence;
  2892. auto it = gs->map->events.begin();
  2893. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2894. it++;
  2895. gs->map->events.insert(it, ev);
  2896. }
  2897. else
  2898. {
  2899. gs->map->events.pop_front();
  2900. }
  2901. }
  2902. //TODO send only if changed
  2903. UpdateMapEvents ume;
  2904. ume.events = gs->map->events;
  2905. sendAndApply(&ume);
  2906. }
  2907. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2908. {
  2909. town->events.sort(evntCmp);
  2910. while(town->events.size() && town->events.front().firstOccurrence == gs->day)
  2911. {
  2912. PlayerColor player = town->tempOwner;
  2913. CCastleEvent ev = town->events.front();
  2914. const PlayerState * pinfo = getPlayerState(player, false);
  2915. if (pinfo //player exists
  2916. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2917. && ((ev.computerAffected && !pinfo->human)
  2918. || (ev.humanAffected && pinfo->human)))
  2919. {
  2920. // dialog
  2921. InfoWindow iw;
  2922. iw.player = player;
  2923. iw.text = ev.message;
  2924. if (ev.resources.nonZero())
  2925. {
  2926. TResources was = n.res[player];
  2927. n.res[player] += ev.resources;
  2928. n.res[player].amax(0);
  2929. for (GameResID i : GameResID::ALL_RESOURCES())
  2930. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2931. iw.components.emplace_back(ComponentType::RESOURCE, i, n.res.at(player)[i] - was[i]);
  2932. }
  2933. for (auto & i : ev.buildings)
  2934. {
  2935. // Only perform action if:
  2936. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  2937. // 2. Building was not built yet
  2938. // othervice, silently ignore / skip it
  2939. if (town->town->buildings.count(i) && !town->hasBuilt(i))
  2940. {
  2941. buildStructure(town->id, i, true);
  2942. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2943. }
  2944. }
  2945. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2946. {
  2947. n.cres[town->id].tid = town->id;
  2948. n.cres[town->id].creatures = town->creatures;
  2949. }
  2950. auto & sac = n.cres[town->id];
  2951. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2952. {
  2953. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2954. {
  2955. sac.creatures[i].first += ev.creatures.at(i);
  2956. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), ev.creatures.at(i));
  2957. }
  2958. }
  2959. sendAndApply(&iw); //show dialog
  2960. }
  2961. if (ev.nextOccurrence)
  2962. {
  2963. town->events.pop_front();
  2964. ev.firstOccurrence += ev.nextOccurrence;
  2965. auto it = town->events.begin();
  2966. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2967. it++;
  2968. town->events.insert(it, ev);
  2969. }
  2970. else
  2971. {
  2972. town->events.pop_front();
  2973. }
  2974. }
  2975. //TODO send only if changed
  2976. UpdateCastleEvents uce;
  2977. uce.town = town->id;
  2978. uce.events = town->events;
  2979. sendAndApply(&uce);
  2980. }
  2981. bool CGameHandler::complain(const std::string &problem)
  2982. {
  2983. #ifndef ENABLE_GOLDMASTER
  2984. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2985. #endif
  2986. logGlobal->error(problem);
  2987. return true;
  2988. }
  2989. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2990. {
  2991. //PlayerColor player = getOwner(hid);
  2992. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2993. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2994. assert(lowerArmy);
  2995. assert(upperArmy);
  2996. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2997. queries->addQuery(garrisonQuery);
  2998. GarrisonDialog gd;
  2999. gd.hid = hid;
  3000. gd.objid = upobj;
  3001. gd.removableUnits = removableUnits;
  3002. gd.queryID = garrisonQuery->queryID;
  3003. sendAndApply(&gd);
  3004. }
  3005. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  3006. {
  3007. OpenWindow pack;
  3008. pack.window = window;
  3009. pack.object = object->id;
  3010. pack.visitor = visitor->id;
  3011. if (addQuery)
  3012. {
  3013. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  3014. pack.queryID = windowQuery->queryID;
  3015. queries->addQuery(windowQuery);
  3016. }
  3017. sendAndApply(&pack);
  3018. }
  3019. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  3020. {
  3021. if (id1 == id2)
  3022. return true;
  3023. const CGObjectInstance *o1 = getObj(id1);
  3024. const CGObjectInstance *o2 = getObj(id2);
  3025. if (!o1 || !o2)
  3026. return true; //arranging stacks within an object should be always allowed
  3027. if (o1 && o2)
  3028. {
  3029. if (o1->ID == Obj::TOWN)
  3030. {
  3031. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3032. if (t->visitingHero == o2 || t->garrisonHero == o2)
  3033. return true;
  3034. }
  3035. if (o2->ID == Obj::TOWN)
  3036. {
  3037. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3038. if (t->visitingHero == o1 || t->garrisonHero == o1)
  3039. return true;
  3040. }
  3041. auto market = dynamic_cast<const IMarket*>(o1);
  3042. if(market == nullptr)
  3043. market = dynamic_cast<const IMarket*>(o2);
  3044. if(market)
  3045. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  3046. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  3047. {
  3048. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  3049. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  3050. // two heroes in same town (garrisoned and visiting)
  3051. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  3052. return true;
  3053. }
  3054. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  3055. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  3056. if (!dialog)
  3057. {
  3058. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  3059. }
  3060. if (dialog)
  3061. {
  3062. auto topArmy = dialog->exchangingArmies.at(0);
  3063. auto bottomArmy = dialog->exchangingArmies.at(1);
  3064. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  3065. return true;
  3066. }
  3067. }
  3068. return false;
  3069. }
  3070. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  3071. {
  3072. using events::ObjectVisitStarted;
  3073. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  3074. if (getVisitingHero(obj) != nullptr)
  3075. {
  3076. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  3077. throw std::runtime_error("Can not visit object that is being visited");
  3078. }
  3079. std::shared_ptr<CObjectVisitQuery> visitQuery;
  3080. auto startVisit = [&](ObjectVisitStarted & event)
  3081. {
  3082. auto visitedObject = obj;
  3083. if(obj->ID == Obj::HERO)
  3084. {
  3085. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  3086. const auto visitedTown = visitedHero->visitedTown;
  3087. if(visitedTown)
  3088. {
  3089. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  3090. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  3091. visitedObject = visitedTown;
  3092. }
  3093. }
  3094. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  3095. queries->addQuery(visitQuery); //TODO real visit pos
  3096. HeroVisit hv;
  3097. hv.objId = obj->id;
  3098. hv.heroId = h->id;
  3099. hv.player = h->tempOwner;
  3100. hv.starting = true;
  3101. sendAndApply(&hv);
  3102. obj->onHeroVisit(h);
  3103. };
  3104. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  3105. if(visitQuery)
  3106. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  3107. }
  3108. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  3109. {
  3110. using events::ObjectVisitEnded;
  3111. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  3112. auto endVisit = [&](ObjectVisitEnded & event)
  3113. {
  3114. HeroVisit hv;
  3115. hv.player = event.getPlayer();
  3116. hv.heroId = event.getHero();
  3117. hv.starting = false;
  3118. sendAndApply(&hv);
  3119. };
  3120. //TODO: ObjectVisitEnded should also have id of visited object,
  3121. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  3122. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  3123. }
  3124. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  3125. {
  3126. const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
  3127. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  3128. {
  3129. complain("Cannot build boat in this shipyard!");
  3130. return false;
  3131. }
  3132. TResources boatCost;
  3133. obj->getBoatCost(boatCost);
  3134. TResources available = getPlayerState(playerID)->resources;
  3135. if (!available.canAfford(boatCost))
  3136. {
  3137. complain("Not enough resources to build a boat!");
  3138. return false;
  3139. }
  3140. int3 tile = obj->bestLocation();
  3141. if (!gs->map->isInTheMap(tile))
  3142. {
  3143. complain("Cannot find appropriate tile for a boat!");
  3144. return false;
  3145. }
  3146. giveResources(playerID, -boatCost);
  3147. createBoat(tile, obj->getBoatType(), playerID);
  3148. return true;
  3149. }
  3150. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3151. {
  3152. for (auto playerColor : playerColors)
  3153. {
  3154. if (getPlayerState(playerColor, false))
  3155. checkVictoryLossConditionsForPlayer(playerColor);
  3156. }
  3157. }
  3158. void CGameHandler::checkVictoryLossConditionsForAll()
  3159. {
  3160. std::set<PlayerColor> playerColors;
  3161. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3162. {
  3163. playerColors.insert(PlayerColor(i));
  3164. }
  3165. checkVictoryLossConditions(playerColors);
  3166. }
  3167. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3168. {
  3169. const PlayerState * p = getPlayerState(player);
  3170. if(!p || p->status != EPlayerStatus::INGAME) return;
  3171. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3172. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3173. {
  3174. InfoWindow iw;
  3175. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3176. sendAndApply(&iw);
  3177. PlayerEndsGame peg;
  3178. peg.player = player;
  3179. peg.victoryLossCheckResult = victoryLossCheckResult;
  3180. sendAndApply(&peg);
  3181. turnOrder->onPlayerEndsGame(player);
  3182. if (victoryLossCheckResult.victory())
  3183. {
  3184. //one player won -> all enemies lost
  3185. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3186. {
  3187. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3188. {
  3189. peg.player = i->first;
  3190. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3191. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3192. InfoWindow iw;
  3193. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3194. iw.player = i->first;
  3195. sendAndApply(&iw);
  3196. sendAndApply(&peg);
  3197. }
  3198. }
  3199. if(p->human)
  3200. {
  3201. lobby->setState(EServerState::SHUTDOWN);
  3202. }
  3203. }
  3204. else
  3205. {
  3206. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3207. auto hlp = p->heroes;
  3208. for (auto h : hlp) //eliminate heroes
  3209. {
  3210. if (h.get())
  3211. removeObject(h, player);
  3212. }
  3213. //player lost -> all his objects become unflagged (neutral)
  3214. for (auto obj : gs->map->objects) //unflag objs
  3215. {
  3216. if (obj.get() && obj->tempOwner == player)
  3217. setOwner(obj, PlayerColor::NEUTRAL);
  3218. }
  3219. //eliminating one player may cause victory of another:
  3220. std::set<PlayerColor> playerColors;
  3221. //do not copy player state (CBonusSystemNode) by value
  3222. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3223. {
  3224. if (p.first != player)
  3225. playerColors.insert(p.first);
  3226. }
  3227. //notify all players
  3228. for (auto pc : playerColors)
  3229. {
  3230. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3231. {
  3232. InfoWindow iw;
  3233. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3234. iw.player = pc;
  3235. sendAndApply(&iw);
  3236. }
  3237. }
  3238. checkVictoryLossConditions(playerColors);
  3239. }
  3240. }
  3241. }
  3242. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3243. {
  3244. out.player = player;
  3245. out.text = victoryLossCheckResult.messageToSelf;
  3246. out.text.replaceName(player);
  3247. out.components.emplace_back(ComponentType::FLAG, player);
  3248. }
  3249. bool CGameHandler::dig(const CGHeroInstance *h)
  3250. {
  3251. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3252. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3253. createHole(h->visitablePos(), h->getOwner());
  3254. //take MPs
  3255. SetMovePoints smp;
  3256. smp.hid = h->id;
  3257. smp.val = 0;
  3258. sendAndApply(&smp);
  3259. InfoWindow iw;
  3260. iw.type = EInfoWindowMode::AUTO;
  3261. iw.player = h->tempOwner;
  3262. if (gs->map->grailPos == h->visitablePos())
  3263. {
  3264. ArtifactID grail = ArtifactID::GRAIL;
  3265. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  3266. iw.text.appendName(grail); // ... " The Grail"
  3267. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3268. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  3269. sendAndApply(&iw);
  3270. iw.soundID = soundBase::invalid;
  3271. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3272. iw.text.clear();
  3273. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3274. sendAndApply(&iw);
  3275. }
  3276. else
  3277. {
  3278. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3279. iw.soundID = soundBase::Dig;
  3280. sendAndApply(&iw);
  3281. }
  3282. return true;
  3283. }
  3284. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3285. {
  3286. if (!t.visitableObjects.empty())
  3287. {
  3288. //to prevent self-visiting heroes on space press
  3289. if (t.visitableObjects.back() != h)
  3290. objectVisited(t.visitableObjects.back(), h);
  3291. else if (t.visitableObjects.size() > 1)
  3292. objectVisited(*(t.visitableObjects.end()-2),h);
  3293. }
  3294. }
  3295. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3296. {
  3297. if (!hero)
  3298. COMPLAIN_RET("You need hero to sacrifice creature!");
  3299. int expSum = 0;
  3300. auto finish = [this, &hero, &expSum]()
  3301. {
  3302. giveExperience(hero, hero->calculateXp(expSum));
  3303. };
  3304. for(int i = 0; i < slot.size(); ++i)
  3305. {
  3306. int oldCount = hero->getStackCount(slot[i]);
  3307. if(oldCount < (int)count[i])
  3308. {
  3309. finish();
  3310. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3311. }
  3312. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3313. {
  3314. finish();
  3315. COMPLAIN_RET("Cannot sacrifice last creature!");
  3316. }
  3317. int crid = hero->getStack(slot[i]).type->getId();
  3318. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3319. int dump;
  3320. int exp;
  3321. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3322. exp *= count[i];
  3323. expSum += exp;
  3324. }
  3325. finish();
  3326. return true;
  3327. }
  3328. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3329. {
  3330. if (!hero)
  3331. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3332. if(hero->getAlignment() == EAlignment::EVIL)
  3333. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3334. assert(m);
  3335. auto altarObj = dynamic_cast<const CGArtifactsAltar*>(m);
  3336. int expSum = 0;
  3337. auto finish = [this, &hero, &expSum]()
  3338. {
  3339. giveExperience(hero, hero->calculateXp(expSum));
  3340. };
  3341. for(const auto & artInstId : arts)
  3342. {
  3343. if(auto art = altarObj->getArtByInstanceId(artInstId))
  3344. {
  3345. if(art->artType->isTradable())
  3346. {
  3347. int dmp;
  3348. int expToGive;
  3349. m->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3350. expSum += expToGive;
  3351. removeArtifact(ArtifactLocation(altarObj->id, altarObj->getArtPos(art)));
  3352. }
  3353. else
  3354. {
  3355. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3356. }
  3357. }
  3358. else
  3359. {
  3360. finish();
  3361. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3362. }
  3363. }
  3364. finish();
  3365. return true;
  3366. }
  3367. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3368. {
  3369. if (sl.army->hasStackAtSlot(sl.slot))
  3370. COMPLAIN_RET("Slot is already taken!");
  3371. if (!sl.slot.validSlot())
  3372. COMPLAIN_RET("Cannot insert stack to that slot!");
  3373. InsertNewStack ins;
  3374. ins.army = sl.army->id;
  3375. ins.slot = sl.slot;
  3376. ins.type = c->getId();
  3377. ins.count = count;
  3378. sendAndApply(&ins);
  3379. return true;
  3380. }
  3381. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3382. {
  3383. if (!sl.army->hasStackAtSlot(sl.slot))
  3384. COMPLAIN_RET("Cannot find a stack to erase");
  3385. if (sl.army->stacksCount() == 1 //from the last stack
  3386. && sl.army->needsLastStack() //that must be left
  3387. && !forceRemoval) //ignore above conditions if we are forcing removal
  3388. {
  3389. COMPLAIN_RET("Cannot erase the last stack!");
  3390. }
  3391. EraseStack es;
  3392. es.army = sl.army->id;
  3393. es.slot = sl.slot;
  3394. sendAndApply(&es);
  3395. return true;
  3396. }
  3397. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3398. {
  3399. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3400. if ((absoluteValue && count < 0)
  3401. || (!absoluteValue && -count > currentCount))
  3402. {
  3403. COMPLAIN_RET("Cannot take more stacks than present!");
  3404. }
  3405. if ((currentCount == -count && !absoluteValue)
  3406. || (!count && absoluteValue))
  3407. {
  3408. eraseStack(sl);
  3409. }
  3410. else
  3411. {
  3412. ChangeStackCount csc;
  3413. csc.army = sl.army->id;
  3414. csc.slot = sl.slot;
  3415. csc.count = count;
  3416. csc.absoluteValue = absoluteValue;
  3417. sendAndApply(&csc);
  3418. }
  3419. return true;
  3420. }
  3421. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3422. {
  3423. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3424. if (!slotC) //slot is empty
  3425. insertNewStack(sl, c, count);
  3426. else if (c == slotC)
  3427. changeStackCount(sl, count);
  3428. else
  3429. {
  3430. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3431. }
  3432. return true;
  3433. }
  3434. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3435. {
  3436. if (removeObjWhenFinished)
  3437. removeAfterVisit(src);
  3438. if (!src->canBeMergedWith(*dst, allowMerging))
  3439. {
  3440. if (allowMerging) //do that, add all matching creatures.
  3441. {
  3442. bool cont = true;
  3443. while (cont)
  3444. {
  3445. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3446. {
  3447. SlotID pos = dst->getSlotFor(i->second->type);
  3448. if (pos.validSlot())
  3449. {
  3450. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3451. cont = true;
  3452. break; //or iterator crashes
  3453. }
  3454. cont = false;
  3455. }
  3456. }
  3457. }
  3458. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3459. }
  3460. else //merge
  3461. {
  3462. moveArmy(src, dst, allowMerging);
  3463. }
  3464. }
  3465. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3466. {
  3467. if (!src.army->hasStackAtSlot(src.slot))
  3468. COMPLAIN_RET("No stack to move!");
  3469. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3470. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3471. if (!dst.slot.validSlot())
  3472. COMPLAIN_RET("Cannot move stack to that slot!");
  3473. if (count == -1)
  3474. {
  3475. count = src.army->getStackCount(src.slot);
  3476. }
  3477. if (src.army != dst.army //moving away
  3478. && count == src.army->getStackCount(src.slot) //all creatures
  3479. && src.army->stacksCount() == 1 //from the last stack
  3480. && src.army->needsLastStack()) //that must be left
  3481. {
  3482. COMPLAIN_RET("Cannot move away the last creature!");
  3483. }
  3484. RebalanceStacks rs;
  3485. rs.srcArmy = src.army->id;
  3486. rs.dstArmy = dst.army->id;
  3487. rs.srcSlot = src.slot;
  3488. rs.dstSlot = dst.slot;
  3489. rs.count = count;
  3490. sendAndApply(&rs);
  3491. return true;
  3492. }
  3493. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3494. {
  3495. if (!spellID.hasValue())
  3496. return;
  3497. AdventureSpellCastParameters p;
  3498. p.caster = caster;
  3499. p.pos = pos;
  3500. const CSpell * s = spellID.toSpell();
  3501. s->adventureCast(spellEnv, p);
  3502. }
  3503. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3504. {
  3505. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3506. {
  3507. return moveStack(sl2, sl1);
  3508. }
  3509. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3510. {
  3511. return moveStack(sl1, sl2);
  3512. }
  3513. else
  3514. {
  3515. SwapStacks ss;
  3516. ss.srcArmy = sl1.army->id;
  3517. ss.dstArmy = sl2.army->id;
  3518. ss.srcSlot = sl1.slot;
  3519. ss.dstSlot = sl2.slot;
  3520. sendAndApply(&ss);
  3521. return true;
  3522. }
  3523. }
  3524. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3525. {
  3526. assert(art && art->artType);
  3527. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3528. dst.creature = al.creature;
  3529. auto putTo = getArtSet(al);
  3530. assert(putTo);
  3531. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3532. {
  3533. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3534. }
  3535. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3536. {
  3537. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3538. }
  3539. else
  3540. {
  3541. dst.slot = al.slot;
  3542. }
  3543. if(!askAssemble.has_value())
  3544. {
  3545. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3546. askAssemble = true;
  3547. else
  3548. askAssemble = false;
  3549. }
  3550. if(art->canBePutAt(putTo, dst.slot))
  3551. {
  3552. PutArtifact pa(dst, askAssemble.value());
  3553. pa.art = art;
  3554. sendAndApply(&pa);
  3555. return true;
  3556. }
  3557. else
  3558. {
  3559. return false;
  3560. }
  3561. }
  3562. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3563. {
  3564. assert(artType);
  3565. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3566. {
  3567. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3568. COMPLAIN_RET("Cannot put artifact in that slot!");
  3569. }
  3570. else if(ArtifactUtils::isSlotBackpack(pos))
  3571. {
  3572. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3573. COMPLAIN_RET("Cannot put artifact in that slot!");
  3574. }
  3575. else
  3576. {
  3577. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3578. }
  3579. auto * newArtInst = new CArtifactInstance();
  3580. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3581. NewArtifact na;
  3582. na.art = newArtInst;
  3583. sendAndApply(&na); // -> updates newArtInst!!!
  3584. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3585. return true;
  3586. else
  3587. return false;
  3588. }
  3589. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3590. {
  3591. std::vector<int3>::iterator tile;
  3592. std::vector<int3> tiles;
  3593. getFreeTiles(tiles);
  3594. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3595. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3596. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3597. const CCreature *cre = creatureID.toCreature();
  3598. for (int i = 0; i < (int)amount; ++i)
  3599. {
  3600. tile = tiles.begin();
  3601. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3602. {
  3603. auto count = cre->getRandomAmount(std::rand);
  3604. createWanderingMonster(*tile, creatureID);
  3605. auto monsterId = getTopObj(*tile)->id;
  3606. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3607. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3608. }
  3609. tiles.erase(tile); //not use it again
  3610. }
  3611. }
  3612. void CGameHandler::synchronizeArtifactHandlerLists()
  3613. {
  3614. UpdateArtHandlerLists uahl;
  3615. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3616. sendAndApply(&uahl);
  3617. }
  3618. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3619. {
  3620. return vstd::contains(gs->map->objects, obj);
  3621. }
  3622. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3623. {
  3624. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3625. return false;
  3626. auto query = queries->topQuery(player);
  3627. if (query && query->blocksPack(pack))
  3628. {
  3629. complain(boost::str(boost::format(
  3630. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3631. % boost::to_upper_copy<std::string>(player.toString())
  3632. % query->toString()
  3633. ));
  3634. return true;
  3635. }
  3636. return false;
  3637. }
  3638. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3639. {
  3640. //If the object is being visited, there must be a matching query
  3641. for (const auto &query : queries->allQueries())
  3642. {
  3643. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3644. {
  3645. if (someVistQuery->visitedObject == object)
  3646. {
  3647. someVistQuery->removeObjectAfterVisit = true;
  3648. return;
  3649. }
  3650. }
  3651. }
  3652. //If we haven't returned so far, there is no query and no visit, call was wrong
  3653. assert("This function needs to be called during the object visit!");
  3654. }
  3655. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3656. {
  3657. std::unordered_set<int3> tiles;
  3658. if (mode == ETileVisibility::HIDDEN)
  3659. {
  3660. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3661. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3662. auto p = getPlayerState(player);
  3663. for (auto h : p->heroes)
  3664. {
  3665. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3666. }
  3667. for (auto t : p->towns)
  3668. {
  3669. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3670. }
  3671. for (auto tile : observedTiles)
  3672. vstd::erase_if_present (tiles, tile);
  3673. }
  3674. else
  3675. {
  3676. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3677. }
  3678. changeFogOfWar(tiles, player, mode);
  3679. }
  3680. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3681. {
  3682. if (tiles.empty())
  3683. return;
  3684. FoWChange fow;
  3685. fow.tiles = tiles;
  3686. fow.player = player;
  3687. fow.mode = mode;
  3688. sendAndApply(&fow);
  3689. }
  3690. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3691. {
  3692. assert(obj);
  3693. for(const auto & query : queries->allQueries())
  3694. {
  3695. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3696. if (visit && visit->visitedObject == obj)
  3697. return visit->visitingHero;
  3698. }
  3699. return nullptr;
  3700. }
  3701. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3702. {
  3703. assert(hero);
  3704. for(const auto & query : queries->allQueries())
  3705. {
  3706. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3707. if (visit && visit->visitingHero == hero)
  3708. return visit->visitedObject;
  3709. }
  3710. return nullptr;
  3711. }
  3712. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3713. {
  3714. assert(obj);
  3715. assert(hero);
  3716. assert(getVisitingHero(obj) == hero);
  3717. // Check top query of targeted player:
  3718. // If top query is NOT visit to targeted object then we assume that
  3719. // visitation query is covered by other query that must be answered first
  3720. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3721. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3722. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3723. return true;
  3724. }
  3725. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3726. {
  3727. SetObjectProperty sob;
  3728. sob.id = objid;
  3729. sob.what = prop;
  3730. sob.identifier = NumericID(value);
  3731. sendAndApply(&sob);
  3732. }
  3733. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3734. {
  3735. SetObjectProperty sob;
  3736. sob.id = objid;
  3737. sob.what = prop;
  3738. sob.identifier = identifier;
  3739. sendAndApply(&sob);
  3740. }
  3741. void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration)
  3742. {
  3743. SetBankConfiguration srb;
  3744. srb.objectID = objid;
  3745. srb.configuration = configuration;
  3746. sendAndApply(&srb);
  3747. }
  3748. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
  3749. {
  3750. SetRewardableConfiguration srb;
  3751. srb.objectID = objid;
  3752. srb.configuration = configuration;
  3753. sendAndApply(&srb);
  3754. }
  3755. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
  3756. {
  3757. SetRewardableConfiguration srb;
  3758. srb.objectID = townInstanceID;
  3759. srb.buildingID = buildingID;
  3760. srb.configuration = configuration;
  3761. sendAndApply(&srb);
  3762. }
  3763. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3764. {
  3765. sendAndApply(iw);
  3766. }
  3767. vstd::RNG & CGameHandler::getRandomGenerator()
  3768. {
  3769. return *randomNumberGenerator;
  3770. }
  3771. #if SCRIPTING_ENABLED
  3772. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3773. {
  3774. return serverScripts.get();
  3775. }
  3776. //scripting::Pool * CGameHandler::getContextPool() const
  3777. //{
  3778. // return serverScripts.get();
  3779. //}
  3780. #endif
  3781. CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
  3782. {
  3783. TerrainId terrainType = ETerrainId::NONE;
  3784. if (!gs->isInTheMap(visitablePosition))
  3785. throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
  3786. const TerrainTile & t = gs->map->getTile(visitablePosition);
  3787. terrainType = t.terType->getId();
  3788. auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);
  3789. CGObjectInstance * o = handler->create(gs->callback, nullptr);
  3790. handler->configureObject(o, getRandomGenerator());
  3791. assert(o->ID == objectID);
  3792. assert(!handler->getTemplates(terrainType).empty());
  3793. if (handler->getTemplates().empty())
  3794. throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
  3795. if (!handler->getTemplates(terrainType).empty())
  3796. o->appearance = handler->getTemplates(terrainType).front();
  3797. else
  3798. o->appearance = handler->getTemplates().front();
  3799. o->pos = visitablePosition + o->getVisitableOffset();
  3800. return o;
  3801. }
  3802. void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature)
  3803. {
  3804. auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
  3805. auto * cre = dynamic_cast<CGCreature *>(createdObject);
  3806. assert(cre);
  3807. cre->notGrowingTeam = cre->neverFlees = false;
  3808. cre->character = 2;
  3809. cre->gainedArtifact = ArtifactID::NONE;
  3810. cre->identifier = -1;
  3811. cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack
  3812. newObject(createdObject, PlayerColor::NEUTRAL);
  3813. }
  3814. void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
  3815. {
  3816. auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
  3817. newObject(createdObject, initiator);
  3818. }
  3819. void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
  3820. {
  3821. auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
  3822. newObject(createdObject, initiator);
  3823. }
  3824. void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
  3825. {
  3826. object->initObj(gs->getRandomGenerator());
  3827. NewObject no;
  3828. no.newObject = object;
  3829. no.initiator = initiator;
  3830. sendAndApply(&no);
  3831. }
  3832. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3833. {
  3834. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3835. }
  3836. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3837. {
  3838. battles->startBattleI(army1, army2, tile, creatureBank);
  3839. }
  3840. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3841. {
  3842. battles->startBattleI(army1, army2, creatureBank);
  3843. }