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CGameHandler.cpp 219 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 "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/StartInfo.h"
  16. #include "../lib/CModHandler.h"
  17. #include "../lib/CArtHandler.h"
  18. #include "../lib/CBuildingHandler.h"
  19. #include "../lib/CHeroHandler.h"
  20. #include "../lib/spells/AbilityCaster.h"
  21. #include "../lib/spells/BonusCaster.h"
  22. #include "../lib/spells/CSpellHandler.h"
  23. #include "../lib/spells/ISpellMechanics.h"
  24. #include "../lib/spells/ObstacleCasterProxy.h"
  25. #include "../lib/spells/Problem.h"
  26. #include "../lib/CGeneralTextHandler.h"
  27. #include "../lib/CTownHandler.h"
  28. #include "../lib/CCreatureHandler.h"
  29. #include "../lib/CGameState.h"
  30. #include "../lib/CStack.h"
  31. #include "../lib/GameSettings.h"
  32. #include "../lib/battle/BattleInfo.h"
  33. #include "../lib/CondSh.h"
  34. #include "ServerNetPackVisitors.h"
  35. #include "../lib/VCMI_Lib.h"
  36. #include "../lib/mapping/CMap.h"
  37. #include "../lib/mapping/CMapService.h"
  38. #include "../lib/rmg/CMapGenOptions.h"
  39. #include "../lib/VCMIDirs.h"
  40. #include "../lib/ScopeGuard.h"
  41. #include "../lib/CSoundBase.h"
  42. #include "../lib/TerrainHandler.h"
  43. #include "CGameHandler.h"
  44. #include "ServerSpellCastEnvironment.h"
  45. #include "CVCMIServer.h"
  46. #include "../lib/CCreatureSet.h"
  47. #include "../lib/CThreadHelper.h"
  48. #include "../lib/GameConstants.h"
  49. #include "../lib/registerTypes/RegisterTypes.h"
  50. #include "../lib/serializer/CTypeList.h"
  51. #include "../lib/serializer/Connection.h"
  52. #include "../lib/serializer/Cast.h"
  53. #include "../lib/serializer/JsonSerializer.h"
  54. #include "../lib/ScriptHandler.h"
  55. #include "vstd/CLoggerBase.h"
  56. #include <memory>
  57. #include <vcmi/events/EventBus.h>
  58. #include <vcmi/events/GenericEvents.h>
  59. #include <vcmi/events/AdventureEvents.h>
  60. #ifndef _MSC_VER
  61. #include <boost/thread/xtime.hpp>
  62. #endif
  63. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  64. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  65. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  66. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  67. CondSh<bool> battleMadeAction(false);
  68. CondSh<BattleResult *> battleResult(nullptr);
  69. template <typename T> class CApplyOnGH;
  70. class CBaseForGHApply
  71. {
  72. public:
  73. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  74. virtual ~CBaseForGHApply(){}
  75. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  76. {
  77. return new CApplyOnGH<U>();
  78. }
  79. };
  80. template <typename T> class CApplyOnGH : public CBaseForGHApply
  81. {
  82. public:
  83. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  84. {
  85. T *ptr = static_cast<T*>(pack);
  86. try
  87. {
  88. ApplyGhNetPackVisitor applier(*gh, *gs);
  89. ptr->visit(applier);
  90. return applier.getResult();
  91. }
  92. catch(ExceptionNotAllowedAction & e)
  93. {
  94. (void)e;
  95. return false;
  96. }
  97. catch(...)
  98. {
  99. throw;
  100. }
  101. }
  102. };
  103. template <>
  104. class CApplyOnGH<CPack> : public CBaseForGHApply
  105. {
  106. public:
  107. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  108. {
  109. logGlobal->error("Cannot apply on GH plain CPack!");
  110. assert(0);
  111. return false;
  112. }
  113. };
  114. static inline double distance(int3 a, int3 b)
  115. {
  116. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  117. }
  118. static void giveExp(BattleResult &r)
  119. {
  120. if (r.winner > 1)
  121. {
  122. // draw
  123. return;
  124. }
  125. r.exp[0] = 0;
  126. r.exp[1] = 0;
  127. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  128. {
  129. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
  130. }
  131. }
  132. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  133. {
  134. int x = targetPosition.getX();
  135. int y = targetPosition.getY();
  136. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  137. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  138. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  139. else
  140. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  141. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  142. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  143. {
  144. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  145. {
  146. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  147. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  148. }
  149. else
  150. { //add back-side guardians for two-hex target, side guardians for one-hex
  151. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  152. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  153. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  154. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  155. else if (targetIsTwoHex)//front-side guardians for two-hex target
  156. {
  157. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  158. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  159. if (x > 3) //back guard for two-hex
  160. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  161. }
  162. }
  163. }
  164. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  165. {
  166. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  167. {
  168. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  169. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  170. }
  171. else
  172. {
  173. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  174. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  175. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  177. else if (targetIsTwoHex)
  178. {
  179. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  180. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  181. if (x < GameConstants::BFIELD_WIDTH - 4)
  182. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  183. }
  184. }
  185. }
  186. else if (!targetIsAttacker && y % 2 == 0)
  187. {
  188. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  189. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  190. }
  191. else if (targetIsAttacker && y % 2 == 1)
  192. {
  193. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  194. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  195. }
  196. }
  197. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  198. {
  199. boost::unique_lock<boost::mutex> l(mx);
  200. if (players.find(player) != players.end())
  201. {
  202. return players.at(player);
  203. }
  204. else
  205. {
  206. throw std::runtime_error("No such player!");
  207. }
  208. }
  209. void PlayerStatuses::addPlayer(PlayerColor player)
  210. {
  211. boost::unique_lock<boost::mutex> l(mx);
  212. players[player];
  213. }
  214. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  215. {
  216. boost::unique_lock<boost::mutex> l(mx);
  217. if (players.find(player) != players.end())
  218. {
  219. return players[player].*flag;
  220. }
  221. else
  222. {
  223. throw std::runtime_error("No such player!");
  224. }
  225. }
  226. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  227. {
  228. boost::unique_lock<boost::mutex> l(mx);
  229. if (players.find(player) != players.end())
  230. {
  231. players[player].*flag = val;
  232. }
  233. else
  234. {
  235. throw std::runtime_error("No such player!");
  236. }
  237. cv.notify_all();
  238. }
  239. template <typename T>
  240. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  241. {
  242. fun(args[which]);
  243. }
  244. const Services * CGameHandler::services() const
  245. {
  246. return VLC;
  247. }
  248. const CGameHandler::BattleCb * CGameHandler::battle() const
  249. {
  250. return this;
  251. }
  252. const CGameHandler::GameCb * CGameHandler::game() const
  253. {
  254. return this;
  255. }
  256. vstd::CLoggerBase * CGameHandler::logger() const
  257. {
  258. return logGlobal;
  259. }
  260. events::EventBus * CGameHandler::eventBus() const
  261. {
  262. return serverEventBus.get();
  263. }
  264. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  265. {
  266. changeSecSkill(hero, skill, 1, 0);
  267. expGiven(hero);
  268. }
  269. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  270. {
  271. // required exp for at least 1 lvl-up hasn't been reached
  272. if (!hero->gainsLevel())
  273. {
  274. return;
  275. }
  276. // give primary skill
  277. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  278. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  279. SetPrimSkill sps;
  280. sps.id = hero->id;
  281. sps.which = primarySkill;
  282. sps.abs = false;
  283. sps.val = 1;
  284. sendAndApply(&sps);
  285. PrepareHeroLevelUp pre;
  286. pre.heroId = hero->id;
  287. sendAndApply(&pre);
  288. HeroLevelUp hlu;
  289. hlu.player = hero->tempOwner;
  290. hlu.heroId = hero->id;
  291. hlu.primskill = primarySkill;
  292. hlu.skills = pre.skills;
  293. if (hlu.skills.size() == 0)
  294. {
  295. sendAndApply(&hlu);
  296. levelUpHero(hero);
  297. }
  298. else if (hlu.skills.size() == 1)
  299. {
  300. sendAndApply(&hlu);
  301. levelUpHero(hero, pre.skills.front());
  302. }
  303. else if (hlu.skills.size() > 1)
  304. {
  305. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  306. hlu.queryID = levelUpQuery->queryID;
  307. queries.addQuery(levelUpQuery);
  308. sendAndApply(&hlu);
  309. //level up will be called on query reply
  310. }
  311. }
  312. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  313. {
  314. SetCommanderProperty scp;
  315. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  316. if (hero)
  317. scp.heroid = hero->id;
  318. else
  319. {
  320. complain ("Commander is not led by hero!");
  321. return;
  322. }
  323. scp.accumulatedBonus.subtype = 0;
  324. scp.accumulatedBonus.additionalInfo = 0;
  325. scp.accumulatedBonus.duration = Bonus::PERMANENT;
  326. scp.accumulatedBonus.turnsRemain = 0;
  327. scp.accumulatedBonus.source = Bonus::COMMANDER;
  328. scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
  329. if (skill <= ECommander::SPELL_POWER)
  330. {
  331. scp.which = SetCommanderProperty::BONUS;
  332. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  333. {
  334. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  335. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  336. };
  337. switch (skill)
  338. {
  339. case ECommander::ATTACK:
  340. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  341. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  342. break;
  343. case ECommander::DEFENSE:
  344. scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
  345. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  346. break;
  347. case ECommander::HEALTH:
  348. scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
  349. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  350. break;
  351. case ECommander::DAMAGE:
  352. scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
  353. scp.accumulatedBonus.subtype = 0;
  354. scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
  355. break;
  356. case ECommander::SPEED:
  357. scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
  358. break;
  359. case ECommander::SPELL_POWER:
  360. scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
  361. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  362. sendAndApply (&scp); //additional pack
  363. scp.accumulatedBonus.type = Bonus::CREATURE_SPELL_POWER;
  364. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  365. sendAndApply (&scp); //additional pack
  366. scp.accumulatedBonus.type = Bonus::CASTS;
  367. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  368. sendAndApply (&scp); //additional pack
  369. scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
  370. break;
  371. }
  372. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  373. sendAndApply (&scp);
  374. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  375. scp.additionalInfo = skill;
  376. scp.amount = c->secondarySkills.at(skill) + 1;
  377. sendAndApply (&scp);
  378. }
  379. else if (skill >= 100)
  380. {
  381. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  382. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  383. scp.additionalInfo = skill; //unnormalized
  384. sendAndApply (&scp);
  385. }
  386. expGiven(hero);
  387. }
  388. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  389. {
  390. if (!c->gainsLevel())
  391. {
  392. return;
  393. }
  394. CommanderLevelUp clu;
  395. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  396. if(hero)
  397. {
  398. clu.heroId = hero->id;
  399. clu.player = hero->tempOwner;
  400. }
  401. else
  402. {
  403. complain ("Commander is not led by hero!");
  404. return;
  405. }
  406. //picking sec. skills for choice
  407. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  408. {
  409. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  410. clu.skills.push_back(i);
  411. }
  412. int i = 100;
  413. for (auto specialSkill : VLC->creh->skillRequirements)
  414. {
  415. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  416. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  417. && !vstd::contains (c->specialSKills, i))
  418. clu.skills.push_back (i);
  419. ++i;
  420. }
  421. int skillAmount = static_cast<int>(clu.skills.size());
  422. if (!skillAmount)
  423. {
  424. sendAndApply(&clu);
  425. levelUpCommander(c);
  426. }
  427. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  428. {
  429. sendAndApply(&clu);
  430. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  431. }
  432. else if (skillAmount > 1) //apply and ask for secondary skill
  433. {
  434. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  435. clu.queryID = commanderLevelUp->queryID;
  436. queries.addQuery(commanderLevelUp);
  437. sendAndApply(&clu);
  438. }
  439. }
  440. void CGameHandler::expGiven(const CGHeroInstance *hero)
  441. {
  442. if (hero->gainsLevel())
  443. levelUpHero(hero);
  444. else if (hero->commander && hero->commander->gainsLevel())
  445. levelUpCommander(hero->commander);
  446. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  447. // levelUpCommander(hero->commander);
  448. // else
  449. // levelUpHero(hero);
  450. }
  451. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  452. {
  453. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  454. {
  455. if (gs->map->levelLimit != 0)
  456. {
  457. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  458. TExpType resultingExp = abs ? val : hero->exp + val;
  459. if (resultingExp > expLimit)
  460. {
  461. // set given experience to max possible, but don't decrease if hero already over top
  462. abs = true;
  463. val = std::max(expLimit, hero->exp);
  464. InfoWindow iw;
  465. iw.player = hero->tempOwner;
  466. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  467. iw.text.addReplacement(hero->getNameTranslated());
  468. sendAndApply(&iw);
  469. }
  470. }
  471. }
  472. SetPrimSkill sps;
  473. sps.id = hero->id;
  474. sps.which = which;
  475. sps.abs = abs;
  476. sps.val = val;
  477. sendAndApply(&sps);
  478. //only for exp - hero may level up
  479. if (which == PrimarySkill::EXPERIENCE)
  480. {
  481. if (hero->commander && hero->commander->alive)
  482. {
  483. //FIXME: trim experience according to map limit?
  484. SetCommanderProperty scp;
  485. scp.heroid = hero->id;
  486. scp.which = SetCommanderProperty::EXPERIENCE;
  487. scp.amount = val;
  488. sendAndApply (&scp);
  489. CBonusSystemNode::treeHasChanged();
  490. }
  491. expGiven(hero);
  492. }
  493. }
  494. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  495. {
  496. if(!hero)
  497. {
  498. logGlobal->error("changeSecSkill provided no hero");
  499. return;
  500. }
  501. SetSecSkill sss;
  502. sss.id = hero->id;
  503. sss.which = which;
  504. sss.val = val;
  505. sss.abs = abs;
  506. sendAndApply(&sss);
  507. if (hero->visitedTown)
  508. giveSpells(hero->visitedTown, hero);
  509. }
  510. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  511. {
  512. LOG_TRACE(logGlobal);
  513. //Fill BattleResult structure with exp info
  514. giveExp(*battleResult.data);
  515. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  516. {
  517. if(heroAttacker)
  518. battleResult.data->exp[1] += 500;
  519. if(heroDefender)
  520. battleResult.data->exp[0] += 500;
  521. }
  522. if(heroAttacker)
  523. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  524. if(heroDefender)
  525. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  526. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  527. if (!battleQuery)
  528. {
  529. logGlobal->error("Cannot find battle query!");
  530. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
  531. return;
  532. }
  533. battleQuery->result = boost::make_optional(*battleResult.data);
  534. //Check how many battle queries were created (number of players blocked by battle)
  535. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  536. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  537. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
  538. battleResult.data->queryID = battleDialogQuery->queryID;
  539. queries.addQuery(battleDialogQuery);
  540. //set same battle result for all queries
  541. for(auto q : queries.allQueries())
  542. {
  543. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  544. if(otherBattleQuery)
  545. otherBattleQuery->result = battleQuery->result;
  546. }
  547. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  548. }
  549. void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
  550. {
  551. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
  552. if(!battleQuery)
  553. {
  554. logGlobal->trace("No battle query, battle end was confirmed by another player");
  555. return;
  556. }
  557. const CArmedInstance *bEndArmy1 = battleInfo->sides.at(0).armyObject;
  558. const CArmedInstance *bEndArmy2 = battleInfo->sides.at(1).armyObject;
  559. const BattleResult::EResult result = battleResult.get()->result;
  560. CasualtiesAfterBattle cab1(bEndArmy1, battleInfo), cab2(bEndArmy2, battleInfo); //calculate casualties before deleting battle
  561. ChangeSpells cs; //for Eagle Eye
  562. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  563. {
  564. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  565. {
  566. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_CHANCE, 0);
  567. for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
  568. {
  569. auto spell = spellId.toSpell(VLC->spells());
  570. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  571. cs.spells.insert(spell->getId());
  572. }
  573. }
  574. }
  575. std::vector<const CArtifactInstance *> arts; //display them in window
  576. if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  577. {
  578. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  579. {
  580. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  581. if(slot != ArtifactPosition::PRE_FIRST)
  582. {
  583. arts.push_back(art);
  584. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  585. if(ArtifactUtils::isSlotBackpack(slot))
  586. ma->askAssemble = false;
  587. sendAndApply(ma);
  588. }
  589. };
  590. if (finishingBattle->loserHero)
  591. {
  592. //TODO: wrap it into a function, somehow (boost::variant -_-)
  593. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  594. for (auto artSlot : artifactsWorn)
  595. {
  596. MoveArtifact ma;
  597. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  598. const CArtifactInstance * art = ma.src.getArt();
  599. if (art && !art->artType->isBig() &&
  600. art->artType->getId() != ArtifactID::SPELLBOOK)
  601. // don't move war machines or locked arts (spellbook)
  602. {
  603. sendMoveArtifact(art, &ma);
  604. }
  605. }
  606. while(!finishingBattle->loserHero->artifactsInBackpack.empty())
  607. {
  608. //we assume that no big artifacts can be found
  609. MoveArtifact ma;
  610. ma.src = ArtifactLocation(finishingBattle->loserHero,
  611. ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
  612. const CArtifactInstance * art = ma.src.getArt();
  613. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  614. {
  615. sendMoveArtifact(art, &ma);
  616. }
  617. }
  618. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  619. {
  620. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  621. for (auto artSlot : artifactsWorn)
  622. {
  623. MoveArtifact ma;
  624. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  625. const CArtifactInstance * art = ma.src.getArt();
  626. if (art && !art->artType->isBig())
  627. {
  628. sendMoveArtifact(art, &ma);
  629. }
  630. }
  631. }
  632. }
  633. for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
  634. {
  635. auto artifactsWorn = armySlot.second->artifactsWorn;
  636. for (auto artSlot : artifactsWorn)
  637. {
  638. MoveArtifact ma;
  639. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  640. const CArtifactInstance * art = ma.src.getArt();
  641. if (art && !art->artType->isBig())
  642. {
  643. sendMoveArtifact(art, &ma);
  644. }
  645. }
  646. }
  647. }
  648. if (arts.size()) //display loot
  649. {
  650. InfoWindow iw;
  651. iw.player = finishingBattle->winnerHero->tempOwner;
  652. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  653. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  654. {
  655. iw.components.emplace_back(
  656. Component::EComponentType::ARTIFACT, art->artType->getId(),
  657. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0);
  658. if (iw.components.size() >= 14)
  659. {
  660. sendAndApply(&iw);
  661. iw.components.clear();
  662. }
  663. }
  664. if (iw.components.size())
  665. {
  666. sendAndApply(&iw);
  667. }
  668. }
  669. //Eagle Eye secondary skill handling
  670. if (!cs.spells.empty())
  671. {
  672. cs.learn = 1;
  673. cs.hid = finishingBattle->winnerHero->id;
  674. InfoWindow iw;
  675. iw.player = finishingBattle->winnerHero->tempOwner;
  676. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  677. iw.text.addReplacement(finishingBattle->winnerHero->getNameTranslated());
  678. std::ostringstream names;
  679. for (int i = 0; i < cs.spells.size(); i++)
  680. {
  681. names << "%s";
  682. if (i < cs.spells.size() - 2)
  683. names << ", ";
  684. else if (i < cs.spells.size() - 1)
  685. names << "%s";
  686. }
  687. names << ".";
  688. iw.text.addReplacement(names.str());
  689. auto it = cs.spells.begin();
  690. for (int i = 0; i < cs.spells.size(); i++, it++)
  691. {
  692. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  693. if (i == cs.spells.size() - 2) //we just added pre-last name
  694. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  695. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  696. }
  697. sendAndApply(&iw);
  698. sendAndApply(&cs);
  699. }
  700. cab1.updateArmy(this);
  701. cab2.updateArmy(this); //take casualties after battle is deleted
  702. if(finishingBattle->loserHero) //remove beaten hero
  703. {
  704. RemoveObject ro(finishingBattle->loserHero->id);
  705. sendAndApply(&ro);
  706. }
  707. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  708. {
  709. RemoveObject ro(finishingBattle->winnerHero->id);
  710. sendAndApply(&ro);
  711. }
  712. if(battleResult.data->winner == BattleSide::DEFENDER
  713. && finishingBattle->winnerHero
  714. && finishingBattle->winnerHero->visitedTown
  715. && !finishingBattle->winnerHero->inTownGarrison
  716. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  717. {
  718. swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  719. }
  720. //give exp
  721. if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  722. changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
  723. BattleResultAccepted raccepted;
  724. raccepted.army1 = const_cast<CArmedInstance*>(bEndArmy1);
  725. raccepted.army2 = const_cast<CArmedInstance*>(bEndArmy2);
  726. raccepted.hero1 = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
  727. raccepted.hero2 = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
  728. raccepted.exp[0] = battleResult.data->exp[0];
  729. raccepted.exp[1] = battleResult.data->exp[1];
  730. sendAndApply(&raccepted);
  731. queries.popIfTop(battleQuery);
  732. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query
  733. }
  734. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  735. {
  736. LOG_TRACE(logGlobal);
  737. if(!finishingBattle)
  738. return;
  739. finishingBattle->remainingBattleQueriesCount--;
  740. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  741. if (finishingBattle->remainingBattleQueriesCount > 0)
  742. //Battle results will be handled when all battle queries are closed
  743. return;
  744. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  745. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  746. // Still, it looks like a hole.
  747. // Necromancy if applicable.
  748. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  749. // Give raised units to winner and show dialog, if any were raised,
  750. // units will be given after casualties are taken
  751. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  752. if (necroSlot != SlotID())
  753. {
  754. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  755. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  756. }
  757. BattleResultsApplied resultsApplied;
  758. resultsApplied.player1 = finishingBattle->victor;
  759. resultsApplied.player2 = finishingBattle->loser;
  760. sendAndApply(&resultsApplied);
  761. setBattle(nullptr);
  762. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  763. {
  764. logGlobal->trace("post-victory visit");
  765. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  766. }
  767. visitObjectAfterVictory = false;
  768. //handle victory/loss of engaged players
  769. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  770. checkVictoryLossConditions(playerColors);
  771. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  772. {
  773. SetAvailableHeroes sah;
  774. sah.player = finishingBattle->loser;
  775. sah.hid[0] = finishingBattle->loserHero->subID;
  776. if (result.result == BattleResult::ESCAPE) //retreat
  777. {
  778. sah.army[0].clear();
  779. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  780. }
  781. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  782. sah.hid[1] = another->subID;
  783. else
  784. sah.hid[1] = -1;
  785. sendAndApply(&sah);
  786. }
  787. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  788. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  789. {
  790. RemoveObject ro(finishingBattle->winnerHero->id);
  791. sendAndApply(&ro);
  792. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  793. {
  794. SetAvailableHeroes sah;
  795. sah.player = finishingBattle->victor;
  796. sah.hid[0] = finishingBattle->winnerHero->subID;
  797. sah.army[0].clear();
  798. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  799. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  800. sah.hid[1] = another->subID;
  801. else
  802. sah.hid[1] = -1;
  803. sendAndApply(&sah);
  804. }
  805. }
  806. finishingBattle.reset();
  807. }
  808. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  809. {
  810. if(first && !counter)
  811. handleAttackBeforeCasting(ranged, attacker, defender);
  812. FireShieldInfo fireShield;
  813. BattleAttack bat;
  814. BattleLogMessage blm;
  815. bat.stackAttacking = attacker->unitId();
  816. bat.tile = targetHex;
  817. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  818. if(ranged)
  819. bat.flags |= BattleAttack::SHOT;
  820. if(counter)
  821. bat.flags |= BattleAttack::COUNTER;
  822. const int attackerLuck = attacker->LuckVal();
  823. if(attackerLuck > 0)
  824. {
  825. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  826. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  827. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  828. bat.flags |= BattleAttack::LUCKY;
  829. }
  830. if(attackerLuck < 0)
  831. {
  832. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
  833. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
  834. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  835. bat.flags |= BattleAttack::UNLUCKY;
  836. }
  837. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
  838. {
  839. bat.flags |= BattleAttack::DEATH_BLOW;
  840. }
  841. const auto * owner = gs->curB->getHero(attacker->owner);
  842. if(owner)
  843. {
  844. int chance = owner->valOfBonuses(Bonus::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  845. if (chance > getRandomGenerator().nextInt(99))
  846. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  847. }
  848. int64_t drainedLife = 0;
  849. // only primary target
  850. if(defender->alive())
  851. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  852. //multiple-hex normal attack
  853. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  854. for(const CStack * stack : attackedCreatures)
  855. {
  856. if(stack != defender && stack->alive()) //do not hit same stack twice
  857. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  858. }
  859. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(Bonus::SPELL_LIKE_ATTACK));
  860. if(bonus && ranged) //TODO: make it work in melee?
  861. {
  862. //this is need for displaying hit animation
  863. bat.flags |= BattleAttack::SPELL_LIKE;
  864. bat.spellID = SpellID(bonus->subtype);
  865. //TODO: should spell override creature`s projectile?
  866. auto spell = bat.spellID.toSpell();
  867. battle::Target target;
  868. target.emplace_back(defender, targetHex);
  869. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  870. event.setSpellLevel(bonus->val);
  871. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  872. //TODO: get exact attacked hex for defender
  873. for(const CStack * stack : attackedCreatures)
  874. {
  875. if(stack != defender && stack->alive()) //do not hit same stack twice
  876. {
  877. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  878. }
  879. }
  880. //now add effect info for all attacked stacks
  881. for (BattleStackAttacked & bsa : bat.bsa)
  882. {
  883. if (bsa.attackerID == attacker->ID) //this is our attack and not f.e. fire shield
  884. {
  885. //this is need for displaying affect animation
  886. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  887. bsa.spellID = SpellID(bonus->subtype);
  888. }
  889. }
  890. }
  891. attackerState->afterAttack(ranged, counter);
  892. {
  893. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  894. attackerState->save(info.data);
  895. bat.attackerChanges.changedStacks.push_back(info);
  896. }
  897. if (drainedLife > 0)
  898. bat.flags |= BattleAttack::LIFE_DRAIN;
  899. sendAndApply(&bat);
  900. {
  901. const bool multipleTargets = bat.bsa.size() > 1;
  902. int64_t totalDamage = 0;
  903. int32_t totalKills = 0;
  904. for(const BattleStackAttacked & bsa : bat.bsa)
  905. {
  906. totalDamage += bsa.damageAmount;
  907. totalKills += bsa.killedAmount;
  908. }
  909. {
  910. MetaString text;
  911. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  912. attacker->addNameReplacement(text);
  913. text.addReplacement(totalDamage);
  914. blm.lines.push_back(text);
  915. }
  916. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  917. }
  918. // drain life effect (as well as log entry) must be applied after the attack
  919. if(drainedLife > 0)
  920. {
  921. MetaString text;
  922. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  923. attackerState->addNameReplacement(text, false);
  924. text.addReplacement(drainedLife);
  925. defender->addNameReplacement(text, true);
  926. blm.lines.push_back(std::move(text));
  927. }
  928. if(!fireShield.empty())
  929. {
  930. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  931. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  932. int64_t totalDamage = 0;
  933. for(const auto & item : fireShield)
  934. {
  935. const CStack * actor = item.first;
  936. int64_t rawDamage = item.second;
  937. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->owner);
  938. if(actorOwner)
  939. {
  940. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  941. }
  942. else
  943. {
  944. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  945. }
  946. totalDamage+=rawDamage;
  947. //FIXME: add custom effect on actor
  948. }
  949. if (totalDamage > 0)
  950. {
  951. BattleStackAttacked bsa;
  952. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  953. bsa.stackAttacked = attacker->ID; //invert
  954. bsa.attackerID = defender->ID;
  955. bsa.damageAmount = totalDamage;
  956. attacker->prepareAttacked(bsa, getRandomGenerator());
  957. StacksInjured pack;
  958. pack.stacks.push_back(bsa);
  959. sendAndApply(&pack);
  960. // TODO: this is already implemented in Damage::describeEffect()
  961. {
  962. MetaString text;
  963. text.addTxt(MetaString::GENERAL_TXT, 376);
  964. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  965. text.addReplacement(totalDamage);
  966. blm.lines.push_back(std::move(text));
  967. }
  968. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  969. }
  970. }
  971. sendAndApply(&blm);
  972. handleAfterAttackCasting(ranged, attacker, defender);
  973. }
  974. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  975. {
  976. BattleStackAttacked bsa;
  977. if(secondary)
  978. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  979. bsa.attackerID = attackerState->unitId();
  980. bsa.stackAttacked = def->unitId();
  981. {
  982. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  983. bai.deathBlow = bat.deathBlow();
  984. bai.doubleDamage = bat.ballistaDoubleDmg();
  985. bai.luckyStrike = bat.lucky();
  986. bai.unluckyStrike = bat.unlucky();
  987. auto range = gs->curB->calculateDmgRange(bai);
  988. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  989. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  990. }
  991. int64_t drainedLife = 0;
  992. //life drain handling
  993. if(attackerState->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
  994. {
  995. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(Bonus::LIFE_DRAIN) / 100;
  996. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  997. drainedLife += toHeal;
  998. }
  999. //soul steal handling
  1000. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
  1001. {
  1002. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1003. //try to use permanent first, use only one of two
  1004. for(si32 subtype = 1; subtype >= 0; subtype--)
  1005. {
  1006. if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
  1007. {
  1008. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
  1009. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1010. drainedLife += toHeal;
  1011. break;
  1012. }
  1013. }
  1014. }
  1015. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1016. //fire shield handling
  1017. if(!bat.shot() &&
  1018. !def->isClone() &&
  1019. def->hasBonusOfType(Bonus::FIRE_SHIELD) &&
  1020. !attackerState->hasBonusOfType(Bonus::FIRE_IMMUNITY) &&
  1021. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1022. )
  1023. {
  1024. //TODO: use damage with bonus but without penalties
  1025. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
  1026. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1027. }
  1028. return drainedLife;
  1029. }
  1030. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1031. {
  1032. if(killed > 0)
  1033. {
  1034. BattleLogMessage blm;
  1035. addGenericKilledLog(blm, defender, killed, multiple);
  1036. sendAndApply(&blm);
  1037. }
  1038. }
  1039. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1040. {
  1041. if(killed > 0)
  1042. {
  1043. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1044. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1045. // these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
  1046. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1047. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1048. boost::algorithm::trim(formatString);
  1049. boost::format txt(formatString);
  1050. if(killed > 1)
  1051. {
  1052. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
  1053. }
  1054. else //killed == 1
  1055. {
  1056. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
  1057. }
  1058. MetaString line;
  1059. line << txt.str();
  1060. blm.lines.push_back(std::move(line));
  1061. }
  1062. }
  1063. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1064. {
  1065. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1066. return;
  1067. for(auto & playerConnections : connections)
  1068. {
  1069. PlayerColor playerId = playerConnections.first;
  1070. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1071. if(!playerSettings)
  1072. continue;
  1073. auto playerConnection = vstd::find(playerConnections.second, c);
  1074. if(playerConnection != playerConnections.second.end())
  1075. {
  1076. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1077. playerMessage(playerId, messageText, ObjectInstanceID{});
  1078. }
  1079. }
  1080. }
  1081. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1082. {
  1083. //prepare struct informing that action was applied
  1084. auto sendPackageResponse = [&](bool succesfullyApplied)
  1085. {
  1086. PackageApplied applied;
  1087. applied.player = pack->player;
  1088. applied.result = succesfullyApplied;
  1089. applied.packType = typeList.getTypeID(pack);
  1090. applied.requestID = pack->requestID;
  1091. pack->c->sendPack(&applied);
  1092. };
  1093. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1094. if(isBlockedByQueries(pack, pack->player))
  1095. {
  1096. sendPackageResponse(false);
  1097. }
  1098. else if(apply)
  1099. {
  1100. const bool result = apply->applyOnGH(this, this->gs, pack);
  1101. if(result)
  1102. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1103. else
  1104. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1105. % typeid(*pack).name()).str());
  1106. sendPackageResponse(true);
  1107. }
  1108. else
  1109. {
  1110. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1111. sendPackageResponse(false);
  1112. }
  1113. vstd::clear_pointer(pack);
  1114. }
  1115. int CGameHandler::moveStack(int stack, BattleHex dest)
  1116. {
  1117. int ret = 0;
  1118. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1119. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1120. assert(curStack);
  1121. assert(dest < GameConstants::BFIELD_SIZE);
  1122. if (gs->curB->tacticDistance)
  1123. {
  1124. assert(gs->curB->isInTacticRange(dest));
  1125. }
  1126. auto start = curStack->getPosition();
  1127. if (start == dest)
  1128. return 0;
  1129. //initing necessary tables
  1130. auto accessibility = getAccesibility(curStack);
  1131. std::set<BattleHex> passed;
  1132. //Ignore obstacles on starting position
  1133. passed.insert(curStack->getPosition());
  1134. if(curStack->doubleWide())
  1135. passed.insert(curStack->occupiedHex());
  1136. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1137. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1138. {
  1139. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1140. if(accessibility.accessible(shifted, curStack))
  1141. dest = shifted;
  1142. }
  1143. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1144. {
  1145. complain("Given destination is not accessible!");
  1146. return 0;
  1147. }
  1148. bool canUseGate = false;
  1149. auto dbState = gs->curB->si.gateState;
  1150. if(battleGetSiegeLevel() > 0 && curStack->side == BattleSide::DEFENDER &&
  1151. dbState != EGateState::DESTROYED &&
  1152. dbState != EGateState::BLOCKED)
  1153. {
  1154. canUseGate = true;
  1155. }
  1156. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1157. ret = path.second;
  1158. int creSpeed = curStack->Speed(0, true);
  1159. if (gs->curB->tacticDistance > 0 && creSpeed > 0)
  1160. creSpeed = GameConstants::BFIELD_SIZE;
  1161. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  1162. {
  1163. return obst->obstacleType == CObstacleInstance::MOAT;
  1164. });
  1165. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1166. {
  1167. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1168. return true;
  1169. if (hex == ESiegeHex::GATE_OUTER)
  1170. return true;
  1171. if (hex == ESiegeHex::GATE_INNER)
  1172. return true;
  1173. return false;
  1174. };
  1175. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1176. {
  1177. if (isGateDrawbridgeHex(hex))
  1178. return true;
  1179. if (curStack->doubleWide())
  1180. {
  1181. BattleHex otherHex = curStack->occupiedHex(hex);
  1182. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1183. return true;
  1184. }
  1185. return false;
  1186. };
  1187. if (curStack->hasBonusOfType(Bonus::FLYING))
  1188. {
  1189. if (path.second <= creSpeed && path.first.size() > 0)
  1190. {
  1191. if (canUseGate && dbState != EGateState::OPENED &&
  1192. occupyGateDrawbridgeHex(dest))
  1193. {
  1194. BattleUpdateGateState db;
  1195. db.state = EGateState::OPENED;
  1196. sendAndApply(&db);
  1197. }
  1198. //inform clients about move
  1199. BattleStackMoved sm;
  1200. sm.stack = curStack->ID;
  1201. std::vector<BattleHex> tiles;
  1202. tiles.push_back(path.first[0]);
  1203. sm.tilesToMove = tiles;
  1204. sm.distance = path.second;
  1205. sm.teleporting = false;
  1206. sendAndApply(&sm);
  1207. }
  1208. }
  1209. else //for non-flying creatures
  1210. {
  1211. std::vector<BattleHex> tiles;
  1212. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1213. int v = (int)path.first.size()-1;
  1214. path.first.push_back(start);
  1215. // check if gate need to be open or closed at some point
  1216. BattleHex openGateAtHex, gateMayCloseAtHex;
  1217. if (canUseGate)
  1218. {
  1219. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1220. {
  1221. auto needOpenGates = [&](BattleHex hex) -> bool
  1222. {
  1223. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1224. return true;
  1225. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1226. return true;
  1227. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1228. return true;
  1229. return false;
  1230. };
  1231. auto hex = path.first[i];
  1232. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1233. {
  1234. if (needOpenGates(hex))
  1235. openGateAtHex = path.first[i+1];
  1236. //TODO we need find batter way to handle double-wide stacks
  1237. //currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
  1238. if (curStack->doubleWide())
  1239. {
  1240. BattleHex otherHex = curStack->occupiedHex(hex);
  1241. if (otherHex.isValid() && needOpenGates(otherHex))
  1242. openGateAtHex = path.first[i+2];
  1243. }
  1244. //gate may be opened and then closed during stack movement, but not other way around
  1245. if (openGateAtHex.isValid())
  1246. dbState = EGateState::OPENED;
  1247. }
  1248. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1249. {
  1250. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1251. {
  1252. gateMayCloseAtHex = path.first[i-1];
  1253. }
  1254. if (hasWideMoat)
  1255. {
  1256. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1257. {
  1258. gateMayCloseAtHex = path.first[i-1];
  1259. }
  1260. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1261. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1262. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1263. {
  1264. gateMayCloseAtHex = path.first[i-1];
  1265. }
  1266. }
  1267. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1268. {
  1269. gateMayCloseAtHex = path.first[i-1];
  1270. }
  1271. }
  1272. }
  1273. }
  1274. bool stackIsMoving = true;
  1275. while(stackIsMoving)
  1276. {
  1277. if (v<tilesToMove)
  1278. {
  1279. logGlobal->error("Movement terminated abnormally");
  1280. break;
  1281. }
  1282. bool gateStateChanging = false;
  1283. //special handling for opening gate on from starting hex
  1284. if (openGateAtHex.isValid() && openGateAtHex == start)
  1285. gateStateChanging = true;
  1286. else
  1287. {
  1288. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1289. {
  1290. BattleHex hex = path.first[v];
  1291. tiles.push_back(hex);
  1292. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1293. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1294. {
  1295. gateStateChanging = true;
  1296. }
  1297. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1298. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1299. obstacleHit = true;
  1300. if (curStack->doubleWide())
  1301. {
  1302. BattleHex otherHex = curStack->occupiedHex(hex);
  1303. //two hex creature hit obstacle by backside
  1304. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1305. if(otherHex.isValid() && !obstacle2.empty())
  1306. obstacleHit = true;
  1307. }
  1308. if(!obstacleHit)
  1309. passed.insert(hex);
  1310. }
  1311. }
  1312. if (!tiles.empty())
  1313. {
  1314. //commit movement
  1315. BattleStackMoved sm;
  1316. sm.stack = curStack->ID;
  1317. sm.distance = path.second;
  1318. sm.teleporting = false;
  1319. sm.tilesToMove = tiles;
  1320. sendAndApply(&sm);
  1321. tiles.clear();
  1322. }
  1323. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1324. if (curStack->getPosition() != dest)
  1325. {
  1326. if(stackIsMoving && start != curStack->getPosition())
  1327. {
  1328. stackIsMoving = handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1329. passed.insert(curStack->getPosition());
  1330. if(curStack->doubleWide())
  1331. passed.insert(curStack->occupiedHex());
  1332. }
  1333. if (gateStateChanging)
  1334. {
  1335. if (curStack->getPosition() == openGateAtHex)
  1336. {
  1337. openGateAtHex = BattleHex();
  1338. //only open gate if stack is still alive
  1339. if (curStack->alive())
  1340. {
  1341. BattleUpdateGateState db;
  1342. db.state = EGateState::OPENED;
  1343. sendAndApply(&db);
  1344. }
  1345. }
  1346. else if (curStack->getPosition() == gateMayCloseAtHex)
  1347. {
  1348. gateMayCloseAtHex = BattleHex();
  1349. updateGateState();
  1350. }
  1351. }
  1352. }
  1353. else
  1354. //movement finished normally: we reached destination
  1355. stackIsMoving = false;
  1356. }
  1357. }
  1358. //handle last hex separately for deviation
  1359. if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
  1360. {
  1361. if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->side)
  1362. || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->side))
  1363. passed.clear(); //Just empty passed, obstacles will handled automatically
  1364. }
  1365. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1366. handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1367. return ret;
  1368. }
  1369. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1370. : lobby(lobby)
  1371. , complainNoCreatures("No creatures to split")
  1372. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1373. , complainInvalidSlot("Invalid slot accessed!")
  1374. {
  1375. QID = 1;
  1376. IObjectInterface::cb = this;
  1377. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1378. registerTypesServerPacks(*applier);
  1379. visitObjectAfterVictory = false;
  1380. spellEnv = new ServerSpellCastEnvironment(this);
  1381. }
  1382. CGameHandler::~CGameHandler()
  1383. {
  1384. if (battleThread)
  1385. {
  1386. //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
  1387. battleMadeAction.setn(true);
  1388. battleThread->join();
  1389. }
  1390. delete spellEnv;
  1391. delete gs;
  1392. }
  1393. void CGameHandler::reinitScripting()
  1394. {
  1395. serverEventBus = std::make_unique<events::EventBus>();
  1396. #if SCRIPTING_ENABLED
  1397. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1398. #endif
  1399. }
  1400. void CGameHandler::init(StartInfo *si)
  1401. {
  1402. if (si->seedToBeUsed == 0)
  1403. {
  1404. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1405. }
  1406. CMapService mapService;
  1407. gs = new CGameState();
  1408. gs->preInit(VLC);
  1409. logGlobal->info("Gamestate created!");
  1410. gs->init(&mapService, si);
  1411. logGlobal->info("Gamestate initialized!");
  1412. // reset seed, so that clients can't predict any following random values
  1413. getRandomGenerator().resetSeed();
  1414. for (auto & elem : gs->players)
  1415. {
  1416. states.addPlayer(elem.first);
  1417. }
  1418. reinitScripting();
  1419. }
  1420. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1421. {
  1422. return a.earlierThan(b);
  1423. }
  1424. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1425. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1426. const PlayerState * p = getPlayerState(town->tempOwner);
  1427. if (!p)
  1428. {
  1429. logGlobal->warn("There is no player owner of town %s at %s", town->getNameTranslated(), town->pos.toString());
  1430. return;
  1431. }
  1432. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1433. {
  1434. SetAvailableCreatures ssi;
  1435. ssi.tid = town->id;
  1436. ssi.creatures = town->creatures;
  1437. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1438. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1439. if (dwellings.empty())//no dwellings - just remove
  1440. {
  1441. sendAndApply(&ssi);
  1442. return;
  1443. }
  1444. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1445. // for multi-creature dwellings like Golem Factory
  1446. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1447. if (clear)
  1448. {
  1449. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  1450. }
  1451. else
  1452. {
  1453. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  1454. }
  1455. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1456. sendAndApply(&ssi);
  1457. }
  1458. }
  1459. void CGameHandler::newTurn()
  1460. {
  1461. logGlobal->trace("Turn %d", gs->day+1);
  1462. NewTurn n;
  1463. n.specialWeek = NewTurn::NO_ACTION;
  1464. n.creatureid = CreatureID::NONE;
  1465. n.day = gs->day + 1;
  1466. bool firstTurn = !getDate(Date::DAY);
  1467. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1468. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1469. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1470. if (firstTurn)
  1471. {
  1472. for (auto obj : gs->map->objects)
  1473. {
  1474. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1475. {
  1476. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1477. }
  1478. }
  1479. }
  1480. if (newWeek && !firstTurn)
  1481. {
  1482. n.specialWeek = NewTurn::NORMAL;
  1483. bool deityOfFireBuilt = false;
  1484. for (const CGTownInstance *t : gs->map->towns)
  1485. {
  1486. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1487. {
  1488. deityOfFireBuilt = true;
  1489. break;
  1490. }
  1491. }
  1492. if (deityOfFireBuilt)
  1493. {
  1494. n.specialWeek = NewTurn::DEITYOFFIRE;
  1495. n.creatureid = CreatureID::IMP;
  1496. }
  1497. else if(!VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1498. {
  1499. int monthType = getRandomGenerator().nextInt(99);
  1500. if (newMonth) //new month
  1501. {
  1502. if (monthType < 40) //double growth
  1503. {
  1504. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1505. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1506. {
  1507. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1508. }
  1509. else if (VLC->creh->doubledCreatures.size())
  1510. {
  1511. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1512. }
  1513. else
  1514. {
  1515. complain("Cannot find creature that can be spawned!");
  1516. n.specialWeek = NewTurn::NORMAL;
  1517. }
  1518. }
  1519. else if (monthType < 50)
  1520. n.specialWeek = NewTurn::PLAGUE;
  1521. }
  1522. else //it's a week, but not full month
  1523. {
  1524. if (monthType < 25)
  1525. {
  1526. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1527. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1528. do
  1529. {
  1530. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1531. } while (VLC->creh->objects[newMonster.second] &&
  1532. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  1533. n.creatureid = newMonster.second;
  1534. }
  1535. }
  1536. }
  1537. }
  1538. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1539. for (auto& hp : pool)
  1540. {
  1541. auto hero = hp.second;
  1542. if (hero->isInitialized() && hero->stacks.size())
  1543. {
  1544. // reset retreated or surrendered heroes
  1545. auto maxmove = hero->maxMovePoints(true);
  1546. // if movement is greater than maxmove, we should decrease it
  1547. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1548. {
  1549. NewTurn::Hero hth;
  1550. hth.id = hero->id;
  1551. hth.move = maxmove;
  1552. hth.mana = hero->getManaNewTurn();
  1553. n.heroes.insert(hth);
  1554. }
  1555. }
  1556. }
  1557. for (auto & elem : gs->players)
  1558. {
  1559. if (elem.first == PlayerColor::NEUTRAL)
  1560. continue;
  1561. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1562. assert(0); //illegal player number!
  1563. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  1564. hadGold.insert(playerGold);
  1565. if (newWeek) //new heroes in tavern
  1566. {
  1567. SetAvailableHeroes sah;
  1568. sah.player = elem.first;
  1569. //pick heroes and their armies
  1570. CHeroClass *banned = nullptr;
  1571. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1572. {
  1573. //first hero - native if possible, second hero -> any other class
  1574. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1575. {
  1576. sah.hid[j] = h->subID;
  1577. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1578. banned = h->type->heroClass;
  1579. }
  1580. else
  1581. {
  1582. sah.hid[j] = -1;
  1583. }
  1584. }
  1585. sendAndApply(&sah);
  1586. }
  1587. n.res[elem.first] = elem.second.resources;
  1588. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1589. {
  1590. bool hasCrystalGenCreature = false;
  1591. for(CGHeroInstance * hero : elem.second.heroes)
  1592. {
  1593. for(auto stack : hero->stacks)
  1594. {
  1595. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1596. {
  1597. hasCrystalGenCreature = true;
  1598. break;
  1599. }
  1600. }
  1601. }
  1602. if(!hasCrystalGenCreature) //not found in armies, check towns
  1603. {
  1604. for(CGTownInstance * town : elem.second.towns)
  1605. {
  1606. for(auto stack : town->stacks)
  1607. {
  1608. if(stack.second->hasBonusOfType(Bonus::SPECIAL_CRYSTAL_GENERATION))
  1609. {
  1610. hasCrystalGenCreature = true;
  1611. break;
  1612. }
  1613. }
  1614. }
  1615. }
  1616. if(hasCrystalGenCreature)
  1617. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  1618. }
  1619. for (CGHeroInstance *h : (elem).second.heroes)
  1620. {
  1621. if (h->visitedTown)
  1622. giveSpells(h->visitedTown, h);
  1623. NewTurn::Hero hth;
  1624. hth.id = h->id;
  1625. auto ti = std::make_unique<TurnInfo>(h, 1);
  1626. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1627. hth.move = h->maxMovePointsCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1628. hth.mana = h->getManaNewTurn();
  1629. n.heroes.insert(hth);
  1630. if (!firstTurn) //not first day
  1631. {
  1632. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1633. {
  1634. n.res[elem.first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
  1635. }
  1636. }
  1637. }
  1638. }
  1639. for (CGTownInstance *t : gs->map->towns)
  1640. {
  1641. PlayerColor player = t->tempOwner;
  1642. handleTownEvents(t, n);
  1643. if (newWeek) //first day of week
  1644. {
  1645. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1646. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1647. if (!firstTurn)
  1648. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1649. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1650. if (!vstd::contains(n.cres, t->id))
  1651. {
  1652. n.cres[t->id].tid = t->id;
  1653. n.cres[t->id].creatures = t->creatures;
  1654. }
  1655. auto & sac = n.cres.at(t->id);
  1656. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1657. {
  1658. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1659. {
  1660. ui32 &availableCount = sac.creatures.at(k).first;
  1661. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1662. if (n.specialWeek == NewTurn::PLAGUE)
  1663. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1664. else
  1665. {
  1666. if (firstTurn) //first day of game: use only basic growths
  1667. availableCount = cre->getGrowth();
  1668. else
  1669. availableCount += t->creatureGrowth(k);
  1670. //Deity of fire week - upgrade both imps and upgrades
  1671. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1672. availableCount += 15;
  1673. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  1674. {
  1675. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1676. availableCount *= 2;
  1677. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1678. availableCount += 5;
  1679. }
  1680. }
  1681. }
  1682. }
  1683. }
  1684. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1685. {
  1686. n.res[player] = n.res[player] + t->dailyIncome();
  1687. }
  1688. if(t->hasBuilt(BuildingID::GRAIL)
  1689. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1690. {
  1691. // Skyship, probably easier to handle same as Veil of darkness
  1692. //do it every new day after veils apply
  1693. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1694. {
  1695. FoWChange fw;
  1696. fw.mode = 1;
  1697. fw.player = player;
  1698. // find all hidden tiles
  1699. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1700. auto shape = fow->shape();
  1701. for(size_t z = 0; z < shape[0]; z++)
  1702. for(size_t x = 0; x < shape[1]; x++)
  1703. for(size_t y = 0; y < shape[2]; y++)
  1704. if (!(*fow)[z][x][y])
  1705. fw.tiles.insert(int3(x, y, z));
  1706. sendAndApply (&fw);
  1707. }
  1708. }
  1709. if (t->hasBonusOfType (Bonus::DARKNESS))
  1710. {
  1711. for (auto & player : gs->players)
  1712. {
  1713. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1714. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1715. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(Bonus::DARKNESS))->val, player.first, true);
  1716. }
  1717. }
  1718. }
  1719. if (newMonth)
  1720. {
  1721. SetAvailableArtifacts saa;
  1722. saa.id = -1;
  1723. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1724. sendAndApply(&saa);
  1725. }
  1726. sendAndApply(&n);
  1727. if (newWeek)
  1728. {
  1729. //spawn wandering monsters
  1730. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1731. {
  1732. spawnWanderingMonsters(n.creatureid);
  1733. }
  1734. //new week info popup
  1735. if (!firstTurn)
  1736. {
  1737. InfoWindow iw;
  1738. switch (n.specialWeek)
  1739. {
  1740. case NewTurn::DOUBLE_GROWTH:
  1741. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1742. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1743. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1744. break;
  1745. case NewTurn::PLAGUE:
  1746. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1747. break;
  1748. case NewTurn::BONUS_GROWTH:
  1749. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1750. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1751. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1752. break;
  1753. case NewTurn::DEITYOFFIRE:
  1754. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1755. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1756. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1757. iw.text.addReplacement2(15); //%+d 15
  1758. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1759. iw.text.addReplacement2(15); //%+d 15
  1760. break;
  1761. default:
  1762. if (newMonth)
  1763. {
  1764. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1765. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1766. }
  1767. else
  1768. {
  1769. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1770. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1771. }
  1772. }
  1773. for (auto & elem : gs->players)
  1774. {
  1775. iw.player = elem.first;
  1776. sendAndApply(&iw);
  1777. }
  1778. }
  1779. }
  1780. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1781. handleTimeEvents();
  1782. //call objects
  1783. for (auto & elem : gs->map->objects)
  1784. {
  1785. if (elem)
  1786. elem->newTurn(getRandomGenerator());
  1787. }
  1788. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1789. }
  1790. void CGameHandler::run(bool resume)
  1791. {
  1792. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1793. using namespace boost::posix_time;
  1794. for (auto cc : lobby->connections)
  1795. {
  1796. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1797. std::stringstream sbuffer;
  1798. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1799. for (PlayerColor color : players)
  1800. {
  1801. sbuffer << color << " ";
  1802. {
  1803. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1804. connections[color].insert(cc);
  1805. }
  1806. }
  1807. logGlobal->info(sbuffer.str());
  1808. }
  1809. #if SCRIPTING_ENABLED
  1810. services()->scripts()->run(serverScripts);
  1811. #endif
  1812. if(resume)
  1813. events::GameResumed::defaultExecute(serverEventBus.get());
  1814. auto playerTurnOrder = generatePlayerTurnOrder();
  1815. while(lobby->state == EServerState::GAMEPLAY)
  1816. {
  1817. if(!resume)
  1818. {
  1819. newTurn();
  1820. events::TurnStarted::defaultExecute(serverEventBus.get());
  1821. }
  1822. std::list<PlayerColor>::iterator it;
  1823. if (resume)
  1824. {
  1825. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1826. }
  1827. else
  1828. {
  1829. it = playerTurnOrder.begin();
  1830. }
  1831. resume = false;
  1832. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1833. {
  1834. auto playerColor = *it;
  1835. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1836. {
  1837. //if player runs out of time, he shouldn't get the turn (especially AI)
  1838. //pre-trigger may change anything, should check before each player
  1839. //TODO: is it enough to check only one player?
  1840. checkVictoryLossConditionsForAll();
  1841. auto player = event.getPlayer();
  1842. const PlayerState * playerState = &gs->players[player];
  1843. if(playerState->status != EPlayerStatus::INGAME)
  1844. {
  1845. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1846. }
  1847. else
  1848. {
  1849. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1850. YourTurn yt;
  1851. yt.player = player;
  1852. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1853. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1854. applyAndSend(&yt);
  1855. }
  1856. };
  1857. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1858. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1859. {
  1860. //wait till turn is done
  1861. boost::unique_lock<boost::mutex> lock(states.mx);
  1862. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1863. {
  1864. static time_duration p = milliseconds(100);
  1865. states.cv.timed_wait(lock, p);
  1866. }
  1867. }
  1868. }
  1869. //additional check that game is not finished
  1870. bool activePlayer = false;
  1871. for (auto player : playerTurnOrder)
  1872. {
  1873. if (gs->players[player].status == EPlayerStatus::INGAME)
  1874. activePlayer = true;
  1875. }
  1876. if(!activePlayer)
  1877. lobby->state = EServerState::GAMEPLAY_ENDED;
  1878. }
  1879. }
  1880. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1881. {
  1882. // Generate player turn order
  1883. std::list<PlayerColor> playerTurnOrder;
  1884. for (const auto & player : gs->players) // add human players first
  1885. {
  1886. if (player.second.human)
  1887. playerTurnOrder.push_back(player.first);
  1888. }
  1889. for (const auto & player : gs->players) // then add non-human players
  1890. {
  1891. if (!player.second.human)
  1892. playerTurnOrder.push_back(player.first);
  1893. }
  1894. return playerTurnOrder;
  1895. }
  1896. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1897. {
  1898. battleResult.set(nullptr);
  1899. const auto & t = *getTile(tile);
  1900. TerrainId terrain = t.terType->getId();
  1901. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1902. terrain = ETerrainId::SAND;
  1903. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1904. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1905. terType = BattleField::fromString("ship_to_ship");
  1906. //send info about battles
  1907. BattleStart bs;
  1908. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1909. sendAndApply(&bs);
  1910. }
  1911. void CGameHandler::checkBattleStateChanges()
  1912. {
  1913. //check if drawbridge state need to be changes
  1914. if (battleGetSiegeLevel() > 0)
  1915. updateGateState();
  1916. //check if battle ended
  1917. if (auto result = battleIsFinished())
  1918. {
  1919. setBattleResult(BattleResult::NORMAL, *result);
  1920. }
  1921. }
  1922. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1923. {
  1924. if (!h->hasSpellbook())
  1925. return; //hero hasn't spellbook
  1926. ChangeSpells cs;
  1927. cs.hid = h->id;
  1928. cs.learn = true;
  1929. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1930. {
  1931. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1932. for (int i = 0; i < h->maxSpellLevel(); i++)
  1933. {
  1934. std::vector<SpellID> spells;
  1935. getAllowedSpells(spells, i+1);
  1936. for (auto & spell : spells)
  1937. cs.spells.insert(spell);
  1938. }
  1939. }
  1940. else
  1941. {
  1942. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1943. {
  1944. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1945. {
  1946. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1947. cs.spells.insert(t->spells.at(i).at(j));
  1948. }
  1949. }
  1950. }
  1951. if (!cs.spells.empty())
  1952. sendAndApply(&cs);
  1953. }
  1954. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1955. {
  1956. if (!obj || !getObj(obj->id))
  1957. {
  1958. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1959. return false;
  1960. }
  1961. RemoveObject ro;
  1962. ro.id = obj->id;
  1963. sendAndApply(&ro);
  1964. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1965. return true;
  1966. }
  1967. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1968. {
  1969. const CGHeroInstance *h = getHero(hid);
  1970. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1971. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1972. {
  1973. logGlobal->error("Illegal call to move hero!");
  1974. return false;
  1975. }
  1976. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1977. const int3 hmpos = h->convertToVisitablePos(dst);
  1978. if (!gs->map->isInTheMap(hmpos))
  1979. {
  1980. logGlobal->error("Destination tile is outside the map!");
  1981. return false;
  1982. }
  1983. const TerrainTile t = *getTile(hmpos);
  1984. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1985. const bool sailingBoat = h->boat && h->boat->layer == EPathfindingLayer::SAIL;
  1986. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::TRANSPORT;
  1987. const bool disembarking = sailingBoat && t.terType->isLand() && !t.blocked;
  1988. //result structure for start - movement failed, no move points used
  1989. TryMoveHero tmh;
  1990. tmh.id = hid;
  1991. tmh.start = h->pos;
  1992. tmh.end = dst;
  1993. tmh.result = TryMoveHero::FAILED;
  1994. tmh.movePoints = h->movement;
  1995. //check if destination tile is available
  1996. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1997. auto ti = pathfinderHelper->getTurnInfo();
  1998. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  1999. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  2000. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
  2001. //it's a rock or blocked and not visitable tile
  2002. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2003. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2004. && complain("Cannot move hero, destination tile is blocked!"))
  2005. || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::TRANSPORT && t.visitableObjects.back()->ID != Obj::HERO))) //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)
  2006. && complain("Cannot move hero, destination tile is on water!"))
  2007. || ((sailingBoat && t.terType->isLand() && t.blocked)
  2008. && complain("Cannot disembark hero, tile is blocked!"))
  2009. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2010. && complain("Tiles are not neighboring!"))
  2011. || ((h->inTownGarrison)
  2012. && complain("Can not move garrisoned hero!"))
  2013. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2014. && complain("Hero doesn't have any movement points left!"))
  2015. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2016. && complain("Hero cannot transit over this tile!"))
  2017. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2018. && complain("Cannot move hero during the battle"))*/)
  2019. {
  2020. //send info about movement failure
  2021. sendAndApply(&tmh);
  2022. return false;
  2023. }
  2024. //several generic blocks of code
  2025. // should be called if hero changes tile but before applying TryMoveHero package
  2026. auto leaveTile = [&]()
  2027. {
  2028. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2029. {
  2030. obj->onHeroLeave(h);
  2031. }
  2032. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2033. };
  2034. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2035. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2036. {
  2037. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2038. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2039. queries.addQuery(moveQuery);
  2040. if (leavingTile == LEAVING_TILE)
  2041. leaveTile();
  2042. if (isInTheMap(guardPos))
  2043. tmh.attackedFrom = boost::make_optional(guardPos);
  2044. tmh.result = result;
  2045. sendAndApply(&tmh);
  2046. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2047. { // Hero should be always able to visit any object he staying on even if there guards around
  2048. visitObjectOnTile(t, h);
  2049. }
  2050. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  2051. {
  2052. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2053. objectVisited(guardTile.visitableObjects.back(), h);
  2054. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2055. }
  2056. else if (visitDest == VISIT_DEST)
  2057. {
  2058. visitObjectOnTile(t, h);
  2059. }
  2060. queries.popIfTop(moveQuery);
  2061. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2062. return result != TryMoveHero::FAILED;
  2063. };
  2064. //interaction with blocking object (like resources)
  2065. auto blockingVisit = [&]() -> bool
  2066. {
  2067. for (CGObjectInstance *obj : t.visitableObjects)
  2068. {
  2069. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2070. {
  2071. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, VISIT_DEST, REMAINING_ON_TILE);
  2072. //this-> is needed for MVS2010 to recognize scope (?)
  2073. }
  2074. }
  2075. return false;
  2076. };
  2077. if (!transit && embarking)
  2078. {
  2079. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2080. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2081. // In H3 embark ignore guards
  2082. }
  2083. if (disembarking)
  2084. {
  2085. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2086. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2087. }
  2088. if (teleporting)
  2089. {
  2090. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2091. return true;
  2092. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2093. // visit town for town portal \ castle gates
  2094. // do not use generic visitObjectOnTile to avoid double-teleporting
  2095. // if this moveHero call was triggered by teleporter
  2096. if (!t.visitableObjects.empty())
  2097. {
  2098. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2099. town->onHeroVisit(h);
  2100. }
  2101. return true;
  2102. }
  2103. //still here? it is standard movement!
  2104. {
  2105. tmh.movePoints = (int)h->movement >= cost
  2106. ? h->movement - cost
  2107. : 0;
  2108. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2109. EVisitDest visitDest = VISIT_DEST;
  2110. if (transit)
  2111. {
  2112. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2113. visitDest = DONT_VISIT_DEST;
  2114. if (canFly)
  2115. {
  2116. lookForGuards = IGNORE_GUARDS;
  2117. visitDest = DONT_VISIT_DEST;
  2118. }
  2119. }
  2120. else if (blockingVisit())
  2121. return true;
  2122. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2123. return true;
  2124. }
  2125. }
  2126. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2127. {
  2128. const CGHeroInstance *h = getHero(hid);
  2129. const CGTownInstance *t = getTown(dstid);
  2130. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2131. COMPLAIN_RET("Invalid call to teleportHero!");
  2132. const CGTownInstance *from = h->visitedTown;
  2133. if (((h->getOwner() != t->getOwner())
  2134. && complain("Cannot teleport hero to another player"))
  2135. || (from->town->faction->getId() != t->town->faction->getId()
  2136. && complain("Source town and destination town should belong to the same faction"))
  2137. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2138. && complain("Hero must be in town with Castle gate for teleporting"))
  2139. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2140. && complain("Cannot teleport hero to town without Castle gate in it")))
  2141. return false;
  2142. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2143. moveHero(hid,pos,1);
  2144. return true;
  2145. }
  2146. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2147. {
  2148. PlayerColor oldOwner = getOwner(obj->id);
  2149. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2150. sendAndApply(&sop);
  2151. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2152. checkVictoryLossConditions(playerColors);
  2153. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2154. if (town) //town captured
  2155. {
  2156. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2157. {
  2158. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2159. setPortalDwelling(town, true, false);
  2160. }
  2161. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2162. {
  2163. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2164. {
  2165. InfoWindow iw;
  2166. iw.player = oldOwner;
  2167. iw.text.addTxt(MetaString::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.
  2168. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2169. sendAndApply(&iw);
  2170. }
  2171. }
  2172. }
  2173. const PlayerState * p = getPlayerState(owner);
  2174. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2175. {
  2176. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2177. {
  2178. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2179. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2180. }
  2181. }
  2182. }
  2183. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2184. {
  2185. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2186. queries.addQuery(dialogQuery);
  2187. iw->queryID = dialogQuery->queryID;
  2188. sendToAllClients(iw);
  2189. }
  2190. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2191. {
  2192. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2193. queries.addQuery(dialogQuery);
  2194. iw->queryID = dialogQuery->queryID;
  2195. sendToAllClients(iw);
  2196. }
  2197. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  2198. {
  2199. if (!val) return; //don't waste time on empty call
  2200. TResources resources;
  2201. resources[which] = val;
  2202. giveResources(player, resources);
  2203. }
  2204. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2205. {
  2206. SetResources sr;
  2207. sr.abs = false;
  2208. sr.player = player;
  2209. sr.res = resources;
  2210. sendAndApply(&sr);
  2211. }
  2212. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2213. {
  2214. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2215. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2216. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2217. //first we move creatures to give to make them army of object-source
  2218. for (auto & elem : creatures.Slots())
  2219. {
  2220. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2221. }
  2222. tryJoiningArmy(obj, h, remove, true);
  2223. }
  2224. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2225. {
  2226. std::vector<CStackBasicDescriptor> cres = creatures;
  2227. if (cres.size() <= 0)
  2228. return;
  2229. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2230. for (CStackBasicDescriptor &sbd : cres)
  2231. {
  2232. TQuantity collected = 0;
  2233. while(collected < sbd.count)
  2234. {
  2235. bool foundSth = false;
  2236. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2237. {
  2238. if (i->second->type == sbd.type)
  2239. {
  2240. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2241. changeStackCount(StackLocation(obj, i->first), -take, false);
  2242. collected += take;
  2243. foundSth = true;
  2244. break;
  2245. }
  2246. }
  2247. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2248. {
  2249. complain("Unexpected failure during taking creatures!");
  2250. return;
  2251. }
  2252. }
  2253. }
  2254. }
  2255. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2256. {
  2257. HeroVisitCastle vc;
  2258. vc.hid = hero->id;
  2259. vc.tid = obj->id;
  2260. vc.flags |= 1;
  2261. sendAndApply(&vc);
  2262. visitCastleObjects(obj, hero);
  2263. giveSpells (obj, hero);
  2264. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2265. }
  2266. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2267. {
  2268. for (auto building : t->bonusingBuildings)
  2269. building->onHeroVisit(h);
  2270. }
  2271. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2272. {
  2273. HeroVisitCastle vc;
  2274. vc.hid = hero->id;
  2275. vc.tid = obj->id;
  2276. sendAndApply(&vc);
  2277. }
  2278. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2279. {
  2280. EraseArtifact ea;
  2281. ea.al = al;
  2282. sendAndApply(&ea);
  2283. }
  2284. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2285. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2286. const CGTownInstance *town) //use hero=nullptr for no hero
  2287. {
  2288. if(gs->curB)
  2289. gs->curB.dellNull();
  2290. engageIntoBattle(army1->tempOwner);
  2291. engageIntoBattle(army2->tempOwner);
  2292. static const CArmedInstance *armies[2];
  2293. armies[0] = army1;
  2294. armies[1] = army2;
  2295. static const CGHeroInstance*heroes[2];
  2296. heroes[0] = hero1;
  2297. heroes[1] = hero2;
  2298. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2299. //existing battle query for retying auto-combat
  2300. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  2301. if(battleQuery)
  2302. {
  2303. for(int i : {0, 1})
  2304. {
  2305. if(heroes[i])
  2306. {
  2307. SetMana restoreInitialMana;
  2308. restoreInitialMana.val = battleQuery->initialHeroMana[i];
  2309. restoreInitialMana.hid = heroes[i]->id;
  2310. sendAndApply(&restoreInitialMana);
  2311. }
  2312. }
  2313. battleQuery->bi = gs->curB;
  2314. battleQuery->result = boost::none;
  2315. battleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
  2316. battleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
  2317. }
  2318. battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2319. for(int i : {0, 1})
  2320. {
  2321. if(heroes[i])
  2322. {
  2323. battleQuery->initialHeroMana[i] = heroes[i]->mana;
  2324. }
  2325. }
  2326. queries.addQuery(battleQuery);
  2327. this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
  2328. }
  2329. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2330. {
  2331. startBattlePrimary(army1, army2, tile,
  2332. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2333. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2334. creatureBank);
  2335. }
  2336. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2337. {
  2338. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2339. }
  2340. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2341. {
  2342. ChangeSpells cs;
  2343. cs.hid = hero->id;
  2344. cs.spells = spells;
  2345. cs.learn = give;
  2346. sendAndApply(&cs);
  2347. }
  2348. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2349. {
  2350. SystemMessage sm;
  2351. sm.text = message;
  2352. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2353. *(c.get()) << &sm;
  2354. }
  2355. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2356. {
  2357. sendAndApply(bonus);
  2358. }
  2359. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2360. {
  2361. sendAndApply(smp);
  2362. }
  2363. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2364. {
  2365. SetMana sm;
  2366. sm.hid = hid;
  2367. sm.val = val;
  2368. sm.absolute = true;
  2369. sendAndApply(&sm);
  2370. }
  2371. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2372. {
  2373. GiveHero gh;
  2374. gh.id = id;
  2375. gh.player = player;
  2376. sendAndApply(&gh);
  2377. }
  2378. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2379. {
  2380. ChangeObjPos cop;
  2381. cop.objid = objid;
  2382. cop.nPos = newPos;
  2383. sendAndApply(&cop);
  2384. }
  2385. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2386. {
  2387. const CGHeroInstance * h1 = getHero(fromHero);
  2388. const CGHeroInstance * h2 = getHero(toHero);
  2389. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2390. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2391. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2392. {
  2393. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2394. std::swap(fromHero, toHero);
  2395. }
  2396. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2397. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2398. return;//no scholar skill or no spellbook
  2399. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2400. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2401. ChangeSpells cs1;
  2402. cs1.learn = true;
  2403. cs1.hid = toHero;//giving spells to first hero
  2404. for (auto it : h1->getSpellsInSpellbook())
  2405. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2406. cs1.spells.insert(it);//spell to learn
  2407. ChangeSpells cs2;
  2408. cs2.learn = true;
  2409. cs2.hid = fromHero;
  2410. for (auto it : h2->getSpellsInSpellbook())
  2411. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2412. cs2.spells.insert(it);
  2413. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2414. {
  2415. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2416. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2417. InfoWindow iw;
  2418. iw.player = h1->tempOwner;
  2419. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2420. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2421. iw.text.addReplacement(h1->getNameTranslated());
  2422. if (!cs2.spells.empty())//if found new spell - apply
  2423. {
  2424. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2425. int size = static_cast<int>(cs2.spells.size());
  2426. for (auto it : cs2.spells)
  2427. {
  2428. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2429. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2430. switch (size--)
  2431. {
  2432. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2433. case 1: break;
  2434. default: iw.text << ", ";
  2435. }
  2436. }
  2437. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2438. iw.text.addReplacement(h2->getNameTranslated());
  2439. sendAndApply(&cs2);
  2440. }
  2441. if (!cs1.spells.empty() && !cs2.spells.empty())
  2442. {
  2443. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2444. }
  2445. if (!cs1.spells.empty())
  2446. {
  2447. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2448. int size = static_cast<int>(cs1.spells.size());
  2449. for (auto it : cs1.spells)
  2450. {
  2451. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2452. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2453. switch (size--)
  2454. {
  2455. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2456. case 1: break;
  2457. default: iw.text << ", ";
  2458. }
  2459. }
  2460. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2461. iw.text.addReplacement(h2->getNameTranslated());
  2462. sendAndApply(&cs1);
  2463. }
  2464. sendAndApply(&iw);
  2465. }
  2466. }
  2467. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2468. {
  2469. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2470. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2471. {
  2472. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2473. ExchangeDialog hex;
  2474. hex.queryID = exchange->queryID;
  2475. hex.player = h1->getOwner();
  2476. hex.hero1 = hero1;
  2477. hex.hero2 = hero2;
  2478. sendAndApply(&hex);
  2479. useScholarSkill(hero1,hero2);
  2480. queries.addQuery(exchange);
  2481. }
  2482. }
  2483. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2484. {
  2485. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2486. for (auto c : lobby->connections)
  2487. {
  2488. if(!c->isOpen())
  2489. continue;
  2490. c->sendPack(pack);
  2491. }
  2492. }
  2493. void CGameHandler::sendAndApply(CPackForClient * pack)
  2494. {
  2495. sendToAllClients(pack);
  2496. gs->apply(pack);
  2497. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2498. }
  2499. void CGameHandler::applyAndSend(CPackForClient * pack)
  2500. {
  2501. gs->apply(pack);
  2502. sendToAllClients(pack);
  2503. }
  2504. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2505. {
  2506. sendAndApply(static_cast<CPackForClient *>(pack));
  2507. checkVictoryLossConditionsForAll();
  2508. }
  2509. void CGameHandler::sendAndApply(SetResources * pack)
  2510. {
  2511. sendAndApply(static_cast<CPackForClient *>(pack));
  2512. checkVictoryLossConditionsForPlayer(pack->player);
  2513. }
  2514. void CGameHandler::sendAndApply(NewStructures * pack)
  2515. {
  2516. sendAndApply(static_cast<CPackForClient *>(pack));
  2517. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2518. }
  2519. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2520. {
  2521. return getPlayerAt(pack->c) == getOwner(id);
  2522. }
  2523. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2524. {
  2525. if(pack->c)
  2526. {
  2527. SystemMessage temp_message("You are not allowed to perform this action!");
  2528. pack->c->sendPack(&temp_message);
  2529. }
  2530. logNetwork->error("Player is not allowed to perform this action!");
  2531. throw ExceptionNotAllowedAction();
  2532. }
  2533. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2534. {
  2535. std::ostringstream oss;
  2536. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2537. logNetwork->error(oss.str());
  2538. if(pack->c)
  2539. {
  2540. SystemMessage temp_message(oss.str());
  2541. pack->c->sendPack(&temp_message);
  2542. }
  2543. }
  2544. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2545. {
  2546. if(!isPlayerOwns(pack, id))
  2547. {
  2548. wrongPlayerMessage(pack, getOwner(id));
  2549. throwNotAllowedAction(pack);
  2550. }
  2551. }
  2552. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2553. {
  2554. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2555. {
  2556. wrongPlayerMessage(pack, player);
  2557. throwNotAllowedAction(pack);
  2558. }
  2559. }
  2560. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2561. {
  2562. complain(txt);
  2563. throwNotAllowedAction(pack);
  2564. }
  2565. void CGameHandler::save(const std::string & filename)
  2566. {
  2567. logGlobal->info("Saving to %s", filename);
  2568. const auto stem = FileInfo::GetPathStem(filename);
  2569. const auto savefname = stem.to_string() + ".vsgm1";
  2570. CResourceHandler::get("local")->createResource(savefname);
  2571. {
  2572. logGlobal->info("Ordering clients to serialize...");
  2573. SaveGameClient sg(savefname);
  2574. sendToAllClients(&sg);
  2575. }
  2576. try
  2577. {
  2578. {
  2579. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2580. saveCommonState(save);
  2581. logGlobal->info("Saving server state");
  2582. save << *this;
  2583. }
  2584. logGlobal->info("Game has been successfully saved!");
  2585. }
  2586. catch(std::exception &e)
  2587. {
  2588. logGlobal->error("Failed to save game: %s", e.what());
  2589. }
  2590. }
  2591. bool CGameHandler::load(const std::string & filename)
  2592. {
  2593. logGlobal->info("Loading from %s", filename);
  2594. const auto stem = FileInfo::GetPathStem(filename);
  2595. reinitScripting();
  2596. try
  2597. {
  2598. {
  2599. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2600. loadCommonState(lf);
  2601. logGlobal->info("Loading server state");
  2602. lf >> *this;
  2603. }
  2604. logGlobal->info("Game has been successfully loaded!");
  2605. }
  2606. catch(const CModHandler::Incompatibility & e)
  2607. {
  2608. logGlobal->error("Failed to load game: %s", e.what());
  2609. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2610. errorMsg += e.what();
  2611. lobby->announceMessage(errorMsg);
  2612. return false;
  2613. }
  2614. catch(const std::exception & e)
  2615. {
  2616. logGlobal->error("Failed to load game: %s", e.what());
  2617. return false;
  2618. }
  2619. gs->preInit(VLC);
  2620. gs->updateOnLoad(lobby->si.get());
  2621. return true;
  2622. }
  2623. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2624. {
  2625. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2626. return false;
  2627. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2628. const CCreatureSet & creatureSet = *army;
  2629. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2630. || (howMany < 1 && complain("Invalid split parameter!")))
  2631. {
  2632. return false;
  2633. }
  2634. auto actualAmount = army->getStackCount(slotSrc);
  2635. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2636. return false;
  2637. auto freeSlots = creatureSet.getFreeSlots();
  2638. if(freeSlots.empty() && complain("No empty stacks"))
  2639. return false;
  2640. BulkRebalanceStacks bulkRS;
  2641. for(auto slot : freeSlots)
  2642. {
  2643. RebalanceStacks rs;
  2644. rs.srcArmy = army->id;
  2645. rs.dstArmy = army->id;
  2646. rs.srcSlot = slotSrc;
  2647. rs.dstSlot = slot;
  2648. rs.count = howMany;
  2649. bulkRS.moves.push_back(rs);
  2650. actualAmount -= howMany;
  2651. if(actualAmount <= howMany)
  2652. break;
  2653. }
  2654. sendAndApply(&bulkRS);
  2655. return true;
  2656. }
  2657. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2658. {
  2659. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2660. return false;
  2661. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2662. const CCreatureSet & creatureSet = *army;
  2663. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2664. return false;
  2665. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2666. if(actualAmount < 1 && complain(complainNoCreatures))
  2667. return false;
  2668. auto currentCreature = creatureSet.getCreature(slotSrc);
  2669. if(!currentCreature && complain(complainNoCreatures))
  2670. return false;
  2671. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2672. if(!creatureSlots.size())
  2673. return false;
  2674. BulkRebalanceStacks bulkRS;
  2675. for(auto slot : creatureSlots)
  2676. {
  2677. RebalanceStacks rs;
  2678. rs.srcArmy = army->id;
  2679. rs.dstArmy = army->id;
  2680. rs.srcSlot = slot;
  2681. rs.dstSlot = slotSrc;
  2682. rs.count = creatureSet.getStackCount(slot);
  2683. bulkRS.moves.push_back(rs);
  2684. }
  2685. sendAndApply(&bulkRS);
  2686. return true;
  2687. }
  2688. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2689. {
  2690. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2691. return false;
  2692. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2693. const CCreatureSet & setSrc = *armySrc;
  2694. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2695. return false;
  2696. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2697. const CCreatureSet & setDest = *armyDest;
  2698. auto freeSlots = setDest.getFreeSlotsQueue();
  2699. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2700. TRebalanceMap moves;
  2701. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2702. auto slotsLeft = setSrc.stacksCount();
  2703. auto destMap = setDest.getCreatureMap();
  2704. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2705. while(!srcQueue.empty())
  2706. {
  2707. auto pair = srcQueue.top();
  2708. srcQueue.pop();
  2709. auto currCreature = pair.first;
  2710. auto currSlot = pair.second;
  2711. const auto quantity = setSrc.getStackCount(currSlot);
  2712. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2713. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2714. if(!alreadyExists)
  2715. {
  2716. if(freeSlots.empty())
  2717. continue;
  2718. auto currFreeSlot = freeSlots.front();
  2719. freeSlots.pop();
  2720. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2721. }
  2722. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2723. slotsLeft--;
  2724. }
  2725. if(slotsLeft == 1)
  2726. {
  2727. auto lastCreature = setSrc.getCreature(srcSlot);
  2728. auto slotToMove = SlotID();
  2729. // Try to find a slot for last creature
  2730. if(destMap.find(lastCreature) == destMap.end())
  2731. {
  2732. if(!freeSlots.empty())
  2733. slotToMove = freeSlots.front();
  2734. }
  2735. else
  2736. {
  2737. slotToMove = destMap[lastCreature];
  2738. }
  2739. if(slotToMove != SlotID())
  2740. {
  2741. const bool needsLastStack = armySrc->needsLastStack();
  2742. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2743. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2744. }
  2745. }
  2746. BulkRebalanceStacks bulkRS;
  2747. for(auto & move : moves)
  2748. {
  2749. RebalanceStacks rs;
  2750. rs.srcArmy = armySrc->id;
  2751. rs.dstArmy = armyDest->id;
  2752. rs.srcSlot = move.first;
  2753. rs.dstSlot = move.second.first;
  2754. rs.count = move.second.second;
  2755. bulkRS.moves.push_back(rs);
  2756. }
  2757. sendAndApply(&bulkRS);
  2758. return true;
  2759. }
  2760. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2761. {
  2762. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2763. return false;
  2764. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2765. const CCreatureSet & creatureSet = *army;
  2766. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2767. return false;
  2768. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2769. if(actualAmount <= 1 && complain(complainNoCreatures))
  2770. return false;
  2771. auto freeSlot = creatureSet.getFreeSlot();
  2772. auto currentCreature = creatureSet.getCreature(slotSrc);
  2773. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2774. return true;
  2775. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2776. TQuantity totalCreatures = 0;
  2777. for(auto slot : creatureSlots)
  2778. totalCreatures += creatureSet.getStackCount(slot);
  2779. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2780. return false;
  2781. if(freeSlot != SlotID())
  2782. creatureSlots.push_back(freeSlot);
  2783. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2784. return false;
  2785. const auto totalCreatureSlots = creatureSlots.size();
  2786. const auto rem = totalCreatures % totalCreatureSlots;
  2787. const auto quotient = totalCreatures / totalCreatureSlots;
  2788. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2789. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2790. BulkSmartRebalanceStacks bulkSRS;
  2791. if(freeSlot != SlotID())
  2792. {
  2793. RebalanceStacks rs;
  2794. rs.srcArmy = rs.dstArmy = army->id;
  2795. rs.srcSlot = slotSrc;
  2796. rs.dstSlot = freeSlot;
  2797. rs.count = 1;
  2798. bulkSRS.moves.push_back(rs);
  2799. }
  2800. auto currSlot = 0;
  2801. auto check = 0;
  2802. for(auto slot : creatureSlots)
  2803. {
  2804. ChangeStackCount csc;
  2805. csc.army = army->id;
  2806. csc.slot = slot;
  2807. csc.count = (currSlot < rem)
  2808. ? quotient + 1
  2809. : quotient;
  2810. csc.absoluteValue = true;
  2811. bulkSRS.changes.push_back(csc);
  2812. currSlot++;
  2813. check += csc.count;
  2814. }
  2815. if(check != totalCreatures)
  2816. {
  2817. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2818. return false;
  2819. }
  2820. sendAndApply(&bulkSRS);
  2821. return true;
  2822. }
  2823. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2824. {
  2825. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2826. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2827. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2828. StackLocation sl1(s1, p1), sl2(s2, p2);
  2829. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2830. {
  2831. complain(complainInvalidSlot);
  2832. return false;
  2833. }
  2834. if (!isAllowedExchange(id1,id2))
  2835. {
  2836. complain("Cannot exchange stacks between these two objects!\n");
  2837. return false;
  2838. }
  2839. // We can always put stacks into locked garrison, but not take them out of it
  2840. auto notRemovable = [&](const CArmedInstance * army)
  2841. {
  2842. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2843. {
  2844. auto g = dynamic_cast<const CGGarrison *>(army);
  2845. if (g && !g->removableUnits)
  2846. {
  2847. complain("Stacks in this garrison are not removable!\n");
  2848. return true;
  2849. }
  2850. }
  2851. return false;
  2852. };
  2853. if (what==1) //swap
  2854. {
  2855. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2856. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2857. {
  2858. complain("Can't take troops from another player!");
  2859. return false;
  2860. }
  2861. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2862. {
  2863. complain("Cannot swap stacks - slots are the same!");
  2864. return false;
  2865. }
  2866. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2867. {
  2868. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2869. return false;
  2870. }
  2871. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2872. return false;
  2873. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2874. return false;
  2875. swapStacks(sl1, sl2);
  2876. }
  2877. else if (what==2)//merge
  2878. {
  2879. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2880. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2881. return false;
  2882. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2883. {
  2884. complain("Cannot merge empty stack!");
  2885. return false;
  2886. }
  2887. else if (notRemovable(sl1.army))
  2888. return false;
  2889. moveStack(sl1, sl2);
  2890. }
  2891. else if (what==3) //split
  2892. {
  2893. const int countToMove = val - s2->getStackCount(p2);
  2894. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2895. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2896. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2897. {
  2898. complain("Can't move troops of another player!");
  2899. return false;
  2900. }
  2901. //general conditions checking
  2902. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2903. || (val<1 && complain(complainNoCreatures)) )
  2904. {
  2905. return false;
  2906. }
  2907. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2908. {
  2909. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2910. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2911. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2912. )
  2913. {
  2914. return false;
  2915. }
  2916. if (notRemovable(sl1.army))
  2917. {
  2918. if (s1->getStackCount(p1) > countLeftOnSrc)
  2919. return false;
  2920. }
  2921. else if (notRemovable(sl2.army))
  2922. {
  2923. if (s2->getStackCount(p1) < countLeftOnSrc)
  2924. return false;
  2925. }
  2926. moveStack(sl1, sl2, countToMove);
  2927. //S2.slots[p2]->count = val;
  2928. //S1.slots[p1]->count = total - val;
  2929. }
  2930. else //split one stack to the two
  2931. {
  2932. if (s1->getStackCount(p1) < val)//not enough creatures
  2933. {
  2934. complain(complainNotEnoughCreatures);
  2935. return false;
  2936. }
  2937. if (notRemovable(sl1.army))
  2938. return false;
  2939. moveStack(sl1, sl2, val);
  2940. }
  2941. }
  2942. return true;
  2943. }
  2944. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2945. {
  2946. return connections.at(player).count(c);
  2947. }
  2948. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2949. {
  2950. std::set<PlayerColor> all;
  2951. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2952. if(vstd::contains(i->second, c))
  2953. all.insert(i->first);
  2954. switch(all.size())
  2955. {
  2956. case 0:
  2957. return PlayerColor::NEUTRAL;
  2958. case 1:
  2959. return *all.begin();
  2960. default:
  2961. {
  2962. //if we have more than one player at this connection, try to pick active one
  2963. if (vstd::contains(all, gs->currentPlayer))
  2964. return gs->currentPlayer;
  2965. else
  2966. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2967. }
  2968. }
  2969. }
  2970. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2971. {
  2972. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2973. if (!vstd::contains(s1->stacks,pos))
  2974. {
  2975. complain("Illegal call to disbandCreature - no such stack in army!");
  2976. return false;
  2977. }
  2978. eraseStack(StackLocation(s1, pos));
  2979. return true;
  2980. }
  2981. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2982. {
  2983. const CGTownInstance * t = getTown(tid);
  2984. if(!t)
  2985. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2986. if(!t->town->buildings.count(requestedID))
  2987. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  2988. if(t->hasBuilt(requestedID))
  2989. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  2990. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2991. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2992. std::vector<const CBuilding*> remainingAutoBuildings;
  2993. std::set<BuildingID> buildingsThatWillBe;
  2994. //Check validity of request
  2995. if(!force)
  2996. {
  2997. switch(requestedBuilding->mode)
  2998. {
  2999. case CBuilding::BUILD_NORMAL :
  3000. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3001. COMPLAIN_RET("Cannot build that building!");
  3002. break;
  3003. case CBuilding::BUILD_AUTO :
  3004. case CBuilding::BUILD_SPECIAL:
  3005. COMPLAIN_RET("This building can not be constructed normally!");
  3006. case CBuilding::BUILD_GRAIL :
  3007. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3008. {
  3009. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3010. COMPLAIN_RET("Cannot build this without grail!")
  3011. else
  3012. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3013. }
  3014. break;
  3015. }
  3016. }
  3017. //Performs stuff that has to be done before new building is built
  3018. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3019. {
  3020. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3021. {
  3022. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3023. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3024. if(upgradeNumber >= t->town->creatures.at(level).size())
  3025. {
  3026. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3027. "no creature found (upgrade number %d, level %d!")
  3028. % buildingID % upgradeNumber % level));
  3029. return;
  3030. }
  3031. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3032. SetAvailableCreatures ssi;
  3033. ssi.tid = t->id;
  3034. ssi.creatures = t->creatures;
  3035. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3036. ssi.creatures[level].first = crea->getGrowth();
  3037. ssi.creatures[level].second.push_back(crea->getId());
  3038. sendAndApply(&ssi);
  3039. }
  3040. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3041. {
  3042. setPortalDwelling(t);
  3043. }
  3044. };
  3045. //Performs stuff that has to be done after new building is built
  3046. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3047. {
  3048. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3049. auto isLibrary = isMageGuild ? false
  3050. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3051. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3052. {
  3053. if(t->visitingHero)
  3054. giveSpells(t,t->visitingHero);
  3055. if(t->garrisonHero)
  3056. giveSpells(t,t->garrisonHero);
  3057. }
  3058. };
  3059. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3060. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3061. {
  3062. return buildingsThatWillBe.count(buildID);
  3063. };
  3064. //Init the vectors
  3065. for(auto & build : t->town->buildings)
  3066. {
  3067. if(t->hasBuilt(build.first))
  3068. {
  3069. buildingsThatWillBe.insert(build.first);
  3070. }
  3071. else
  3072. {
  3073. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3074. remainingAutoBuildings.push_back(build.second);
  3075. }
  3076. }
  3077. //Prepare structure (list of building ids will be filled later)
  3078. NewStructures ns;
  3079. ns.tid = tid;
  3080. ns.builded = force ? t->builded : (t->builded+1);
  3081. std::queue<const CBuilding*> buildingsToAdd;
  3082. buildingsToAdd.push(requestedBuilding);
  3083. while(!buildingsToAdd.empty())
  3084. {
  3085. auto b = buildingsToAdd.front();
  3086. buildingsToAdd.pop();
  3087. ns.bid.insert(b->bid);
  3088. buildingsThatWillBe.insert(b->bid);
  3089. remainingAutoBuildings -= b;
  3090. for(auto autoBuilding : remainingAutoBuildings)
  3091. {
  3092. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3093. if(actualRequirements.test(areRequirementsFullfilled))
  3094. buildingsToAdd.push(autoBuilding);
  3095. }
  3096. }
  3097. // 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.
  3098. for(auto builtID : ns.bid)
  3099. processBeforeBuiltStructure(builtID);
  3100. //Take cost
  3101. if(!force)
  3102. giveResources(t->tempOwner, -requestedBuilding->resources);
  3103. //We know what has been built, apply changes. Do this as final step to properly update town window
  3104. sendAndApply(&ns);
  3105. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3106. for(auto builtID : ns.bid)
  3107. processAfterBuiltStructure(builtID);
  3108. // now when everything is built - reveal tiles for lookout tower
  3109. FoWChange fw;
  3110. fw.player = t->tempOwner;
  3111. fw.mode = 1;
  3112. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3113. sendAndApply(&fw);
  3114. if(t->visitingHero)
  3115. visitCastleObjects(t, t->visitingHero);
  3116. if(t->garrisonHero)
  3117. visitCastleObjects(t, t->garrisonHero);
  3118. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3119. return true;
  3120. }
  3121. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3122. {
  3123. ///incomplete, simply erases target building
  3124. const CGTownInstance * t = getTown(tid);
  3125. if (!vstd::contains(t->builtBuildings, bid))
  3126. return false;
  3127. RazeStructures rs;
  3128. rs.tid = tid;
  3129. rs.bid.insert(bid);
  3130. rs.destroyed = t->destroyed + 1;
  3131. sendAndApply(&rs);
  3132. //TODO: Remove dwellers
  3133. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3134. // {
  3135. // RemoveBonus rb(RemoveBonus::TOWN);
  3136. // rb.whoID = t->id;
  3137. // rb.source = Bonus::TOWN_STRUCTURE;
  3138. // rb.id = 17;
  3139. // sendAndApply(&rb);
  3140. // }
  3141. return true;
  3142. }
  3143. void CGameHandler::sendMessageToAll(const std::string &message)
  3144. {
  3145. SystemMessage sm;
  3146. sm.text = message;
  3147. sendToAllClients(&sm);
  3148. }
  3149. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3150. {
  3151. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3152. const CArmedInstance *dst = nullptr;
  3153. const CCreature *c = VLC->creh->objects.at(crid);
  3154. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3155. //TODO: test for owning
  3156. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3157. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3158. assert(dw && dst);
  3159. //verify
  3160. bool found = false;
  3161. int level = 0;
  3162. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3163. {
  3164. if ((fromLvl != -1) && (level !=fromLvl))
  3165. continue;
  3166. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3167. int i = 0;
  3168. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3169. if (cur.second.at(i) == crid)
  3170. break;
  3171. if (i < cur.second.size())
  3172. {
  3173. found = true;
  3174. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3175. break;
  3176. }
  3177. }
  3178. SlotID slot = dst->getSlotFor(crid);
  3179. if ((!found && complain("Cannot recruit: no such creatures!"))
  3180. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3181. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3182. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3183. {
  3184. return false;
  3185. }
  3186. //recruit
  3187. giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
  3188. SetAvailableCreatures sac;
  3189. sac.tid = objid;
  3190. sac.creatures = dw->creatures;
  3191. sac.creatures[level].first -= cram;
  3192. sendAndApply(&sac);
  3193. if (warMachine)
  3194. {
  3195. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3196. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3197. ArtifactID artId = c->warMachine;
  3198. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3199. const CArtifact * art = artId.toArtifact();
  3200. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3201. return giveHeroNewArtifact(h, art);
  3202. }
  3203. else
  3204. {
  3205. addToSlot(StackLocation(dst, slot), c, cram);
  3206. }
  3207. return true;
  3208. }
  3209. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3210. {
  3211. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3212. if (!obj->hasStackAtSlot(pos))
  3213. {
  3214. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3215. }
  3216. UpgradeInfo ui;
  3217. fillUpgradeInfo(obj, pos, ui);
  3218. PlayerColor player = obj->tempOwner;
  3219. const PlayerState *p = getPlayerState(player);
  3220. int crQuantity = obj->stacks.at(pos)->count;
  3221. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3222. //check if upgrade is possible
  3223. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3224. {
  3225. return false;
  3226. }
  3227. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3228. //check if player has enough resources
  3229. if (!p->resources.canAfford(totalCost))
  3230. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3231. //take resources
  3232. giveResources(player, -totalCost);
  3233. //upgrade creature
  3234. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3235. return true;
  3236. }
  3237. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3238. {
  3239. if (!sl.army->hasStackAtSlot(sl.slot))
  3240. COMPLAIN_RET("Cannot find a stack to change type");
  3241. SetStackType sst;
  3242. sst.army = sl.army->id;
  3243. sst.slot = sl.slot;
  3244. sst.type = c->getId();
  3245. sendAndApply(&sst);
  3246. return true;
  3247. }
  3248. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3249. {
  3250. assert(src->canBeMergedWith(*dst, allowMerging));
  3251. while(src->stacksCount())//while there are unmoved creatures
  3252. {
  3253. auto i = src->Slots().begin(); //iterator to stack to move
  3254. StackLocation sl(src, i->first); //location of stack to move
  3255. SlotID pos = dst->getSlotFor(i->second->type);
  3256. if (!pos.validSlot())
  3257. {
  3258. //try to merge two other stacks to make place
  3259. std::pair<SlotID, SlotID> toMerge;
  3260. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3261. {
  3262. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3263. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3264. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3265. }
  3266. else
  3267. {
  3268. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3269. return;
  3270. }
  3271. }
  3272. else
  3273. {
  3274. moveStack(sl, StackLocation(dst, pos));
  3275. }
  3276. }
  3277. }
  3278. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3279. {
  3280. const CGTownInstance * town = getTown(tid);
  3281. if(!town->garrisonHero == !town->visitingHero)
  3282. return false;
  3283. SetHeroesInTown intown;
  3284. intown.tid = tid;
  3285. if(town->garrisonHero) //garrison -> vising
  3286. {
  3287. intown.garrison = ObjectInstanceID();
  3288. intown.visiting = town->garrisonHero->id;
  3289. }
  3290. else //visiting -> garrison
  3291. {
  3292. if(town->armedGarrison())
  3293. town->mergeGarrisonOnSiege();
  3294. intown.visiting = ObjectInstanceID();
  3295. intown.garrison = town->visitingHero->id;
  3296. }
  3297. sendAndApply(&intown);
  3298. return true;
  3299. }
  3300. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3301. {
  3302. const CGTownInstance * town = getTown(tid);
  3303. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3304. {
  3305. if (!town->visitingHero->canBeMergedWith(*town))
  3306. {
  3307. complain("Cannot make garrison swap, not enough free slots!");
  3308. return false;
  3309. }
  3310. moveArmy(town, town->visitingHero, true);
  3311. SetHeroesInTown intown;
  3312. intown.tid = tid;
  3313. intown.visiting = ObjectInstanceID();
  3314. intown.garrison = town->visitingHero->id;
  3315. sendAndApply(&intown);
  3316. return true;
  3317. }
  3318. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3319. {
  3320. //check if moving hero out of town will break 8 wandering heroes limit
  3321. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3322. {
  3323. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3324. return false;
  3325. }
  3326. SetHeroesInTown intown;
  3327. intown.tid = tid;
  3328. intown.garrison = ObjectInstanceID();
  3329. intown.visiting = town->garrisonHero->id;
  3330. sendAndApply(&intown);
  3331. return true;
  3332. }
  3333. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3334. {
  3335. SetHeroesInTown intown;
  3336. intown.tid = tid;
  3337. intown.garrison = town->visitingHero->id;
  3338. intown.visiting = town->garrisonHero->id;
  3339. sendAndApply(&intown);
  3340. return true;
  3341. }
  3342. else
  3343. {
  3344. complain("Cannot swap garrison hero!");
  3345. return false;
  3346. }
  3347. }
  3348. // With the amount of changes done to the function, it's more like transferArtifacts.
  3349. // 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.
  3350. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3351. {
  3352. ArtifactLocation src = al1, dst = al2;
  3353. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3354. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3355. // Make sure exchange is even possible between the two heroes.
  3356. if(!isAllowedExchange(srcObj->id, dstObj->id))
  3357. COMPLAIN_RET("That heroes cannot make any exchange!");
  3358. const CArtifactInstance *srcArtifact = src.getArt();
  3359. const CArtifactInstance *destArtifact = dst.getArt();
  3360. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  3361. if(srcArtifact == nullptr)
  3362. COMPLAIN_RET("No artifact to move!");
  3363. if(destArtifact && srcPlayer != dstPlayer)
  3364. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3365. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3366. // Moving to the backpack is always allowed.
  3367. if((!srcArtifact || !isDstSlotBackpack)
  3368. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3369. COMPLAIN_RET("Cannot move artifact!");
  3370. auto srcSlot = src.getSlot();
  3371. auto dstSlot = dst.getSlot();
  3372. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3373. COMPLAIN_RET("Cannot move artifact locks.");
  3374. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  3375. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3376. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3377. COMPLAIN_RET("Cannot move catapult!");
  3378. if(isDstSlotBackpack)
  3379. {
  3380. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  3381. COMPLAIN_RET("Backpack is full!");
  3382. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  3383. }
  3384. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3385. {
  3386. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3387. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3388. // Check if dst slot is occupied
  3389. if(!isDstSlotBackpack && destArtifact)
  3390. {
  3391. // Previous artifact must be removed first
  3392. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3393. }
  3394. try
  3395. {
  3396. auto hero = boost::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3397. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3398. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3399. }
  3400. catch(const boost::bad_get &)
  3401. {
  3402. // object other than hero received an art - ignore
  3403. }
  3404. MoveArtifact ma(&src, &dst);
  3405. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3406. ma.askAssemble = false;
  3407. sendAndApply(&ma);
  3408. }
  3409. return true;
  3410. }
  3411. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3412. {
  3413. // Make sure exchange is even possible between the two heroes.
  3414. if(!isAllowedExchange(srcHero, dstHero))
  3415. COMPLAIN_RET("That heroes cannot make any exchange!");
  3416. auto psrcHero = getHero(srcHero);
  3417. auto pdstHero = getHero(dstHero);
  3418. if((!psrcHero) || (!pdstHero))
  3419. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3420. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3421. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3422. auto & slotsSrcDst = ma.artsPack0;
  3423. auto & slotsDstSrc = ma.artsPack1;
  3424. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3425. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3426. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3427. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3428. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3429. {
  3430. assert(artifact);
  3431. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  3432. if(dstSlot != ArtifactPosition::PRE_FIRST)
  3433. {
  3434. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3435. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3436. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  3437. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3438. }
  3439. };
  3440. if(swap)
  3441. {
  3442. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3443. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3444. {
  3445. for(auto & artifact : srcHero->artifactsWorn)
  3446. {
  3447. if(ArtifactUtils::isArtRemovable(artifact))
  3448. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3449. }
  3450. };
  3451. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3452. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3453. {
  3454. for(auto & slotInfo : artSet->artifactsInBackpack)
  3455. {
  3456. auto slot = artSet->getArtPos(slotInfo.artifact);
  3457. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3458. }
  3459. };
  3460. // Move over artifacts that are worn srcHero -> dstHero
  3461. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3462. artFittingSet.artifactsWorn.clear();
  3463. // Move over artifacts that are worn dstHero -> srcHero
  3464. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3465. // Move over artifacts that are in backpack srcHero -> dstHero
  3466. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3467. // Move over artifacts that are in backpack dstHero -> srcHero
  3468. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3469. }
  3470. else
  3471. {
  3472. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3473. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3474. // Move over artifacts that are worn
  3475. for(auto & artInfo : psrcHero->artifactsWorn)
  3476. {
  3477. if(ArtifactUtils::isArtRemovable(artInfo))
  3478. {
  3479. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3480. }
  3481. }
  3482. // Move over artifacts that are in backpack
  3483. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3484. {
  3485. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3486. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3487. }
  3488. }
  3489. sendAndApply(&ma);
  3490. return true;
  3491. }
  3492. /**
  3493. * Assembles or disassembles a combination artifact.
  3494. * @param heroID ID of hero holding the artifact(s).
  3495. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3496. * @param assemble True for assembly operation, false for disassembly.
  3497. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3498. * artifact to assemble to. Otherwise it's not used.
  3499. */
  3500. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3501. {
  3502. const CGHeroInstance * hero = getHero(heroID);
  3503. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  3504. if(!destArtifact)
  3505. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3506. if(assemble)
  3507. {
  3508. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  3509. if(!combinedArt->constituents)
  3510. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3511. if(!vstd::contains(destArtifact->assemblyPossibilities(hero, ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  3512. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3513. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3514. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3515. AssembledArtifact aa;
  3516. aa.al = ArtifactLocation(hero, artifactSlot);
  3517. aa.builtArt = combinedArt;
  3518. sendAndApply(&aa);
  3519. }
  3520. else
  3521. {
  3522. if(!destArtifact->canBeDisassembled())
  3523. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3524. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  3525. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->constituents->size() - 1))
  3526. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  3527. DisassembledArtifact da;
  3528. da.al = ArtifactLocation(hero, artifactSlot);
  3529. sendAndApply(&da);
  3530. }
  3531. return true;
  3532. }
  3533. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  3534. {
  3535. const auto * hero = getHero(al.relatedObj()->id);
  3536. if(hero == nullptr)
  3537. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  3538. const auto * art = al.getArt();
  3539. if(art == nullptr)
  3540. COMPLAIN_RET("Cannot remove artifact!");
  3541. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  3542. COMPLAIN_RET("Illegal artifact removal request");
  3543. removeArtifact(al);
  3544. return true;
  3545. }
  3546. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3547. {
  3548. const CGHeroInstance * hero = getHero(hid);
  3549. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3550. const CGTownInstance * town = hero->visitedTown;
  3551. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3552. if (aid==ArtifactID::SPELLBOOK)
  3553. {
  3554. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3555. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3556. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3557. )
  3558. return false;
  3559. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3560. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3561. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3562. giveSpells(town,hero);
  3563. return true;
  3564. }
  3565. else
  3566. {
  3567. const CArtifact * art = aid.toArtifact();
  3568. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3569. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3570. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3571. const int price = art->price;
  3572. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  3573. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3574. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3575. {
  3576. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  3577. return giveHeroNewArtifact(hero, art);
  3578. }
  3579. else
  3580. COMPLAIN_RET("This machine is unavailable here!");
  3581. }
  3582. }
  3583. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  3584. {
  3585. if(!h)
  3586. COMPLAIN_RET("Only hero can buy artifacts!");
  3587. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3588. COMPLAIN_RET("That artifact is unavailable!");
  3589. int b1, b2;
  3590. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3591. if (getResource(h->tempOwner, rid) < b1)
  3592. COMPLAIN_RET("You can't afford to buy this artifact!");
  3593. giveResource(h->tempOwner, rid, -b1);
  3594. SetAvailableArtifacts saa;
  3595. if (m->o->ID == Obj::TOWN)
  3596. {
  3597. saa.id = -1;
  3598. saa.arts = CGTownInstance::merchantArtifacts;
  3599. }
  3600. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3601. {
  3602. saa.id = bm->id.getNum();
  3603. saa.arts = bm->artifacts;
  3604. }
  3605. else
  3606. COMPLAIN_RET("Wrong marktet...");
  3607. bool found = false;
  3608. for (const CArtifact *&art : saa.arts)
  3609. {
  3610. if (art && art->getId() == aid)
  3611. {
  3612. art = nullptr;
  3613. found = true;
  3614. break;
  3615. }
  3616. }
  3617. if (!found)
  3618. COMPLAIN_RET("Cannot find selected artifact on the list");
  3619. sendAndApply(&saa);
  3620. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3621. return true;
  3622. }
  3623. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  3624. {
  3625. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3626. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3627. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3628. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3629. int resVal = 0, dump = 1;
  3630. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3631. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3632. giveResource(h->tempOwner, rid, resVal);
  3633. return true;
  3634. }
  3635. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3636. {
  3637. if (!h)
  3638. COMPLAIN_RET("You need hero to buy a skill!");
  3639. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3640. COMPLAIN_RET("Hero already know this skill");
  3641. if (!h->canLearnSkill())
  3642. COMPLAIN_RET("Hero can't learn any more skills");
  3643. if (!h->canLearnSkill(skill))
  3644. COMPLAIN_RET("The hero can't learn this skill!");
  3645. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3646. COMPLAIN_RET("That skill is unavailable!");
  3647. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3648. COMPLAIN_RET("You can't afford to buy this skill");
  3649. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  3650. changeSecSkill(h, skill, 1, true);
  3651. return true;
  3652. }
  3653. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3654. {
  3655. TResourceCap r1 = getPlayerState(player)->resources[id1];
  3656. vstd::amin(val, r1); //can't trade more resources than have
  3657. int b1, b2; //base quantities for trade
  3658. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3659. int units = val / b1; //how many base quantities we trade
  3660. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3661. {
  3662. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3663. }
  3664. giveResource(player, GameResID(id1), - b1 * units);
  3665. giveResource(player, GameResID(id2), b2 * units);
  3666. return true;
  3667. }
  3668. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  3669. {
  3670. if(!hero)
  3671. COMPLAIN_RET("Only hero can sell creatures!");
  3672. if (!vstd::contains(hero->Slots(), slot))
  3673. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3674. const CStackInstance &s = hero->getStack(slot);
  3675. if (s.count < (TQuantity)count //can't sell more creatures than have
  3676. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3677. {
  3678. COMPLAIN_RET("Not enough creatures in army!");
  3679. }
  3680. int b1, b2; //base quantities for trade
  3681. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3682. int units = count / b1; //how many base quantities we trade
  3683. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3684. {
  3685. //TODO: complain?
  3686. assert(0);
  3687. }
  3688. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3689. giveResource(hero->tempOwner, resourceID, b2 * units);
  3690. return true;
  3691. }
  3692. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3693. {
  3694. const CArmedInstance *army = nullptr;
  3695. if (hero)
  3696. army = hero;
  3697. else
  3698. army = dynamic_cast<const CGTownInstance *>(market->o);
  3699. if (!army)
  3700. COMPLAIN_RET("Incorrect call to transform in undead!");
  3701. if (!army->hasStackAtSlot(slot))
  3702. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3703. const CStackInstance &s = army->getStack(slot);
  3704. //resulting creature - bone dragons or skeletons
  3705. CreatureID resCreature = CreatureID::SKELETON;
  3706. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3707. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3708. || (s.getCreatureID() == CreatureID::HYDRA)
  3709. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3710. resCreature = CreatureID::BONE_DRAGON;
  3711. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3712. return true;
  3713. }
  3714. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  3715. {
  3716. const PlayerState *p2 = getPlayerState(r2, false);
  3717. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3718. {
  3719. complain("Dest player must be in game!");
  3720. return false;
  3721. }
  3722. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  3723. vstd::amin(val, curRes1);
  3724. giveResource(player, r1, -(int)val);
  3725. giveResource(r2, r1, val);
  3726. return true;
  3727. }
  3728. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3729. {
  3730. const CGHeroInstance *h = getHero(hid);
  3731. if (!h)
  3732. {
  3733. logGlobal->error("Hero doesn't exist!");
  3734. return false;
  3735. }
  3736. ChangeFormation cf;
  3737. cf.hid = hid;
  3738. cf.formation = formation;
  3739. sendAndApply(&cf);
  3740. return true;
  3741. }
  3742. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3743. {
  3744. const PlayerState * p = getPlayerState(player);
  3745. const CGTownInstance * t = getTown(obj->id);
  3746. //common preconditions
  3747. // if ((p->resources.at(EGameResID::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3748. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3749. if ((p->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3750. || ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))
  3751. || ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3752. {
  3753. return false;
  3754. }
  3755. if (t) //tavern in town
  3756. {
  3757. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3758. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3759. {
  3760. return false;
  3761. }
  3762. }
  3763. else if (obj->ID == Obj::TAVERN)
  3764. {
  3765. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3766. {
  3767. return false;
  3768. }
  3769. }
  3770. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3771. if (!nh)
  3772. {
  3773. complain ("Hero is not available for hiring!");
  3774. return false;
  3775. }
  3776. HeroRecruited hr;
  3777. hr.tid = obj->id;
  3778. hr.hid = nh->subID;
  3779. hr.player = player;
  3780. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3781. sendAndApply(&hr);
  3782. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3783. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3784. const CGHeroInstance *newHero = nullptr;
  3785. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3786. {
  3787. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3788. }
  3789. SetAvailableHeroes sah;
  3790. sah.player = player;
  3791. if (newHero)
  3792. {
  3793. sah.hid[hid] = newHero->subID;
  3794. sah.army[hid].clear();
  3795. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3796. }
  3797. else
  3798. {
  3799. sah.hid[hid] = -1;
  3800. }
  3801. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3802. sendAndApply(&sah);
  3803. giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  3804. if (t)
  3805. {
  3806. visitCastleObjects(t, nh);
  3807. giveSpells (t,nh);
  3808. }
  3809. return true;
  3810. }
  3811. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3812. {
  3813. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3814. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3815. logGlobal->trace(answer.toJson());
  3816. auto topQuery = queries.topQuery(player);
  3817. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3818. if(topQuery->queryID != qid)
  3819. {
  3820. auto currentQuery = queries.getQuery(qid);
  3821. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3822. currentQuery->setReply(answer);
  3823. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3824. }
  3825. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3826. topQuery->setReply(answer);
  3827. queries.popQuery(topQuery);
  3828. return true;
  3829. }
  3830. static EndAction end_action;
  3831. void CGameHandler::updateGateState()
  3832. {
  3833. // GATE_BRIDGE - leftmost tile, located over moat
  3834. // GATE_OUTER - central tile, mostly covered by gate image
  3835. // GATE_INNER - rightmost tile, inside the walls
  3836. // GATE_OUTER or GATE_INNER:
  3837. // - if defender moves unit on these tiles, bridge will open
  3838. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3839. // - blocked to attacker if bridge is closed
  3840. // GATE_BRIDGE
  3841. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3842. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3843. // - deals moat damage to attacker if bridge is closed (fortress only)
  3844. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3845. bool hasStackAtGateInner = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3846. bool hasStackAtGateOuter = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3847. bool hasStackAtGateBridge = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3848. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  3849. {
  3850. return obst->obstacleType == CObstacleInstance::MOAT;
  3851. });
  3852. BattleUpdateGateState db;
  3853. db.state = gs->curB->si.gateState;
  3854. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3855. {
  3856. db.state = EGateState::DESTROYED;
  3857. }
  3858. else if (db.state == EGateState::OPENED)
  3859. {
  3860. bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
  3861. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3862. if (gateCanClose)
  3863. db.state = EGateState::CLOSED;
  3864. else
  3865. db.state = EGateState::OPENED;
  3866. }
  3867. else // CLOSED or BLOCKED
  3868. {
  3869. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3870. if (gateBlocked)
  3871. db.state = EGateState::BLOCKED;
  3872. else
  3873. db.state = EGateState::CLOSED;
  3874. }
  3875. if (db.state != gs->curB->si.gateState)
  3876. sendAndApply(&db);
  3877. }
  3878. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3879. {
  3880. bool ok = true;
  3881. battle::Target target = ba.getTarget(gs->curB);
  3882. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3883. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3884. logGlobal->trace("Making action: %s", ba.toString());
  3885. switch(ba.actionType)
  3886. {
  3887. case EActionType::WALK: //walk
  3888. case EActionType::DEFEND: //defend
  3889. case EActionType::WAIT: //wait
  3890. case EActionType::WALK_AND_ATTACK: //walk or attack
  3891. case EActionType::SHOOT: //shoot
  3892. case EActionType::CATAPULT: //catapult
  3893. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3894. case EActionType::MONSTER_SPELL:
  3895. if (!stack)
  3896. {
  3897. complain("No such stack!");
  3898. return false;
  3899. }
  3900. if (!stack->alive())
  3901. {
  3902. complain("This stack is dead: " + stack->nodeName());
  3903. return false;
  3904. }
  3905. if (battleTacticDist())
  3906. {
  3907. if (stack && stack->side != battleGetTacticsSide())
  3908. {
  3909. complain("This is not a stack of side that has tactics!");
  3910. return false;
  3911. }
  3912. }
  3913. else if (!isAboutActiveStack)
  3914. {
  3915. complain("Action has to be about active stack!");
  3916. return false;
  3917. }
  3918. }
  3919. auto wrapAction = [this](BattleAction &ba)
  3920. {
  3921. StartAction startAction(ba);
  3922. sendAndApply(&startAction);
  3923. return vstd::makeScopeGuard([&]()
  3924. {
  3925. sendAndApply(&end_action);
  3926. });
  3927. };
  3928. switch(ba.actionType)
  3929. {
  3930. case EActionType::END_TACTIC_PHASE: //wait
  3931. case EActionType::BAD_MORALE:
  3932. case EActionType::NO_ACTION:
  3933. {
  3934. auto wrapper = wrapAction(ba);
  3935. break;
  3936. }
  3937. case EActionType::WALK:
  3938. {
  3939. auto wrapper = wrapAction(ba);
  3940. if(target.size() < 1)
  3941. {
  3942. complain("Destination required for move action.");
  3943. ok = false;
  3944. break;
  3945. }
  3946. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3947. if (!walkedTiles)
  3948. complain("Stack failed movement!");
  3949. break;
  3950. }
  3951. case EActionType::DEFEND:
  3952. {
  3953. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3954. SetStackEffect sse;
  3955. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3956. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3957. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3958. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3959. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3960. int oldDefenceValue = defence.totalValue();
  3961. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3962. defence.push_back(std::make_shared<Bonus>(bonus2));
  3963. int difference = defence.totalValue() - oldDefenceValue;
  3964. std::vector<Bonus> buffer;
  3965. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3966. {
  3967. difference = 1;
  3968. buffer.push_back(alternativeWeakCreatureBonus);
  3969. }
  3970. else
  3971. {
  3972. buffer.push_back(defenseBonusToAdd);
  3973. }
  3974. buffer.push_back(bonus2);
  3975. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3976. sendAndApply(&sse);
  3977. BattleLogMessage message;
  3978. MetaString text;
  3979. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3980. stack->addNameReplacement(text);
  3981. text.addReplacement(difference);
  3982. message.lines.push_back(text);
  3983. sendAndApply(&message);
  3984. //don't break - we share code with next case
  3985. }
  3986. [[fallthrough]];
  3987. case EActionType::WAIT:
  3988. {
  3989. auto wrapper = wrapAction(ba);
  3990. break;
  3991. }
  3992. case EActionType::RETREAT: //retreat/flee
  3993. {
  3994. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3995. complain("Cannot retreat!");
  3996. else
  3997. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3998. break;
  3999. }
  4000. case EActionType::SURRENDER:
  4001. {
  4002. PlayerColor player = gs->curB->sides.at(ba.side).color;
  4003. int cost = gs->curB->battleGetSurrenderCost(player);
  4004. if (cost < 0)
  4005. complain("Cannot surrender!");
  4006. else if (getResource(player, EGameResID::GOLD) < cost)
  4007. complain("Not enough gold to surrender!");
  4008. else
  4009. {
  4010. giveResource(player, EGameResID::GOLD, -cost);
  4011. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  4012. }
  4013. break;
  4014. }
  4015. case EActionType::WALK_AND_ATTACK: //walk or attack
  4016. {
  4017. auto wrapper = wrapAction(ba);
  4018. if(!stack)
  4019. {
  4020. complain("No attacker");
  4021. ok = false;
  4022. break;
  4023. }
  4024. if(target.size() < 2)
  4025. {
  4026. complain("Two destinations required for attack action.");
  4027. ok = false;
  4028. break;
  4029. }
  4030. BattleHex attackPos = target.at(0).hexValue;
  4031. BattleHex destinationTile = target.at(1).hexValue;
  4032. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4033. if(!destinationStack)
  4034. {
  4035. complain("Invalid target to attack");
  4036. ok = false;
  4037. break;
  4038. }
  4039. BattleHex startingPos = stack->getPosition();
  4040. int distance = moveStack(ba.stackNumber, attackPos);
  4041. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4042. if(stack->getPosition() != attackPos
  4043. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4044. )
  4045. {
  4046. // we were not able to reach destination tile, nor occupy specified hex
  4047. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4048. break;
  4049. }
  4050. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4051. {
  4052. destinationStack = nullptr;
  4053. }
  4054. if(!destinationStack)
  4055. {
  4056. complain("Unit can not attack itself");
  4057. ok = false;
  4058. break;
  4059. }
  4060. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4061. {
  4062. complain("Attack cannot be performed!");
  4063. ok = false;
  4064. break;
  4065. }
  4066. //attack
  4067. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4068. //TODO: move to CUnitState
  4069. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4070. if(attackingHero)
  4071. {
  4072. totalAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4073. }
  4074. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4075. const bool retaliation = destinationStack->ableToRetaliate();
  4076. for (int i = 0; i < totalAttacks; ++i)
  4077. {
  4078. //first strike
  4079. if(i == 0 && firstStrike && retaliation)
  4080. {
  4081. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4082. }
  4083. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4084. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4085. {
  4086. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4087. }
  4088. //counterattack
  4089. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4090. if(stack->alive()
  4091. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4092. && (i == 0 && !firstStrike)
  4093. && retaliation && destinationStack->ableToRetaliate())
  4094. {
  4095. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4096. }
  4097. }
  4098. //return
  4099. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4100. && target.size() == 3
  4101. && startingPos != stack->getPosition()
  4102. && startingPos == target.at(2).hexValue
  4103. && stack->alive())
  4104. {
  4105. moveStack(ba.stackNumber, startingPos);
  4106. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4107. }
  4108. break;
  4109. }
  4110. case EActionType::SHOOT:
  4111. {
  4112. if(target.size() < 1)
  4113. {
  4114. complain("Destination required for shot action.");
  4115. ok = false;
  4116. break;
  4117. }
  4118. auto destination = target.at(0).hexValue;
  4119. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4120. if (!gs->curB->battleCanShoot(stack, destination))
  4121. {
  4122. complain("Cannot shoot!");
  4123. break;
  4124. }
  4125. if (!destinationStack)
  4126. {
  4127. complain("No target to shoot!");
  4128. break;
  4129. }
  4130. auto wrapper = wrapAction(ba);
  4131. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4132. //ranged counterattack
  4133. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4134. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4135. && destinationStack->ableToRetaliate()
  4136. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4137. && stack->alive()) //attacker may have died (fire shield)
  4138. {
  4139. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4140. }
  4141. //allow more than one additional attack
  4142. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4143. //TODO: move to CUnitState
  4144. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4145. if(attackingHero)
  4146. {
  4147. totalRangedAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4148. }
  4149. for(int i = 1; i < totalRangedAttacks; ++i)
  4150. {
  4151. if(
  4152. stack->alive()
  4153. && destinationStack->alive()
  4154. && stack->shots.canUse()
  4155. )
  4156. {
  4157. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4158. }
  4159. }
  4160. break;
  4161. }
  4162. case EActionType::CATAPULT:
  4163. {
  4164. auto wrapper = wrapAction(ba);
  4165. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4166. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::CATAPULT));
  4167. if(!catapultAbility || catapultAbility->subtype < 0)
  4168. {
  4169. complain("We do not know how to shoot :P");
  4170. }
  4171. else
  4172. {
  4173. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4174. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4175. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(Bonus::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4176. parameters.setSpellLevel(shotLevel);
  4177. parameters.cast(spellEnv, target);
  4178. }
  4179. //finish by scope guard
  4180. break;
  4181. }
  4182. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4183. {
  4184. auto wrapper = wrapAction(ba);
  4185. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4186. if(target.size() < 1)
  4187. {
  4188. complain("Destination required for heal action.");
  4189. ok = false;
  4190. break;
  4191. }
  4192. const battle::Unit * destStack = nullptr;
  4193. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::HEALER));
  4194. if(target.at(0).unitValue)
  4195. destStack = target.at(0).unitValue;
  4196. else
  4197. destStack = gs->curB->battleGetUnitByPos(target.at(0).hexValue);
  4198. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4199. {
  4200. complain("There is either no healer, no destination, or healer cannot heal :P");
  4201. }
  4202. else
  4203. {
  4204. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4205. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4206. auto dest = battle::Destination(destStack, target.at(0).hexValue);
  4207. parameters.setSpellLevel(0);
  4208. parameters.cast(spellEnv, {dest});
  4209. }
  4210. break;
  4211. }
  4212. case EActionType::MONSTER_SPELL:
  4213. {
  4214. auto wrapper = wrapAction(ba);
  4215. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4216. SpellID spellID = SpellID(ba.actionSubtype);
  4217. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4218. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4219. //TODO special bonus for genies ability
  4220. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4221. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4222. if (spellID < 0)
  4223. complain("That stack can't cast spells!");
  4224. else
  4225. {
  4226. const CSpell * spell = SpellID(spellID).toSpell();
  4227. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4228. int32_t spellLvl = 0;
  4229. if(spellcaster)
  4230. vstd::amax(spellLvl, spellcaster->val);
  4231. if(randSpellcaster)
  4232. vstd::amax(spellLvl, randSpellcaster->val);
  4233. parameters.setSpellLevel(spellLvl);
  4234. parameters.cast(spellEnv, target);
  4235. }
  4236. break;
  4237. }
  4238. }
  4239. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4240. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4241. handleObstacleTriggersForUnit(*spellEnv, *stack);
  4242. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4243. battleMadeAction.setn(true);
  4244. return ok;
  4245. }
  4246. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4247. {
  4248. bool cheated = false;
  4249. if(!getPlayerSettings(player)->isControlledByAI())
  4250. {
  4251. PlayerMessageClient temp_message(player, message);
  4252. sendAndApply(&temp_message);
  4253. }
  4254. std::vector<std::string> words;
  4255. boost::split(words, message, boost::is_any_of(" "));
  4256. bool isHost = false;
  4257. for(auto & c : connections[player])
  4258. if(lobby->isClientHost(c->connectionID))
  4259. isHost = true;
  4260. if(isHost && words.size() >= 2 && words[0] == "game")
  4261. {
  4262. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4263. {
  4264. SystemMessage temp_message("game was terminated");
  4265. sendAndApply(&temp_message);
  4266. lobby->state = EServerState::SHUTDOWN;
  4267. return;
  4268. }
  4269. if(words.size() == 3 && words[1] == "save")
  4270. {
  4271. save("Saves/" + words[2]);
  4272. SystemMessage temp_message("game saved as " + words[2]);
  4273. sendAndApply(&temp_message);
  4274. return;
  4275. }
  4276. if(words.size() == 3 && words[1] == "kick")
  4277. {
  4278. auto playername = words[2];
  4279. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4280. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4281. playerToKick = PlayerColor(std::stoi(playername));
  4282. else
  4283. {
  4284. for(auto & c : connections)
  4285. {
  4286. if(c.first.getStr(false) == playername)
  4287. playerToKick = c.first;
  4288. }
  4289. }
  4290. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4291. {
  4292. PlayerCheated pc;
  4293. pc.player = playerToKick;
  4294. pc.losingCheatCode = true;
  4295. sendAndApply(&pc);
  4296. checkVictoryLossConditionsForPlayer(playerToKick);
  4297. }
  4298. return;
  4299. }
  4300. }
  4301. int obj = 0;
  4302. if (words.size() == 2 && words[0] != "vcmiexp" && words[0] != "vcmiolorin")
  4303. {
  4304. obj = std::atoi(words[1].c_str());
  4305. if (obj)
  4306. currObj = ObjectInstanceID(obj);
  4307. }
  4308. const CGHeroInstance * hero = getHero(currObj);
  4309. const CGTownInstance * town = getTown(currObj);
  4310. if (!town && hero)
  4311. town = hero->visitedTown;
  4312. if(words.size() > 1 && (words[0] == "vcmiarmy" || words[0] == "vcminissi" || words[0] == "vcmiexp" || words[0] == "vcmiolorin"))
  4313. {
  4314. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4315. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4316. }
  4317. else if (words.size() == 1 || obj)
  4318. {
  4319. handleCheatCode(words[0], player, hero, town, cheated);
  4320. }
  4321. else
  4322. {
  4323. for (const auto & i : gs->players)
  4324. {
  4325. if (i.first == PlayerColor::NEUTRAL)
  4326. continue;
  4327. if (words[1] == "ai")
  4328. {
  4329. if (i.second.human)
  4330. continue;
  4331. }
  4332. else if (words[1] != "all" && words[1] != i.first.getStr())
  4333. continue;
  4334. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4335. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4336. {
  4337. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4338. }
  4339. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4340. {
  4341. for (const auto & t : i.second.towns)
  4342. {
  4343. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4344. }
  4345. }
  4346. else
  4347. {
  4348. for (const auto & h : i.second.heroes)
  4349. {
  4350. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4351. }
  4352. }
  4353. }
  4354. }
  4355. if (cheated)
  4356. {
  4357. if(!getPlayerSettings(player)->isControlledByAI())
  4358. {
  4359. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4360. sendAndApply(&temp_message);
  4361. }
  4362. if(!player.isSpectator())
  4363. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4364. }
  4365. }
  4366. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4367. {
  4368. switch(ba.actionType)
  4369. {
  4370. case EActionType::HERO_SPELL:
  4371. {
  4372. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4373. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4374. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4375. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4376. if (!s)
  4377. {
  4378. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4379. return false;
  4380. }
  4381. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4382. spells::detail::ProblemImpl problem;
  4383. auto m = s->battleMechanics(&parameters);
  4384. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4385. {
  4386. logGlobal->warn("Spell cannot be cast!");
  4387. std::vector<std::string> texts;
  4388. problem.getAll(texts);
  4389. for(auto s : texts)
  4390. logGlobal->warn(s);
  4391. return false;
  4392. }
  4393. StartAction start_action(ba);
  4394. sendAndApply(&start_action); //start spell casting
  4395. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4396. sendAndApply(&end_action);
  4397. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4398. {
  4399. battleMadeAction.setn(true);
  4400. }
  4401. checkBattleStateChanges();
  4402. if (battleResult.get())
  4403. {
  4404. battleMadeAction.setn(true);
  4405. //battle will be ended by startBattle function
  4406. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4407. }
  4408. return true;
  4409. }
  4410. }
  4411. return false;
  4412. }
  4413. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4414. {
  4415. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4416. for(auto b : bl)
  4417. {
  4418. const CSpell * sp = SpellID(b->subtype).toSpell();
  4419. if(!sp)
  4420. continue;
  4421. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4422. const int32_t level = ((val > 3) ? (val - 3) : val);
  4423. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4424. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4425. battleCast.setEffectDuration(50);
  4426. battleCast.setSpellLevel(level);
  4427. spells::Target target;
  4428. if(val > 3)
  4429. {
  4430. for(auto s : gs->curB->battleGetAllStacks())
  4431. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4432. target.emplace_back(s);
  4433. }
  4434. else
  4435. {
  4436. target.emplace_back(st);
  4437. }
  4438. battleCast.applyEffects(spellEnv, target, false, true);
  4439. }
  4440. }
  4441. void CGameHandler::stackTurnTrigger(const CStack *st)
  4442. {
  4443. BattleTriggerEffect bte;
  4444. bte.stackID = st->ID;
  4445. bte.effect = -1;
  4446. bte.val = 0;
  4447. bte.additionalInfo = 0;
  4448. if (st->alive())
  4449. {
  4450. //unbind
  4451. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4452. {
  4453. bool unbind = true;
  4454. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4455. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4456. for (auto b : bl)
  4457. {
  4458. if(b->additionalInfo != CAddInfo::NONE)
  4459. {
  4460. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4461. if(stack)
  4462. {
  4463. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4464. unbind = false;
  4465. }
  4466. }
  4467. else
  4468. {
  4469. unbind = false;
  4470. }
  4471. }
  4472. if (unbind)
  4473. {
  4474. BattleSetStackProperty ssp;
  4475. ssp.which = BattleSetStackProperty::UNBIND;
  4476. ssp.stackID = st->ID;
  4477. sendAndApply(&ssp);
  4478. }
  4479. }
  4480. if (st->hasBonusOfType(Bonus::POISON))
  4481. {
  4482. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4483. if (b) //TODO: what if not?...
  4484. {
  4485. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4486. if (bte.val < b->val) //(negative) poison effect increases - update it
  4487. {
  4488. bte.effect = Bonus::POISON;
  4489. sendAndApply(&bte);
  4490. }
  4491. }
  4492. }
  4493. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4494. {
  4495. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4496. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4497. if(opponentHero)
  4498. {
  4499. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4500. vstd::amin(manaDrained, opponentHero->mana);
  4501. if(manaDrained)
  4502. {
  4503. bte.effect = Bonus::MANA_DRAIN;
  4504. bte.val = manaDrained;
  4505. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4506. sendAndApply(&bte);
  4507. }
  4508. }
  4509. }
  4510. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4511. {
  4512. bool fearsomeCreature = false;
  4513. for (CStack * stack : gs->curB->stacks)
  4514. {
  4515. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4516. {
  4517. fearsomeCreature = true;
  4518. break;
  4519. }
  4520. }
  4521. if (fearsomeCreature)
  4522. {
  4523. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4524. {
  4525. bte.effect = Bonus::FEAR;
  4526. sendAndApply(&bte);
  4527. }
  4528. }
  4529. }
  4530. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4531. int side = gs->curB->whatSide(st->owner);
  4532. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4533. {
  4534. bool cast = false;
  4535. while(!bl.empty() && !cast)
  4536. {
  4537. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4538. auto spellID = SpellID(bonus->subtype);
  4539. const CSpell * spell = SpellID(spellID).toSpell();
  4540. bl.remove_if([&bonus](const Bonus * b)
  4541. {
  4542. return b == bonus.get();
  4543. });
  4544. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4545. parameters.setSpellLevel(bonus->val);
  4546. parameters.massive = true;
  4547. parameters.smart = true;
  4548. //todo: recheck effect level
  4549. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4550. {
  4551. cast = true;
  4552. int cooldown = bonus->additionalInfo[0];
  4553. BattleSetStackProperty ssp;
  4554. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4555. ssp.absolute = false;
  4556. ssp.val = cooldown;
  4557. ssp.stackID = st->unitId();
  4558. sendAndApply(&ssp);
  4559. }
  4560. }
  4561. }
  4562. }
  4563. }
  4564. void CGameHandler::handleTimeEvents()
  4565. {
  4566. gs->map->events.sort(evntCmp);
  4567. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4568. {
  4569. CMapEvent ev = gs->map->events.front();
  4570. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4571. {
  4572. auto color = PlayerColor(player);
  4573. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4574. if (pinfo //player exists
  4575. && (ev.players & 1<<player) //event is enabled to this player
  4576. && ((ev.computerAffected && !pinfo->human)
  4577. || (ev.humanAffected && pinfo->human)
  4578. )
  4579. )
  4580. {
  4581. //give resources
  4582. giveResources(color, ev.resources);
  4583. //prepare dialog
  4584. InfoWindow iw;
  4585. iw.player = color;
  4586. iw.text << ev.message;
  4587. for (int i=0; i<ev.resources.size(); i++)
  4588. {
  4589. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  4590. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  4591. }
  4592. sendAndApply(&iw); //show dialog
  4593. }
  4594. } //PLAYERS LOOP
  4595. if (ev.nextOccurence)
  4596. {
  4597. gs->map->events.pop_front();
  4598. ev.firstOccurence += ev.nextOccurence;
  4599. auto it = gs->map->events.begin();
  4600. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4601. it++;
  4602. gs->map->events.insert(it, ev);
  4603. }
  4604. else
  4605. {
  4606. gs->map->events.pop_front();
  4607. }
  4608. }
  4609. //TODO send only if changed
  4610. UpdateMapEvents ume;
  4611. ume.events = gs->map->events;
  4612. sendAndApply(&ume);
  4613. }
  4614. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4615. {
  4616. town->events.sort(evntCmp);
  4617. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4618. {
  4619. PlayerColor player = town->tempOwner;
  4620. CCastleEvent ev = town->events.front();
  4621. const PlayerState * pinfo = getPlayerState(player, false);
  4622. if (pinfo //player exists
  4623. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4624. && ((ev.computerAffected && !pinfo->human)
  4625. || (ev.humanAffected && pinfo->human)))
  4626. {
  4627. // dialog
  4628. InfoWindow iw;
  4629. iw.player = player;
  4630. iw.text << ev.message;
  4631. if (ev.resources.nonZero())
  4632. {
  4633. TResources was = n.res[player];
  4634. n.res[player] += ev.resources;
  4635. n.res[player].amax(0);
  4636. for (int i=0; i<ev.resources.size(); i++)
  4637. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  4638. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  4639. }
  4640. for (auto & i : ev.buildings)
  4641. {
  4642. if (!town->hasBuilt(i))
  4643. {
  4644. buildStructure(town->id, i, true);
  4645. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4646. }
  4647. }
  4648. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4649. {
  4650. n.cres[town->id].tid = town->id;
  4651. n.cres[town->id].creatures = town->creatures;
  4652. }
  4653. auto & sac = n.cres[town->id];
  4654. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4655. {
  4656. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4657. {
  4658. sac.creatures[i].first += ev.creatures.at(i);
  4659. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4660. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4661. }
  4662. }
  4663. sendAndApply(&iw); //show dialog
  4664. }
  4665. if (ev.nextOccurence)
  4666. {
  4667. town->events.pop_front();
  4668. ev.firstOccurence += ev.nextOccurence;
  4669. auto it = town->events.begin();
  4670. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4671. it++;
  4672. town->events.insert(it, ev);
  4673. }
  4674. else
  4675. {
  4676. town->events.pop_front();
  4677. }
  4678. }
  4679. //TODO send only if changed
  4680. UpdateCastleEvents uce;
  4681. uce.town = town->id;
  4682. uce.events = town->events;
  4683. sendAndApply(&uce);
  4684. }
  4685. bool CGameHandler::complain(const std::string &problem)
  4686. {
  4687. sendMessageToAll("Server encountered a problem: " + problem);
  4688. logGlobal->error(problem);
  4689. return true;
  4690. }
  4691. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4692. {
  4693. //PlayerColor player = getOwner(hid);
  4694. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4695. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4696. assert(lowerArmy);
  4697. assert(upperArmy);
  4698. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4699. queries.addQuery(garrisonQuery);
  4700. GarrisonDialog gd;
  4701. gd.hid = hid;
  4702. gd.objid = upobj;
  4703. gd.removableUnits = removableUnits;
  4704. gd.queryID = garrisonQuery->queryID;
  4705. sendAndApply(&gd);
  4706. }
  4707. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4708. {
  4709. OpenWindow ow;
  4710. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4711. ow.id1 = player.getNum();
  4712. ow.id2 = requestingObjId.getNum();
  4713. sendAndApply(&ow);
  4714. }
  4715. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4716. {
  4717. if (id1 == id2)
  4718. return true;
  4719. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4720. if (!o1 || !o2)
  4721. return true; //arranging stacks within an object should be always allowed
  4722. if (o1 && o2)
  4723. {
  4724. if (o1->ID == Obj::TOWN)
  4725. {
  4726. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4727. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4728. return true;
  4729. }
  4730. if (o2->ID == Obj::TOWN)
  4731. {
  4732. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4733. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4734. return true;
  4735. }
  4736. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4737. {
  4738. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4739. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4740. // two heroes in same town (garrisoned and visiting)
  4741. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4742. return true;
  4743. }
  4744. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4745. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4746. if (!dialog)
  4747. {
  4748. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4749. }
  4750. if (dialog)
  4751. {
  4752. auto topArmy = dialog->exchangingArmies.at(0);
  4753. auto bottomArmy = dialog->exchangingArmies.at(1);
  4754. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4755. return true;
  4756. }
  4757. }
  4758. return false;
  4759. }
  4760. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4761. {
  4762. using events::ObjectVisitStarted;
  4763. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4764. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4765. auto startVisit = [&](ObjectVisitStarted & event)
  4766. {
  4767. auto visitedObject = obj;
  4768. if(obj->ID == Obj::HERO)
  4769. {
  4770. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4771. const auto visitedTown = visitedHero->visitedTown;
  4772. if(visitedTown)
  4773. {
  4774. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4775. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4776. visitedObject = visitedTown;
  4777. }
  4778. }
  4779. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4780. queries.addQuery(visitQuery); //TODO real visit pos
  4781. HeroVisit hv;
  4782. hv.objId = obj->id;
  4783. hv.heroId = h->id;
  4784. hv.player = h->tempOwner;
  4785. hv.starting = true;
  4786. sendAndApply(&hv);
  4787. obj->onHeroVisit(h);
  4788. };
  4789. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4790. if(visitQuery)
  4791. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4792. }
  4793. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4794. {
  4795. using events::ObjectVisitEnded;
  4796. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4797. auto endVisit = [&](ObjectVisitEnded & event)
  4798. {
  4799. HeroVisit hv;
  4800. hv.player = event.getPlayer();
  4801. hv.heroId = event.getHero();
  4802. hv.starting = false;
  4803. sendAndApply(&hv);
  4804. };
  4805. //TODO: ObjectVisitEnded should also have id of visited object,
  4806. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4807. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4808. }
  4809. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  4810. {
  4811. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4812. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4813. {
  4814. complain("Cannot build boat in this shipyard!");
  4815. return false;
  4816. }
  4817. else if (obj->o->ID == Obj::TOWN
  4818. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4819. {
  4820. complain("Cannot build boat in the town - no shipyard!");
  4821. return false;
  4822. }
  4823. TResources boatCost;
  4824. obj->getBoatCost(boatCost);
  4825. TResources aviable = getPlayerState(playerID)->resources;
  4826. if (!aviable.canAfford(boatCost))
  4827. {
  4828. complain("Not enough resources to build a boat!");
  4829. return false;
  4830. }
  4831. int3 tile = obj->bestLocation();
  4832. if (!gs->map->isInTheMap(tile))
  4833. {
  4834. complain("Cannot find appropriate tile for a boat!");
  4835. return false;
  4836. }
  4837. //take boat cost
  4838. giveResources(playerID, -boatCost);
  4839. //create boat
  4840. NewObject no;
  4841. no.ID = Obj::TRANSPORT;
  4842. no.subID = obj->getTransportType().getNum();
  4843. no.pos = tile + int3(1,0,0);
  4844. sendAndApply(&no);
  4845. return true;
  4846. }
  4847. void CGameHandler::engageIntoBattle(PlayerColor player)
  4848. {
  4849. //notify interfaces
  4850. PlayerBlocked pb;
  4851. pb.player = player;
  4852. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4853. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4854. sendAndApply(&pb);
  4855. }
  4856. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4857. {
  4858. for (auto playerColor : playerColors)
  4859. {
  4860. if (getPlayerState(playerColor, false))
  4861. checkVictoryLossConditionsForPlayer(playerColor);
  4862. }
  4863. }
  4864. void CGameHandler::checkVictoryLossConditionsForAll()
  4865. {
  4866. std::set<PlayerColor> playerColors;
  4867. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4868. {
  4869. playerColors.insert(PlayerColor(i));
  4870. }
  4871. checkVictoryLossConditions(playerColors);
  4872. }
  4873. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4874. {
  4875. const PlayerState * p = getPlayerState(player);
  4876. if(!p || p->status != EPlayerStatus::INGAME) return;
  4877. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4878. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4879. {
  4880. InfoWindow iw;
  4881. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4882. sendAndApply(&iw);
  4883. PlayerEndsGame peg;
  4884. peg.player = player;
  4885. peg.victoryLossCheckResult = victoryLossCheckResult;
  4886. sendAndApply(&peg);
  4887. if (victoryLossCheckResult.victory())
  4888. {
  4889. //one player won -> all enemies lost
  4890. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4891. {
  4892. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4893. {
  4894. peg.player = i->first;
  4895. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4896. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4897. InfoWindow iw;
  4898. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4899. iw.player = i->first;
  4900. sendAndApply(&iw);
  4901. sendAndApply(&peg);
  4902. }
  4903. }
  4904. if(p->human)
  4905. {
  4906. lobby->state = EServerState::GAMEPLAY_ENDED;
  4907. }
  4908. }
  4909. else
  4910. {
  4911. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4912. auto hlp = p->heroes;
  4913. for (auto h : hlp) //eliminate heroes
  4914. {
  4915. if (h.get())
  4916. removeObject(h);
  4917. }
  4918. //player lost -> all his objects become unflagged (neutral)
  4919. for (auto obj : gs->map->objects) //unflag objs
  4920. {
  4921. if (obj.get() && obj->tempOwner == player)
  4922. setOwner(obj, PlayerColor::NEUTRAL);
  4923. }
  4924. //eliminating one player may cause victory of another:
  4925. std::set<PlayerColor> playerColors;
  4926. //do not copy player state (CBonusSystemNode) by value
  4927. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4928. {
  4929. if (p.first != player)
  4930. playerColors.insert(p.first);
  4931. }
  4932. //notify all players
  4933. for (auto pc : playerColors)
  4934. {
  4935. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4936. {
  4937. InfoWindow iw;
  4938. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4939. iw.player = pc;
  4940. sendAndApply(&iw);
  4941. }
  4942. }
  4943. checkVictoryLossConditions(playerColors);
  4944. }
  4945. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  4946. // If we are called before the actual game start, there might be no current player
  4947. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4948. {
  4949. // If player making turn has lost his turn must be over as well
  4950. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4951. }
  4952. }
  4953. }
  4954. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4955. {
  4956. out.player = player;
  4957. out.text.clear();
  4958. out.text << victoryLossCheckResult.messageToSelf;
  4959. // hackish, insert one player-specific string, if applicable
  4960. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4961. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4962. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  4963. }
  4964. bool CGameHandler::dig(const CGHeroInstance *h)
  4965. {
  4966. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4967. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4968. //create a hole
  4969. NewObject no;
  4970. no.ID = Obj::HOLE;
  4971. no.pos = h->visitablePos();
  4972. no.subID = 0;
  4973. sendAndApply(&no);
  4974. //take MPs
  4975. SetMovePoints smp;
  4976. smp.hid = h->id;
  4977. smp.val = 0;
  4978. sendAndApply(&smp);
  4979. InfoWindow iw;
  4980. iw.type = EInfoWindowMode::AUTO;
  4981. iw.player = h->tempOwner;
  4982. if (gs->map->grailPos == h->visitablePos())
  4983. {
  4984. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4985. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4986. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4987. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4988. sendAndApply(&iw);
  4989. iw.soundID = soundBase::invalid;
  4990. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  4991. iw.text.clear();
  4992. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  4993. sendAndApply(&iw);
  4994. }
  4995. else
  4996. {
  4997. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4998. iw.soundID = soundBase::Dig;
  4999. sendAndApply(&iw);
  5000. }
  5001. return true;
  5002. }
  5003. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5004. {
  5005. if(attacker->hasBonusOfType(attackMode))
  5006. {
  5007. std::set<SpellID> spellsToCast;
  5008. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5009. for(const auto & sf : *spells)
  5010. {
  5011. spellsToCast.insert(SpellID(sf->subtype));
  5012. }
  5013. for(SpellID spellID : spellsToCast)
  5014. {
  5015. bool castMe = false;
  5016. if(!defender->alive())
  5017. {
  5018. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5019. return;
  5020. }
  5021. int32_t spellLevel = 0;
  5022. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5023. for(const auto & sf : *spellsByType)
  5024. {
  5025. int meleeRanged;
  5026. if(sf->additionalInfo.size() < 2)
  5027. {
  5028. // legacy format
  5029. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5030. meleeRanged = sf->additionalInfo[0] / 1000;
  5031. }
  5032. else
  5033. {
  5034. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5035. meleeRanged = sf->additionalInfo[1];
  5036. }
  5037. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5038. castMe = true;
  5039. }
  5040. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5041. vstd::amin(chance, 100);
  5042. const CSpell * spell = SpellID(spellID).toSpell();
  5043. spells::AbilityCaster caster(attacker, spellLevel);
  5044. spells::Target target;
  5045. target.emplace_back(defender);
  5046. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5047. auto m = spell->battleMechanics(&parameters);
  5048. spells::detail::ProblemImpl ignored;
  5049. if(!m->canBeCastAt(target, ignored))
  5050. continue;
  5051. //check if spell should be cast (probability handling)
  5052. if(getRandomGenerator().nextInt(99) >= chance)
  5053. continue;
  5054. //casting
  5055. if(castMe)
  5056. {
  5057. parameters.cast(spellEnv, target);
  5058. }
  5059. }
  5060. }
  5061. }
  5062. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5063. {
  5064. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5065. }
  5066. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5067. {
  5068. if(!attacker->alive() || !defender->alive()) // can be already dead
  5069. return;
  5070. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5071. if(!defender->alive())
  5072. {
  5073. //don't try death stare or acid breath on dead stack (crash!)
  5074. return;
  5075. }
  5076. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5077. {
  5078. // mechanics of Death Stare as in H3:
  5079. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5080. //original formula x = min(x, (gorgons_count + 9)/10);
  5081. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5082. vstd::amin(chanceToKill, 1); //cap at 100%
  5083. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5084. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5085. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5086. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5087. vstd::amin(staredCreatures, maxToKill);
  5088. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5089. if(staredCreatures)
  5090. {
  5091. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5092. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5093. spells::AbilityCaster caster(attacker, 0);
  5094. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5095. spells::Target target;
  5096. target.emplace_back(defender);
  5097. parameters.setEffectValue(staredCreatures);
  5098. parameters.cast(spellEnv, target);
  5099. }
  5100. }
  5101. if(!defender->alive())
  5102. return;
  5103. int64_t acidDamage = 0;
  5104. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5105. for(const auto & b : *acidBreath)
  5106. {
  5107. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5108. acidDamage += b->val;
  5109. }
  5110. if(acidDamage > 0)
  5111. {
  5112. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5113. spells::AbilityCaster caster(attacker, 0);
  5114. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5115. spells::Target target;
  5116. target.emplace_back(defender);
  5117. parameters.setEffectValue(acidDamage * attacker->getCount());
  5118. parameters.cast(spellEnv, target);
  5119. }
  5120. if(!defender->alive())
  5121. return;
  5122. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5123. {
  5124. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5125. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5126. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5127. return;
  5128. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5129. if(defender->unitType()->getId() == bonusAdditionalInfo ||
  5130. (bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
  5131. return;
  5132. battle::UnitInfo resurrectInfo;
  5133. resurrectInfo.id = gs->curB->battleNextUnitId();
  5134. resurrectInfo.summoned = false;
  5135. resurrectInfo.position = defender->getPosition();
  5136. resurrectInfo.side = defender->unitSide();
  5137. if(bonusAdditionalInfo != CAddInfo::NONE)
  5138. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5139. else
  5140. resurrectInfo.type = attacker->creatureId();
  5141. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5142. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5143. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5144. resurrectInfo.count = defender->getCount();
  5145. else
  5146. return; //wrong subtype
  5147. BattleUnitsChanged addUnits;
  5148. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5149. resurrectInfo.save(addUnits.changedStacks.back().data);
  5150. BattleUnitsChanged removeUnits;
  5151. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5152. sendAndApply(&removeUnits);
  5153. sendAndApply(&addUnits);
  5154. }
  5155. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5156. {
  5157. double chanceToTrigger = 0;
  5158. int amountToDie = 0;
  5159. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5160. {
  5161. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5162. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5163. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5164. }
  5165. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5166. {
  5167. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5168. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5169. }
  5170. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5171. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5172. return;
  5173. BattleStackAttacked bsa;
  5174. bsa.attackerID = -1;
  5175. bsa.stackAttacked = defender->ID;
  5176. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5177. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5178. bsa.spellID = SpellID::SLAYER;
  5179. defender->prepareAttacked(bsa, getRandomGenerator());
  5180. StacksInjured si;
  5181. si.stacks.push_back(bsa);
  5182. sendAndApply(&si);
  5183. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5184. }
  5185. }
  5186. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5187. {
  5188. if (!t.visitableObjects.empty())
  5189. {
  5190. //to prevent self-visiting heroes on space press
  5191. if (t.visitableObjects.back() != h)
  5192. objectVisited(t.visitableObjects.back(), h);
  5193. else if (t.visitableObjects.size() > 1)
  5194. objectVisited(*(t.visitableObjects.end()-2),h);
  5195. }
  5196. }
  5197. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5198. {
  5199. if (!hero)
  5200. COMPLAIN_RET("You need hero to sacrifice creature!");
  5201. int expSum = 0;
  5202. auto finish = [this, &hero, &expSum]()
  5203. {
  5204. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5205. };
  5206. for(int i = 0; i < slot.size(); ++i)
  5207. {
  5208. int oldCount = hero->getStackCount(slot[i]);
  5209. if(oldCount < (int)count[i])
  5210. {
  5211. finish();
  5212. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5213. }
  5214. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5215. {
  5216. finish();
  5217. COMPLAIN_RET("Cannot sacrifice last creature!");
  5218. }
  5219. int crid = hero->getStack(slot[i]).type->getId();
  5220. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5221. int dump, exp;
  5222. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5223. exp *= count[i];
  5224. expSum += exp;
  5225. }
  5226. finish();
  5227. return true;
  5228. }
  5229. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5230. {
  5231. if (!hero)
  5232. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5233. int expSum = 0;
  5234. auto finish = [this, &hero, &expSum]()
  5235. {
  5236. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5237. };
  5238. for(int i = 0; i < slot.size(); ++i)
  5239. {
  5240. ArtifactLocation al(hero, slot[i]);
  5241. const CArtifactInstance * a = al.getArt();
  5242. if(!a)
  5243. {
  5244. finish();
  5245. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5246. }
  5247. const CArtifactInstance * art = hero->getArt(slot[i]);
  5248. if(!art)
  5249. {
  5250. finish();
  5251. COMPLAIN_RET("No artifact at position to sacrifice!");
  5252. }
  5253. si32 typId = art->artType->getId();
  5254. int dmp, expToGive;
  5255. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5256. expSum += expToGive;
  5257. removeArtifact(al);
  5258. }
  5259. finish();
  5260. return true;
  5261. }
  5262. void CGameHandler::makeStackDoNothing(const CStack * next)
  5263. {
  5264. BattleAction doNothing;
  5265. doNothing.actionType = EActionType::NO_ACTION;
  5266. doNothing.side = next->side;
  5267. doNothing.stackNumber = next->ID;
  5268. makeAutomaticAction(next, doNothing);
  5269. }
  5270. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5271. {
  5272. if (sl.army->hasStackAtSlot(sl.slot))
  5273. COMPLAIN_RET("Slot is already taken!");
  5274. if (!sl.slot.validSlot())
  5275. COMPLAIN_RET("Cannot insert stack to that slot!");
  5276. InsertNewStack ins;
  5277. ins.army = sl.army->id;
  5278. ins.slot = sl.slot;
  5279. ins.type = c->getId();
  5280. ins.count = count;
  5281. sendAndApply(&ins);
  5282. return true;
  5283. }
  5284. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5285. {
  5286. if (!sl.army->hasStackAtSlot(sl.slot))
  5287. COMPLAIN_RET("Cannot find a stack to erase");
  5288. if (sl.army->stacksCount() == 1 //from the last stack
  5289. && sl.army->needsLastStack() //that must be left
  5290. && !forceRemoval) //ignore above conditions if we are forcing removal
  5291. {
  5292. COMPLAIN_RET("Cannot erase the last stack!");
  5293. }
  5294. EraseStack es;
  5295. es.army = sl.army->id;
  5296. es.slot = sl.slot;
  5297. sendAndApply(&es);
  5298. return true;
  5299. }
  5300. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5301. {
  5302. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5303. if ((absoluteValue && count < 0)
  5304. || (!absoluteValue && -count > currentCount))
  5305. {
  5306. COMPLAIN_RET("Cannot take more stacks than present!");
  5307. }
  5308. if ((currentCount == -count && !absoluteValue)
  5309. || (!count && absoluteValue))
  5310. {
  5311. eraseStack(sl);
  5312. }
  5313. else
  5314. {
  5315. ChangeStackCount csc;
  5316. csc.army = sl.army->id;
  5317. csc.slot = sl.slot;
  5318. csc.count = count;
  5319. csc.absoluteValue = absoluteValue;
  5320. sendAndApply(&csc);
  5321. }
  5322. return true;
  5323. }
  5324. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5325. {
  5326. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5327. if (!slotC) //slot is empty
  5328. insertNewStack(sl, c, count);
  5329. else if (c == slotC)
  5330. changeStackCount(sl, count);
  5331. else
  5332. {
  5333. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5334. }
  5335. return true;
  5336. }
  5337. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5338. {
  5339. if (removeObjWhenFinished)
  5340. removeAfterVisit(src);
  5341. if (!src->canBeMergedWith(*dst, allowMerging))
  5342. {
  5343. if (allowMerging) //do that, add all matching creatures.
  5344. {
  5345. bool cont = true;
  5346. while (cont)
  5347. {
  5348. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5349. {
  5350. SlotID pos = dst->getSlotFor(i->second->type);
  5351. if (pos.validSlot())
  5352. {
  5353. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5354. cont = true;
  5355. break; //or iterator crashes
  5356. }
  5357. cont = false;
  5358. }
  5359. }
  5360. }
  5361. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5362. }
  5363. else //merge
  5364. {
  5365. moveArmy(src, dst, allowMerging);
  5366. }
  5367. }
  5368. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5369. {
  5370. if (!src.army->hasStackAtSlot(src.slot))
  5371. COMPLAIN_RET("No stack to move!");
  5372. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5373. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5374. if (!dst.slot.validSlot())
  5375. COMPLAIN_RET("Cannot move stack to that slot!");
  5376. if (count == -1)
  5377. {
  5378. count = src.army->getStackCount(src.slot);
  5379. }
  5380. if (src.army != dst.army //moving away
  5381. && count == src.army->getStackCount(src.slot) //all creatures
  5382. && src.army->stacksCount() == 1 //from the last stack
  5383. && src.army->needsLastStack()) //that must be left
  5384. {
  5385. COMPLAIN_RET("Cannot move away the last creature!");
  5386. }
  5387. RebalanceStacks rs;
  5388. rs.srcArmy = src.army->id;
  5389. rs.dstArmy = dst.army->id;
  5390. rs.srcSlot = src.slot;
  5391. rs.dstSlot = dst.slot;
  5392. rs.count = count;
  5393. sendAndApply(&rs);
  5394. return true;
  5395. }
  5396. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  5397. {
  5398. const CSpell * s = spellID.toSpell();
  5399. if(!s)
  5400. return;
  5401. AdventureSpellCastParameters p;
  5402. p.caster = caster;
  5403. p.pos = pos;
  5404. s->adventureCast(spellEnv, p);
  5405. }
  5406. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5407. {
  5408. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5409. {
  5410. return moveStack(sl2, sl1);
  5411. }
  5412. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5413. {
  5414. return moveStack(sl1, sl2);
  5415. }
  5416. else
  5417. {
  5418. SwapStacks ss;
  5419. ss.srcArmy = sl1.army->id;
  5420. ss.dstArmy = sl2.army->id;
  5421. ss.srcSlot = sl1.slot;
  5422. ss.dstSlot = sl2.slot;
  5423. sendAndApply(&ss);
  5424. return true;
  5425. }
  5426. }
  5427. void CGameHandler::runBattle()
  5428. {
  5429. setBattle(gs->curB);
  5430. assert(gs->curB);
  5431. //TODO: pre-tactic stuff, call scripts etc.
  5432. //Moat should be initialized here, because only here we can use spellcasting
  5433. if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
  5434. {
  5435. const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
  5436. const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
  5437. auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
  5438. auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
  5439. auto target = spells::Target();
  5440. cast.cast(spellEnv, target);
  5441. }
  5442. //tactic round
  5443. {
  5444. while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
  5445. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5446. }
  5447. //initial stacks appearance triggers, e.g. built-in bonus spells
  5448. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5449. for (CStack * stack : initialStacks)
  5450. {
  5451. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5452. {
  5453. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5454. auto accessibility = getAccesibility();
  5455. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5456. std::vector<BattleHex> targetHexes;
  5457. const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
  5458. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5459. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5460. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5461. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5462. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5463. if (!guardianIsBig)
  5464. targetHexes = stack->getSurroundingHexes();
  5465. else
  5466. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5467. for(auto hex : targetHexes)
  5468. {
  5469. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5470. {
  5471. battle::UnitInfo info;
  5472. info.id = gs->curB->battleNextUnitId();
  5473. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5474. info.type = creatureData;
  5475. info.side = stack->side;
  5476. info.position = hex;
  5477. info.summoned = true;
  5478. BattleUnitsChanged pack;
  5479. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5480. info.save(pack.changedStacks.back().data);
  5481. sendAndApply(&pack);
  5482. }
  5483. }
  5484. }
  5485. stackEnchantedTrigger(stack);
  5486. }
  5487. //spells opening battle
  5488. for (int i = 0; i < 2; ++i)
  5489. {
  5490. auto h = gs->curB->battleGetFightingHero(i);
  5491. if (h)
  5492. {
  5493. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5494. for (auto b : *bl)
  5495. {
  5496. spells::BonusCaster caster(h, b);
  5497. const CSpell * spell = SpellID(b->subtype).toSpell();
  5498. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5499. parameters.setSpellLevel(3);
  5500. parameters.setEffectDuration(b->val);
  5501. parameters.massive = true;
  5502. parameters.castIfPossible(spellEnv, spells::Target());
  5503. }
  5504. }
  5505. }
  5506. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5507. checkBattleStateChanges();
  5508. bool firstRound = true;//FIXME: why first round is -1?
  5509. //main loop
  5510. while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
  5511. {
  5512. BattleNextRound bnr;
  5513. bnr.round = gs->curB->round + 1;
  5514. logGlobal->debug("Round %d", bnr.round);
  5515. sendAndApply(&bnr);
  5516. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5517. for (auto &obstPtr : obstacles)
  5518. {
  5519. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5520. if (sco->turnsRemaining == 0)
  5521. removeObstacle(*obstPtr);
  5522. }
  5523. const BattleInfo & curB = *gs->curB;
  5524. for(auto stack : curB.stacks)
  5525. {
  5526. if(stack->alive() && !firstRound)
  5527. stackEnchantedTrigger(stack);
  5528. }
  5529. //stack loop
  5530. auto getNextStack = [this]() -> const CStack *
  5531. {
  5532. if(battleResult.get())
  5533. return nullptr;
  5534. std::vector<battle::Units> q;
  5535. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5536. if(!q.empty())
  5537. {
  5538. if(!q.front().empty())
  5539. {
  5540. auto next = q.front().front();
  5541. const auto stack = dynamic_cast<const CStack *>(next);
  5542. // regeneration takes place before everything else but only during first turn attempt in each round
  5543. // also works under blind and similar effects
  5544. if(stack && stack->alive() && !stack->waiting)
  5545. {
  5546. BattleTriggerEffect bte;
  5547. bte.stackID = stack->ID;
  5548. bte.effect = Bonus::HP_REGENERATION;
  5549. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5550. if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5551. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5552. if(bte.val) // anything to heal
  5553. sendAndApply(&bte);
  5554. }
  5555. if(next->willMove())
  5556. return stack;
  5557. }
  5558. }
  5559. return nullptr;
  5560. };
  5561. const CStack * next = nullptr;
  5562. while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
  5563. {
  5564. BattleUnitsChanged removeGhosts;
  5565. for(auto stack : curB.stacks)
  5566. {
  5567. if(stack->ghostPending)
  5568. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5569. }
  5570. if(!removeGhosts.changedStacks.empty())
  5571. sendAndApply(&removeGhosts);
  5572. //check for bad morale => freeze
  5573. int nextStackMorale = next->MoraleVal();
  5574. if (nextStackMorale < 0)
  5575. {
  5576. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5577. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5578. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5579. {
  5580. //unit loses its turn - empty freeze action
  5581. BattleAction ba;
  5582. ba.actionType = EActionType::BAD_MORALE;
  5583. ba.side = next->side;
  5584. ba.stackNumber = next->ID;
  5585. makeAutomaticAction(next, ba);
  5586. continue;
  5587. }
  5588. }
  5589. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5590. {
  5591. logGlobal->trace("Handle Berserk effect");
  5592. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5593. if (attackInfo.first != nullptr)
  5594. {
  5595. BattleAction attack;
  5596. attack.actionType = EActionType::WALK_AND_ATTACK;
  5597. attack.side = next->side;
  5598. attack.stackNumber = next->ID;
  5599. attack.aimToHex(attackInfo.second);
  5600. attack.aimToUnit(attackInfo.first);
  5601. makeAutomaticAction(next, attack);
  5602. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5603. }
  5604. else
  5605. {
  5606. makeStackDoNothing(next);
  5607. logGlobal->trace("No target found");
  5608. }
  5609. continue;
  5610. }
  5611. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5612. const int stackCreatureId = next->unitType()->getId();
  5613. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5614. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5615. {
  5616. BattleAction attack;
  5617. attack.actionType = EActionType::SHOOT;
  5618. attack.side = next->side;
  5619. attack.stackNumber = next->ID;
  5620. //TODO: select target by priority
  5621. const battle::Unit * target = nullptr;
  5622. for(auto & elem : gs->curB->stacks)
  5623. {
  5624. if(elem->unitType()->getId() != CreatureID::CATAPULT
  5625. && elem->owner != next->owner
  5626. && elem->isValidTarget()
  5627. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5628. {
  5629. target = elem;
  5630. break;
  5631. }
  5632. }
  5633. if(target == nullptr)
  5634. {
  5635. makeStackDoNothing(next);
  5636. }
  5637. else
  5638. {
  5639. attack.aimToUnit(target);
  5640. makeAutomaticAction(next, attack);
  5641. }
  5642. continue;
  5643. }
  5644. if (next->unitType()->getId() == CreatureID::CATAPULT)
  5645. {
  5646. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5647. if (attackableBattleHexes.empty())
  5648. {
  5649. makeStackDoNothing(next);
  5650. continue;
  5651. }
  5652. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5653. {
  5654. BattleAction attack;
  5655. attack.actionType = EActionType::CATAPULT;
  5656. attack.side = next->side;
  5657. attack.stackNumber = next->ID;
  5658. makeAutomaticAction(next, attack);
  5659. continue;
  5660. }
  5661. }
  5662. if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
  5663. {
  5664. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5665. {
  5666. return s->owner == next->owner && s->canBeHealed();
  5667. });
  5668. if (!possibleStacks.size())
  5669. {
  5670. makeStackDoNothing(next);
  5671. continue;
  5672. }
  5673. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5674. {
  5675. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5676. const CStack * toBeHealed = possibleStacks.front();
  5677. BattleAction heal;
  5678. heal.actionType = EActionType::STACK_HEAL;
  5679. heal.aimToUnit(toBeHealed);
  5680. heal.side = next->side;
  5681. heal.stackNumber = next->ID;
  5682. makeAutomaticAction(next, heal);
  5683. continue;
  5684. }
  5685. }
  5686. int numberOfAsks = 1;
  5687. bool breakOuter = false;
  5688. do
  5689. {//ask interface and wait for answer
  5690. if (!battleResult.get())
  5691. {
  5692. stackTurnTrigger(next); //various effects
  5693. if(next->fear)
  5694. {
  5695. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5696. }
  5697. else
  5698. {
  5699. logGlobal->trace("Activating %s", next->nodeName());
  5700. auto nextId = next->ID;
  5701. BattleSetActiveStack sas;
  5702. sas.stack = nextId;
  5703. sendAndApply(&sas);
  5704. auto actionWasMade = [&]() -> bool
  5705. {
  5706. if (battleMadeAction.data)//active stack has made its action
  5707. return true;
  5708. if (battleResult.get())// battle is finished
  5709. return true;
  5710. if (next == nullptr)//active stack was been removed
  5711. return true;
  5712. return !next->alive();//active stack is dead
  5713. };
  5714. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5715. battleMadeAction.data = false;
  5716. while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
  5717. {
  5718. battleMadeAction.cond.wait(lock);
  5719. if (battleGetStackByID(nextId, false) != next)
  5720. next = nullptr; //it may be removed, while we wait
  5721. }
  5722. }
  5723. }
  5724. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5725. {
  5726. breakOuter = true;
  5727. break;
  5728. }
  5729. //we're after action, all results applied
  5730. checkBattleStateChanges(); //check if this action ended the battle
  5731. if(next != nullptr)
  5732. {
  5733. //check for good morale
  5734. nextStackMorale = next->MoraleVal();
  5735. if(!next->hadMorale //only one extra move per turn possible
  5736. && !next->defending
  5737. && !next->waited()
  5738. && !next->fear
  5739. && next->alive()
  5740. && nextStackMorale > 0)
  5741. {
  5742. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5743. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5744. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5745. {
  5746. BattleTriggerEffect bte;
  5747. bte.stackID = next->ID;
  5748. bte.effect = Bonus::MORALE;
  5749. bte.val = 1;
  5750. bte.additionalInfo = 0;
  5751. sendAndApply(&bte); //play animation
  5752. ++numberOfAsks; //move this stack once more
  5753. }
  5754. }
  5755. }
  5756. --numberOfAsks;
  5757. } while (numberOfAsks > 0);
  5758. if (breakOuter)
  5759. {
  5760. break;
  5761. }
  5762. }
  5763. firstRound = false;
  5764. }
  5765. if (lobby->state != EServerState::SHUTDOWN)
  5766. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5767. }
  5768. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5769. {
  5770. BattleSetActiveStack bsa;
  5771. bsa.stack = stack->ID;
  5772. bsa.askPlayerInterface = false;
  5773. sendAndApply(&bsa);
  5774. bool ret = makeBattleAction(ba);
  5775. checkBattleStateChanges();
  5776. return ret;
  5777. }
  5778. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  5779. {
  5780. assert(a->artType);
  5781. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  5782. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5783. {
  5784. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  5785. }
  5786. else if(ArtifactUtils::isSlotBackpack(pos))
  5787. {
  5788. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  5789. }
  5790. else
  5791. {
  5792. al.slot = pos;
  5793. }
  5794. if(a->canBePutAt(al))
  5795. putArtifact(al, a);
  5796. else
  5797. return false;
  5798. return true;
  5799. }
  5800. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5801. {
  5802. PutArtifact pa;
  5803. pa.art = a;
  5804. pa.al = al;
  5805. sendAndApply(&pa);
  5806. }
  5807. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  5808. {
  5809. assert(artType);
  5810. if(pos != ArtifactPosition::FIRST_AVAILABLE && !ArtifactUtils::isSlotBackpack(pos))
  5811. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  5812. CArtifactInstance * newArtInst = nullptr;
  5813. if(artType->canBeDisassembled())
  5814. newArtInst = new CCombinedArtifactInstance();
  5815. else
  5816. newArtInst = new CArtifactInstance();
  5817. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5818. if(giveHeroArtifact(h, newArtInst, pos))
  5819. {
  5820. NewArtifact na;
  5821. na.art = newArtInst;
  5822. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5823. return true;
  5824. }
  5825. else
  5826. {
  5827. delete newArtInst;
  5828. return false;
  5829. }
  5830. }
  5831. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5832. {
  5833. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5834. if (battleResult.data)
  5835. {
  5836. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5837. % battleResult.data->result % resultType).str());
  5838. return;
  5839. }
  5840. auto br = new BattleResult();
  5841. br->result = resultType;
  5842. br->winner = victoriusSide; //surrendering side loses
  5843. gs->curB->calculateCasualties(br->casualties);
  5844. battleResult.data = br;
  5845. }
  5846. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5847. {
  5848. std::vector<int3>::iterator tile;
  5849. std::vector<int3> tiles;
  5850. getFreeTiles(tiles);
  5851. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5852. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5853. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5854. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5855. for (int i = 0; i < (int)amount; ++i)
  5856. {
  5857. tile = tiles.begin();
  5858. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5859. {
  5860. auto count = cre->getRandomAmount(std::rand);
  5861. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5862. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5863. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5864. }
  5865. tiles.erase(tile); //not use it again
  5866. }
  5867. }
  5868. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5869. {
  5870. if (cheat == "vcmiistari" || cheat == "vcmispells")
  5871. {
  5872. cheated = true;
  5873. if (!hero) return;
  5874. ///Give hero spellbook
  5875. if (!hero->hasSpellbook())
  5876. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5877. ///Give all spells with bonus (to allow banned spells)
  5878. GiveBonus giveBonus(GiveBonus::ETarget::HERO);
  5879. giveBonus.id = hero->id.getNum();
  5880. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5881. //start with level 0 to skip abilities
  5882. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5883. {
  5884. giveBonus.bonus.subtype = level;
  5885. sendAndApply(&giveBonus);
  5886. }
  5887. ///Give mana
  5888. SetMana sm;
  5889. sm.hid = hero->id;
  5890. sm.val = 999;
  5891. sm.absolute = true;
  5892. sendAndApply(&sm);
  5893. }
  5894. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  5895. {
  5896. cheated = true;
  5897. if (!town) return;
  5898. ///Build all buildings in selected town
  5899. for (auto & build : town->town->buildings)
  5900. {
  5901. if (!town->hasBuilt(build.first)
  5902. && !build.second->getNameTranslated().empty()
  5903. && build.first != BuildingID::SHIP)
  5904. {
  5905. buildStructure(town->id, build.first, true);
  5906. }
  5907. }
  5908. }
  5909. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  5910. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  5911. {
  5912. cheated = true;
  5913. if (!hero) return;
  5914. ///Gives N creatures into each slot
  5915. std::map<std::string, std::pair<std::string, int>> creatures;
  5916. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  5917. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  5918. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5919. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  5920. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  5921. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5922. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  5923. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  5924. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).get();
  5925. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  5926. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5927. if (!hero->hasStackAtSlot(SlotID(i)))
  5928. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5929. }
  5930. else if (boost::starts_with(cheat, "vcmiarmy") || boost::starts_with(cheat, "vcminissi"))
  5931. {
  5932. cheated = true;
  5933. if (!hero) return;
  5934. std::vector<std::string> words;
  5935. boost::split(words, cheat, boost::is_any_of(" "));
  5936. if(words.size() < 2)
  5937. return;
  5938. std::string creatureIdentifier = words[1];
  5939. boost::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  5940. if(creatureId.is_initialized())
  5941. {
  5942. const CCreature * creature = VLC->creh->objects.at(creatureId.get());
  5943. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5944. if (!hero->hasStackAtSlot(SlotID(i)))
  5945. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  5946. }
  5947. }
  5948. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  5949. {
  5950. cheated = true;
  5951. if (!hero) return;
  5952. ///Give all war machines to hero
  5953. if (!hero->getArt(ArtifactPosition::MACH1))
  5954. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5955. if (!hero->getArt(ArtifactPosition::MACH2))
  5956. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5957. if (!hero->getArt(ArtifactPosition::MACH3))
  5958. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5959. }
  5960. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  5961. {
  5962. cheated = true;
  5963. if (!hero) return;
  5964. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5965. for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  5966. {
  5967. if(VLC->arth->objects[g]->canBePutAt(hero))
  5968. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);
  5969. }
  5970. }
  5971. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  5972. {
  5973. cheated = true;
  5974. if (!hero) return;
  5975. ///selected hero gains a new level
  5976. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5977. }
  5978. else if (boost::starts_with(cheat, "vcmiexp") || boost::starts_with(cheat, "vcmiolorin"))
  5979. {
  5980. cheated = true;
  5981. if (!hero) return;
  5982. std::vector<std::string> words;
  5983. boost::split(words, cheat, boost::is_any_of(" "));
  5984. if(words.size() < 2)
  5985. return;
  5986. std::string expAmount = words[1];
  5987. long expAmountProcessed = 0;
  5988. try
  5989. {
  5990. expAmountProcessed = std::stol(expAmount);
  5991. }
  5992. catch(std::exception&)
  5993. {
  5994. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  5995. }
  5996. if(expAmountProcessed > 1)
  5997. {
  5998. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  5999. }
  6000. }
  6001. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6002. {
  6003. cheated = true;
  6004. if (!hero) return;
  6005. ///Give 1000000 movement points to hero
  6006. SetMovePoints smp;
  6007. smp.hid = hero->id;
  6008. smp.val = 1000000;
  6009. sendAndApply(&smp);
  6010. GiveBonus gb(GiveBonus::ETarget::HERO);
  6011. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6012. gb.bonus.duration = Bonus::ONE_DAY;
  6013. gb.bonus.source = Bonus::OTHER;
  6014. gb.id = hero->id.getNum();
  6015. giveHeroBonus(&gb);
  6016. }
  6017. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6018. {
  6019. cheated = true;
  6020. ///Give resources to player
  6021. TResources resources;
  6022. resources[EGameResID::GOLD] = 100000;
  6023. for (auto i = EGameResID::WOOD; i < EGameResID::GOLD; vstd::advance(i, 1))
  6024. resources[i] = 100;
  6025. giveResources(player, resources);
  6026. }
  6027. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6028. {
  6029. cheated = true;
  6030. ///Player wins
  6031. PlayerCheated pc;
  6032. pc.player = player;
  6033. pc.winningCheatCode = true;
  6034. sendAndApply(&pc);
  6035. }
  6036. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6037. {
  6038. cheated = true;
  6039. ///Player looses
  6040. PlayerCheated pc;
  6041. pc.player = player;
  6042. pc.losingCheatCode = true;
  6043. sendAndApply(&pc);
  6044. }
  6045. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6046. {
  6047. cheated = true;
  6048. ///Reveal or conceal FoW
  6049. FoWChange fc;
  6050. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6051. fc.player = player;
  6052. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6053. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6054. int lastUnc = 0;
  6055. for(int z = 0; z < gs->map->levels(); z++)
  6056. for(int x = 0; x < gs->map->width; x++)
  6057. for(int y = 0; y < gs->map->height; y++)
  6058. if(!(*fowMap)[z][x][y] || !fc.mode)
  6059. hlp_tab[lastUnc++] = int3(x, y, z);
  6060. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6061. delete [] hlp_tab;
  6062. sendAndApply(&fc);
  6063. }
  6064. }
  6065. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6066. {
  6067. BattleObstaclesChanged obsRem;
  6068. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6069. sendAndApply(&obsRem);
  6070. }
  6071. void CGameHandler::synchronizeArtifactHandlerLists()
  6072. {
  6073. UpdateArtHandlerLists uahl;
  6074. uahl.treasures = VLC->arth->treasures;
  6075. uahl.minors = VLC->arth->minors;
  6076. uahl.majors = VLC->arth->majors;
  6077. uahl.relics = VLC->arth->relics;
  6078. sendAndApply(&uahl);
  6079. }
  6080. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6081. {
  6082. return vstd::contains(gs->map->objects, obj);
  6083. }
  6084. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6085. {
  6086. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6087. return false;
  6088. auto query = queries.topQuery(player);
  6089. if (query && query->blocksPack(pack))
  6090. {
  6091. complain(boost::str(boost::format(
  6092. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6093. % boost::to_upper_copy<std::string>(player.getStr())
  6094. % query->toString()
  6095. ));
  6096. return true;
  6097. }
  6098. return false;
  6099. }
  6100. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6101. {
  6102. //If the object is being visited, there must be a matching query
  6103. for (const auto &query : queries.allQueries())
  6104. {
  6105. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6106. {
  6107. if (someVistQuery->visitedObject == object)
  6108. {
  6109. someVistQuery->removeObjectAfterVisit = true;
  6110. return;
  6111. }
  6112. }
  6113. }
  6114. //If we haven't returned so far, there is no query and no visit, call was wrong
  6115. assert("This function needs to be called during the object visit!");
  6116. }
  6117. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6118. {
  6119. std::unordered_set<int3, ShashInt3> tiles;
  6120. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6121. if (hide)
  6122. {
  6123. std::unordered_set<int3, ShashInt3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6124. auto p = getPlayerState(player);
  6125. for (auto h : p->heroes)
  6126. {
  6127. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6128. }
  6129. for (auto t : p->towns)
  6130. {
  6131. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6132. }
  6133. for (auto tile : observedTiles)
  6134. vstd::erase_if_present (tiles, tile);
  6135. }
  6136. changeFogOfWar(tiles, player, hide);
  6137. }
  6138. void CGameHandler::changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide)
  6139. {
  6140. FoWChange fow;
  6141. fow.tiles = tiles;
  6142. fow.player = player;
  6143. fow.mode = hide? 0 : 1;
  6144. sendAndApply(&fow);
  6145. }
  6146. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6147. {
  6148. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6149. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6150. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6151. return true;
  6152. }
  6153. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6154. {
  6155. SetObjectProperty sob;
  6156. sob.id = objid;
  6157. sob.what = prop;
  6158. sob.val = static_cast<ui32>(val);
  6159. sendAndApply(&sob);
  6160. }
  6161. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6162. {
  6163. sendAndApply(iw);
  6164. }
  6165. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6166. {
  6167. InfoWindow iw;
  6168. iw.player = player;
  6169. iw.text << msg;
  6170. showInfoDialog(&iw);
  6171. }
  6172. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat):
  6173. army(_army)
  6174. {
  6175. heroWithDeadCommander = ObjectInstanceID();
  6176. PlayerColor color = army->tempOwner;
  6177. if(color == PlayerColor::UNFLAGGABLE)
  6178. color = PlayerColor::NEUTRAL;
  6179. for(CStack * st : bat->stacks)
  6180. {
  6181. if(st->summoned) //don't take into account temporary summoned stacks
  6182. continue;
  6183. if(st->owner != color) //remove only our stacks
  6184. continue;
  6185. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6186. st->health.takeResurrected();
  6187. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6188. {
  6189. logGlobal->debug("Ignored arrow towers stack.");
  6190. }
  6191. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6192. {
  6193. auto warMachine = st->type->warMachine;
  6194. if(warMachine == ArtifactID::NONE)
  6195. {
  6196. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6197. }
  6198. //catapult artifact remain even if "creature" killed in siege
  6199. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6200. {
  6201. logGlobal->debug("War machine has been destroyed");
  6202. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6203. if (hero)
  6204. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6205. else
  6206. logGlobal->error("War machine in army without hero");
  6207. }
  6208. }
  6209. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6210. {
  6211. if(st->alive() && st->getCount() > 0)
  6212. {
  6213. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6214. const CreatureID summonedType = st->type->getId();
  6215. summoned[summonedType] += st->getCount();
  6216. }
  6217. }
  6218. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6219. {
  6220. if (nullptr == st->base)
  6221. {
  6222. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6223. }
  6224. else
  6225. {
  6226. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6227. if(c)
  6228. {
  6229. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6230. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6231. {
  6232. logGlobal->debug("Commander is dead.");
  6233. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6234. }
  6235. }
  6236. else
  6237. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6238. }
  6239. }
  6240. else if(st->base && !army->slotEmpty(st->slot))
  6241. {
  6242. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6243. if(st->getCount() == 0 || !st->alive())
  6244. {
  6245. logGlobal->debug("Stack has been destroyed.");
  6246. StackLocation sl(army, st->slot);
  6247. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6248. }
  6249. else if(st->getCount() < army->getStackCount(st->slot))
  6250. {
  6251. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6252. StackLocation sl(army, st->slot);
  6253. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6254. }
  6255. else if(st->getCount() > army->getStackCount(st->slot))
  6256. {
  6257. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6258. StackLocation sl(army, st->slot);
  6259. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6260. }
  6261. }
  6262. else
  6263. {
  6264. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6265. }
  6266. }
  6267. }
  6268. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6269. {
  6270. for (TStackAndItsNewCount &ncount : newStackCounts)
  6271. {
  6272. if (ncount.second > 0)
  6273. gh->changeStackCount(ncount.first, ncount.second, true);
  6274. else
  6275. gh->eraseStack(ncount.first, true);
  6276. }
  6277. for (auto summoned_iter : summoned)
  6278. {
  6279. SlotID slot = army->getSlotFor(summoned_iter.first);
  6280. if (slot.validSlot())
  6281. {
  6282. StackLocation location(army, slot);
  6283. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6284. }
  6285. else
  6286. {
  6287. //even if it will be possible to summon anything permanently it should be checked for free slot
  6288. //necromancy is handled separately
  6289. gh->complain("No free slot to put summoned creature");
  6290. }
  6291. }
  6292. for (auto al : removedWarMachines)
  6293. {
  6294. gh->removeArtifact(al);
  6295. }
  6296. if (heroWithDeadCommander != ObjectInstanceID())
  6297. {
  6298. SetCommanderProperty scp;
  6299. scp.heroid = heroWithDeadCommander;
  6300. scp.which = SetCommanderProperty::ALIVE;
  6301. scp.amount = 0;
  6302. gh->sendAndApply(&scp);
  6303. }
  6304. }
  6305. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6306. {
  6307. assert(Query->result);
  6308. assert(Query->bi);
  6309. auto &result = *Query->result;
  6310. auto &info = *Query->bi;
  6311. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6312. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6313. victor = info.sides[result.winner].color;
  6314. loser = info.sides[!result.winner].color;
  6315. winnerSide = result.winner;
  6316. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6317. }
  6318. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6319. {
  6320. winnerHero = loserHero = nullptr;
  6321. winnerSide = 0;
  6322. remainingBattleQueriesCount = 0;
  6323. }
  6324. CRandomGenerator & CGameHandler::getRandomGenerator()
  6325. {
  6326. return CRandomGenerator::getDefault();
  6327. }
  6328. #if SCRIPTING_ENABLED
  6329. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6330. {
  6331. return serverScripts.get();
  6332. }
  6333. scripting::Pool * CGameHandler::getContextPool() const
  6334. {
  6335. return serverScripts.get();
  6336. }
  6337. #endif
  6338. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6339. {
  6340. NewObject no;
  6341. no.ID = ID; //creature
  6342. no.subID= subID;
  6343. no.pos = pos;
  6344. sendAndApply(&no);
  6345. return no.id; //id field will be filled during applying on gs
  6346. }