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 = std::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 (std::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->getScrollSpellID() : 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 embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1986. const bool disembarking = h->boat
  1987. && t.terType->isLand()
  1988. && (dst == h->pos
  1989. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  1990. //result structure for start - movement failed, no move points used
  1991. TryMoveHero tmh;
  1992. tmh.id = hid;
  1993. tmh.start = h->pos;
  1994. tmh.end = dst;
  1995. tmh.result = TryMoveHero::FAILED;
  1996. tmh.movePoints = h->movement;
  1997. //check if destination tile is available
  1998. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1999. auto ti = pathfinderHelper->getTurnInfo();
  2000. const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  2001. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  2002. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
  2003. //it's a rock or blocked and not visitable tile
  2004. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2005. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2006. && complain("Cannot move hero, destination tile is blocked!"))
  2007. || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && 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)
  2008. && complain("Cannot move hero, destination tile is on water!"))
  2009. || ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  2010. && complain("Cannot disembark hero, tile is blocked!"))
  2011. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2012. && complain("Tiles are not neighboring!"))
  2013. || ((h->inTownGarrison)
  2014. && complain("Can not move garrisoned hero!"))
  2015. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2016. && complain("Hero doesn't have any movement points left!"))
  2017. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2018. && complain("Hero cannot transit over this tile!"))
  2019. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2020. && complain("Cannot move hero during the battle"))*/)
  2021. {
  2022. //send info about movement failure
  2023. sendAndApply(&tmh);
  2024. return false;
  2025. }
  2026. //several generic blocks of code
  2027. // should be called if hero changes tile but before applying TryMoveHero package
  2028. auto leaveTile = [&]()
  2029. {
  2030. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2031. {
  2032. obj->onHeroLeave(h);
  2033. }
  2034. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2035. };
  2036. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2037. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2038. {
  2039. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2040. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2041. queries.addQuery(moveQuery);
  2042. if (leavingTile == LEAVING_TILE)
  2043. leaveTile();
  2044. if (isInTheMap(guardPos))
  2045. tmh.attackedFrom = std::make_optional(guardPos);
  2046. tmh.result = result;
  2047. sendAndApply(&tmh);
  2048. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2049. { // Hero should be always able to visit any object he staying on even if there guards around
  2050. visitObjectOnTile(t, h);
  2051. }
  2052. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  2053. {
  2054. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2055. objectVisited(guardTile.visitableObjects.back(), h);
  2056. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2057. }
  2058. else if (visitDest == VISIT_DEST)
  2059. {
  2060. visitObjectOnTile(t, h);
  2061. }
  2062. queries.popIfTop(moveQuery);
  2063. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2064. return result != TryMoveHero::FAILED;
  2065. };
  2066. //interaction with blocking object (like resources)
  2067. auto blockingVisit = [&]() -> bool
  2068. {
  2069. for (CGObjectInstance *obj : t.visitableObjects)
  2070. {
  2071. if(h->boat && !obj->blockVisit && !h->boat->onboardVisitAllowed)
  2072. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  2073. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2074. {
  2075. EVisitDest visitDest = VISIT_DEST;
  2076. if(h->boat && !h->boat->onboardVisitAllowed)
  2077. visitDest = DONT_VISIT_DEST;
  2078. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  2079. }
  2080. }
  2081. return false;
  2082. };
  2083. if (!transit && embarking)
  2084. {
  2085. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2086. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2087. // In H3 embark ignore guards
  2088. }
  2089. if (disembarking)
  2090. {
  2091. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2092. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2093. }
  2094. if (teleporting)
  2095. {
  2096. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2097. return true;
  2098. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2099. // visit town for town portal \ castle gates
  2100. // do not use generic visitObjectOnTile to avoid double-teleporting
  2101. // if this moveHero call was triggered by teleporter
  2102. if (!t.visitableObjects.empty())
  2103. {
  2104. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2105. town->onHeroVisit(h);
  2106. }
  2107. return true;
  2108. }
  2109. //still here? it is standard movement!
  2110. {
  2111. tmh.movePoints = (int)h->movement >= cost
  2112. ? h->movement - cost
  2113. : 0;
  2114. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2115. EVisitDest visitDest = VISIT_DEST;
  2116. if (transit)
  2117. {
  2118. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2119. visitDest = DONT_VISIT_DEST;
  2120. if (canFly)
  2121. {
  2122. lookForGuards = IGNORE_GUARDS;
  2123. visitDest = DONT_VISIT_DEST;
  2124. }
  2125. }
  2126. else if (blockingVisit())
  2127. return true;
  2128. if(h->boat && !h->boat->onboardAssaultAllowed)
  2129. lookForGuards = IGNORE_GUARDS;
  2130. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2131. return true;
  2132. }
  2133. }
  2134. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2135. {
  2136. const CGHeroInstance *h = getHero(hid);
  2137. const CGTownInstance *t = getTown(dstid);
  2138. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2139. COMPLAIN_RET("Invalid call to teleportHero!");
  2140. const CGTownInstance *from = h->visitedTown;
  2141. if (((h->getOwner() != t->getOwner())
  2142. && complain("Cannot teleport hero to another player"))
  2143. || (from->town->faction->getId() != t->town->faction->getId()
  2144. && complain("Source town and destination town should belong to the same faction"))
  2145. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2146. && complain("Hero must be in town with Castle gate for teleporting"))
  2147. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2148. && complain("Cannot teleport hero to town without Castle gate in it")))
  2149. return false;
  2150. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2151. moveHero(hid,pos,1);
  2152. return true;
  2153. }
  2154. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2155. {
  2156. PlayerColor oldOwner = getOwner(obj->id);
  2157. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2158. sendAndApply(&sop);
  2159. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2160. checkVictoryLossConditions(playerColors);
  2161. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2162. if (town) //town captured
  2163. {
  2164. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2165. {
  2166. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2167. setPortalDwelling(town, true, false);
  2168. }
  2169. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2170. {
  2171. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2172. {
  2173. InfoWindow iw;
  2174. iw.player = oldOwner;
  2175. 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.
  2176. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2177. sendAndApply(&iw);
  2178. }
  2179. }
  2180. }
  2181. const PlayerState * p = getPlayerState(owner);
  2182. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2183. {
  2184. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2185. {
  2186. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2187. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2188. }
  2189. }
  2190. }
  2191. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2192. {
  2193. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2194. queries.addQuery(dialogQuery);
  2195. iw->queryID = dialogQuery->queryID;
  2196. sendToAllClients(iw);
  2197. }
  2198. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2199. {
  2200. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2201. queries.addQuery(dialogQuery);
  2202. iw->queryID = dialogQuery->queryID;
  2203. sendToAllClients(iw);
  2204. }
  2205. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  2206. {
  2207. if (!val) return; //don't waste time on empty call
  2208. TResources resources;
  2209. resources[which] = val;
  2210. giveResources(player, resources);
  2211. }
  2212. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2213. {
  2214. SetResources sr;
  2215. sr.abs = false;
  2216. sr.player = player;
  2217. sr.res = resources;
  2218. sendAndApply(&sr);
  2219. }
  2220. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2221. {
  2222. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2223. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2224. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2225. //first we move creatures to give to make them army of object-source
  2226. for (auto & elem : creatures.Slots())
  2227. {
  2228. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2229. }
  2230. tryJoiningArmy(obj, h, remove, true);
  2231. }
  2232. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2233. {
  2234. std::vector<CStackBasicDescriptor> cres = creatures;
  2235. if (cres.size() <= 0)
  2236. return;
  2237. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2238. for (CStackBasicDescriptor &sbd : cres)
  2239. {
  2240. TQuantity collected = 0;
  2241. while(collected < sbd.count)
  2242. {
  2243. bool foundSth = false;
  2244. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2245. {
  2246. if (i->second->type == sbd.type)
  2247. {
  2248. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2249. changeStackCount(StackLocation(obj, i->first), -take, false);
  2250. collected += take;
  2251. foundSth = true;
  2252. break;
  2253. }
  2254. }
  2255. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2256. {
  2257. complain("Unexpected failure during taking creatures!");
  2258. return;
  2259. }
  2260. }
  2261. }
  2262. }
  2263. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2264. {
  2265. HeroVisitCastle vc;
  2266. vc.hid = hero->id;
  2267. vc.tid = obj->id;
  2268. vc.flags |= 1;
  2269. sendAndApply(&vc);
  2270. visitCastleObjects(obj, hero);
  2271. giveSpells (obj, hero);
  2272. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2273. }
  2274. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2275. {
  2276. for (auto building : t->bonusingBuildings)
  2277. building->onHeroVisit(h);
  2278. }
  2279. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2280. {
  2281. HeroVisitCastle vc;
  2282. vc.hid = hero->id;
  2283. vc.tid = obj->id;
  2284. sendAndApply(&vc);
  2285. }
  2286. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2287. {
  2288. EraseArtifact ea;
  2289. ea.al = al;
  2290. sendAndApply(&ea);
  2291. }
  2292. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2293. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2294. const CGTownInstance *town) //use hero=nullptr for no hero
  2295. {
  2296. if(gs->curB)
  2297. gs->curB.dellNull();
  2298. engageIntoBattle(army1->tempOwner);
  2299. engageIntoBattle(army2->tempOwner);
  2300. static const CArmedInstance *armies[2];
  2301. armies[0] = army1;
  2302. armies[1] = army2;
  2303. static const CGHeroInstance*heroes[2];
  2304. heroes[0] = hero1;
  2305. heroes[1] = hero2;
  2306. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2307. //existing battle query for retying auto-combat
  2308. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  2309. if(battleQuery)
  2310. {
  2311. for(int i : {0, 1})
  2312. {
  2313. if(heroes[i])
  2314. {
  2315. SetMana restoreInitialMana;
  2316. restoreInitialMana.val = battleQuery->initialHeroMana[i];
  2317. restoreInitialMana.hid = heroes[i]->id;
  2318. sendAndApply(&restoreInitialMana);
  2319. }
  2320. }
  2321. battleQuery->bi = gs->curB;
  2322. battleQuery->result = std::nullopt;
  2323. battleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
  2324. battleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
  2325. }
  2326. battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2327. for(int i : {0, 1})
  2328. {
  2329. if(heroes[i])
  2330. {
  2331. battleQuery->initialHeroMana[i] = heroes[i]->mana;
  2332. }
  2333. }
  2334. queries.addQuery(battleQuery);
  2335. this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
  2336. }
  2337. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2338. {
  2339. startBattlePrimary(army1, army2, tile,
  2340. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2341. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2342. creatureBank);
  2343. }
  2344. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2345. {
  2346. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2347. }
  2348. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2349. {
  2350. ChangeSpells cs;
  2351. cs.hid = hero->id;
  2352. cs.spells = spells;
  2353. cs.learn = give;
  2354. sendAndApply(&cs);
  2355. }
  2356. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2357. {
  2358. SystemMessage sm;
  2359. sm.text = message;
  2360. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2361. *(c.get()) << &sm;
  2362. }
  2363. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2364. {
  2365. sendAndApply(bonus);
  2366. }
  2367. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2368. {
  2369. sendAndApply(smp);
  2370. }
  2371. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2372. {
  2373. SetMana sm;
  2374. sm.hid = hid;
  2375. sm.val = val;
  2376. sm.absolute = true;
  2377. sendAndApply(&sm);
  2378. }
  2379. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player)
  2380. {
  2381. GiveHero gh;
  2382. gh.id = id;
  2383. gh.player = player;
  2384. sendAndApply(&gh);
  2385. }
  2386. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2387. {
  2388. ChangeObjPos cop;
  2389. cop.objid = objid;
  2390. cop.nPos = newPos;
  2391. sendAndApply(&cop);
  2392. }
  2393. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2394. {
  2395. const CGHeroInstance * h1 = getHero(fromHero);
  2396. const CGHeroInstance * h2 = getHero(toHero);
  2397. int h1_scholarSpellLevel = h1->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2398. int h2_scholarSpellLevel = h2->valOfBonuses(Bonus::LEARN_MEETING_SPELL_LIMIT, -1);
  2399. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2400. {
  2401. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2402. std::swap(fromHero, toHero);
  2403. }
  2404. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2405. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2406. return;//no scholar skill or no spellbook
  2407. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2408. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2409. ChangeSpells cs1;
  2410. cs1.learn = true;
  2411. cs1.hid = toHero;//giving spells to first hero
  2412. for (auto it : h1->getSpellsInSpellbook())
  2413. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2414. cs1.spells.insert(it);//spell to learn
  2415. ChangeSpells cs2;
  2416. cs2.learn = true;
  2417. cs2.hid = fromHero;
  2418. for (auto it : h2->getSpellsInSpellbook())
  2419. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2420. cs2.spells.insert(it);
  2421. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2422. {
  2423. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2424. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2425. InfoWindow iw;
  2426. iw.player = h1->tempOwner;
  2427. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2428. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2429. iw.text.addReplacement(h1->getNameTranslated());
  2430. if (!cs2.spells.empty())//if found new spell - apply
  2431. {
  2432. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2433. int size = static_cast<int>(cs2.spells.size());
  2434. for (auto it : cs2.spells)
  2435. {
  2436. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2437. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2438. switch (size--)
  2439. {
  2440. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2441. case 1: break;
  2442. default: iw.text << ", ";
  2443. }
  2444. }
  2445. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2446. iw.text.addReplacement(h2->getNameTranslated());
  2447. sendAndApply(&cs2);
  2448. }
  2449. if (!cs1.spells.empty() && !cs2.spells.empty())
  2450. {
  2451. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2452. }
  2453. if (!cs1.spells.empty())
  2454. {
  2455. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2456. int size = static_cast<int>(cs1.spells.size());
  2457. for (auto it : cs1.spells)
  2458. {
  2459. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2460. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2461. switch (size--)
  2462. {
  2463. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2464. case 1: break;
  2465. default: iw.text << ", ";
  2466. }
  2467. }
  2468. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2469. iw.text.addReplacement(h2->getNameTranslated());
  2470. sendAndApply(&cs1);
  2471. }
  2472. sendAndApply(&iw);
  2473. }
  2474. }
  2475. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2476. {
  2477. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2478. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2479. {
  2480. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2481. ExchangeDialog hex;
  2482. hex.queryID = exchange->queryID;
  2483. hex.player = h1->getOwner();
  2484. hex.hero1 = hero1;
  2485. hex.hero2 = hero2;
  2486. sendAndApply(&hex);
  2487. useScholarSkill(hero1,hero2);
  2488. queries.addQuery(exchange);
  2489. }
  2490. }
  2491. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2492. {
  2493. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2494. for (auto c : lobby->connections)
  2495. {
  2496. if(!c->isOpen())
  2497. continue;
  2498. c->sendPack(pack);
  2499. }
  2500. }
  2501. void CGameHandler::sendAndApply(CPackForClient * pack)
  2502. {
  2503. sendToAllClients(pack);
  2504. gs->apply(pack);
  2505. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2506. }
  2507. void CGameHandler::applyAndSend(CPackForClient * pack)
  2508. {
  2509. gs->apply(pack);
  2510. sendToAllClients(pack);
  2511. }
  2512. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2513. {
  2514. sendAndApply(static_cast<CPackForClient *>(pack));
  2515. checkVictoryLossConditionsForAll();
  2516. }
  2517. void CGameHandler::sendAndApply(SetResources * pack)
  2518. {
  2519. sendAndApply(static_cast<CPackForClient *>(pack));
  2520. checkVictoryLossConditionsForPlayer(pack->player);
  2521. }
  2522. void CGameHandler::sendAndApply(NewStructures * pack)
  2523. {
  2524. sendAndApply(static_cast<CPackForClient *>(pack));
  2525. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2526. }
  2527. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2528. {
  2529. return getPlayerAt(pack->c) == getOwner(id);
  2530. }
  2531. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2532. {
  2533. if(pack->c)
  2534. {
  2535. SystemMessage temp_message("You are not allowed to perform this action!");
  2536. pack->c->sendPack(&temp_message);
  2537. }
  2538. logNetwork->error("Player is not allowed to perform this action!");
  2539. throw ExceptionNotAllowedAction();
  2540. }
  2541. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2542. {
  2543. std::ostringstream oss;
  2544. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2545. logNetwork->error(oss.str());
  2546. if(pack->c)
  2547. {
  2548. SystemMessage temp_message(oss.str());
  2549. pack->c->sendPack(&temp_message);
  2550. }
  2551. }
  2552. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2553. {
  2554. if(!isPlayerOwns(pack, id))
  2555. {
  2556. wrongPlayerMessage(pack, getOwner(id));
  2557. throwNotAllowedAction(pack);
  2558. }
  2559. }
  2560. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2561. {
  2562. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2563. {
  2564. wrongPlayerMessage(pack, player);
  2565. throwNotAllowedAction(pack);
  2566. }
  2567. }
  2568. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2569. {
  2570. complain(txt);
  2571. throwNotAllowedAction(pack);
  2572. }
  2573. void CGameHandler::save(const std::string & filename)
  2574. {
  2575. logGlobal->info("Saving to %s", filename);
  2576. const auto stem = FileInfo::GetPathStem(filename);
  2577. const auto savefname = stem.to_string() + ".vsgm1";
  2578. CResourceHandler::get("local")->createResource(savefname);
  2579. {
  2580. logGlobal->info("Ordering clients to serialize...");
  2581. SaveGameClient sg(savefname);
  2582. sendToAllClients(&sg);
  2583. }
  2584. try
  2585. {
  2586. {
  2587. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2588. saveCommonState(save);
  2589. logGlobal->info("Saving server state");
  2590. save << *this;
  2591. }
  2592. logGlobal->info("Game has been successfully saved!");
  2593. }
  2594. catch(std::exception &e)
  2595. {
  2596. logGlobal->error("Failed to save game: %s", e.what());
  2597. }
  2598. }
  2599. bool CGameHandler::load(const std::string & filename)
  2600. {
  2601. logGlobal->info("Loading from %s", filename);
  2602. const auto stem = FileInfo::GetPathStem(filename);
  2603. reinitScripting();
  2604. try
  2605. {
  2606. {
  2607. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2608. loadCommonState(lf);
  2609. logGlobal->info("Loading server state");
  2610. lf >> *this;
  2611. }
  2612. logGlobal->info("Game has been successfully loaded!");
  2613. }
  2614. catch(const CModHandler::Incompatibility & e)
  2615. {
  2616. logGlobal->error("Failed to load game: %s", e.what());
  2617. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2618. errorMsg += e.what();
  2619. lobby->announceMessage(errorMsg);
  2620. return false;
  2621. }
  2622. catch(const std::exception & e)
  2623. {
  2624. logGlobal->error("Failed to load game: %s", e.what());
  2625. return false;
  2626. }
  2627. gs->preInit(VLC);
  2628. gs->updateOnLoad(lobby->si.get());
  2629. return true;
  2630. }
  2631. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2632. {
  2633. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2634. return false;
  2635. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2636. const CCreatureSet & creatureSet = *army;
  2637. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2638. || (howMany < 1 && complain("Invalid split parameter!")))
  2639. {
  2640. return false;
  2641. }
  2642. auto actualAmount = army->getStackCount(slotSrc);
  2643. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2644. return false;
  2645. auto freeSlots = creatureSet.getFreeSlots();
  2646. if(freeSlots.empty() && complain("No empty stacks"))
  2647. return false;
  2648. BulkRebalanceStacks bulkRS;
  2649. for(auto slot : freeSlots)
  2650. {
  2651. RebalanceStacks rs;
  2652. rs.srcArmy = army->id;
  2653. rs.dstArmy = army->id;
  2654. rs.srcSlot = slotSrc;
  2655. rs.dstSlot = slot;
  2656. rs.count = howMany;
  2657. bulkRS.moves.push_back(rs);
  2658. actualAmount -= howMany;
  2659. if(actualAmount <= howMany)
  2660. break;
  2661. }
  2662. sendAndApply(&bulkRS);
  2663. return true;
  2664. }
  2665. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2666. {
  2667. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2668. return false;
  2669. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2670. const CCreatureSet & creatureSet = *army;
  2671. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2672. return false;
  2673. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2674. if(actualAmount < 1 && complain(complainNoCreatures))
  2675. return false;
  2676. auto currentCreature = creatureSet.getCreature(slotSrc);
  2677. if(!currentCreature && complain(complainNoCreatures))
  2678. return false;
  2679. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2680. if(!creatureSlots.size())
  2681. return false;
  2682. BulkRebalanceStacks bulkRS;
  2683. for(auto slot : creatureSlots)
  2684. {
  2685. RebalanceStacks rs;
  2686. rs.srcArmy = army->id;
  2687. rs.dstArmy = army->id;
  2688. rs.srcSlot = slot;
  2689. rs.dstSlot = slotSrc;
  2690. rs.count = creatureSet.getStackCount(slot);
  2691. bulkRS.moves.push_back(rs);
  2692. }
  2693. sendAndApply(&bulkRS);
  2694. return true;
  2695. }
  2696. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2697. {
  2698. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2699. return false;
  2700. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2701. const CCreatureSet & setSrc = *armySrc;
  2702. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2703. return false;
  2704. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2705. const CCreatureSet & setDest = *armyDest;
  2706. auto freeSlots = setDest.getFreeSlotsQueue();
  2707. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2708. TRebalanceMap moves;
  2709. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2710. auto slotsLeft = setSrc.stacksCount();
  2711. auto destMap = setDest.getCreatureMap();
  2712. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2713. while(!srcQueue.empty())
  2714. {
  2715. auto pair = srcQueue.top();
  2716. srcQueue.pop();
  2717. auto currCreature = pair.first;
  2718. auto currSlot = pair.second;
  2719. const auto quantity = setSrc.getStackCount(currSlot);
  2720. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2721. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2722. if(!alreadyExists)
  2723. {
  2724. if(freeSlots.empty())
  2725. continue;
  2726. auto currFreeSlot = freeSlots.front();
  2727. freeSlots.pop();
  2728. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2729. }
  2730. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2731. slotsLeft--;
  2732. }
  2733. if(slotsLeft == 1)
  2734. {
  2735. auto lastCreature = setSrc.getCreature(srcSlot);
  2736. auto slotToMove = SlotID();
  2737. // Try to find a slot for last creature
  2738. if(destMap.find(lastCreature) == destMap.end())
  2739. {
  2740. if(!freeSlots.empty())
  2741. slotToMove = freeSlots.front();
  2742. }
  2743. else
  2744. {
  2745. slotToMove = destMap[lastCreature];
  2746. }
  2747. if(slotToMove != SlotID())
  2748. {
  2749. const bool needsLastStack = armySrc->needsLastStack();
  2750. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2751. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2752. }
  2753. }
  2754. BulkRebalanceStacks bulkRS;
  2755. for(auto & move : moves)
  2756. {
  2757. RebalanceStacks rs;
  2758. rs.srcArmy = armySrc->id;
  2759. rs.dstArmy = armyDest->id;
  2760. rs.srcSlot = move.first;
  2761. rs.dstSlot = move.second.first;
  2762. rs.count = move.second.second;
  2763. bulkRS.moves.push_back(rs);
  2764. }
  2765. sendAndApply(&bulkRS);
  2766. return true;
  2767. }
  2768. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2769. {
  2770. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2771. return false;
  2772. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2773. const CCreatureSet & creatureSet = *army;
  2774. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2775. return false;
  2776. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2777. if(actualAmount <= 1 && complain(complainNoCreatures))
  2778. return false;
  2779. auto freeSlot = creatureSet.getFreeSlot();
  2780. auto currentCreature = creatureSet.getCreature(slotSrc);
  2781. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2782. return true;
  2783. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2784. TQuantity totalCreatures = 0;
  2785. for(auto slot : creatureSlots)
  2786. totalCreatures += creatureSet.getStackCount(slot);
  2787. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2788. return false;
  2789. if(freeSlot != SlotID())
  2790. creatureSlots.push_back(freeSlot);
  2791. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2792. return false;
  2793. const auto totalCreatureSlots = creatureSlots.size();
  2794. const auto rem = totalCreatures % totalCreatureSlots;
  2795. const auto quotient = totalCreatures / totalCreatureSlots;
  2796. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2797. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2798. BulkSmartRebalanceStacks bulkSRS;
  2799. if(freeSlot != SlotID())
  2800. {
  2801. RebalanceStacks rs;
  2802. rs.srcArmy = rs.dstArmy = army->id;
  2803. rs.srcSlot = slotSrc;
  2804. rs.dstSlot = freeSlot;
  2805. rs.count = 1;
  2806. bulkSRS.moves.push_back(rs);
  2807. }
  2808. auto currSlot = 0;
  2809. auto check = 0;
  2810. for(auto slot : creatureSlots)
  2811. {
  2812. ChangeStackCount csc;
  2813. csc.army = army->id;
  2814. csc.slot = slot;
  2815. csc.count = (currSlot < rem)
  2816. ? quotient + 1
  2817. : quotient;
  2818. csc.absoluteValue = true;
  2819. bulkSRS.changes.push_back(csc);
  2820. currSlot++;
  2821. check += csc.count;
  2822. }
  2823. if(check != totalCreatures)
  2824. {
  2825. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2826. return false;
  2827. }
  2828. sendAndApply(&bulkSRS);
  2829. return true;
  2830. }
  2831. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2832. {
  2833. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2834. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2835. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2836. StackLocation sl1(s1, p1), sl2(s2, p2);
  2837. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2838. {
  2839. complain(complainInvalidSlot);
  2840. return false;
  2841. }
  2842. if (!isAllowedExchange(id1,id2))
  2843. {
  2844. complain("Cannot exchange stacks between these two objects!\n");
  2845. return false;
  2846. }
  2847. // We can always put stacks into locked garrison, but not take them out of it
  2848. auto notRemovable = [&](const CArmedInstance * army)
  2849. {
  2850. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2851. {
  2852. auto g = dynamic_cast<const CGGarrison *>(army);
  2853. if (g && !g->removableUnits)
  2854. {
  2855. complain("Stacks in this garrison are not removable!\n");
  2856. return true;
  2857. }
  2858. }
  2859. return false;
  2860. };
  2861. if (what==1) //swap
  2862. {
  2863. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2864. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2865. {
  2866. complain("Can't take troops from another player!");
  2867. return false;
  2868. }
  2869. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2870. {
  2871. complain("Cannot swap stacks - slots are the same!");
  2872. return false;
  2873. }
  2874. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2875. {
  2876. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2877. return false;
  2878. }
  2879. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2880. return false;
  2881. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2882. return false;
  2883. swapStacks(sl1, sl2);
  2884. }
  2885. else if (what==2)//merge
  2886. {
  2887. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2888. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2889. return false;
  2890. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2891. {
  2892. complain("Cannot merge empty stack!");
  2893. return false;
  2894. }
  2895. else if (notRemovable(sl1.army))
  2896. return false;
  2897. moveStack(sl1, sl2);
  2898. }
  2899. else if (what==3) //split
  2900. {
  2901. const int countToMove = val - s2->getStackCount(p2);
  2902. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2903. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2904. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2905. {
  2906. complain("Can't move troops of another player!");
  2907. return false;
  2908. }
  2909. //general conditions checking
  2910. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2911. || (val<1 && complain(complainNoCreatures)) )
  2912. {
  2913. return false;
  2914. }
  2915. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2916. {
  2917. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2918. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2919. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2920. )
  2921. {
  2922. return false;
  2923. }
  2924. if (notRemovable(sl1.army))
  2925. {
  2926. if (s1->getStackCount(p1) > countLeftOnSrc)
  2927. return false;
  2928. }
  2929. else if (notRemovable(sl2.army))
  2930. {
  2931. if (s2->getStackCount(p1) < countLeftOnSrc)
  2932. return false;
  2933. }
  2934. moveStack(sl1, sl2, countToMove);
  2935. //S2.slots[p2]->count = val;
  2936. //S1.slots[p1]->count = total - val;
  2937. }
  2938. else //split one stack to the two
  2939. {
  2940. if (s1->getStackCount(p1) < val)//not enough creatures
  2941. {
  2942. complain(complainNotEnoughCreatures);
  2943. return false;
  2944. }
  2945. if (notRemovable(sl1.army))
  2946. return false;
  2947. moveStack(sl1, sl2, val);
  2948. }
  2949. }
  2950. return true;
  2951. }
  2952. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2953. {
  2954. return connections.at(player).count(c);
  2955. }
  2956. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2957. {
  2958. std::set<PlayerColor> all;
  2959. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2960. if(vstd::contains(i->second, c))
  2961. all.insert(i->first);
  2962. switch(all.size())
  2963. {
  2964. case 0:
  2965. return PlayerColor::NEUTRAL;
  2966. case 1:
  2967. return *all.begin();
  2968. default:
  2969. {
  2970. //if we have more than one player at this connection, try to pick active one
  2971. if (vstd::contains(all, gs->currentPlayer))
  2972. return gs->currentPlayer;
  2973. else
  2974. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2975. }
  2976. }
  2977. }
  2978. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2979. {
  2980. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2981. if (!vstd::contains(s1->stacks,pos))
  2982. {
  2983. complain("Illegal call to disbandCreature - no such stack in army!");
  2984. return false;
  2985. }
  2986. eraseStack(StackLocation(s1, pos));
  2987. return true;
  2988. }
  2989. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2990. {
  2991. const CGTownInstance * t = getTown(tid);
  2992. if(!t)
  2993. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2994. if(!t->town->buildings.count(requestedID))
  2995. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  2996. if(t->hasBuilt(requestedID))
  2997. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  2998. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2999. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  3000. std::vector<const CBuilding*> remainingAutoBuildings;
  3001. std::set<BuildingID> buildingsThatWillBe;
  3002. //Check validity of request
  3003. if(!force)
  3004. {
  3005. switch(requestedBuilding->mode)
  3006. {
  3007. case CBuilding::BUILD_NORMAL :
  3008. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3009. COMPLAIN_RET("Cannot build that building!");
  3010. break;
  3011. case CBuilding::BUILD_AUTO :
  3012. case CBuilding::BUILD_SPECIAL:
  3013. COMPLAIN_RET("This building can not be constructed normally!");
  3014. case CBuilding::BUILD_GRAIL :
  3015. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3016. {
  3017. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3018. COMPLAIN_RET("Cannot build this without grail!")
  3019. else
  3020. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3021. }
  3022. break;
  3023. }
  3024. }
  3025. //Performs stuff that has to be done before new building is built
  3026. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3027. {
  3028. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3029. {
  3030. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3031. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3032. if(upgradeNumber >= t->town->creatures.at(level).size())
  3033. {
  3034. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3035. "no creature found (upgrade number %d, level %d!")
  3036. % buildingID % upgradeNumber % level));
  3037. return;
  3038. }
  3039. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3040. SetAvailableCreatures ssi;
  3041. ssi.tid = t->id;
  3042. ssi.creatures = t->creatures;
  3043. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3044. ssi.creatures[level].first = crea->getGrowth();
  3045. ssi.creatures[level].second.push_back(crea->getId());
  3046. sendAndApply(&ssi);
  3047. }
  3048. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3049. {
  3050. setPortalDwelling(t);
  3051. }
  3052. };
  3053. //Performs stuff that has to be done after new building is built
  3054. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3055. {
  3056. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3057. auto isLibrary = isMageGuild ? false
  3058. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3059. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3060. {
  3061. if(t->visitingHero)
  3062. giveSpells(t,t->visitingHero);
  3063. if(t->garrisonHero)
  3064. giveSpells(t,t->garrisonHero);
  3065. }
  3066. };
  3067. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3068. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3069. {
  3070. return buildingsThatWillBe.count(buildID);
  3071. };
  3072. //Init the vectors
  3073. for(auto & build : t->town->buildings)
  3074. {
  3075. if(t->hasBuilt(build.first))
  3076. {
  3077. buildingsThatWillBe.insert(build.first);
  3078. }
  3079. else
  3080. {
  3081. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3082. remainingAutoBuildings.push_back(build.second);
  3083. }
  3084. }
  3085. //Prepare structure (list of building ids will be filled later)
  3086. NewStructures ns;
  3087. ns.tid = tid;
  3088. ns.builded = force ? t->builded : (t->builded+1);
  3089. std::queue<const CBuilding*> buildingsToAdd;
  3090. buildingsToAdd.push(requestedBuilding);
  3091. while(!buildingsToAdd.empty())
  3092. {
  3093. auto b = buildingsToAdd.front();
  3094. buildingsToAdd.pop();
  3095. ns.bid.insert(b->bid);
  3096. buildingsThatWillBe.insert(b->bid);
  3097. remainingAutoBuildings -= b;
  3098. for(auto autoBuilding : remainingAutoBuildings)
  3099. {
  3100. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3101. if(actualRequirements.test(areRequirementsFullfilled))
  3102. buildingsToAdd.push(autoBuilding);
  3103. }
  3104. }
  3105. // 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.
  3106. for(auto builtID : ns.bid)
  3107. processBeforeBuiltStructure(builtID);
  3108. //Take cost
  3109. if(!force)
  3110. giveResources(t->tempOwner, -requestedBuilding->resources);
  3111. //We know what has been built, apply changes. Do this as final step to properly update town window
  3112. sendAndApply(&ns);
  3113. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3114. for(auto builtID : ns.bid)
  3115. processAfterBuiltStructure(builtID);
  3116. // now when everything is built - reveal tiles for lookout tower
  3117. FoWChange fw;
  3118. fw.player = t->tempOwner;
  3119. fw.mode = 1;
  3120. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3121. sendAndApply(&fw);
  3122. if(t->visitingHero)
  3123. visitCastleObjects(t, t->visitingHero);
  3124. if(t->garrisonHero)
  3125. visitCastleObjects(t, t->garrisonHero);
  3126. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3127. return true;
  3128. }
  3129. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3130. {
  3131. ///incomplete, simply erases target building
  3132. const CGTownInstance * t = getTown(tid);
  3133. if (!vstd::contains(t->builtBuildings, bid))
  3134. return false;
  3135. RazeStructures rs;
  3136. rs.tid = tid;
  3137. rs.bid.insert(bid);
  3138. rs.destroyed = t->destroyed + 1;
  3139. sendAndApply(&rs);
  3140. //TODO: Remove dwellers
  3141. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3142. // {
  3143. // RemoveBonus rb(RemoveBonus::TOWN);
  3144. // rb.whoID = t->id;
  3145. // rb.source = Bonus::TOWN_STRUCTURE;
  3146. // rb.id = 17;
  3147. // sendAndApply(&rb);
  3148. // }
  3149. return true;
  3150. }
  3151. void CGameHandler::sendMessageToAll(const std::string &message)
  3152. {
  3153. SystemMessage sm;
  3154. sm.text = message;
  3155. sendToAllClients(&sm);
  3156. }
  3157. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3158. {
  3159. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3160. const CArmedInstance *dst = nullptr;
  3161. const CCreature *c = VLC->creh->objects.at(crid);
  3162. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3163. //TODO: test for owning
  3164. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3165. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3166. assert(dw && dst);
  3167. //verify
  3168. bool found = false;
  3169. int level = 0;
  3170. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3171. {
  3172. if ((fromLvl != -1) && (level !=fromLvl))
  3173. continue;
  3174. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3175. int i = 0;
  3176. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3177. if (cur.second.at(i) == crid)
  3178. break;
  3179. if (i < cur.second.size())
  3180. {
  3181. found = true;
  3182. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3183. break;
  3184. }
  3185. }
  3186. SlotID slot = dst->getSlotFor(crid);
  3187. if ((!found && complain("Cannot recruit: no such creatures!"))
  3188. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3189. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3190. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3191. {
  3192. return false;
  3193. }
  3194. //recruit
  3195. giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
  3196. SetAvailableCreatures sac;
  3197. sac.tid = objid;
  3198. sac.creatures = dw->creatures;
  3199. sac.creatures[level].first -= cram;
  3200. sendAndApply(&sac);
  3201. if (warMachine)
  3202. {
  3203. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3204. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3205. ArtifactID artId = c->warMachine;
  3206. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3207. const CArtifact * art = artId.toArtifact();
  3208. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3209. return giveHeroNewArtifact(h, art);
  3210. }
  3211. else
  3212. {
  3213. addToSlot(StackLocation(dst, slot), c, cram);
  3214. }
  3215. return true;
  3216. }
  3217. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3218. {
  3219. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3220. if (!obj->hasStackAtSlot(pos))
  3221. {
  3222. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3223. }
  3224. UpgradeInfo ui;
  3225. fillUpgradeInfo(obj, pos, ui);
  3226. PlayerColor player = obj->tempOwner;
  3227. const PlayerState *p = getPlayerState(player);
  3228. int crQuantity = obj->stacks.at(pos)->count;
  3229. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3230. //check if upgrade is possible
  3231. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3232. {
  3233. return false;
  3234. }
  3235. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3236. //check if player has enough resources
  3237. if (!p->resources.canAfford(totalCost))
  3238. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3239. //take resources
  3240. giveResources(player, -totalCost);
  3241. //upgrade creature
  3242. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3243. return true;
  3244. }
  3245. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3246. {
  3247. if (!sl.army->hasStackAtSlot(sl.slot))
  3248. COMPLAIN_RET("Cannot find a stack to change type");
  3249. SetStackType sst;
  3250. sst.army = sl.army->id;
  3251. sst.slot = sl.slot;
  3252. sst.type = c->getId();
  3253. sendAndApply(&sst);
  3254. return true;
  3255. }
  3256. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3257. {
  3258. assert(src->canBeMergedWith(*dst, allowMerging));
  3259. while(src->stacksCount())//while there are unmoved creatures
  3260. {
  3261. auto i = src->Slots().begin(); //iterator to stack to move
  3262. StackLocation sl(src, i->first); //location of stack to move
  3263. SlotID pos = dst->getSlotFor(i->second->type);
  3264. if (!pos.validSlot())
  3265. {
  3266. //try to merge two other stacks to make place
  3267. std::pair<SlotID, SlotID> toMerge;
  3268. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3269. {
  3270. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3271. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3272. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3273. }
  3274. else
  3275. {
  3276. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3277. return;
  3278. }
  3279. }
  3280. else
  3281. {
  3282. moveStack(sl, StackLocation(dst, pos));
  3283. }
  3284. }
  3285. }
  3286. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3287. {
  3288. const CGTownInstance * town = getTown(tid);
  3289. if(!town->garrisonHero == !town->visitingHero)
  3290. return false;
  3291. SetHeroesInTown intown;
  3292. intown.tid = tid;
  3293. if(town->garrisonHero) //garrison -> vising
  3294. {
  3295. intown.garrison = ObjectInstanceID();
  3296. intown.visiting = town->garrisonHero->id;
  3297. }
  3298. else //visiting -> garrison
  3299. {
  3300. if(town->armedGarrison())
  3301. town->mergeGarrisonOnSiege();
  3302. intown.visiting = ObjectInstanceID();
  3303. intown.garrison = town->visitingHero->id;
  3304. }
  3305. sendAndApply(&intown);
  3306. return true;
  3307. }
  3308. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3309. {
  3310. const CGTownInstance * town = getTown(tid);
  3311. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3312. {
  3313. if (!town->visitingHero->canBeMergedWith(*town))
  3314. {
  3315. complain("Cannot make garrison swap, not enough free slots!");
  3316. return false;
  3317. }
  3318. moveArmy(town, town->visitingHero, true);
  3319. SetHeroesInTown intown;
  3320. intown.tid = tid;
  3321. intown.visiting = ObjectInstanceID();
  3322. intown.garrison = town->visitingHero->id;
  3323. sendAndApply(&intown);
  3324. return true;
  3325. }
  3326. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3327. {
  3328. //check if moving hero out of town will break 8 wandering heroes limit
  3329. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3330. {
  3331. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3332. return false;
  3333. }
  3334. SetHeroesInTown intown;
  3335. intown.tid = tid;
  3336. intown.garrison = ObjectInstanceID();
  3337. intown.visiting = town->garrisonHero->id;
  3338. sendAndApply(&intown);
  3339. return true;
  3340. }
  3341. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3342. {
  3343. SetHeroesInTown intown;
  3344. intown.tid = tid;
  3345. intown.garrison = town->visitingHero->id;
  3346. intown.visiting = town->garrisonHero->id;
  3347. sendAndApply(&intown);
  3348. return true;
  3349. }
  3350. else
  3351. {
  3352. complain("Cannot swap garrison hero!");
  3353. return false;
  3354. }
  3355. }
  3356. // With the amount of changes done to the function, it's more like transferArtifacts.
  3357. // 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.
  3358. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3359. {
  3360. ArtifactLocation src = al1, dst = al2;
  3361. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3362. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3363. // Make sure exchange is even possible between the two heroes.
  3364. if(!isAllowedExchange(srcObj->id, dstObj->id))
  3365. COMPLAIN_RET("That heroes cannot make any exchange!");
  3366. const CArtifactInstance *srcArtifact = src.getArt();
  3367. const CArtifactInstance *destArtifact = dst.getArt();
  3368. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  3369. if(srcArtifact == nullptr)
  3370. COMPLAIN_RET("No artifact to move!");
  3371. if(destArtifact && srcPlayer != dstPlayer)
  3372. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3373. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3374. // Moving to the backpack is always allowed.
  3375. if((!srcArtifact || !isDstSlotBackpack)
  3376. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3377. COMPLAIN_RET("Cannot move artifact!");
  3378. auto srcSlot = src.getSlot();
  3379. auto dstSlot = dst.getSlot();
  3380. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3381. COMPLAIN_RET("Cannot move artifact locks.");
  3382. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  3383. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3384. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3385. COMPLAIN_RET("Cannot move catapult!");
  3386. if(isDstSlotBackpack)
  3387. {
  3388. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  3389. COMPLAIN_RET("Backpack is full!");
  3390. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  3391. }
  3392. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3393. {
  3394. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3395. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3396. // Check if dst slot is occupied
  3397. if(!isDstSlotBackpack && destArtifact)
  3398. {
  3399. // Previous artifact must be removed first
  3400. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3401. }
  3402. try
  3403. {
  3404. auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3405. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3406. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3407. }
  3408. catch(const std::bad_variant_access &)
  3409. {
  3410. // object other than hero received an art - ignore
  3411. }
  3412. MoveArtifact ma(&src, &dst);
  3413. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3414. ma.askAssemble = false;
  3415. sendAndApply(&ma);
  3416. }
  3417. return true;
  3418. }
  3419. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3420. {
  3421. // Make sure exchange is even possible between the two heroes.
  3422. if(!isAllowedExchange(srcHero, dstHero))
  3423. COMPLAIN_RET("That heroes cannot make any exchange!");
  3424. auto psrcHero = getHero(srcHero);
  3425. auto pdstHero = getHero(dstHero);
  3426. if((!psrcHero) || (!pdstHero))
  3427. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3428. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3429. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3430. auto & slotsSrcDst = ma.artsPack0;
  3431. auto & slotsDstSrc = ma.artsPack1;
  3432. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3433. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3434. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3435. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3436. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3437. {
  3438. assert(artifact);
  3439. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  3440. if(dstSlot != ArtifactPosition::PRE_FIRST)
  3441. {
  3442. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3443. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3444. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  3445. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3446. }
  3447. };
  3448. if(swap)
  3449. {
  3450. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3451. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3452. {
  3453. for(auto & artifact : srcHero->artifactsWorn)
  3454. {
  3455. if(ArtifactUtils::isArtRemovable(artifact))
  3456. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3457. }
  3458. };
  3459. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3460. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3461. {
  3462. for(auto & slotInfo : artSet->artifactsInBackpack)
  3463. {
  3464. auto slot = artSet->getArtPos(slotInfo.artifact);
  3465. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3466. }
  3467. };
  3468. // Move over artifacts that are worn srcHero -> dstHero
  3469. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3470. artFittingSet.artifactsWorn.clear();
  3471. // Move over artifacts that are worn dstHero -> srcHero
  3472. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3473. // Move over artifacts that are in backpack srcHero -> dstHero
  3474. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3475. // Move over artifacts that are in backpack dstHero -> srcHero
  3476. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3477. }
  3478. else
  3479. {
  3480. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3481. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3482. // Move over artifacts that are worn
  3483. for(auto & artInfo : psrcHero->artifactsWorn)
  3484. {
  3485. if(ArtifactUtils::isArtRemovable(artInfo))
  3486. {
  3487. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3488. }
  3489. }
  3490. // Move over artifacts that are in backpack
  3491. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3492. {
  3493. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3494. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3495. }
  3496. }
  3497. sendAndApply(&ma);
  3498. return true;
  3499. }
  3500. /**
  3501. * Assembles or disassembles a combination artifact.
  3502. * @param heroID ID of hero holding the artifact(s).
  3503. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3504. * @param assemble True for assembly operation, false for disassembly.
  3505. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3506. * artifact to assemble to. Otherwise it's not used.
  3507. */
  3508. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3509. {
  3510. const CGHeroInstance * hero = getHero(heroID);
  3511. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  3512. if(!destArtifact)
  3513. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3514. if(assemble)
  3515. {
  3516. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  3517. if(!combinedArt->constituents)
  3518. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3519. if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
  3520. ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  3521. {
  3522. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3523. }
  3524. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3525. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3526. AssembledArtifact aa;
  3527. aa.al = ArtifactLocation(hero, artifactSlot);
  3528. aa.builtArt = combinedArt;
  3529. sendAndApply(&aa);
  3530. }
  3531. else
  3532. {
  3533. if(!destArtifact->canBeDisassembled())
  3534. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3535. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  3536. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->constituents->size() - 1))
  3537. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  3538. DisassembledArtifact da;
  3539. da.al = ArtifactLocation(hero, artifactSlot);
  3540. sendAndApply(&da);
  3541. }
  3542. return true;
  3543. }
  3544. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  3545. {
  3546. const auto * hero = getHero(al.relatedObj()->id);
  3547. if(hero == nullptr)
  3548. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  3549. const auto * art = al.getArt();
  3550. if(art == nullptr)
  3551. COMPLAIN_RET("Cannot remove artifact!");
  3552. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  3553. COMPLAIN_RET("Illegal artifact removal request");
  3554. removeArtifact(al);
  3555. return true;
  3556. }
  3557. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3558. {
  3559. const CGHeroInstance * hero = getHero(hid);
  3560. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3561. const CGTownInstance * town = hero->visitedTown;
  3562. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3563. if (aid==ArtifactID::SPELLBOOK)
  3564. {
  3565. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3566. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3567. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3568. )
  3569. return false;
  3570. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3571. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3572. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3573. giveSpells(town,hero);
  3574. return true;
  3575. }
  3576. else
  3577. {
  3578. const CArtifact * art = aid.toArtifact();
  3579. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3580. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3581. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3582. const int price = art->price;
  3583. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  3584. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3585. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3586. {
  3587. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  3588. return giveHeroNewArtifact(hero, art);
  3589. }
  3590. else
  3591. COMPLAIN_RET("This machine is unavailable here!");
  3592. }
  3593. }
  3594. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  3595. {
  3596. if(!h)
  3597. COMPLAIN_RET("Only hero can buy artifacts!");
  3598. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3599. COMPLAIN_RET("That artifact is unavailable!");
  3600. int b1, b2;
  3601. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3602. if (getResource(h->tempOwner, rid) < b1)
  3603. COMPLAIN_RET("You can't afford to buy this artifact!");
  3604. giveResource(h->tempOwner, rid, -b1);
  3605. SetAvailableArtifacts saa;
  3606. if (m->o->ID == Obj::TOWN)
  3607. {
  3608. saa.id = -1;
  3609. saa.arts = CGTownInstance::merchantArtifacts;
  3610. }
  3611. else if (const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
  3612. {
  3613. saa.id = bm->id.getNum();
  3614. saa.arts = bm->artifacts;
  3615. }
  3616. else
  3617. COMPLAIN_RET("Wrong marktet...");
  3618. bool found = false;
  3619. for (const CArtifact *&art : saa.arts)
  3620. {
  3621. if (art && art->getId() == aid)
  3622. {
  3623. art = nullptr;
  3624. found = true;
  3625. break;
  3626. }
  3627. }
  3628. if (!found)
  3629. COMPLAIN_RET("Cannot find selected artifact on the list");
  3630. sendAndApply(&saa);
  3631. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3632. return true;
  3633. }
  3634. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  3635. {
  3636. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3637. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3638. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3639. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3640. int resVal = 0, dump = 1;
  3641. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3642. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3643. giveResource(h->tempOwner, rid, resVal);
  3644. return true;
  3645. }
  3646. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3647. {
  3648. if (!h)
  3649. COMPLAIN_RET("You need hero to buy a skill!");
  3650. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3651. COMPLAIN_RET("Hero already know this skill");
  3652. if (!h->canLearnSkill())
  3653. COMPLAIN_RET("Hero can't learn any more skills");
  3654. if (!h->canLearnSkill(skill))
  3655. COMPLAIN_RET("The hero can't learn this skill!");
  3656. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3657. COMPLAIN_RET("That skill is unavailable!");
  3658. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3659. COMPLAIN_RET("You can't afford to buy this skill");
  3660. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  3661. changeSecSkill(h, skill, 1, true);
  3662. return true;
  3663. }
  3664. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3665. {
  3666. TResourceCap r1 = getPlayerState(player)->resources[id1];
  3667. vstd::amin(val, r1); //can't trade more resources than have
  3668. int b1, b2; //base quantities for trade
  3669. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3670. int units = val / b1; //how many base quantities we trade
  3671. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3672. {
  3673. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3674. }
  3675. giveResource(player, GameResID(id1), - b1 * units);
  3676. giveResource(player, GameResID(id2), b2 * units);
  3677. return true;
  3678. }
  3679. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  3680. {
  3681. if(!hero)
  3682. COMPLAIN_RET("Only hero can sell creatures!");
  3683. if (!vstd::contains(hero->Slots(), slot))
  3684. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3685. const CStackInstance &s = hero->getStack(slot);
  3686. if (s.count < (TQuantity)count //can't sell more creatures than have
  3687. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3688. {
  3689. COMPLAIN_RET("Not enough creatures in army!");
  3690. }
  3691. int b1, b2; //base quantities for trade
  3692. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3693. int units = count / b1; //how many base quantities we trade
  3694. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3695. {
  3696. //TODO: complain?
  3697. assert(0);
  3698. }
  3699. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3700. giveResource(hero->tempOwner, resourceID, b2 * units);
  3701. return true;
  3702. }
  3703. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3704. {
  3705. const CArmedInstance *army = nullptr;
  3706. if (hero)
  3707. army = hero;
  3708. else
  3709. army = dynamic_cast<const CGTownInstance *>(market->o);
  3710. if (!army)
  3711. COMPLAIN_RET("Incorrect call to transform in undead!");
  3712. if (!army->hasStackAtSlot(slot))
  3713. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3714. const CStackInstance &s = army->getStack(slot);
  3715. //resulting creature - bone dragons or skeletons
  3716. CreatureID resCreature = CreatureID::SKELETON;
  3717. if ((s.hasBonusOfType(Bonus::DRAGON_NATURE)
  3718. && !(s.hasBonusOfType(Bonus::UNDEAD)))
  3719. || (s.getCreatureID() == CreatureID::HYDRA)
  3720. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3721. resCreature = CreatureID::BONE_DRAGON;
  3722. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3723. return true;
  3724. }
  3725. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  3726. {
  3727. const PlayerState *p2 = getPlayerState(r2, false);
  3728. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3729. {
  3730. complain("Dest player must be in game!");
  3731. return false;
  3732. }
  3733. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  3734. vstd::amin(val, curRes1);
  3735. giveResource(player, r1, -(int)val);
  3736. giveResource(r2, r1, val);
  3737. return true;
  3738. }
  3739. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3740. {
  3741. const CGHeroInstance *h = getHero(hid);
  3742. if (!h)
  3743. {
  3744. logGlobal->error("Hero doesn't exist!");
  3745. return false;
  3746. }
  3747. ChangeFormation cf;
  3748. cf.hid = hid;
  3749. cf.formation = formation;
  3750. sendAndApply(&cf);
  3751. return true;
  3752. }
  3753. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3754. {
  3755. const PlayerState * p = getPlayerState(player);
  3756. const CGTownInstance * t = getTown(obj->id);
  3757. //common preconditions
  3758. // if ((p->resources.at(EGameResID::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3759. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3760. if ((p->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3761. || ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))
  3762. || ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3763. {
  3764. return false;
  3765. }
  3766. if (t) //tavern in town
  3767. {
  3768. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3769. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3770. {
  3771. return false;
  3772. }
  3773. }
  3774. else if (obj->ID == Obj::TAVERN)
  3775. {
  3776. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3777. {
  3778. return false;
  3779. }
  3780. }
  3781. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3782. if (!nh)
  3783. {
  3784. complain ("Hero is not available for hiring!");
  3785. return false;
  3786. }
  3787. HeroRecruited hr;
  3788. hr.tid = obj->id;
  3789. hr.hid = nh->subID;
  3790. hr.player = player;
  3791. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3792. sendAndApply(&hr);
  3793. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3794. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3795. const CGHeroInstance *newHero = nullptr;
  3796. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3797. {
  3798. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3799. }
  3800. SetAvailableHeroes sah;
  3801. sah.player = player;
  3802. if (newHero)
  3803. {
  3804. sah.hid[hid] = newHero->subID;
  3805. sah.army[hid].clear();
  3806. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3807. }
  3808. else
  3809. {
  3810. sah.hid[hid] = -1;
  3811. }
  3812. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3813. sendAndApply(&sah);
  3814. giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  3815. if (t)
  3816. {
  3817. visitCastleObjects(t, nh);
  3818. giveSpells (t,nh);
  3819. }
  3820. return true;
  3821. }
  3822. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3823. {
  3824. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3825. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3826. logGlobal->trace(answer.toJson());
  3827. auto topQuery = queries.topQuery(player);
  3828. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3829. if(topQuery->queryID != qid)
  3830. {
  3831. auto currentQuery = queries.getQuery(qid);
  3832. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3833. currentQuery->setReply(answer);
  3834. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3835. }
  3836. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3837. topQuery->setReply(answer);
  3838. queries.popQuery(topQuery);
  3839. return true;
  3840. }
  3841. static EndAction end_action;
  3842. void CGameHandler::updateGateState()
  3843. {
  3844. // GATE_BRIDGE - leftmost tile, located over moat
  3845. // GATE_OUTER - central tile, mostly covered by gate image
  3846. // GATE_INNER - rightmost tile, inside the walls
  3847. // GATE_OUTER or GATE_INNER:
  3848. // - if defender moves unit on these tiles, bridge will open
  3849. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3850. // - blocked to attacker if bridge is closed
  3851. // GATE_BRIDGE
  3852. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3853. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3854. // - deals moat damage to attacker if bridge is closed (fortress only)
  3855. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3856. bool hasStackAtGateInner = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3857. bool hasStackAtGateOuter = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3858. bool hasStackAtGateBridge = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3859. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  3860. {
  3861. return obst->obstacleType == CObstacleInstance::MOAT;
  3862. });
  3863. BattleUpdateGateState db;
  3864. db.state = gs->curB->si.gateState;
  3865. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3866. {
  3867. db.state = EGateState::DESTROYED;
  3868. }
  3869. else if (db.state == EGateState::OPENED)
  3870. {
  3871. bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
  3872. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3873. if (gateCanClose)
  3874. db.state = EGateState::CLOSED;
  3875. else
  3876. db.state = EGateState::OPENED;
  3877. }
  3878. else // CLOSED or BLOCKED
  3879. {
  3880. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3881. if (gateBlocked)
  3882. db.state = EGateState::BLOCKED;
  3883. else
  3884. db.state = EGateState::CLOSED;
  3885. }
  3886. if (db.state != gs->curB->si.gateState)
  3887. sendAndApply(&db);
  3888. }
  3889. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3890. {
  3891. bool ok = true;
  3892. battle::Target target = ba.getTarget(gs->curB);
  3893. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3894. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3895. logGlobal->trace("Making action: %s", ba.toString());
  3896. switch(ba.actionType)
  3897. {
  3898. case EActionType::WALK: //walk
  3899. case EActionType::DEFEND: //defend
  3900. case EActionType::WAIT: //wait
  3901. case EActionType::WALK_AND_ATTACK: //walk or attack
  3902. case EActionType::SHOOT: //shoot
  3903. case EActionType::CATAPULT: //catapult
  3904. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3905. case EActionType::MONSTER_SPELL:
  3906. if (!stack)
  3907. {
  3908. complain("No such stack!");
  3909. return false;
  3910. }
  3911. if (!stack->alive())
  3912. {
  3913. complain("This stack is dead: " + stack->nodeName());
  3914. return false;
  3915. }
  3916. if (battleTacticDist())
  3917. {
  3918. if (stack && stack->side != battleGetTacticsSide())
  3919. {
  3920. complain("This is not a stack of side that has tactics!");
  3921. return false;
  3922. }
  3923. }
  3924. else if (!isAboutActiveStack)
  3925. {
  3926. complain("Action has to be about active stack!");
  3927. return false;
  3928. }
  3929. }
  3930. auto wrapAction = [this](BattleAction &ba)
  3931. {
  3932. StartAction startAction(ba);
  3933. sendAndApply(&startAction);
  3934. return vstd::makeScopeGuard([&]()
  3935. {
  3936. sendAndApply(&end_action);
  3937. });
  3938. };
  3939. switch(ba.actionType)
  3940. {
  3941. case EActionType::END_TACTIC_PHASE: //wait
  3942. case EActionType::BAD_MORALE:
  3943. case EActionType::NO_ACTION:
  3944. {
  3945. auto wrapper = wrapAction(ba);
  3946. break;
  3947. }
  3948. case EActionType::WALK:
  3949. {
  3950. auto wrapper = wrapAction(ba);
  3951. if(target.size() < 1)
  3952. {
  3953. complain("Destination required for move action.");
  3954. ok = false;
  3955. break;
  3956. }
  3957. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3958. if (!walkedTiles)
  3959. complain("Stack failed movement!");
  3960. break;
  3961. }
  3962. case EActionType::DEFEND:
  3963. {
  3964. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3965. SetStackEffect sse;
  3966. Bonus defenseBonusToAdd(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL);
  3967. Bonus bonus2(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, stack->valOfBonuses(Bonus::DEFENSIVE_STANCE),
  3968. -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3969. Bonus alternativeWeakCreatureBonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 1, -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE);
  3970. BonusList defence = *stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3971. int oldDefenceValue = defence.totalValue();
  3972. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3973. defence.push_back(std::make_shared<Bonus>(bonus2));
  3974. int difference = defence.totalValue() - oldDefenceValue;
  3975. std::vector<Bonus> buffer;
  3976. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3977. {
  3978. difference = 1;
  3979. buffer.push_back(alternativeWeakCreatureBonus);
  3980. }
  3981. else
  3982. {
  3983. buffer.push_back(defenseBonusToAdd);
  3984. }
  3985. buffer.push_back(bonus2);
  3986. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3987. sendAndApply(&sse);
  3988. BattleLogMessage message;
  3989. MetaString text;
  3990. stack->addText(text, MetaString::GENERAL_TXT, 120);
  3991. stack->addNameReplacement(text);
  3992. text.addReplacement(difference);
  3993. message.lines.push_back(text);
  3994. sendAndApply(&message);
  3995. //don't break - we share code with next case
  3996. }
  3997. [[fallthrough]];
  3998. case EActionType::WAIT:
  3999. {
  4000. auto wrapper = wrapAction(ba);
  4001. break;
  4002. }
  4003. case EActionType::RETREAT: //retreat/flee
  4004. {
  4005. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  4006. complain("Cannot retreat!");
  4007. else
  4008. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  4009. break;
  4010. }
  4011. case EActionType::SURRENDER:
  4012. {
  4013. PlayerColor player = gs->curB->sides.at(ba.side).color;
  4014. int cost = gs->curB->battleGetSurrenderCost(player);
  4015. if (cost < 0)
  4016. complain("Cannot surrender!");
  4017. else if (getResource(player, EGameResID::GOLD) < cost)
  4018. complain("Not enough gold to surrender!");
  4019. else
  4020. {
  4021. giveResource(player, EGameResID::GOLD, -cost);
  4022. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  4023. }
  4024. break;
  4025. }
  4026. case EActionType::WALK_AND_ATTACK: //walk or attack
  4027. {
  4028. auto wrapper = wrapAction(ba);
  4029. if(!stack)
  4030. {
  4031. complain("No attacker");
  4032. ok = false;
  4033. break;
  4034. }
  4035. if(target.size() < 2)
  4036. {
  4037. complain("Two destinations required for attack action.");
  4038. ok = false;
  4039. break;
  4040. }
  4041. BattleHex attackPos = target.at(0).hexValue;
  4042. BattleHex destinationTile = target.at(1).hexValue;
  4043. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4044. if(!destinationStack)
  4045. {
  4046. complain("Invalid target to attack");
  4047. ok = false;
  4048. break;
  4049. }
  4050. BattleHex startingPos = stack->getPosition();
  4051. int distance = moveStack(ba.stackNumber, attackPos);
  4052. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4053. if(stack->getPosition() != attackPos
  4054. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4055. )
  4056. {
  4057. // we were not able to reach destination tile, nor occupy specified hex
  4058. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4059. break;
  4060. }
  4061. if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
  4062. {
  4063. destinationStack = nullptr;
  4064. }
  4065. if(!destinationStack)
  4066. {
  4067. complain("Unit can not attack itself");
  4068. ok = false;
  4069. break;
  4070. }
  4071. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4072. {
  4073. complain("Attack cannot be performed!");
  4074. ok = false;
  4075. break;
  4076. }
  4077. //attack
  4078. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4079. //TODO: move to CUnitState
  4080. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4081. if(attackingHero)
  4082. {
  4083. totalAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4084. }
  4085. const bool firstStrike = destinationStack->hasBonusOfType(Bonus::FIRST_STRIKE);
  4086. const bool retaliation = destinationStack->ableToRetaliate();
  4087. for (int i = 0; i < totalAttacks; ++i)
  4088. {
  4089. //first strike
  4090. if(i == 0 && firstStrike && retaliation)
  4091. {
  4092. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4093. }
  4094. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4095. if(stack->alive() && !stack->hasBonusOfType(Bonus::NOT_ACTIVE) && destinationStack->alive())
  4096. {
  4097. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4098. }
  4099. //counterattack
  4100. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4101. if(stack->alive()
  4102. && !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
  4103. && (i == 0 && !firstStrike)
  4104. && retaliation && destinationStack->ableToRetaliate())
  4105. {
  4106. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4107. }
  4108. }
  4109. //return
  4110. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE)
  4111. && target.size() == 3
  4112. && startingPos != stack->getPosition()
  4113. && startingPos == target.at(2).hexValue
  4114. && stack->alive())
  4115. {
  4116. moveStack(ba.stackNumber, startingPos);
  4117. //NOTE: curStack->ID == ba.stackNumber (rev 1431)
  4118. }
  4119. break;
  4120. }
  4121. case EActionType::SHOOT:
  4122. {
  4123. if(target.size() < 1)
  4124. {
  4125. complain("Destination required for shot action.");
  4126. ok = false;
  4127. break;
  4128. }
  4129. auto destination = target.at(0).hexValue;
  4130. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4131. if (!gs->curB->battleCanShoot(stack, destination))
  4132. {
  4133. complain("Cannot shoot!");
  4134. break;
  4135. }
  4136. if (!destinationStack)
  4137. {
  4138. complain("No target to shoot!");
  4139. break;
  4140. }
  4141. auto wrapper = wrapAction(ba);
  4142. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4143. //ranged counterattack
  4144. if (destinationStack->hasBonusOfType(Bonus::RANGED_RETALIATION)
  4145. && !stack->hasBonusOfType(Bonus::BLOCKS_RANGED_RETALIATION)
  4146. && destinationStack->ableToRetaliate()
  4147. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4148. && stack->alive()) //attacker may have died (fire shield)
  4149. {
  4150. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4151. }
  4152. //allow more than one additional attack
  4153. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4154. //TODO: move to CUnitState
  4155. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4156. if(attackingHero)
  4157. {
  4158. totalRangedAttacks += attackingHero->valOfBonuses(Bonus::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4159. }
  4160. for(int i = 1; i < totalRangedAttacks; ++i)
  4161. {
  4162. if(
  4163. stack->alive()
  4164. && destinationStack->alive()
  4165. && stack->shots.canUse()
  4166. )
  4167. {
  4168. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4169. }
  4170. }
  4171. break;
  4172. }
  4173. case EActionType::CATAPULT:
  4174. {
  4175. auto wrapper = wrapAction(ba);
  4176. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4177. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::CATAPULT));
  4178. if(!catapultAbility || catapultAbility->subtype < 0)
  4179. {
  4180. complain("We do not know how to shoot :P");
  4181. }
  4182. else
  4183. {
  4184. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4185. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4186. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(Bonus::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4187. parameters.setSpellLevel(shotLevel);
  4188. parameters.cast(spellEnv, target);
  4189. }
  4190. //finish by scope guard
  4191. break;
  4192. }
  4193. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4194. {
  4195. auto wrapper = wrapAction(ba);
  4196. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4197. if(target.size() < 1)
  4198. {
  4199. complain("Destination required for heal action.");
  4200. ok = false;
  4201. break;
  4202. }
  4203. const battle::Unit * destStack = nullptr;
  4204. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(Bonus::HEALER));
  4205. if(target.at(0).unitValue)
  4206. destStack = target.at(0).unitValue;
  4207. else
  4208. destStack = gs->curB->battleGetUnitByPos(target.at(0).hexValue);
  4209. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4210. {
  4211. complain("There is either no healer, no destination, or healer cannot heal :P");
  4212. }
  4213. else
  4214. {
  4215. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4216. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4217. auto dest = battle::Destination(destStack, target.at(0).hexValue);
  4218. parameters.setSpellLevel(0);
  4219. parameters.cast(spellEnv, {dest});
  4220. }
  4221. break;
  4222. }
  4223. case EActionType::MONSTER_SPELL:
  4224. {
  4225. auto wrapper = wrapAction(ba);
  4226. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4227. SpellID spellID = SpellID(ba.actionSubtype);
  4228. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  4229. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
  4230. //TODO special bonus for genies ability
  4231. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4232. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4233. if (spellID < 0)
  4234. complain("That stack can't cast spells!");
  4235. else
  4236. {
  4237. const CSpell * spell = SpellID(spellID).toSpell();
  4238. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4239. int32_t spellLvl = 0;
  4240. if(spellcaster)
  4241. vstd::amax(spellLvl, spellcaster->val);
  4242. if(randSpellcaster)
  4243. vstd::amax(spellLvl, randSpellcaster->val);
  4244. parameters.setSpellLevel(spellLvl);
  4245. parameters.cast(spellEnv, target);
  4246. }
  4247. break;
  4248. }
  4249. }
  4250. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4251. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4252. handleObstacleTriggersForUnit(*spellEnv, *stack);
  4253. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4254. battleMadeAction.setn(true);
  4255. return ok;
  4256. }
  4257. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4258. {
  4259. bool cheated = false;
  4260. if(!getPlayerSettings(player)->isControlledByAI())
  4261. {
  4262. PlayerMessageClient temp_message(player, message);
  4263. sendAndApply(&temp_message);
  4264. }
  4265. std::vector<std::string> words;
  4266. boost::split(words, message, boost::is_any_of(" "));
  4267. bool isHost = false;
  4268. for(auto & c : connections[player])
  4269. if(lobby->isClientHost(c->connectionID))
  4270. isHost = true;
  4271. if(isHost && words.size() >= 2 && words[0] == "game")
  4272. {
  4273. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4274. {
  4275. SystemMessage temp_message("game was terminated");
  4276. sendAndApply(&temp_message);
  4277. lobby->state = EServerState::SHUTDOWN;
  4278. return;
  4279. }
  4280. if(words.size() == 3 && words[1] == "save")
  4281. {
  4282. save("Saves/" + words[2]);
  4283. SystemMessage temp_message("game saved as " + words[2]);
  4284. sendAndApply(&temp_message);
  4285. return;
  4286. }
  4287. if(words.size() == 3 && words[1] == "kick")
  4288. {
  4289. auto playername = words[2];
  4290. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4291. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4292. playerToKick = PlayerColor(std::stoi(playername));
  4293. else
  4294. {
  4295. for(auto & c : connections)
  4296. {
  4297. if(c.first.getStr(false) == playername)
  4298. playerToKick = c.first;
  4299. }
  4300. }
  4301. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4302. {
  4303. PlayerCheated pc;
  4304. pc.player = playerToKick;
  4305. pc.losingCheatCode = true;
  4306. sendAndApply(&pc);
  4307. checkVictoryLossConditionsForPlayer(playerToKick);
  4308. }
  4309. return;
  4310. }
  4311. }
  4312. int obj = 0;
  4313. if (words.size() == 2 && words[0] != "vcmiexp" && words[0] != "vcmiolorin")
  4314. {
  4315. obj = std::atoi(words[1].c_str());
  4316. if (obj)
  4317. currObj = ObjectInstanceID(obj);
  4318. }
  4319. const CGHeroInstance * hero = getHero(currObj);
  4320. const CGTownInstance * town = getTown(currObj);
  4321. if (!town && hero)
  4322. town = hero->visitedTown;
  4323. if(words.size() > 1 && (words[0] == "vcmiarmy" || words[0] == "vcminissi" || words[0] == "vcmiexp" || words[0] == "vcmiolorin"))
  4324. {
  4325. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4326. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4327. }
  4328. else if (words.size() == 1 || obj)
  4329. {
  4330. handleCheatCode(words[0], player, hero, town, cheated);
  4331. }
  4332. else
  4333. {
  4334. for (const auto & i : gs->players)
  4335. {
  4336. if (i.first == PlayerColor::NEUTRAL)
  4337. continue;
  4338. if (words[1] == "ai")
  4339. {
  4340. if (i.second.human)
  4341. continue;
  4342. }
  4343. else if (words[1] != "all" && words[1] != i.first.getStr())
  4344. continue;
  4345. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4346. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4347. {
  4348. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4349. }
  4350. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4351. {
  4352. for (const auto & t : i.second.towns)
  4353. {
  4354. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4355. }
  4356. }
  4357. else
  4358. {
  4359. for (const auto & h : i.second.heroes)
  4360. {
  4361. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4362. }
  4363. }
  4364. }
  4365. }
  4366. if (cheated)
  4367. {
  4368. if(!getPlayerSettings(player)->isControlledByAI())
  4369. {
  4370. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4371. sendAndApply(&temp_message);
  4372. }
  4373. if(!player.isSpectator())
  4374. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4375. }
  4376. }
  4377. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4378. {
  4379. switch(ba.actionType)
  4380. {
  4381. case EActionType::HERO_SPELL:
  4382. {
  4383. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4384. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4385. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4386. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4387. if (!s)
  4388. {
  4389. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4390. return false;
  4391. }
  4392. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4393. spells::detail::ProblemImpl problem;
  4394. auto m = s->battleMechanics(&parameters);
  4395. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4396. {
  4397. logGlobal->warn("Spell cannot be cast!");
  4398. std::vector<std::string> texts;
  4399. problem.getAll(texts);
  4400. for(auto s : texts)
  4401. logGlobal->warn(s);
  4402. return false;
  4403. }
  4404. StartAction start_action(ba);
  4405. sendAndApply(&start_action); //start spell casting
  4406. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4407. sendAndApply(&end_action);
  4408. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4409. {
  4410. battleMadeAction.setn(true);
  4411. }
  4412. checkBattleStateChanges();
  4413. if (battleResult.get())
  4414. {
  4415. battleMadeAction.setn(true);
  4416. //battle will be ended by startBattle function
  4417. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4418. }
  4419. return true;
  4420. }
  4421. }
  4422. return false;
  4423. }
  4424. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4425. {
  4426. auto bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTED)));
  4427. for(auto b : bl)
  4428. {
  4429. const CSpell * sp = SpellID(b->subtype).toSpell();
  4430. if(!sp)
  4431. continue;
  4432. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4433. const int32_t level = ((val > 3) ? (val - 3) : val);
  4434. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4435. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4436. battleCast.setEffectDuration(50);
  4437. battleCast.setSpellLevel(level);
  4438. spells::Target target;
  4439. if(val > 3)
  4440. {
  4441. for(auto s : gs->curB->battleGetAllStacks())
  4442. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4443. target.emplace_back(s);
  4444. }
  4445. else
  4446. {
  4447. target.emplace_back(st);
  4448. }
  4449. battleCast.applyEffects(spellEnv, target, false, true);
  4450. }
  4451. }
  4452. void CGameHandler::stackTurnTrigger(const CStack *st)
  4453. {
  4454. BattleTriggerEffect bte;
  4455. bte.stackID = st->ID;
  4456. bte.effect = -1;
  4457. bte.val = 0;
  4458. bte.additionalInfo = 0;
  4459. if (st->alive())
  4460. {
  4461. //unbind
  4462. if (st->hasBonus(Selector::type()(Bonus::BIND_EFFECT)))
  4463. {
  4464. bool unbind = true;
  4465. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::BIND_EFFECT)));
  4466. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4467. for (auto b : bl)
  4468. {
  4469. if(b->additionalInfo != CAddInfo::NONE)
  4470. {
  4471. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4472. if(stack)
  4473. {
  4474. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4475. unbind = false;
  4476. }
  4477. }
  4478. else
  4479. {
  4480. unbind = false;
  4481. }
  4482. }
  4483. if (unbind)
  4484. {
  4485. BattleSetStackProperty ssp;
  4486. ssp.which = BattleSetStackProperty::UNBIND;
  4487. ssp.stackID = st->ID;
  4488. sendAndApply(&ssp);
  4489. }
  4490. }
  4491. if (st->hasBonusOfType(Bonus::POISON))
  4492. {
  4493. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(Bonus::STACK_HEALTH)));
  4494. if (b) //TODO: what if not?...
  4495. {
  4496. bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
  4497. if (bte.val < b->val) //(negative) poison effect increases - update it
  4498. {
  4499. bte.effect = Bonus::POISON;
  4500. sendAndApply(&bte);
  4501. }
  4502. }
  4503. }
  4504. if(st->hasBonusOfType(Bonus::MANA_DRAIN) && !st->drainedMana)
  4505. {
  4506. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4507. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4508. if(opponentHero)
  4509. {
  4510. ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
  4511. vstd::amin(manaDrained, opponentHero->mana);
  4512. if(manaDrained)
  4513. {
  4514. bte.effect = Bonus::MANA_DRAIN;
  4515. bte.val = manaDrained;
  4516. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4517. sendAndApply(&bte);
  4518. }
  4519. }
  4520. }
  4521. if (st->isLiving() && !st->hasBonusOfType(Bonus::FEARLESS))
  4522. {
  4523. bool fearsomeCreature = false;
  4524. for (CStack * stack : gs->curB->stacks)
  4525. {
  4526. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(Bonus::FEAR))
  4527. {
  4528. fearsomeCreature = true;
  4529. break;
  4530. }
  4531. }
  4532. if (fearsomeCreature)
  4533. {
  4534. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4535. {
  4536. bte.effect = Bonus::FEAR;
  4537. sendAndApply(&bte);
  4538. }
  4539. }
  4540. }
  4541. BonusList bl = *(st->getBonuses(Selector::type()(Bonus::ENCHANTER)));
  4542. int side = gs->curB->whatSide(st->owner);
  4543. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4544. {
  4545. bool cast = false;
  4546. while(!bl.empty() && !cast)
  4547. {
  4548. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4549. auto spellID = SpellID(bonus->subtype);
  4550. const CSpell * spell = SpellID(spellID).toSpell();
  4551. bl.remove_if([&bonus](const Bonus * b)
  4552. {
  4553. return b == bonus.get();
  4554. });
  4555. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4556. parameters.setSpellLevel(bonus->val);
  4557. parameters.massive = true;
  4558. parameters.smart = true;
  4559. //todo: recheck effect level
  4560. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4561. {
  4562. cast = true;
  4563. int cooldown = bonus->additionalInfo[0];
  4564. BattleSetStackProperty ssp;
  4565. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4566. ssp.absolute = false;
  4567. ssp.val = cooldown;
  4568. ssp.stackID = st->unitId();
  4569. sendAndApply(&ssp);
  4570. }
  4571. }
  4572. }
  4573. }
  4574. }
  4575. void CGameHandler::handleTimeEvents()
  4576. {
  4577. gs->map->events.sort(evntCmp);
  4578. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4579. {
  4580. CMapEvent ev = gs->map->events.front();
  4581. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4582. {
  4583. auto color = PlayerColor(player);
  4584. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4585. if (pinfo //player exists
  4586. && (ev.players & 1<<player) //event is enabled to this player
  4587. && ((ev.computerAffected && !pinfo->human)
  4588. || (ev.humanAffected && pinfo->human)
  4589. )
  4590. )
  4591. {
  4592. //give resources
  4593. giveResources(color, ev.resources);
  4594. //prepare dialog
  4595. InfoWindow iw;
  4596. iw.player = color;
  4597. iw.text << ev.message;
  4598. for (int i=0; i<ev.resources.size(); i++)
  4599. {
  4600. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  4601. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  4602. }
  4603. sendAndApply(&iw); //show dialog
  4604. }
  4605. } //PLAYERS LOOP
  4606. if (ev.nextOccurence)
  4607. {
  4608. gs->map->events.pop_front();
  4609. ev.firstOccurence += ev.nextOccurence;
  4610. auto it = gs->map->events.begin();
  4611. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4612. it++;
  4613. gs->map->events.insert(it, ev);
  4614. }
  4615. else
  4616. {
  4617. gs->map->events.pop_front();
  4618. }
  4619. }
  4620. //TODO send only if changed
  4621. UpdateMapEvents ume;
  4622. ume.events = gs->map->events;
  4623. sendAndApply(&ume);
  4624. }
  4625. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4626. {
  4627. town->events.sort(evntCmp);
  4628. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4629. {
  4630. PlayerColor player = town->tempOwner;
  4631. CCastleEvent ev = town->events.front();
  4632. const PlayerState * pinfo = getPlayerState(player, false);
  4633. if (pinfo //player exists
  4634. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4635. && ((ev.computerAffected && !pinfo->human)
  4636. || (ev.humanAffected && pinfo->human)))
  4637. {
  4638. // dialog
  4639. InfoWindow iw;
  4640. iw.player = player;
  4641. iw.text << ev.message;
  4642. if (ev.resources.nonZero())
  4643. {
  4644. TResources was = n.res[player];
  4645. n.res[player] += ev.resources;
  4646. n.res[player].amax(0);
  4647. for (int i=0; i<ev.resources.size(); i++)
  4648. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  4649. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  4650. }
  4651. for (auto & i : ev.buildings)
  4652. {
  4653. if (!town->hasBuilt(i))
  4654. {
  4655. buildStructure(town->id, i, true);
  4656. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4657. }
  4658. }
  4659. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4660. {
  4661. n.cres[town->id].tid = town->id;
  4662. n.cres[town->id].creatures = town->creatures;
  4663. }
  4664. auto & sac = n.cres[town->id];
  4665. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4666. {
  4667. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4668. {
  4669. sac.creatures[i].first += ev.creatures.at(i);
  4670. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4671. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4672. }
  4673. }
  4674. sendAndApply(&iw); //show dialog
  4675. }
  4676. if (ev.nextOccurence)
  4677. {
  4678. town->events.pop_front();
  4679. ev.firstOccurence += ev.nextOccurence;
  4680. auto it = town->events.begin();
  4681. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4682. it++;
  4683. town->events.insert(it, ev);
  4684. }
  4685. else
  4686. {
  4687. town->events.pop_front();
  4688. }
  4689. }
  4690. //TODO send only if changed
  4691. UpdateCastleEvents uce;
  4692. uce.town = town->id;
  4693. uce.events = town->events;
  4694. sendAndApply(&uce);
  4695. }
  4696. bool CGameHandler::complain(const std::string &problem)
  4697. {
  4698. sendMessageToAll("Server encountered a problem: " + problem);
  4699. logGlobal->error(problem);
  4700. return true;
  4701. }
  4702. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4703. {
  4704. //PlayerColor player = getOwner(hid);
  4705. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4706. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4707. assert(lowerArmy);
  4708. assert(upperArmy);
  4709. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4710. queries.addQuery(garrisonQuery);
  4711. GarrisonDialog gd;
  4712. gd.hid = hid;
  4713. gd.objid = upobj;
  4714. gd.removableUnits = removableUnits;
  4715. gd.queryID = garrisonQuery->queryID;
  4716. sendAndApply(&gd);
  4717. }
  4718. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4719. {
  4720. OpenWindow ow;
  4721. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4722. ow.id1 = player.getNum();
  4723. ow.id2 = requestingObjId.getNum();
  4724. sendAndApply(&ow);
  4725. }
  4726. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4727. {
  4728. if (id1 == id2)
  4729. return true;
  4730. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4731. if (!o1 || !o2)
  4732. return true; //arranging stacks within an object should be always allowed
  4733. if (o1 && o2)
  4734. {
  4735. if (o1->ID == Obj::TOWN)
  4736. {
  4737. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4738. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4739. return true;
  4740. }
  4741. if (o2->ID == Obj::TOWN)
  4742. {
  4743. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4744. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4745. return true;
  4746. }
  4747. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4748. {
  4749. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4750. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4751. // two heroes in same town (garrisoned and visiting)
  4752. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4753. return true;
  4754. }
  4755. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4756. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4757. if (!dialog)
  4758. {
  4759. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4760. }
  4761. if (dialog)
  4762. {
  4763. auto topArmy = dialog->exchangingArmies.at(0);
  4764. auto bottomArmy = dialog->exchangingArmies.at(1);
  4765. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4766. return true;
  4767. }
  4768. }
  4769. return false;
  4770. }
  4771. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4772. {
  4773. using events::ObjectVisitStarted;
  4774. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4775. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4776. auto startVisit = [&](ObjectVisitStarted & event)
  4777. {
  4778. auto visitedObject = obj;
  4779. if(obj->ID == Obj::HERO)
  4780. {
  4781. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4782. const auto visitedTown = visitedHero->visitedTown;
  4783. if(visitedTown)
  4784. {
  4785. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4786. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4787. visitedObject = visitedTown;
  4788. }
  4789. }
  4790. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4791. queries.addQuery(visitQuery); //TODO real visit pos
  4792. HeroVisit hv;
  4793. hv.objId = obj->id;
  4794. hv.heroId = h->id;
  4795. hv.player = h->tempOwner;
  4796. hv.starting = true;
  4797. sendAndApply(&hv);
  4798. obj->onHeroVisit(h);
  4799. };
  4800. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4801. if(visitQuery)
  4802. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4803. }
  4804. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4805. {
  4806. using events::ObjectVisitEnded;
  4807. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4808. auto endVisit = [&](ObjectVisitEnded & event)
  4809. {
  4810. HeroVisit hv;
  4811. hv.player = event.getPlayer();
  4812. hv.heroId = event.getHero();
  4813. hv.starting = false;
  4814. sendAndApply(&hv);
  4815. };
  4816. //TODO: ObjectVisitEnded should also have id of visited object,
  4817. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4818. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4819. }
  4820. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  4821. {
  4822. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4823. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4824. {
  4825. complain("Cannot build boat in this shipyard!");
  4826. return false;
  4827. }
  4828. else if (obj->o->ID == Obj::TOWN
  4829. && !static_cast<const CGTownInstance*>(obj)->hasBuilt(BuildingID::SHIPYARD))
  4830. {
  4831. complain("Cannot build boat in the town - no shipyard!");
  4832. return false;
  4833. }
  4834. TResources boatCost;
  4835. obj->getBoatCost(boatCost);
  4836. TResources aviable = getPlayerState(playerID)->resources;
  4837. if (!aviable.canAfford(boatCost))
  4838. {
  4839. complain("Not enough resources to build a boat!");
  4840. return false;
  4841. }
  4842. int3 tile = obj->bestLocation();
  4843. if (!gs->map->isInTheMap(tile))
  4844. {
  4845. complain("Cannot find appropriate tile for a boat!");
  4846. return false;
  4847. }
  4848. //take boat cost
  4849. giveResources(playerID, -boatCost);
  4850. //create boat
  4851. NewObject no;
  4852. no.ID = Obj::BOAT;
  4853. no.subID = obj->getBoatType().getNum();
  4854. no.pos = tile + int3(1,0,0);
  4855. sendAndApply(&no);
  4856. return true;
  4857. }
  4858. void CGameHandler::engageIntoBattle(PlayerColor player)
  4859. {
  4860. //notify interfaces
  4861. PlayerBlocked pb;
  4862. pb.player = player;
  4863. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4864. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4865. sendAndApply(&pb);
  4866. }
  4867. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4868. {
  4869. for (auto playerColor : playerColors)
  4870. {
  4871. if (getPlayerState(playerColor, false))
  4872. checkVictoryLossConditionsForPlayer(playerColor);
  4873. }
  4874. }
  4875. void CGameHandler::checkVictoryLossConditionsForAll()
  4876. {
  4877. std::set<PlayerColor> playerColors;
  4878. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4879. {
  4880. playerColors.insert(PlayerColor(i));
  4881. }
  4882. checkVictoryLossConditions(playerColors);
  4883. }
  4884. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4885. {
  4886. const PlayerState * p = getPlayerState(player);
  4887. if(!p || p->status != EPlayerStatus::INGAME) return;
  4888. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4889. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4890. {
  4891. InfoWindow iw;
  4892. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4893. sendAndApply(&iw);
  4894. PlayerEndsGame peg;
  4895. peg.player = player;
  4896. peg.victoryLossCheckResult = victoryLossCheckResult;
  4897. sendAndApply(&peg);
  4898. if (victoryLossCheckResult.victory())
  4899. {
  4900. //one player won -> all enemies lost
  4901. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4902. {
  4903. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4904. {
  4905. peg.player = i->first;
  4906. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4907. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4908. InfoWindow iw;
  4909. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4910. iw.player = i->first;
  4911. sendAndApply(&iw);
  4912. sendAndApply(&peg);
  4913. }
  4914. }
  4915. if(p->human)
  4916. {
  4917. lobby->state = EServerState::GAMEPLAY_ENDED;
  4918. }
  4919. }
  4920. else
  4921. {
  4922. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4923. auto hlp = p->heroes;
  4924. for (auto h : hlp) //eliminate heroes
  4925. {
  4926. if (h.get())
  4927. removeObject(h);
  4928. }
  4929. //player lost -> all his objects become unflagged (neutral)
  4930. for (auto obj : gs->map->objects) //unflag objs
  4931. {
  4932. if (obj.get() && obj->tempOwner == player)
  4933. setOwner(obj, PlayerColor::NEUTRAL);
  4934. }
  4935. //eliminating one player may cause victory of another:
  4936. std::set<PlayerColor> playerColors;
  4937. //do not copy player state (CBonusSystemNode) by value
  4938. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4939. {
  4940. if (p.first != player)
  4941. playerColors.insert(p.first);
  4942. }
  4943. //notify all players
  4944. for (auto pc : playerColors)
  4945. {
  4946. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4947. {
  4948. InfoWindow iw;
  4949. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4950. iw.player = pc;
  4951. sendAndApply(&iw);
  4952. }
  4953. }
  4954. checkVictoryLossConditions(playerColors);
  4955. }
  4956. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  4957. // If we are called before the actual game start, there might be no current player
  4958. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4959. {
  4960. // If player making turn has lost his turn must be over as well
  4961. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4962. }
  4963. }
  4964. }
  4965. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4966. {
  4967. out.player = player;
  4968. out.text.clear();
  4969. out.text << victoryLossCheckResult.messageToSelf;
  4970. // hackish, insert one player-specific string, if applicable
  4971. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4972. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4973. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  4974. }
  4975. bool CGameHandler::dig(const CGHeroInstance *h)
  4976. {
  4977. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4978. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4979. //create a hole
  4980. NewObject no;
  4981. no.ID = Obj::HOLE;
  4982. no.pos = h->visitablePos();
  4983. no.subID = 0;
  4984. sendAndApply(&no);
  4985. //take MPs
  4986. SetMovePoints smp;
  4987. smp.hid = h->id;
  4988. smp.val = 0;
  4989. sendAndApply(&smp);
  4990. InfoWindow iw;
  4991. iw.type = EInfoWindowMode::AUTO;
  4992. iw.player = h->tempOwner;
  4993. if (gs->map->grailPos == h->visitablePos())
  4994. {
  4995. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4996. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  4997. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4998. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::PRE_FIRST); //give grail
  4999. sendAndApply(&iw);
  5000. iw.soundID = soundBase::invalid;
  5001. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  5002. iw.text.clear();
  5003. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5004. sendAndApply(&iw);
  5005. }
  5006. else
  5007. {
  5008. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5009. iw.soundID = soundBase::Dig;
  5010. sendAndApply(&iw);
  5011. }
  5012. return true;
  5013. }
  5014. void CGameHandler::attackCasting(bool ranged, Bonus::BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5015. {
  5016. if(attacker->hasBonusOfType(attackMode))
  5017. {
  5018. std::set<SpellID> spellsToCast;
  5019. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5020. for(const auto & sf : *spells)
  5021. {
  5022. spellsToCast.insert(SpellID(sf->subtype));
  5023. }
  5024. for(SpellID spellID : spellsToCast)
  5025. {
  5026. bool castMe = false;
  5027. if(!defender->alive())
  5028. {
  5029. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5030. return;
  5031. }
  5032. int32_t spellLevel = 0;
  5033. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5034. for(const auto & sf : *spellsByType)
  5035. {
  5036. int meleeRanged;
  5037. if(sf->additionalInfo.size() < 2)
  5038. {
  5039. // legacy format
  5040. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5041. meleeRanged = sf->additionalInfo[0] / 1000;
  5042. }
  5043. else
  5044. {
  5045. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5046. meleeRanged = sf->additionalInfo[1];
  5047. }
  5048. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5049. castMe = true;
  5050. }
  5051. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5052. vstd::amin(chance, 100);
  5053. const CSpell * spell = SpellID(spellID).toSpell();
  5054. spells::AbilityCaster caster(attacker, spellLevel);
  5055. spells::Target target;
  5056. target.emplace_back(defender);
  5057. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5058. auto m = spell->battleMechanics(&parameters);
  5059. spells::detail::ProblemImpl ignored;
  5060. if(!m->canBeCastAt(target, ignored))
  5061. continue;
  5062. //check if spell should be cast (probability handling)
  5063. if(getRandomGenerator().nextInt(99) >= chance)
  5064. continue;
  5065. //casting
  5066. if(castMe)
  5067. {
  5068. parameters.cast(spellEnv, target);
  5069. }
  5070. }
  5071. }
  5072. }
  5073. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5074. {
  5075. attackCasting(ranged, Bonus::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5076. }
  5077. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5078. {
  5079. if(!attacker->alive() || !defender->alive()) // can be already dead
  5080. return;
  5081. attackCasting(ranged, Bonus::SPELL_AFTER_ATTACK, attacker, defender);
  5082. if(!defender->alive())
  5083. {
  5084. //don't try death stare or acid breath on dead stack (crash!)
  5085. return;
  5086. }
  5087. if(attacker->hasBonusOfType(Bonus::DEATH_STARE))
  5088. {
  5089. // mechanics of Death Stare as in H3:
  5090. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5091. //original formula x = min(x, (gorgons_count + 9)/10);
  5092. double chanceToKill = attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100.0f;
  5093. vstd::amin(chanceToKill, 1); //cap at 100%
  5094. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5095. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5096. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5097. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5098. vstd::amin(staredCreatures, maxToKill);
  5099. staredCreatures += (attacker->level() * attacker->valOfBonuses(Bonus::DEATH_STARE, 1)) / defender->level();
  5100. if(staredCreatures)
  5101. {
  5102. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5103. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5104. spells::AbilityCaster caster(attacker, 0);
  5105. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5106. spells::Target target;
  5107. target.emplace_back(defender);
  5108. parameters.setEffectValue(staredCreatures);
  5109. parameters.cast(spellEnv, target);
  5110. }
  5111. }
  5112. if(!defender->alive())
  5113. return;
  5114. int64_t acidDamage = 0;
  5115. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(Bonus::ACID_BREATH));
  5116. for(const auto & b : *acidBreath)
  5117. {
  5118. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5119. acidDamage += b->val;
  5120. }
  5121. if(acidDamage > 0)
  5122. {
  5123. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5124. spells::AbilityCaster caster(attacker, 0);
  5125. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5126. spells::Target target;
  5127. target.emplace_back(defender);
  5128. parameters.setEffectValue(acidDamage * attacker->getCount());
  5129. parameters.cast(spellEnv, target);
  5130. }
  5131. if(!defender->alive())
  5132. return;
  5133. if(attacker->hasBonusOfType(Bonus::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5134. {
  5135. double chanceToTrigger = attacker->valOfBonuses(Bonus::TRANSMUTATION) / 100.0f;
  5136. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5137. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5138. return;
  5139. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(Bonus::TRANSMUTATION))->additionalInfo[0];
  5140. if(defender->unitType()->getId() == bonusAdditionalInfo ||
  5141. (bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
  5142. return;
  5143. battle::UnitInfo resurrectInfo;
  5144. resurrectInfo.id = gs->curB->battleNextUnitId();
  5145. resurrectInfo.summoned = false;
  5146. resurrectInfo.position = defender->getPosition();
  5147. resurrectInfo.side = defender->unitSide();
  5148. if(bonusAdditionalInfo != CAddInfo::NONE)
  5149. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5150. else
  5151. resurrectInfo.type = attacker->creatureId();
  5152. if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
  5153. resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
  5154. else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
  5155. resurrectInfo.count = defender->getCount();
  5156. else
  5157. return; //wrong subtype
  5158. BattleUnitsChanged addUnits;
  5159. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5160. resurrectInfo.save(addUnits.changedStacks.back().data);
  5161. BattleUnitsChanged removeUnits;
  5162. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5163. sendAndApply(&removeUnits);
  5164. sendAndApply(&addUnits);
  5165. }
  5166. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0) || attacker->hasBonusOfType(Bonus::DESTRUCTION, 1))
  5167. {
  5168. double chanceToTrigger = 0;
  5169. int amountToDie = 0;
  5170. if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 0)) //killing by percentage
  5171. {
  5172. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 0) / 100.0f;
  5173. int percentageToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5174. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5175. }
  5176. else if(attacker->hasBonusOfType(Bonus::DESTRUCTION, 1)) //killing by count
  5177. {
  5178. chanceToTrigger = attacker->valOfBonuses(Bonus::DESTRUCTION, 1) / 100.0f;
  5179. amountToDie = attacker->getBonus(Selector::type()(Bonus::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5180. }
  5181. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5182. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5183. return;
  5184. BattleStackAttacked bsa;
  5185. bsa.attackerID = -1;
  5186. bsa.stackAttacked = defender->ID;
  5187. bsa.damageAmount = amountToDie * defender->MaxHealth();
  5188. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5189. bsa.spellID = SpellID::SLAYER;
  5190. defender->prepareAttacked(bsa, getRandomGenerator());
  5191. StacksInjured si;
  5192. si.stacks.push_back(bsa);
  5193. sendAndApply(&si);
  5194. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5195. }
  5196. }
  5197. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5198. {
  5199. if (!t.visitableObjects.empty())
  5200. {
  5201. //to prevent self-visiting heroes on space press
  5202. if (t.visitableObjects.back() != h)
  5203. objectVisited(t.visitableObjects.back(), h);
  5204. else if (t.visitableObjects.size() > 1)
  5205. objectVisited(*(t.visitableObjects.end()-2),h);
  5206. }
  5207. }
  5208. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5209. {
  5210. if (!hero)
  5211. COMPLAIN_RET("You need hero to sacrifice creature!");
  5212. int expSum = 0;
  5213. auto finish = [this, &hero, &expSum]()
  5214. {
  5215. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5216. };
  5217. for(int i = 0; i < slot.size(); ++i)
  5218. {
  5219. int oldCount = hero->getStackCount(slot[i]);
  5220. if(oldCount < (int)count[i])
  5221. {
  5222. finish();
  5223. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5224. }
  5225. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5226. {
  5227. finish();
  5228. COMPLAIN_RET("Cannot sacrifice last creature!");
  5229. }
  5230. int crid = hero->getStack(slot[i]).type->getId();
  5231. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5232. int dump, exp;
  5233. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5234. exp *= count[i];
  5235. expSum += exp;
  5236. }
  5237. finish();
  5238. return true;
  5239. }
  5240. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5241. {
  5242. if (!hero)
  5243. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5244. int expSum = 0;
  5245. auto finish = [this, &hero, &expSum]()
  5246. {
  5247. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5248. };
  5249. for(int i = 0; i < slot.size(); ++i)
  5250. {
  5251. ArtifactLocation al(hero, slot[i]);
  5252. const CArtifactInstance * a = al.getArt();
  5253. if(!a)
  5254. {
  5255. finish();
  5256. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5257. }
  5258. const CArtifactInstance * art = hero->getArt(slot[i]);
  5259. if(!art)
  5260. {
  5261. finish();
  5262. COMPLAIN_RET("No artifact at position to sacrifice!");
  5263. }
  5264. si32 typId = art->artType->getId();
  5265. int dmp, expToGive;
  5266. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5267. expSum += expToGive;
  5268. removeArtifact(al);
  5269. }
  5270. finish();
  5271. return true;
  5272. }
  5273. void CGameHandler::makeStackDoNothing(const CStack * next)
  5274. {
  5275. BattleAction doNothing;
  5276. doNothing.actionType = EActionType::NO_ACTION;
  5277. doNothing.side = next->side;
  5278. doNothing.stackNumber = next->ID;
  5279. makeAutomaticAction(next, doNothing);
  5280. }
  5281. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5282. {
  5283. if (sl.army->hasStackAtSlot(sl.slot))
  5284. COMPLAIN_RET("Slot is already taken!");
  5285. if (!sl.slot.validSlot())
  5286. COMPLAIN_RET("Cannot insert stack to that slot!");
  5287. InsertNewStack ins;
  5288. ins.army = sl.army->id;
  5289. ins.slot = sl.slot;
  5290. ins.type = c->getId();
  5291. ins.count = count;
  5292. sendAndApply(&ins);
  5293. return true;
  5294. }
  5295. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5296. {
  5297. if (!sl.army->hasStackAtSlot(sl.slot))
  5298. COMPLAIN_RET("Cannot find a stack to erase");
  5299. if (sl.army->stacksCount() == 1 //from the last stack
  5300. && sl.army->needsLastStack() //that must be left
  5301. && !forceRemoval) //ignore above conditions if we are forcing removal
  5302. {
  5303. COMPLAIN_RET("Cannot erase the last stack!");
  5304. }
  5305. EraseStack es;
  5306. es.army = sl.army->id;
  5307. es.slot = sl.slot;
  5308. sendAndApply(&es);
  5309. return true;
  5310. }
  5311. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5312. {
  5313. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5314. if ((absoluteValue && count < 0)
  5315. || (!absoluteValue && -count > currentCount))
  5316. {
  5317. COMPLAIN_RET("Cannot take more stacks than present!");
  5318. }
  5319. if ((currentCount == -count && !absoluteValue)
  5320. || (!count && absoluteValue))
  5321. {
  5322. eraseStack(sl);
  5323. }
  5324. else
  5325. {
  5326. ChangeStackCount csc;
  5327. csc.army = sl.army->id;
  5328. csc.slot = sl.slot;
  5329. csc.count = count;
  5330. csc.absoluteValue = absoluteValue;
  5331. sendAndApply(&csc);
  5332. }
  5333. return true;
  5334. }
  5335. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5336. {
  5337. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5338. if (!slotC) //slot is empty
  5339. insertNewStack(sl, c, count);
  5340. else if (c == slotC)
  5341. changeStackCount(sl, count);
  5342. else
  5343. {
  5344. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5345. }
  5346. return true;
  5347. }
  5348. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5349. {
  5350. if (removeObjWhenFinished)
  5351. removeAfterVisit(src);
  5352. if (!src->canBeMergedWith(*dst, allowMerging))
  5353. {
  5354. if (allowMerging) //do that, add all matching creatures.
  5355. {
  5356. bool cont = true;
  5357. while (cont)
  5358. {
  5359. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5360. {
  5361. SlotID pos = dst->getSlotFor(i->second->type);
  5362. if (pos.validSlot())
  5363. {
  5364. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5365. cont = true;
  5366. break; //or iterator crashes
  5367. }
  5368. cont = false;
  5369. }
  5370. }
  5371. }
  5372. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5373. }
  5374. else //merge
  5375. {
  5376. moveArmy(src, dst, allowMerging);
  5377. }
  5378. }
  5379. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5380. {
  5381. if (!src.army->hasStackAtSlot(src.slot))
  5382. COMPLAIN_RET("No stack to move!");
  5383. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5384. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5385. if (!dst.slot.validSlot())
  5386. COMPLAIN_RET("Cannot move stack to that slot!");
  5387. if (count == -1)
  5388. {
  5389. count = src.army->getStackCount(src.slot);
  5390. }
  5391. if (src.army != dst.army //moving away
  5392. && count == src.army->getStackCount(src.slot) //all creatures
  5393. && src.army->stacksCount() == 1 //from the last stack
  5394. && src.army->needsLastStack()) //that must be left
  5395. {
  5396. COMPLAIN_RET("Cannot move away the last creature!");
  5397. }
  5398. RebalanceStacks rs;
  5399. rs.srcArmy = src.army->id;
  5400. rs.dstArmy = dst.army->id;
  5401. rs.srcSlot = src.slot;
  5402. rs.dstSlot = dst.slot;
  5403. rs.count = count;
  5404. sendAndApply(&rs);
  5405. return true;
  5406. }
  5407. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  5408. {
  5409. const CSpell * s = spellID.toSpell();
  5410. if(!s)
  5411. return;
  5412. AdventureSpellCastParameters p;
  5413. p.caster = caster;
  5414. p.pos = pos;
  5415. s->adventureCast(spellEnv, p);
  5416. }
  5417. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5418. {
  5419. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5420. {
  5421. return moveStack(sl2, sl1);
  5422. }
  5423. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5424. {
  5425. return moveStack(sl1, sl2);
  5426. }
  5427. else
  5428. {
  5429. SwapStacks ss;
  5430. ss.srcArmy = sl1.army->id;
  5431. ss.dstArmy = sl2.army->id;
  5432. ss.srcSlot = sl1.slot;
  5433. ss.dstSlot = sl2.slot;
  5434. sendAndApply(&ss);
  5435. return true;
  5436. }
  5437. }
  5438. void CGameHandler::runBattle()
  5439. {
  5440. setBattle(gs->curB);
  5441. assert(gs->curB);
  5442. //TODO: pre-tactic stuff, call scripts etc.
  5443. //Moat should be initialized here, because only here we can use spellcasting
  5444. if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
  5445. {
  5446. const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
  5447. const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
  5448. auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
  5449. auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
  5450. auto target = spells::Target();
  5451. cast.cast(spellEnv, target);
  5452. }
  5453. //tactic round
  5454. {
  5455. while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
  5456. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5457. }
  5458. //initial stacks appearance triggers, e.g. built-in bonus spells
  5459. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5460. for (CStack * stack : initialStacks)
  5461. {
  5462. if (stack->hasBonusOfType(Bonus::SUMMON_GUARDIANS))
  5463. {
  5464. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(Bonus::SUMMON_GUARDIANS));
  5465. auto accessibility = getAccesibility();
  5466. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5467. std::vector<BattleHex> targetHexes;
  5468. const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
  5469. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5470. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5471. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5472. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5473. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5474. if (!guardianIsBig)
  5475. targetHexes = stack->getSurroundingHexes();
  5476. else
  5477. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->side, targetIsBig);
  5478. for(auto hex : targetHexes)
  5479. {
  5480. if(accessibility.accessible(hex, guardianIsBig, stack->side)) //without this multiple creatures can occupy one hex
  5481. {
  5482. battle::UnitInfo info;
  5483. info.id = gs->curB->battleNextUnitId();
  5484. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5485. info.type = creatureData;
  5486. info.side = stack->side;
  5487. info.position = hex;
  5488. info.summoned = true;
  5489. BattleUnitsChanged pack;
  5490. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5491. info.save(pack.changedStacks.back().data);
  5492. sendAndApply(&pack);
  5493. }
  5494. }
  5495. }
  5496. stackEnchantedTrigger(stack);
  5497. }
  5498. //spells opening battle
  5499. for (int i = 0; i < 2; ++i)
  5500. {
  5501. auto h = gs->curB->battleGetFightingHero(i);
  5502. if (h)
  5503. {
  5504. TConstBonusListPtr bl = h->getBonuses(Selector::type()(Bonus::OPENING_BATTLE_SPELL));
  5505. for (auto b : *bl)
  5506. {
  5507. spells::BonusCaster caster(h, b);
  5508. const CSpell * spell = SpellID(b->subtype).toSpell();
  5509. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5510. parameters.setSpellLevel(3);
  5511. parameters.setEffectDuration(b->val);
  5512. parameters.massive = true;
  5513. parameters.castIfPossible(spellEnv, spells::Target());
  5514. }
  5515. }
  5516. }
  5517. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5518. checkBattleStateChanges();
  5519. bool firstRound = true;//FIXME: why first round is -1?
  5520. //main loop
  5521. while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
  5522. {
  5523. BattleNextRound bnr;
  5524. bnr.round = gs->curB->round + 1;
  5525. logGlobal->debug("Round %d", bnr.round);
  5526. sendAndApply(&bnr);
  5527. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5528. for (auto &obstPtr : obstacles)
  5529. {
  5530. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5531. if (sco->turnsRemaining == 0)
  5532. removeObstacle(*obstPtr);
  5533. }
  5534. const BattleInfo & curB = *gs->curB;
  5535. for(auto stack : curB.stacks)
  5536. {
  5537. if(stack->alive() && !firstRound)
  5538. stackEnchantedTrigger(stack);
  5539. }
  5540. //stack loop
  5541. auto getNextStack = [this]() -> const CStack *
  5542. {
  5543. if(battleResult.get())
  5544. return nullptr;
  5545. std::vector<battle::Units> q;
  5546. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5547. if(!q.empty())
  5548. {
  5549. if(!q.front().empty())
  5550. {
  5551. auto next = q.front().front();
  5552. const auto stack = dynamic_cast<const CStack *>(next);
  5553. // regeneration takes place before everything else but only during first turn attempt in each round
  5554. // also works under blind and similar effects
  5555. if(stack && stack->alive() && !stack->waiting)
  5556. {
  5557. BattleTriggerEffect bte;
  5558. bte.stackID = stack->ID;
  5559. bte.effect = Bonus::HP_REGENERATION;
  5560. const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
  5561. if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
  5562. bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
  5563. if(bte.val) // anything to heal
  5564. sendAndApply(&bte);
  5565. }
  5566. if(next->willMove())
  5567. return stack;
  5568. }
  5569. }
  5570. return nullptr;
  5571. };
  5572. const CStack * next = nullptr;
  5573. while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
  5574. {
  5575. BattleUnitsChanged removeGhosts;
  5576. for(auto stack : curB.stacks)
  5577. {
  5578. if(stack->ghostPending)
  5579. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5580. }
  5581. if(!removeGhosts.changedStacks.empty())
  5582. sendAndApply(&removeGhosts);
  5583. //check for bad morale => freeze
  5584. int nextStackMorale = next->MoraleVal();
  5585. if (nextStackMorale < 0)
  5586. {
  5587. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5588. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5589. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5590. {
  5591. //unit loses its turn - empty freeze action
  5592. BattleAction ba;
  5593. ba.actionType = EActionType::BAD_MORALE;
  5594. ba.side = next->side;
  5595. ba.stackNumber = next->ID;
  5596. makeAutomaticAction(next, ba);
  5597. continue;
  5598. }
  5599. }
  5600. if (next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5601. {
  5602. logGlobal->trace("Handle Berserk effect");
  5603. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5604. if (attackInfo.first != nullptr)
  5605. {
  5606. BattleAction attack;
  5607. attack.actionType = EActionType::WALK_AND_ATTACK;
  5608. attack.side = next->side;
  5609. attack.stackNumber = next->ID;
  5610. attack.aimToHex(attackInfo.second);
  5611. attack.aimToUnit(attackInfo.first);
  5612. makeAutomaticAction(next, attack);
  5613. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5614. }
  5615. else
  5616. {
  5617. makeStackDoNothing(next);
  5618. logGlobal->trace("No target found");
  5619. }
  5620. continue;
  5621. }
  5622. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5623. const int stackCreatureId = next->unitType()->getId();
  5624. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5625. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, stackCreatureId)))
  5626. {
  5627. BattleAction attack;
  5628. attack.actionType = EActionType::SHOOT;
  5629. attack.side = next->side;
  5630. attack.stackNumber = next->ID;
  5631. //TODO: select target by priority
  5632. const battle::Unit * target = nullptr;
  5633. for(auto & elem : gs->curB->stacks)
  5634. {
  5635. if(elem->unitType()->getId() != CreatureID::CATAPULT
  5636. && elem->owner != next->owner
  5637. && elem->isValidTarget()
  5638. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5639. {
  5640. target = elem;
  5641. break;
  5642. }
  5643. }
  5644. if(target == nullptr)
  5645. {
  5646. makeStackDoNothing(next);
  5647. }
  5648. else
  5649. {
  5650. attack.aimToUnit(target);
  5651. makeAutomaticAction(next, attack);
  5652. }
  5653. continue;
  5654. }
  5655. if (next->unitType()->getId() == CreatureID::CATAPULT)
  5656. {
  5657. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5658. if (attackableBattleHexes.empty())
  5659. {
  5660. makeStackDoNothing(next);
  5661. continue;
  5662. }
  5663. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
  5664. {
  5665. BattleAction attack;
  5666. attack.actionType = EActionType::CATAPULT;
  5667. attack.side = next->side;
  5668. attack.stackNumber = next->ID;
  5669. makeAutomaticAction(next, attack);
  5670. continue;
  5671. }
  5672. }
  5673. if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
  5674. {
  5675. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5676. {
  5677. return s->owner == next->owner && s->canBeHealed();
  5678. });
  5679. if (!possibleStacks.size())
  5680. {
  5681. makeStackDoNothing(next);
  5682. continue;
  5683. }
  5684. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5685. {
  5686. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5687. const CStack * toBeHealed = possibleStacks.front();
  5688. BattleAction heal;
  5689. heal.actionType = EActionType::STACK_HEAL;
  5690. heal.aimToUnit(toBeHealed);
  5691. heal.side = next->side;
  5692. heal.stackNumber = next->ID;
  5693. makeAutomaticAction(next, heal);
  5694. continue;
  5695. }
  5696. }
  5697. int numberOfAsks = 1;
  5698. bool breakOuter = false;
  5699. do
  5700. {//ask interface and wait for answer
  5701. if (!battleResult.get())
  5702. {
  5703. stackTurnTrigger(next); //various effects
  5704. if(next->fear)
  5705. {
  5706. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5707. }
  5708. else
  5709. {
  5710. logGlobal->trace("Activating %s", next->nodeName());
  5711. auto nextId = next->ID;
  5712. BattleSetActiveStack sas;
  5713. sas.stack = nextId;
  5714. sendAndApply(&sas);
  5715. auto actionWasMade = [&]() -> bool
  5716. {
  5717. if (battleMadeAction.data)//active stack has made its action
  5718. return true;
  5719. if (battleResult.get())// battle is finished
  5720. return true;
  5721. if (next == nullptr)//active stack was been removed
  5722. return true;
  5723. return !next->alive();//active stack is dead
  5724. };
  5725. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5726. battleMadeAction.data = false;
  5727. while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
  5728. {
  5729. battleMadeAction.cond.wait(lock);
  5730. if (battleGetStackByID(nextId, false) != next)
  5731. next = nullptr; //it may be removed, while we wait
  5732. }
  5733. }
  5734. }
  5735. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5736. {
  5737. breakOuter = true;
  5738. break;
  5739. }
  5740. //we're after action, all results applied
  5741. checkBattleStateChanges(); //check if this action ended the battle
  5742. if(next != nullptr)
  5743. {
  5744. //check for good morale
  5745. nextStackMorale = next->MoraleVal();
  5746. if(!next->hadMorale //only one extra move per turn possible
  5747. && !next->defending
  5748. && !next->waited()
  5749. && !next->fear
  5750. && next->alive()
  5751. && nextStackMorale > 0)
  5752. {
  5753. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5754. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5755. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5756. {
  5757. BattleTriggerEffect bte;
  5758. bte.stackID = next->ID;
  5759. bte.effect = Bonus::MORALE;
  5760. bte.val = 1;
  5761. bte.additionalInfo = 0;
  5762. sendAndApply(&bte); //play animation
  5763. ++numberOfAsks; //move this stack once more
  5764. }
  5765. }
  5766. }
  5767. --numberOfAsks;
  5768. } while (numberOfAsks > 0);
  5769. if (breakOuter)
  5770. {
  5771. break;
  5772. }
  5773. }
  5774. firstRound = false;
  5775. }
  5776. if (lobby->state != EServerState::SHUTDOWN)
  5777. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5778. }
  5779. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5780. {
  5781. BattleSetActiveStack bsa;
  5782. bsa.stack = stack->ID;
  5783. bsa.askPlayerInterface = false;
  5784. sendAndApply(&bsa);
  5785. bool ret = makeBattleAction(ba);
  5786. checkBattleStateChanges();
  5787. return ret;
  5788. }
  5789. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  5790. {
  5791. assert(a->artType);
  5792. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  5793. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5794. {
  5795. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  5796. }
  5797. else if(ArtifactUtils::isSlotBackpack(pos))
  5798. {
  5799. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  5800. }
  5801. else
  5802. {
  5803. al.slot = pos;
  5804. }
  5805. if(a->canBePutAt(al))
  5806. putArtifact(al, a);
  5807. else
  5808. return false;
  5809. return true;
  5810. }
  5811. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5812. {
  5813. PutArtifact pa;
  5814. pa.art = a;
  5815. pa.al = al;
  5816. sendAndApply(&pa);
  5817. }
  5818. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  5819. {
  5820. assert(artType);
  5821. if(pos != ArtifactPosition::FIRST_AVAILABLE && !ArtifactUtils::isSlotBackpack(pos))
  5822. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  5823. CArtifactInstance * newArtInst = nullptr;
  5824. if(artType->canBeDisassembled())
  5825. newArtInst = new CCombinedArtifactInstance();
  5826. else
  5827. newArtInst = new CArtifactInstance();
  5828. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5829. if(giveHeroArtifact(h, newArtInst, pos))
  5830. {
  5831. NewArtifact na;
  5832. na.art = newArtInst;
  5833. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5834. return true;
  5835. }
  5836. else
  5837. {
  5838. delete newArtInst;
  5839. return false;
  5840. }
  5841. }
  5842. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5843. {
  5844. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5845. if (battleResult.data)
  5846. {
  5847. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5848. % battleResult.data->result % resultType).str());
  5849. return;
  5850. }
  5851. auto br = new BattleResult();
  5852. br->result = resultType;
  5853. br->winner = victoriusSide; //surrendering side loses
  5854. gs->curB->calculateCasualties(br->casualties);
  5855. battleResult.data = br;
  5856. }
  5857. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5858. {
  5859. std::vector<int3>::iterator tile;
  5860. std::vector<int3> tiles;
  5861. getFreeTiles(tiles);
  5862. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5863. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5864. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5865. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5866. for (int i = 0; i < (int)amount; ++i)
  5867. {
  5868. tile = tiles.begin();
  5869. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5870. {
  5871. auto count = cre->getRandomAmount(std::rand);
  5872. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5873. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5874. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5875. }
  5876. tiles.erase(tile); //not use it again
  5877. }
  5878. }
  5879. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5880. {
  5881. if (cheat == "vcmiistari" || cheat == "vcmispells")
  5882. {
  5883. cheated = true;
  5884. if (!hero) return;
  5885. ///Give hero spellbook
  5886. if (!hero->hasSpellbook())
  5887. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5888. ///Give all spells with bonus (to allow banned spells)
  5889. GiveBonus giveBonus(GiveBonus::ETarget::HERO);
  5890. giveBonus.id = hero->id.getNum();
  5891. giveBonus.bonus = Bonus(Bonus::PERMANENT, Bonus::SPELLS_OF_LEVEL, Bonus::OTHER, 0, 0);
  5892. //start with level 0 to skip abilities
  5893. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5894. {
  5895. giveBonus.bonus.subtype = level;
  5896. sendAndApply(&giveBonus);
  5897. }
  5898. ///Give mana
  5899. SetMana sm;
  5900. sm.hid = hero->id;
  5901. sm.val = 999;
  5902. sm.absolute = true;
  5903. sendAndApply(&sm);
  5904. }
  5905. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  5906. {
  5907. cheated = true;
  5908. if (!town) return;
  5909. ///Build all buildings in selected town
  5910. for (auto & build : town->town->buildings)
  5911. {
  5912. if (!town->hasBuilt(build.first)
  5913. && !build.second->getNameTranslated().empty()
  5914. && build.first != BuildingID::SHIP)
  5915. {
  5916. buildStructure(town->id, build.first, true);
  5917. }
  5918. }
  5919. }
  5920. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  5921. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  5922. {
  5923. cheated = true;
  5924. if (!hero) return;
  5925. ///Gives N creatures into each slot
  5926. std::map<std::string, std::pair<std::string, int>> creatures;
  5927. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  5928. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  5929. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5930. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  5931. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  5932. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5933. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  5934. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  5935. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).value();
  5936. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  5937. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5938. if (!hero->hasStackAtSlot(SlotID(i)))
  5939. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5940. }
  5941. else if (boost::starts_with(cheat, "vcmiarmy") || boost::starts_with(cheat, "vcminissi"))
  5942. {
  5943. cheated = true;
  5944. if (!hero) return;
  5945. std::vector<std::string> words;
  5946. boost::split(words, cheat, boost::is_any_of(" "));
  5947. if(words.size() < 2)
  5948. return;
  5949. std::string creatureIdentifier = words[1];
  5950. std::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  5951. if(creatureId.has_value())
  5952. {
  5953. const auto * creature = CreatureID(creatureId.value()).toCreature();
  5954. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5955. if (!hero->hasStackAtSlot(SlotID(i)))
  5956. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  5957. }
  5958. }
  5959. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  5960. {
  5961. cheated = true;
  5962. if (!hero) return;
  5963. ///Give all war machines to hero
  5964. if (!hero->getArt(ArtifactPosition::MACH1))
  5965. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5966. if (!hero->getArt(ArtifactPosition::MACH2))
  5967. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5968. if (!hero->getArt(ArtifactPosition::MACH3))
  5969. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5970. }
  5971. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  5972. {
  5973. cheated = true;
  5974. if (!hero) return;
  5975. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5976. for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  5977. {
  5978. if(VLC->arth->objects[g]->canBePutAt(hero))
  5979. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);
  5980. }
  5981. }
  5982. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  5983. {
  5984. cheated = true;
  5985. if (!hero) return;
  5986. ///selected hero gains a new level
  5987. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5988. }
  5989. else if (boost::starts_with(cheat, "vcmiexp") || boost::starts_with(cheat, "vcmiolorin"))
  5990. {
  5991. cheated = true;
  5992. if (!hero) return;
  5993. std::vector<std::string> words;
  5994. boost::split(words, cheat, boost::is_any_of(" "));
  5995. if(words.size() < 2)
  5996. return;
  5997. std::string expAmount = words[1];
  5998. long expAmountProcessed = 0;
  5999. try
  6000. {
  6001. expAmountProcessed = std::stol(expAmount);
  6002. }
  6003. catch(std::exception&)
  6004. {
  6005. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  6006. }
  6007. if(expAmountProcessed > 1)
  6008. {
  6009. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  6010. }
  6011. }
  6012. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6013. {
  6014. cheated = true;
  6015. if (!hero) return;
  6016. ///Give 1000000 movement points to hero
  6017. SetMovePoints smp;
  6018. smp.hid = hero->id;
  6019. smp.val = 1000000;
  6020. sendAndApply(&smp);
  6021. GiveBonus gb(GiveBonus::ETarget::HERO);
  6022. gb.bonus.type = Bonus::FREE_SHIP_BOARDING;
  6023. gb.bonus.duration = Bonus::ONE_DAY;
  6024. gb.bonus.source = Bonus::OTHER;
  6025. gb.id = hero->id.getNum();
  6026. giveHeroBonus(&gb);
  6027. }
  6028. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6029. {
  6030. cheated = true;
  6031. ///Give resources to player
  6032. TResources resources;
  6033. resources[EGameResID::GOLD] = 100000;
  6034. for (auto i = EGameResID::WOOD; i < EGameResID::GOLD; vstd::advance(i, 1))
  6035. resources[i] = 100;
  6036. giveResources(player, resources);
  6037. }
  6038. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6039. {
  6040. cheated = true;
  6041. ///Player wins
  6042. PlayerCheated pc;
  6043. pc.player = player;
  6044. pc.winningCheatCode = true;
  6045. sendAndApply(&pc);
  6046. }
  6047. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6048. {
  6049. cheated = true;
  6050. ///Player looses
  6051. PlayerCheated pc;
  6052. pc.player = player;
  6053. pc.losingCheatCode = true;
  6054. sendAndApply(&pc);
  6055. }
  6056. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6057. {
  6058. cheated = true;
  6059. ///Reveal or conceal FoW
  6060. FoWChange fc;
  6061. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6062. fc.player = player;
  6063. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6064. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6065. int lastUnc = 0;
  6066. for(int z = 0; z < gs->map->levels(); z++)
  6067. for(int x = 0; x < gs->map->width; x++)
  6068. for(int y = 0; y < gs->map->height; y++)
  6069. if(!(*fowMap)[z][x][y] || !fc.mode)
  6070. hlp_tab[lastUnc++] = int3(x, y, z);
  6071. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6072. delete [] hlp_tab;
  6073. sendAndApply(&fc);
  6074. }
  6075. }
  6076. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6077. {
  6078. BattleObstaclesChanged obsRem;
  6079. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6080. sendAndApply(&obsRem);
  6081. }
  6082. void CGameHandler::synchronizeArtifactHandlerLists()
  6083. {
  6084. UpdateArtHandlerLists uahl;
  6085. uahl.treasures = VLC->arth->treasures;
  6086. uahl.minors = VLC->arth->minors;
  6087. uahl.majors = VLC->arth->majors;
  6088. uahl.relics = VLC->arth->relics;
  6089. sendAndApply(&uahl);
  6090. }
  6091. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6092. {
  6093. return vstd::contains(gs->map->objects, obj);
  6094. }
  6095. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6096. {
  6097. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6098. return false;
  6099. auto query = queries.topQuery(player);
  6100. if (query && query->blocksPack(pack))
  6101. {
  6102. complain(boost::str(boost::format(
  6103. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6104. % boost::to_upper_copy<std::string>(player.getStr())
  6105. % query->toString()
  6106. ));
  6107. return true;
  6108. }
  6109. return false;
  6110. }
  6111. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6112. {
  6113. //If the object is being visited, there must be a matching query
  6114. for (const auto &query : queries.allQueries())
  6115. {
  6116. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6117. {
  6118. if (someVistQuery->visitedObject == object)
  6119. {
  6120. someVistQuery->removeObjectAfterVisit = true;
  6121. return;
  6122. }
  6123. }
  6124. }
  6125. //If we haven't returned so far, there is no query and no visit, call was wrong
  6126. assert("This function needs to be called during the object visit!");
  6127. }
  6128. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6129. {
  6130. std::unordered_set<int3> tiles;
  6131. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6132. if (hide)
  6133. {
  6134. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6135. auto p = getPlayerState(player);
  6136. for (auto h : p->heroes)
  6137. {
  6138. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6139. }
  6140. for (auto t : p->towns)
  6141. {
  6142. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6143. }
  6144. for (auto tile : observedTiles)
  6145. vstd::erase_if_present (tiles, tile);
  6146. }
  6147. changeFogOfWar(tiles, player, hide);
  6148. }
  6149. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
  6150. {
  6151. FoWChange fow;
  6152. fow.tiles = tiles;
  6153. fow.player = player;
  6154. fow.mode = hide? 0 : 1;
  6155. sendAndApply(&fow);
  6156. }
  6157. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6158. {
  6159. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6160. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6161. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6162. return true;
  6163. }
  6164. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6165. {
  6166. SetObjectProperty sob;
  6167. sob.id = objid;
  6168. sob.what = prop;
  6169. sob.val = static_cast<ui32>(val);
  6170. sendAndApply(&sob);
  6171. }
  6172. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6173. {
  6174. sendAndApply(iw);
  6175. }
  6176. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6177. {
  6178. InfoWindow iw;
  6179. iw.player = player;
  6180. iw.text << msg;
  6181. showInfoDialog(&iw);
  6182. }
  6183. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat):
  6184. army(_army)
  6185. {
  6186. heroWithDeadCommander = ObjectInstanceID();
  6187. PlayerColor color = army->tempOwner;
  6188. if(color == PlayerColor::UNFLAGGABLE)
  6189. color = PlayerColor::NEUTRAL;
  6190. for(CStack * st : bat->stacks)
  6191. {
  6192. if(st->summoned) //don't take into account temporary summoned stacks
  6193. continue;
  6194. if(st->owner != color) //remove only our stacks
  6195. continue;
  6196. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6197. st->health.takeResurrected();
  6198. if(st->slot == SlotID::ARROW_TOWERS_SLOT)
  6199. {
  6200. logGlobal->debug("Ignored arrow towers stack.");
  6201. }
  6202. else if(st->slot == SlotID::WAR_MACHINES_SLOT)
  6203. {
  6204. auto warMachine = st->type->warMachine;
  6205. if(warMachine == ArtifactID::NONE)
  6206. {
  6207. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6208. }
  6209. //catapult artifact remain even if "creature" killed in siege
  6210. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6211. {
  6212. logGlobal->debug("War machine has been destroyed");
  6213. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6214. if (hero)
  6215. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6216. else
  6217. logGlobal->error("War machine in army without hero");
  6218. }
  6219. }
  6220. else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6221. {
  6222. if(st->alive() && st->getCount() > 0)
  6223. {
  6224. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6225. const CreatureID summonedType = st->type->getId();
  6226. summoned[summonedType] += st->getCount();
  6227. }
  6228. }
  6229. else if(st->slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6230. {
  6231. if (nullptr == st->base)
  6232. {
  6233. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6234. }
  6235. else
  6236. {
  6237. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6238. if(c)
  6239. {
  6240. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6241. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6242. {
  6243. logGlobal->debug("Commander is dead.");
  6244. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6245. }
  6246. }
  6247. else
  6248. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6249. }
  6250. }
  6251. else if(st->base && !army->slotEmpty(st->slot))
  6252. {
  6253. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->slot));
  6254. if(st->getCount() == 0 || !st->alive())
  6255. {
  6256. logGlobal->debug("Stack has been destroyed.");
  6257. StackLocation sl(army, st->slot);
  6258. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6259. }
  6260. else if(st->getCount() < army->getStackCount(st->slot))
  6261. {
  6262. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->slot) - st->getCount());
  6263. StackLocation sl(army, st->slot);
  6264. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6265. }
  6266. else if(st->getCount() > army->getStackCount(st->slot))
  6267. {
  6268. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->slot));
  6269. StackLocation sl(army, st->slot);
  6270. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6271. }
  6272. }
  6273. else
  6274. {
  6275. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6276. }
  6277. }
  6278. }
  6279. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6280. {
  6281. for (TStackAndItsNewCount &ncount : newStackCounts)
  6282. {
  6283. if (ncount.second > 0)
  6284. gh->changeStackCount(ncount.first, ncount.second, true);
  6285. else
  6286. gh->eraseStack(ncount.first, true);
  6287. }
  6288. for (auto summoned_iter : summoned)
  6289. {
  6290. SlotID slot = army->getSlotFor(summoned_iter.first);
  6291. if (slot.validSlot())
  6292. {
  6293. StackLocation location(army, slot);
  6294. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6295. }
  6296. else
  6297. {
  6298. //even if it will be possible to summon anything permanently it should be checked for free slot
  6299. //necromancy is handled separately
  6300. gh->complain("No free slot to put summoned creature");
  6301. }
  6302. }
  6303. for (auto al : removedWarMachines)
  6304. {
  6305. gh->removeArtifact(al);
  6306. }
  6307. if (heroWithDeadCommander != ObjectInstanceID())
  6308. {
  6309. SetCommanderProperty scp;
  6310. scp.heroid = heroWithDeadCommander;
  6311. scp.which = SetCommanderProperty::ALIVE;
  6312. scp.amount = 0;
  6313. gh->sendAndApply(&scp);
  6314. }
  6315. }
  6316. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6317. {
  6318. assert(Query->result);
  6319. assert(Query->bi);
  6320. auto &result = *Query->result;
  6321. auto &info = *Query->bi;
  6322. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6323. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6324. victor = info.sides[result.winner].color;
  6325. loser = info.sides[!result.winner].color;
  6326. winnerSide = result.winner;
  6327. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6328. }
  6329. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6330. {
  6331. winnerHero = loserHero = nullptr;
  6332. winnerSide = 0;
  6333. remainingBattleQueriesCount = 0;
  6334. }
  6335. CRandomGenerator & CGameHandler::getRandomGenerator()
  6336. {
  6337. return CRandomGenerator::getDefault();
  6338. }
  6339. #if SCRIPTING_ENABLED
  6340. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6341. {
  6342. return serverScripts.get();
  6343. }
  6344. scripting::Pool * CGameHandler::getContextPool() const
  6345. {
  6346. return serverScripts.get();
  6347. }
  6348. #endif
  6349. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6350. {
  6351. NewObject no;
  6352. no.ID = ID; //creature
  6353. no.subID= subID;
  6354. no.pos = pos;
  6355. sendAndApply(&no);
  6356. return no.id; //id field will be filled during applying on gs
  6357. }