CGameHandler.cpp 221 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/ArtifactUtils.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/pathfinder/CPathfinder.h"
  21. #include "../lib/pathfinder/PathfinderOptions.h"
  22. #include "../lib/pathfinder/TurnInfo.h"
  23. #include "../lib/spells/AbilityCaster.h"
  24. #include "../lib/spells/BonusCaster.h"
  25. #include "../lib/spells/CSpellHandler.h"
  26. #include "../lib/spells/ISpellMechanics.h"
  27. #include "../lib/spells/ObstacleCasterProxy.h"
  28. #include "../lib/spells/Problem.h"
  29. #include "../lib/CGeneralTextHandler.h"
  30. #include "../lib/CTownHandler.h"
  31. #include "../lib/CCreatureHandler.h"
  32. #include "../lib/gameState/CGameState.h"
  33. #include "../lib/CStack.h"
  34. #include "../lib/GameSettings.h"
  35. #include "../lib/battle/BattleInfo.h"
  36. #include "../lib/CondSh.h"
  37. #include "ServerNetPackVisitors.h"
  38. #include "../lib/VCMI_Lib.h"
  39. #include "../lib/mapping/CMap.h"
  40. #include "../lib/mapping/CMapService.h"
  41. #include "../lib/rmg/CMapGenOptions.h"
  42. #include "../lib/VCMIDirs.h"
  43. #include "../lib/ScopeGuard.h"
  44. #include "../lib/CSoundBase.h"
  45. #include "../lib/TerrainHandler.h"
  46. #include "CGameHandler.h"
  47. #include "ServerSpellCastEnvironment.h"
  48. #include "CVCMIServer.h"
  49. #include "../lib/CCreatureSet.h"
  50. #include "../lib/CThreadHelper.h"
  51. #include "../lib/GameConstants.h"
  52. #include "../lib/registerTypes/RegisterTypes.h"
  53. #include "../lib/serializer/CTypeList.h"
  54. #include "../lib/serializer/Connection.h"
  55. #include "../lib/serializer/Cast.h"
  56. #include "../lib/serializer/JsonSerializer.h"
  57. #include "../lib/ScriptHandler.h"
  58. #include "vstd/CLoggerBase.h"
  59. #include <memory>
  60. #include <vcmi/events/EventBus.h>
  61. #include <vcmi/events/GenericEvents.h>
  62. #include <vcmi/events/AdventureEvents.h>
  63. #ifndef _MSC_VER
  64. #include <boost/thread/xtime.hpp>
  65. #endif
  66. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  67. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  68. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  69. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  70. CondSh<bool> battleMadeAction(false);
  71. CondSh<BattleResult *> battleResult(nullptr);
  72. template <typename T> class CApplyOnGH;
  73. class CBaseForGHApply
  74. {
  75. public:
  76. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  77. virtual ~CBaseForGHApply(){}
  78. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  79. {
  80. return new CApplyOnGH<U>();
  81. }
  82. };
  83. template <typename T> class CApplyOnGH : public CBaseForGHApply
  84. {
  85. public:
  86. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  87. {
  88. T *ptr = static_cast<T*>(pack);
  89. try
  90. {
  91. ApplyGhNetPackVisitor applier(*gh, *gs);
  92. ptr->visit(applier);
  93. return applier.getResult();
  94. }
  95. catch(ExceptionNotAllowedAction & e)
  96. {
  97. (void)e;
  98. return false;
  99. }
  100. catch(...)
  101. {
  102. throw;
  103. }
  104. }
  105. };
  106. template <>
  107. class CApplyOnGH<CPack> : public CBaseForGHApply
  108. {
  109. public:
  110. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  111. {
  112. logGlobal->error("Cannot apply on GH plain CPack!");
  113. assert(0);
  114. return false;
  115. }
  116. };
  117. static inline double distance(int3 a, int3 b)
  118. {
  119. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  120. }
  121. static void giveExp(BattleResult &r)
  122. {
  123. if (r.winner > 1)
  124. {
  125. // draw
  126. return;
  127. }
  128. r.exp[0] = 0;
  129. r.exp[1] = 0;
  130. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  131. {
  132. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
  133. }
  134. }
  135. 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
  136. {
  137. int x = targetPosition.getX();
  138. int y = targetPosition.getY();
  139. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  140. 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...
  141. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  142. else
  143. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  144. //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
  145. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  146. {
  147. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  148. {
  149. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  150. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  151. }
  152. else
  153. { //add back-side guardians for two-hex target, side guardians for one-hex
  154. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  155. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  156. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  157. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  158. else if (targetIsTwoHex)//front-side guardians for two-hex target
  159. {
  160. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  161. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  162. if (x > 3) //back guard for two-hex
  163. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  164. }
  165. }
  166. }
  167. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  168. {
  169. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  170. {
  171. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  172. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  173. }
  174. else
  175. {
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  177. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  178. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  179. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  180. else if (targetIsTwoHex)
  181. {
  182. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  183. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  184. if (x < GameConstants::BFIELD_WIDTH - 4)
  185. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  186. }
  187. }
  188. }
  189. else if (!targetIsAttacker && y % 2 == 0)
  190. {
  191. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  192. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  193. }
  194. else if (targetIsAttacker && y % 2 == 1)
  195. {
  196. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  197. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  198. }
  199. }
  200. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  201. {
  202. boost::unique_lock<boost::mutex> l(mx);
  203. if (players.find(player) != players.end())
  204. {
  205. return players.at(player);
  206. }
  207. else
  208. {
  209. throw std::runtime_error("No such player!");
  210. }
  211. }
  212. void PlayerStatuses::addPlayer(PlayerColor player)
  213. {
  214. boost::unique_lock<boost::mutex> l(mx);
  215. players[player];
  216. }
  217. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  218. {
  219. boost::unique_lock<boost::mutex> l(mx);
  220. if (players.find(player) != players.end())
  221. {
  222. return players[player].*flag;
  223. }
  224. else
  225. {
  226. throw std::runtime_error("No such player!");
  227. }
  228. }
  229. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  230. {
  231. boost::unique_lock<boost::mutex> l(mx);
  232. if (players.find(player) != players.end())
  233. {
  234. players[player].*flag = val;
  235. }
  236. else
  237. {
  238. throw std::runtime_error("No such player!");
  239. }
  240. cv.notify_all();
  241. }
  242. template <typename T>
  243. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  244. {
  245. fun(args[which]);
  246. }
  247. const Services * CGameHandler::services() const
  248. {
  249. return VLC;
  250. }
  251. const CGameHandler::BattleCb * CGameHandler::battle() const
  252. {
  253. return this;
  254. }
  255. const CGameHandler::GameCb * CGameHandler::game() const
  256. {
  257. return this;
  258. }
  259. vstd::CLoggerBase * CGameHandler::logger() const
  260. {
  261. return logGlobal;
  262. }
  263. events::EventBus * CGameHandler::eventBus() const
  264. {
  265. return serverEventBus.get();
  266. }
  267. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  268. {
  269. changeSecSkill(hero, skill, 1, 0);
  270. expGiven(hero);
  271. }
  272. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  273. {
  274. // required exp for at least 1 lvl-up hasn't been reached
  275. if (!hero->gainsLevel())
  276. {
  277. return;
  278. }
  279. // give primary skill
  280. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  281. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  282. SetPrimSkill sps;
  283. sps.id = hero->id;
  284. sps.which = primarySkill;
  285. sps.abs = false;
  286. sps.val = 1;
  287. sendAndApply(&sps);
  288. PrepareHeroLevelUp pre;
  289. pre.heroId = hero->id;
  290. sendAndApply(&pre);
  291. HeroLevelUp hlu;
  292. hlu.player = hero->tempOwner;
  293. hlu.heroId = hero->id;
  294. hlu.primskill = primarySkill;
  295. hlu.skills = pre.skills;
  296. if (hlu.skills.size() == 0)
  297. {
  298. sendAndApply(&hlu);
  299. levelUpHero(hero);
  300. }
  301. else if (hlu.skills.size() == 1)
  302. {
  303. sendAndApply(&hlu);
  304. levelUpHero(hero, pre.skills.front());
  305. }
  306. else if (hlu.skills.size() > 1)
  307. {
  308. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  309. hlu.queryID = levelUpQuery->queryID;
  310. queries.addQuery(levelUpQuery);
  311. sendAndApply(&hlu);
  312. //level up will be called on query reply
  313. }
  314. }
  315. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  316. {
  317. SetCommanderProperty scp;
  318. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  319. if (hero)
  320. scp.heroid = hero->id;
  321. else
  322. {
  323. complain ("Commander is not led by hero!");
  324. return;
  325. }
  326. scp.accumulatedBonus.subtype = 0;
  327. scp.accumulatedBonus.additionalInfo = 0;
  328. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  329. scp.accumulatedBonus.turnsRemain = 0;
  330. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  331. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  332. if (skill <= ECommander::SPELL_POWER)
  333. {
  334. scp.which = SetCommanderProperty::BONUS;
  335. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  336. {
  337. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  338. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  339. };
  340. switch (skill)
  341. {
  342. case ECommander::ATTACK:
  343. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  344. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  345. break;
  346. case ECommander::DEFENSE:
  347. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  348. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  349. break;
  350. case ECommander::HEALTH:
  351. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  352. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  353. break;
  354. case ECommander::DAMAGE:
  355. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  356. scp.accumulatedBonus.subtype = 0;
  357. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  358. break;
  359. case ECommander::SPEED:
  360. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  361. break;
  362. case ECommander::SPELL_POWER:
  363. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  364. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  365. sendAndApply (&scp); //additional pack
  366. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  367. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  368. sendAndApply (&scp); //additional pack
  369. scp.accumulatedBonus.type = BonusType::CASTS;
  370. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  371. sendAndApply (&scp); //additional pack
  372. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  373. break;
  374. }
  375. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  376. sendAndApply (&scp);
  377. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  378. scp.additionalInfo = skill;
  379. scp.amount = c->secondarySkills.at(skill) + 1;
  380. sendAndApply (&scp);
  381. }
  382. else if (skill >= 100)
  383. {
  384. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  385. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  386. scp.additionalInfo = skill; //unnormalized
  387. sendAndApply (&scp);
  388. }
  389. expGiven(hero);
  390. }
  391. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  392. {
  393. if (!c->gainsLevel())
  394. {
  395. return;
  396. }
  397. CommanderLevelUp clu;
  398. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  399. if(hero)
  400. {
  401. clu.heroId = hero->id;
  402. clu.player = hero->tempOwner;
  403. }
  404. else
  405. {
  406. complain ("Commander is not led by hero!");
  407. return;
  408. }
  409. //picking sec. skills for choice
  410. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  411. {
  412. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  413. clu.skills.push_back(i);
  414. }
  415. int i = 100;
  416. for (auto specialSkill : VLC->creh->skillRequirements)
  417. {
  418. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  419. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  420. && !vstd::contains (c->specialSKills, i))
  421. clu.skills.push_back (i);
  422. ++i;
  423. }
  424. int skillAmount = static_cast<int>(clu.skills.size());
  425. if (!skillAmount)
  426. {
  427. sendAndApply(&clu);
  428. levelUpCommander(c);
  429. }
  430. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  431. {
  432. sendAndApply(&clu);
  433. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  434. }
  435. else if (skillAmount > 1) //apply and ask for secondary skill
  436. {
  437. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  438. clu.queryID = commanderLevelUp->queryID;
  439. queries.addQuery(commanderLevelUp);
  440. sendAndApply(&clu);
  441. }
  442. }
  443. void CGameHandler::expGiven(const CGHeroInstance *hero)
  444. {
  445. if (hero->gainsLevel())
  446. levelUpHero(hero);
  447. else if (hero->commander && hero->commander->gainsLevel())
  448. levelUpCommander(hero->commander);
  449. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  450. // levelUpCommander(hero->commander);
  451. // else
  452. // levelUpHero(hero);
  453. }
  454. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  455. {
  456. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  457. {
  458. if (gs->map->levelLimit != 0)
  459. {
  460. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  461. TExpType resultingExp = abs ? val : hero->exp + val;
  462. if (resultingExp > expLimit)
  463. {
  464. // set given experience to max possible, but don't decrease if hero already over top
  465. abs = true;
  466. val = std::max(expLimit, hero->exp);
  467. InfoWindow iw;
  468. iw.player = hero->tempOwner;
  469. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  470. iw.text.replaceRawString(hero->getNameTranslated());
  471. sendAndApply(&iw);
  472. }
  473. }
  474. }
  475. SetPrimSkill sps;
  476. sps.id = hero->id;
  477. sps.which = which;
  478. sps.abs = abs;
  479. sps.val = val;
  480. sendAndApply(&sps);
  481. //only for exp - hero may level up
  482. if (which == PrimarySkill::EXPERIENCE)
  483. {
  484. if (hero->commander && hero->commander->alive)
  485. {
  486. //FIXME: trim experience according to map limit?
  487. SetCommanderProperty scp;
  488. scp.heroid = hero->id;
  489. scp.which = SetCommanderProperty::EXPERIENCE;
  490. scp.amount = val;
  491. sendAndApply (&scp);
  492. CBonusSystemNode::treeHasChanged();
  493. }
  494. expGiven(hero);
  495. }
  496. }
  497. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  498. {
  499. if(!hero)
  500. {
  501. logGlobal->error("changeSecSkill provided no hero");
  502. return;
  503. }
  504. SetSecSkill sss;
  505. sss.id = hero->id;
  506. sss.which = which;
  507. sss.val = val;
  508. sss.abs = abs;
  509. sendAndApply(&sss);
  510. if (hero->visitedTown)
  511. giveSpells(hero->visitedTown, hero);
  512. }
  513. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  514. {
  515. LOG_TRACE(logGlobal);
  516. //Fill BattleResult structure with exp info
  517. giveExp(*battleResult.data);
  518. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  519. {
  520. if(heroAttacker)
  521. battleResult.data->exp[1] += 500;
  522. if(heroDefender)
  523. battleResult.data->exp[0] += 500;
  524. }
  525. if(heroAttacker)
  526. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  527. if(heroDefender)
  528. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  529. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  530. if (!battleQuery)
  531. {
  532. logGlobal->error("Cannot find battle query!");
  533. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
  534. return;
  535. }
  536. battleQuery->result = std::make_optional(*battleResult.data);
  537. //Check how many battle queries were created (number of players blocked by battle)
  538. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  539. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  540. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
  541. battleResult.data->queryID = battleDialogQuery->queryID;
  542. queries.addQuery(battleDialogQuery);
  543. //set same battle result for all queries
  544. for(auto q : queries.allQueries())
  545. {
  546. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  547. if(otherBattleQuery)
  548. otherBattleQuery->result = battleQuery->result;
  549. }
  550. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  551. }
  552. void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
  553. {
  554. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
  555. if(!battleQuery)
  556. {
  557. logGlobal->trace("No battle query, battle end was confirmed by another player");
  558. return;
  559. }
  560. const CArmedInstance *bEndArmy1 = battleInfo->sides.at(0).armyObject;
  561. const CArmedInstance *bEndArmy2 = battleInfo->sides.at(1).armyObject;
  562. const BattleResult::EResult result = battleResult.get()->result;
  563. CasualtiesAfterBattle cab1(bEndArmy1, battleInfo), cab2(bEndArmy2, battleInfo); //calculate casualties before deleting battle
  564. ChangeSpells cs; //for Eagle Eye
  565. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  566. {
  567. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  568. {
  569. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
  570. for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
  571. {
  572. auto spell = spellId.toSpell(VLC->spells());
  573. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  574. cs.spells.insert(spell->getId());
  575. }
  576. }
  577. }
  578. std::vector<const CArtifactInstance *> arts; //display them in window
  579. if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  580. {
  581. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  582. {
  583. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  584. if(slot != ArtifactPosition::PRE_FIRST)
  585. {
  586. arts.push_back(art);
  587. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  588. if(ArtifactUtils::isSlotBackpack(slot))
  589. ma->askAssemble = false;
  590. sendAndApply(ma);
  591. }
  592. };
  593. if (finishingBattle->loserHero)
  594. {
  595. //TODO: wrap it into a function, somehow (std::variant -_-)
  596. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  597. for (auto artSlot : artifactsWorn)
  598. {
  599. MoveArtifact ma;
  600. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  601. const CArtifactInstance * art = ma.src.getArt();
  602. if (art && !art->artType->isBig() &&
  603. art->artType->getId() != ArtifactID::SPELLBOOK)
  604. // don't move war machines or locked arts (spellbook)
  605. {
  606. sendMoveArtifact(art, &ma);
  607. }
  608. }
  609. for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  610. {
  611. //we assume that no big artifacts can be found
  612. MoveArtifact ma;
  613. ma.src = ArtifactLocation(finishingBattle->loserHero,
  614. ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
  615. const CArtifactInstance * art = ma.src.getArt();
  616. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  617. {
  618. sendMoveArtifact(art, &ma);
  619. }
  620. }
  621. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  622. {
  623. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  624. for (auto artSlot : artifactsWorn)
  625. {
  626. MoveArtifact ma;
  627. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  628. const CArtifactInstance * art = ma.src.getArt();
  629. if (art && !art->artType->isBig())
  630. {
  631. sendMoveArtifact(art, &ma);
  632. }
  633. }
  634. }
  635. }
  636. for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
  637. {
  638. auto artifactsWorn = armySlot.second->artifactsWorn;
  639. for (auto artSlot : artifactsWorn)
  640. {
  641. MoveArtifact ma;
  642. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  643. const CArtifactInstance * art = ma.src.getArt();
  644. if (art && !art->artType->isBig())
  645. {
  646. sendMoveArtifact(art, &ma);
  647. }
  648. }
  649. }
  650. }
  651. if (arts.size()) //display loot
  652. {
  653. InfoWindow iw;
  654. iw.player = finishingBattle->winnerHero->tempOwner;
  655. iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
  656. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  657. {
  658. iw.components.emplace_back(
  659. Component::EComponentType::ARTIFACT, art->artType->getId(),
  660. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 0, 0);
  661. if (iw.components.size() >= 14)
  662. {
  663. sendAndApply(&iw);
  664. iw.components.clear();
  665. }
  666. }
  667. if (iw.components.size())
  668. {
  669. sendAndApply(&iw);
  670. }
  671. }
  672. //Eagle Eye secondary skill handling
  673. if (!cs.spells.empty())
  674. {
  675. cs.learn = 1;
  676. cs.hid = finishingBattle->winnerHero->id;
  677. InfoWindow iw;
  678. iw.player = finishingBattle->winnerHero->tempOwner;
  679. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  680. iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
  681. std::ostringstream names;
  682. for (int i = 0; i < cs.spells.size(); i++)
  683. {
  684. names << "%s";
  685. if (i < cs.spells.size() - 2)
  686. names << ", ";
  687. else if (i < cs.spells.size() - 1)
  688. names << "%s";
  689. }
  690. names << ".";
  691. iw.text.replaceRawString(names.str());
  692. auto it = cs.spells.begin();
  693. for (int i = 0; i < cs.spells.size(); i++, it++)
  694. {
  695. iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
  696. if (i == cs.spells.size() - 2) //we just added pre-last name
  697. iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
  698. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  699. }
  700. sendAndApply(&iw);
  701. sendAndApply(&cs);
  702. }
  703. cab1.updateArmy(this);
  704. cab2.updateArmy(this); //take casualties after battle is deleted
  705. if(finishingBattle->loserHero) //remove beaten hero
  706. {
  707. RemoveObject ro(finishingBattle->loserHero->id);
  708. sendAndApply(&ro);
  709. }
  710. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  711. {
  712. RemoveObject ro(finishingBattle->winnerHero->id);
  713. sendAndApply(&ro);
  714. }
  715. if(battleResult.data->winner == BattleSide::DEFENDER
  716. && finishingBattle->winnerHero
  717. && finishingBattle->winnerHero->visitedTown
  718. && !finishingBattle->winnerHero->inTownGarrison
  719. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  720. {
  721. swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  722. }
  723. //give exp
  724. if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  725. changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
  726. BattleResultAccepted raccepted;
  727. raccepted.army1 = const_cast<CArmedInstance*>(bEndArmy1);
  728. raccepted.army2 = const_cast<CArmedInstance*>(bEndArmy2);
  729. raccepted.hero1 = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
  730. raccepted.hero2 = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
  731. raccepted.exp[0] = battleResult.data->exp[0];
  732. raccepted.exp[1] = battleResult.data->exp[1];
  733. sendAndApply(&raccepted);
  734. queries.popIfTop(battleQuery);
  735. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query
  736. }
  737. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  738. {
  739. LOG_TRACE(logGlobal);
  740. if(!finishingBattle)
  741. return;
  742. finishingBattle->remainingBattleQueriesCount--;
  743. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  744. if (finishingBattle->remainingBattleQueriesCount > 0)
  745. //Battle results will be handled when all battle queries are closed
  746. return;
  747. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  748. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  749. // Still, it looks like a hole.
  750. // Necromancy if applicable.
  751. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  752. // Give raised units to winner and show dialog, if any were raised,
  753. // units will be given after casualties are taken
  754. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  755. if (necroSlot != SlotID())
  756. {
  757. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  758. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  759. }
  760. BattleResultsApplied resultsApplied;
  761. resultsApplied.player1 = finishingBattle->victor;
  762. resultsApplied.player2 = finishingBattle->loser;
  763. sendAndApply(&resultsApplied);
  764. setBattle(nullptr);
  765. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  766. {
  767. logGlobal->trace("post-victory visit");
  768. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  769. }
  770. visitObjectAfterVictory = false;
  771. //handle victory/loss of engaged players
  772. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  773. checkVictoryLossConditions(playerColors);
  774. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  775. {
  776. SetAvailableHeroes sah;
  777. sah.player = finishingBattle->loser;
  778. sah.hid[0] = finishingBattle->loserHero->subID;
  779. if (result.result == BattleResult::ESCAPE) //retreat
  780. {
  781. sah.army[0].clear();
  782. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  783. }
  784. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  785. sah.hid[1] = another->subID;
  786. else
  787. sah.hid[1] = -1;
  788. sendAndApply(&sah);
  789. }
  790. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  791. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  792. {
  793. RemoveObject ro(finishingBattle->winnerHero->id);
  794. sendAndApply(&ro);
  795. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  796. {
  797. SetAvailableHeroes sah;
  798. sah.player = finishingBattle->victor;
  799. sah.hid[0] = finishingBattle->winnerHero->subID;
  800. sah.army[0].clear();
  801. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  802. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  803. sah.hid[1] = another->subID;
  804. else
  805. sah.hid[1] = -1;
  806. sendAndApply(&sah);
  807. }
  808. }
  809. finishingBattle.reset();
  810. }
  811. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  812. {
  813. if(first && !counter)
  814. handleAttackBeforeCasting(ranged, attacker, defender);
  815. FireShieldInfo fireShield;
  816. BattleAttack bat;
  817. BattleLogMessage blm;
  818. bat.stackAttacking = attacker->unitId();
  819. bat.tile = targetHex;
  820. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  821. if(ranged)
  822. bat.flags |= BattleAttack::SHOT;
  823. if(counter)
  824. bat.flags |= BattleAttack::COUNTER;
  825. const int attackerLuck = attacker->luckVal();
  826. if(attackerLuck > 0)
  827. {
  828. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  829. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  830. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  831. bat.flags |= BattleAttack::LUCKY;
  832. }
  833. if(attackerLuck < 0)
  834. {
  835. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
  836. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
  837. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  838. bat.flags |= BattleAttack::UNLUCKY;
  839. }
  840. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
  841. {
  842. bat.flags |= BattleAttack::DEATH_BLOW;
  843. }
  844. const auto * owner = gs->curB->getHero(attacker->unitOwner());
  845. if(owner)
  846. {
  847. int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  848. if (chance > getRandomGenerator().nextInt(99))
  849. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  850. }
  851. int64_t drainedLife = 0;
  852. // only primary target
  853. if(defender->alive())
  854. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  855. //multiple-hex normal attack
  856. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  857. for(const CStack * stack : attackedCreatures)
  858. {
  859. if(stack != defender && stack->alive()) //do not hit same stack twice
  860. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  861. }
  862. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
  863. if(bonus && ranged) //TODO: make it work in melee?
  864. {
  865. //this is need for displaying hit animation
  866. bat.flags |= BattleAttack::SPELL_LIKE;
  867. bat.spellID = SpellID(bonus->subtype);
  868. //TODO: should spell override creature`s projectile?
  869. auto spell = bat.spellID.toSpell();
  870. battle::Target target;
  871. target.emplace_back(defender, targetHex);
  872. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  873. event.setSpellLevel(bonus->val);
  874. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  875. //TODO: get exact attacked hex for defender
  876. for(const CStack * stack : attackedCreatures)
  877. {
  878. if(stack != defender && stack->alive()) //do not hit same stack twice
  879. {
  880. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  881. }
  882. }
  883. //now add effect info for all attacked stacks
  884. for (BattleStackAttacked & bsa : bat.bsa)
  885. {
  886. if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
  887. {
  888. //this is need for displaying affect animation
  889. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  890. bsa.spellID = SpellID(bonus->subtype);
  891. }
  892. }
  893. }
  894. attackerState->afterAttack(ranged, counter);
  895. {
  896. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  897. attackerState->save(info.data);
  898. bat.attackerChanges.changedStacks.push_back(info);
  899. }
  900. if (drainedLife > 0)
  901. bat.flags |= BattleAttack::LIFE_DRAIN;
  902. sendAndApply(&bat);
  903. {
  904. const bool multipleTargets = bat.bsa.size() > 1;
  905. int64_t totalDamage = 0;
  906. int32_t totalKills = 0;
  907. for(const BattleStackAttacked & bsa : bat.bsa)
  908. {
  909. totalDamage += bsa.damageAmount;
  910. totalKills += bsa.killedAmount;
  911. }
  912. {
  913. MetaString text;
  914. attacker->addText(text, EMetaText::GENERAL_TXT, 376);
  915. attacker->addNameReplacement(text);
  916. text.replaceNumber(totalDamage);
  917. blm.lines.push_back(text);
  918. }
  919. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  920. }
  921. // drain life effect (as well as log entry) must be applied after the attack
  922. if(drainedLife > 0)
  923. {
  924. MetaString text;
  925. attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
  926. attackerState->addNameReplacement(text, false);
  927. text.replaceNumber(drainedLife);
  928. defender->addNameReplacement(text, true);
  929. blm.lines.push_back(std::move(text));
  930. }
  931. if(!fireShield.empty())
  932. {
  933. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  934. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  935. int64_t totalDamage = 0;
  936. for(const auto & item : fireShield)
  937. {
  938. const CStack * actor = item.first;
  939. int64_t rawDamage = item.second;
  940. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->unitOwner());
  941. if(actorOwner)
  942. {
  943. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  944. }
  945. else
  946. {
  947. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  948. }
  949. totalDamage+=rawDamage;
  950. //FIXME: add custom effect on actor
  951. }
  952. if (totalDamage > 0)
  953. {
  954. BattleStackAttacked bsa;
  955. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  956. bsa.stackAttacked = attacker->unitId(); //invert
  957. bsa.attackerID = defender->unitId();
  958. bsa.damageAmount = totalDamage;
  959. attacker->prepareAttacked(bsa, getRandomGenerator());
  960. StacksInjured pack;
  961. pack.stacks.push_back(bsa);
  962. sendAndApply(&pack);
  963. // TODO: this is already implemented in Damage::describeEffect()
  964. {
  965. MetaString text;
  966. text.appendLocalString(EMetaText::GENERAL_TXT, 376);
  967. text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);
  968. text.replaceNumber(totalDamage);
  969. blm.lines.push_back(std::move(text));
  970. }
  971. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  972. }
  973. }
  974. sendAndApply(&blm);
  975. handleAfterAttackCasting(ranged, attacker, defender);
  976. }
  977. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  978. {
  979. BattleStackAttacked bsa;
  980. if(secondary)
  981. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  982. bsa.attackerID = attackerState->unitId();
  983. bsa.stackAttacked = def->unitId();
  984. {
  985. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  986. bai.deathBlow = bat.deathBlow();
  987. bai.doubleDamage = bat.ballistaDoubleDmg();
  988. bai.luckyStrike = bat.lucky();
  989. bai.unluckyStrike = bat.unlucky();
  990. auto range = gs->curB->calculateDmgRange(bai);
  991. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  992. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  993. }
  994. int64_t drainedLife = 0;
  995. //life drain handling
  996. if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
  997. {
  998. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
  999. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  1000. drainedLife += toHeal;
  1001. }
  1002. //soul steal handling
  1003. if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
  1004. {
  1005. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1006. //try to use permanent first, use only one of two
  1007. for(si32 subtype = 1; subtype >= 0; subtype--)
  1008. {
  1009. if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
  1010. {
  1011. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
  1012. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1013. drainedLife += toHeal;
  1014. break;
  1015. }
  1016. }
  1017. }
  1018. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1019. //fire shield handling
  1020. if(!bat.shot() &&
  1021. !def->isClone() &&
  1022. def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
  1023. !attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
  1024. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1025. )
  1026. {
  1027. //TODO: use damage with bonus but without penalties
  1028. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
  1029. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1030. }
  1031. return drainedLife;
  1032. }
  1033. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1034. {
  1035. if(killed > 0)
  1036. {
  1037. BattleLogMessage blm;
  1038. addGenericKilledLog(blm, defender, killed, multiple);
  1039. sendAndApply(&blm);
  1040. }
  1041. }
  1042. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1043. {
  1044. if(killed > 0)
  1045. {
  1046. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1047. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1048. // 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)
  1049. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1050. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1051. boost::algorithm::trim(formatString);
  1052. boost::format txt(formatString);
  1053. if(killed > 1)
  1054. {
  1055. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
  1056. }
  1057. else //killed == 1
  1058. {
  1059. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
  1060. }
  1061. MetaString line;
  1062. line.appendRawString(txt.str());
  1063. blm.lines.push_back(std::move(line));
  1064. }
  1065. }
  1066. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1067. {
  1068. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1069. return;
  1070. for(auto & playerConnections : connections)
  1071. {
  1072. PlayerColor playerId = playerConnections.first;
  1073. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1074. if(!playerSettings)
  1075. continue;
  1076. auto playerConnection = vstd::find(playerConnections.second, c);
  1077. if(playerConnection != playerConnections.second.end())
  1078. {
  1079. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1080. playerMessage(playerId, messageText, ObjectInstanceID{});
  1081. }
  1082. }
  1083. }
  1084. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1085. {
  1086. //prepare struct informing that action was applied
  1087. auto sendPackageResponse = [&](bool succesfullyApplied)
  1088. {
  1089. PackageApplied applied;
  1090. applied.player = pack->player;
  1091. applied.result = succesfullyApplied;
  1092. applied.packType = typeList.getTypeID(pack);
  1093. applied.requestID = pack->requestID;
  1094. pack->c->sendPack(&applied);
  1095. };
  1096. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1097. if(isBlockedByQueries(pack, pack->player))
  1098. {
  1099. sendPackageResponse(false);
  1100. }
  1101. else if(apply)
  1102. {
  1103. const bool result = apply->applyOnGH(this, this->gs, pack);
  1104. if(result)
  1105. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1106. else
  1107. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1108. % typeid(*pack).name()).str());
  1109. sendPackageResponse(true);
  1110. }
  1111. else
  1112. {
  1113. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1114. sendPackageResponse(false);
  1115. }
  1116. vstd::clear_pointer(pack);
  1117. }
  1118. int CGameHandler::moveStack(int stack, BattleHex dest)
  1119. {
  1120. int ret = 0;
  1121. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1122. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1123. assert(curStack);
  1124. assert(dest < GameConstants::BFIELD_SIZE);
  1125. if (gs->curB->tacticDistance)
  1126. {
  1127. assert(gs->curB->isInTacticRange(dest));
  1128. }
  1129. auto start = curStack->getPosition();
  1130. if (start == dest)
  1131. return 0;
  1132. //initing necessary tables
  1133. auto accessibility = getAccesibility(curStack);
  1134. std::set<BattleHex> passed;
  1135. //Ignore obstacles on starting position
  1136. passed.insert(curStack->getPosition());
  1137. if(curStack->doubleWide())
  1138. passed.insert(curStack->occupiedHex());
  1139. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1140. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1141. {
  1142. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1143. if(accessibility.accessible(shifted, curStack))
  1144. dest = shifted;
  1145. }
  1146. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1147. {
  1148. complain("Given destination is not accessible!");
  1149. return 0;
  1150. }
  1151. bool canUseGate = false;
  1152. auto dbState = gs->curB->si.gateState;
  1153. if(battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
  1154. dbState != EGateState::DESTROYED &&
  1155. dbState != EGateState::BLOCKED)
  1156. {
  1157. canUseGate = true;
  1158. }
  1159. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1160. ret = path.second;
  1161. int creSpeed = curStack->speed(0, true);
  1162. if (gs->curB->tacticDistance > 0 && creSpeed > 0)
  1163. creSpeed = GameConstants::BFIELD_SIZE;
  1164. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  1165. {
  1166. return obst->obstacleType == CObstacleInstance::MOAT;
  1167. });
  1168. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1169. {
  1170. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1171. return true;
  1172. if (hex == ESiegeHex::GATE_OUTER)
  1173. return true;
  1174. if (hex == ESiegeHex::GATE_INNER)
  1175. return true;
  1176. return false;
  1177. };
  1178. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1179. {
  1180. if (isGateDrawbridgeHex(hex))
  1181. return true;
  1182. if (curStack->doubleWide())
  1183. {
  1184. BattleHex otherHex = curStack->occupiedHex(hex);
  1185. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1186. return true;
  1187. }
  1188. return false;
  1189. };
  1190. if (curStack->hasBonusOfType(BonusType::FLYING))
  1191. {
  1192. if (path.second <= creSpeed && path.first.size() > 0)
  1193. {
  1194. if (canUseGate && dbState != EGateState::OPENED &&
  1195. occupyGateDrawbridgeHex(dest))
  1196. {
  1197. BattleUpdateGateState db;
  1198. db.state = EGateState::OPENED;
  1199. sendAndApply(&db);
  1200. }
  1201. //inform clients about move
  1202. BattleStackMoved sm;
  1203. sm.stack = curStack->unitId();
  1204. std::vector<BattleHex> tiles;
  1205. tiles.push_back(path.first[0]);
  1206. sm.tilesToMove = tiles;
  1207. sm.distance = path.second;
  1208. sm.teleporting = false;
  1209. sendAndApply(&sm);
  1210. }
  1211. }
  1212. else //for non-flying creatures
  1213. {
  1214. std::vector<BattleHex> tiles;
  1215. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1216. int v = (int)path.first.size()-1;
  1217. path.first.push_back(start);
  1218. // check if gate need to be open or closed at some point
  1219. BattleHex openGateAtHex, gateMayCloseAtHex;
  1220. if (canUseGate)
  1221. {
  1222. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1223. {
  1224. auto needOpenGates = [&](BattleHex hex) -> bool
  1225. {
  1226. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1227. return true;
  1228. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1229. return true;
  1230. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1231. return true;
  1232. return false;
  1233. };
  1234. auto hex = path.first[i];
  1235. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1236. {
  1237. if (needOpenGates(hex))
  1238. openGateAtHex = path.first[i+1];
  1239. //TODO we need find batter way to handle double-wide stacks
  1240. //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.
  1241. if (curStack->doubleWide())
  1242. {
  1243. BattleHex otherHex = curStack->occupiedHex(hex);
  1244. if (otherHex.isValid() && needOpenGates(otherHex))
  1245. openGateAtHex = path.first[i+2];
  1246. }
  1247. //gate may be opened and then closed during stack movement, but not other way around
  1248. if (openGateAtHex.isValid())
  1249. dbState = EGateState::OPENED;
  1250. }
  1251. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1252. {
  1253. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1254. {
  1255. gateMayCloseAtHex = path.first[i-1];
  1256. }
  1257. if (hasWideMoat)
  1258. {
  1259. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1260. {
  1261. gateMayCloseAtHex = path.first[i-1];
  1262. }
  1263. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1264. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1265. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1266. {
  1267. gateMayCloseAtHex = path.first[i-1];
  1268. }
  1269. }
  1270. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1271. {
  1272. gateMayCloseAtHex = path.first[i-1];
  1273. }
  1274. }
  1275. }
  1276. }
  1277. bool stackIsMoving = true;
  1278. while(stackIsMoving)
  1279. {
  1280. if (v<tilesToMove)
  1281. {
  1282. logGlobal->error("Movement terminated abnormally");
  1283. break;
  1284. }
  1285. bool gateStateChanging = false;
  1286. //special handling for opening gate on from starting hex
  1287. if (openGateAtHex.isValid() && openGateAtHex == start)
  1288. gateStateChanging = true;
  1289. else
  1290. {
  1291. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1292. {
  1293. BattleHex hex = path.first[v];
  1294. tiles.push_back(hex);
  1295. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1296. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1297. {
  1298. gateStateChanging = true;
  1299. }
  1300. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1301. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1302. obstacleHit = true;
  1303. if (curStack->doubleWide())
  1304. {
  1305. BattleHex otherHex = curStack->occupiedHex(hex);
  1306. //two hex creature hit obstacle by backside
  1307. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1308. if(otherHex.isValid() && !obstacle2.empty())
  1309. obstacleHit = true;
  1310. }
  1311. if(!obstacleHit)
  1312. passed.insert(hex);
  1313. }
  1314. }
  1315. if (!tiles.empty())
  1316. {
  1317. //commit movement
  1318. BattleStackMoved sm;
  1319. sm.stack = curStack->unitId();
  1320. sm.distance = path.second;
  1321. sm.teleporting = false;
  1322. sm.tilesToMove = tiles;
  1323. sendAndApply(&sm);
  1324. tiles.clear();
  1325. }
  1326. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1327. if (curStack->getPosition() != dest)
  1328. {
  1329. if(stackIsMoving && start != curStack->getPosition())
  1330. {
  1331. stackIsMoving = handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1332. passed.insert(curStack->getPosition());
  1333. if(curStack->doubleWide())
  1334. passed.insert(curStack->occupiedHex());
  1335. }
  1336. if (gateStateChanging)
  1337. {
  1338. if (curStack->getPosition() == openGateAtHex)
  1339. {
  1340. openGateAtHex = BattleHex();
  1341. //only open gate if stack is still alive
  1342. if (curStack->alive())
  1343. {
  1344. BattleUpdateGateState db;
  1345. db.state = EGateState::OPENED;
  1346. sendAndApply(&db);
  1347. }
  1348. }
  1349. else if (curStack->getPosition() == gateMayCloseAtHex)
  1350. {
  1351. gateMayCloseAtHex = BattleHex();
  1352. updateGateState();
  1353. }
  1354. }
  1355. }
  1356. else
  1357. //movement finished normally: we reached destination
  1358. stackIsMoving = false;
  1359. }
  1360. }
  1361. //handle last hex separately for deviation
  1362. if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
  1363. {
  1364. if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
  1365. || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
  1366. passed.clear(); //Just empty passed, obstacles will handled automatically
  1367. }
  1368. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1369. handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1370. return ret;
  1371. }
  1372. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1373. : lobby(lobby)
  1374. , complainNoCreatures("No creatures to split")
  1375. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1376. , complainInvalidSlot("Invalid slot accessed!")
  1377. {
  1378. QID = 1;
  1379. IObjectInterface::cb = this;
  1380. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1381. registerTypesServerPacks(*applier);
  1382. visitObjectAfterVictory = false;
  1383. spellEnv = new ServerSpellCastEnvironment(this);
  1384. }
  1385. CGameHandler::~CGameHandler()
  1386. {
  1387. if (battleThread)
  1388. {
  1389. //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
  1390. battleMadeAction.setn(true);
  1391. battleThread->join();
  1392. }
  1393. delete spellEnv;
  1394. delete gs;
  1395. }
  1396. void CGameHandler::reinitScripting()
  1397. {
  1398. serverEventBus = std::make_unique<events::EventBus>();
  1399. #if SCRIPTING_ENABLED
  1400. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1401. #endif
  1402. }
  1403. void CGameHandler::init(StartInfo *si)
  1404. {
  1405. if (si->seedToBeUsed == 0)
  1406. {
  1407. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1408. }
  1409. CMapService mapService;
  1410. gs = new CGameState();
  1411. gs->preInit(VLC);
  1412. logGlobal->info("Gamestate created!");
  1413. gs->init(&mapService, si);
  1414. logGlobal->info("Gamestate initialized!");
  1415. // reset seed, so that clients can't predict any following random values
  1416. getRandomGenerator().resetSeed();
  1417. for (auto & elem : gs->players)
  1418. {
  1419. states.addPlayer(elem.first);
  1420. }
  1421. reinitScripting();
  1422. }
  1423. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1424. {
  1425. return a.earlierThan(b);
  1426. }
  1427. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1428. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1429. const PlayerState * p = getPlayerState(town->tempOwner);
  1430. if (!p)
  1431. {
  1432. assert(town->tempOwner == PlayerColor::NEUTRAL);
  1433. return;
  1434. }
  1435. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1436. {
  1437. SetAvailableCreatures ssi;
  1438. ssi.tid = town->id;
  1439. ssi.creatures = town->creatures;
  1440. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1441. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1442. if (dwellings.empty())//no dwellings - just remove
  1443. {
  1444. sendAndApply(&ssi);
  1445. return;
  1446. }
  1447. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1448. // for multi-creature dwellings like Golem Factory
  1449. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1450. if (clear)
  1451. {
  1452. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  1453. }
  1454. else
  1455. {
  1456. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  1457. }
  1458. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1459. sendAndApply(&ssi);
  1460. }
  1461. }
  1462. void CGameHandler::newTurn()
  1463. {
  1464. logGlobal->trace("Turn %d", gs->day+1);
  1465. NewTurn n;
  1466. n.specialWeek = NewTurn::NO_ACTION;
  1467. n.creatureid = CreatureID::NONE;
  1468. n.day = gs->day + 1;
  1469. bool firstTurn = !getDate(Date::DAY);
  1470. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1471. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1472. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1473. if (firstTurn)
  1474. {
  1475. for (auto obj : gs->map->objects)
  1476. {
  1477. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1478. {
  1479. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1480. }
  1481. }
  1482. }
  1483. if (newWeek && !firstTurn)
  1484. {
  1485. n.specialWeek = NewTurn::NORMAL;
  1486. bool deityOfFireBuilt = false;
  1487. for (const CGTownInstance *t : gs->map->towns)
  1488. {
  1489. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1490. {
  1491. deityOfFireBuilt = true;
  1492. break;
  1493. }
  1494. }
  1495. if (deityOfFireBuilt)
  1496. {
  1497. n.specialWeek = NewTurn::DEITYOFFIRE;
  1498. n.creatureid = CreatureID::IMP;
  1499. }
  1500. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1501. {
  1502. int monthType = getRandomGenerator().nextInt(99);
  1503. if (newMonth) //new month
  1504. {
  1505. if (monthType < 40) //double growth
  1506. {
  1507. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1508. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1509. {
  1510. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1511. }
  1512. else if (VLC->creh->doubledCreatures.size())
  1513. {
  1514. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1515. }
  1516. else
  1517. {
  1518. complain("Cannot find creature that can be spawned!");
  1519. n.specialWeek = NewTurn::NORMAL;
  1520. }
  1521. }
  1522. else if (monthType < 50)
  1523. n.specialWeek = NewTurn::PLAGUE;
  1524. }
  1525. else //it's a week, but not full month
  1526. {
  1527. if (monthType < 25)
  1528. {
  1529. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1530. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1531. do
  1532. {
  1533. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1534. } while (VLC->creh->objects[newMonster.second] &&
  1535. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  1536. n.creatureid = newMonster.second;
  1537. }
  1538. }
  1539. }
  1540. }
  1541. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1542. for (auto& hp : pool)
  1543. {
  1544. auto hero = hp.second;
  1545. if (hero->isInitialized() && hero->stacks.size())
  1546. {
  1547. // reset retreated or surrendered heroes
  1548. auto maxmove = hero->movementPointsLimit(true);
  1549. // if movement is greater than maxmove, we should decrease it
  1550. if (hero->movementPointsRemaining() != maxmove || hero->mana < hero->manaLimit())
  1551. {
  1552. NewTurn::Hero hth;
  1553. hth.id = hero->id;
  1554. hth.move = maxmove;
  1555. hth.mana = hero->getManaNewTurn();
  1556. n.heroes.insert(hth);
  1557. }
  1558. }
  1559. }
  1560. for (auto & elem : gs->players)
  1561. {
  1562. if (elem.first == PlayerColor::NEUTRAL)
  1563. continue;
  1564. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1565. assert(0); //illegal player number!
  1566. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  1567. hadGold.insert(playerGold);
  1568. if (newWeek) //new heroes in tavern
  1569. {
  1570. SetAvailableHeroes sah;
  1571. sah.player = elem.first;
  1572. //pick heroes and their armies
  1573. CHeroClass *banned = nullptr;
  1574. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1575. {
  1576. //first hero - native if possible, second hero -> any other class
  1577. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1578. {
  1579. sah.hid[j] = h->subID;
  1580. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1581. banned = h->type->heroClass;
  1582. }
  1583. else
  1584. {
  1585. sah.hid[j] = -1;
  1586. }
  1587. }
  1588. sendAndApply(&sah);
  1589. }
  1590. n.res[elem.first] = elem.second.resources;
  1591. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1592. {
  1593. bool hasCrystalGenCreature = false;
  1594. for(CGHeroInstance * hero : elem.second.heroes)
  1595. {
  1596. for(auto stack : hero->stacks)
  1597. {
  1598. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  1599. {
  1600. hasCrystalGenCreature = true;
  1601. break;
  1602. }
  1603. }
  1604. }
  1605. if(!hasCrystalGenCreature) //not found in armies, check towns
  1606. {
  1607. for(CGTownInstance * town : elem.second.towns)
  1608. {
  1609. for(auto stack : town->stacks)
  1610. {
  1611. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  1612. {
  1613. hasCrystalGenCreature = true;
  1614. break;
  1615. }
  1616. }
  1617. }
  1618. }
  1619. if(hasCrystalGenCreature)
  1620. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  1621. }
  1622. for (CGHeroInstance *h : (elem).second.heroes)
  1623. {
  1624. if (h->visitedTown)
  1625. giveSpells(h->visitedTown, h);
  1626. NewTurn::Hero hth;
  1627. hth.id = h->id;
  1628. auto ti = std::make_unique<TurnInfo>(h, 1);
  1629. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1630. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1631. hth.mana = h->getManaNewTurn();
  1632. n.heroes.insert(hth);
  1633. if (!firstTurn) //not first day
  1634. {
  1635. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1636. {
  1637. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
  1638. }
  1639. }
  1640. }
  1641. }
  1642. for (CGTownInstance *t : gs->map->towns)
  1643. {
  1644. PlayerColor player = t->tempOwner;
  1645. handleTownEvents(t, n);
  1646. if (newWeek) //first day of week
  1647. {
  1648. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1649. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1650. if (!firstTurn)
  1651. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1652. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1653. if (!vstd::contains(n.cres, t->id))
  1654. {
  1655. n.cres[t->id].tid = t->id;
  1656. n.cres[t->id].creatures = t->creatures;
  1657. }
  1658. auto & sac = n.cres.at(t->id);
  1659. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1660. {
  1661. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1662. {
  1663. ui32 &availableCount = sac.creatures.at(k).first;
  1664. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1665. if (n.specialWeek == NewTurn::PLAGUE)
  1666. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1667. else
  1668. {
  1669. if (firstTurn) //first day of game: use only basic growths
  1670. availableCount = cre->getGrowth();
  1671. else
  1672. availableCount += t->creatureGrowth(k);
  1673. //Deity of fire week - upgrade both imps and upgrades
  1674. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1675. availableCount += 15;
  1676. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  1677. {
  1678. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1679. availableCount *= 2;
  1680. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1681. availableCount += 5;
  1682. }
  1683. }
  1684. }
  1685. }
  1686. }
  1687. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1688. {
  1689. n.res[player] = n.res[player] + t->dailyIncome();
  1690. }
  1691. if(t->hasBuilt(BuildingID::GRAIL)
  1692. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1693. {
  1694. // Skyship, probably easier to handle same as Veil of darkness
  1695. //do it every new day after veils apply
  1696. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1697. {
  1698. FoWChange fw;
  1699. fw.mode = 1;
  1700. fw.player = player;
  1701. // find all hidden tiles
  1702. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1703. auto shape = fow->shape();
  1704. for(size_t z = 0; z < shape[0]; z++)
  1705. for(size_t x = 0; x < shape[1]; x++)
  1706. for(size_t y = 0; y < shape[2]; y++)
  1707. if (!(*fow)[z][x][y])
  1708. fw.tiles.insert(int3(x, y, z));
  1709. sendAndApply (&fw);
  1710. }
  1711. }
  1712. if (t->hasBonusOfType (BonusType::DARKNESS))
  1713. {
  1714. for (auto & player : gs->players)
  1715. {
  1716. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1717. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1718. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
  1719. }
  1720. }
  1721. }
  1722. if (newMonth)
  1723. {
  1724. SetAvailableArtifacts saa;
  1725. saa.id = -1;
  1726. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1727. sendAndApply(&saa);
  1728. }
  1729. sendAndApply(&n);
  1730. if (newWeek)
  1731. {
  1732. //spawn wandering monsters
  1733. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1734. {
  1735. spawnWanderingMonsters(n.creatureid);
  1736. }
  1737. //new week info popup
  1738. if (!firstTurn)
  1739. {
  1740. InfoWindow iw;
  1741. switch (n.specialWeek)
  1742. {
  1743. case NewTurn::DOUBLE_GROWTH:
  1744. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  1745. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1746. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1747. break;
  1748. case NewTurn::PLAGUE:
  1749. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  1750. break;
  1751. case NewTurn::BONUS_GROWTH:
  1752. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  1753. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1754. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1755. break;
  1756. case NewTurn::DEITYOFFIRE:
  1757. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  1758. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  1759. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  1760. iw.text.replacePositiveNumber(15); //%+d 15
  1761. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
  1762. iw.text.replacePositiveNumber(15); //%+d 15
  1763. break;
  1764. default:
  1765. if (newMonth)
  1766. {
  1767. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  1768. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1769. }
  1770. else
  1771. {
  1772. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  1773. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1774. }
  1775. }
  1776. for (auto & elem : gs->players)
  1777. {
  1778. iw.player = elem.first;
  1779. sendAndApply(&iw);
  1780. }
  1781. }
  1782. }
  1783. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1784. handleTimeEvents();
  1785. //call objects
  1786. for (auto & elem : gs->map->objects)
  1787. {
  1788. if (elem)
  1789. elem->newTurn(getRandomGenerator());
  1790. }
  1791. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1792. }
  1793. void CGameHandler::run(bool resume)
  1794. {
  1795. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1796. using namespace boost::posix_time;
  1797. for (auto cc : lobby->connections)
  1798. {
  1799. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1800. std::stringstream sbuffer;
  1801. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1802. for (PlayerColor color : players)
  1803. {
  1804. sbuffer << color << " ";
  1805. {
  1806. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1807. connections[color].insert(cc);
  1808. }
  1809. }
  1810. logGlobal->info(sbuffer.str());
  1811. }
  1812. #if SCRIPTING_ENABLED
  1813. services()->scripts()->run(serverScripts);
  1814. #endif
  1815. if(resume)
  1816. events::GameResumed::defaultExecute(serverEventBus.get());
  1817. auto playerTurnOrder = generatePlayerTurnOrder();
  1818. while(lobby->state == EServerState::GAMEPLAY)
  1819. {
  1820. if(!resume)
  1821. {
  1822. newTurn();
  1823. events::TurnStarted::defaultExecute(serverEventBus.get());
  1824. }
  1825. std::list<PlayerColor>::iterator it;
  1826. if (resume)
  1827. {
  1828. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1829. }
  1830. else
  1831. {
  1832. it = playerTurnOrder.begin();
  1833. }
  1834. resume = false;
  1835. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1836. {
  1837. auto playerColor = *it;
  1838. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1839. {
  1840. //if player runs out of time, he shouldn't get the turn (especially AI)
  1841. //pre-trigger may change anything, should check before each player
  1842. //TODO: is it enough to check only one player?
  1843. checkVictoryLossConditionsForAll();
  1844. auto player = event.getPlayer();
  1845. const PlayerState * playerState = &gs->players[player];
  1846. if(playerState->status != EPlayerStatus::INGAME)
  1847. {
  1848. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1849. }
  1850. else
  1851. {
  1852. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1853. YourTurn yt;
  1854. yt.player = player;
  1855. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1856. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1857. applyAndSend(&yt);
  1858. }
  1859. };
  1860. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1861. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1862. {
  1863. //wait till turn is done
  1864. boost::unique_lock<boost::mutex> lock(states.mx);
  1865. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1866. {
  1867. static time_duration p = milliseconds(100);
  1868. states.cv.timed_wait(lock, p);
  1869. }
  1870. }
  1871. }
  1872. //additional check that game is not finished
  1873. bool activePlayer = false;
  1874. for (auto player : playerTurnOrder)
  1875. {
  1876. if (gs->players[player].status == EPlayerStatus::INGAME)
  1877. activePlayer = true;
  1878. }
  1879. if(!activePlayer)
  1880. lobby->state = EServerState::GAMEPLAY_ENDED;
  1881. }
  1882. }
  1883. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1884. {
  1885. // Generate player turn order
  1886. std::list<PlayerColor> playerTurnOrder;
  1887. for (const auto & player : gs->players) // add human players first
  1888. {
  1889. if (player.second.human)
  1890. playerTurnOrder.push_back(player.first);
  1891. }
  1892. for (const auto & player : gs->players) // then add non-human players
  1893. {
  1894. if (!player.second.human)
  1895. playerTurnOrder.push_back(player.first);
  1896. }
  1897. return playerTurnOrder;
  1898. }
  1899. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1900. {
  1901. battleResult.set(nullptr);
  1902. const auto & t = *getTile(tile);
  1903. TerrainId terrain = t.terType->getId();
  1904. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1905. terrain = ETerrainId::SAND;
  1906. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1907. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1908. terType = BattleField::fromString("ship_to_ship");
  1909. //send info about battles
  1910. BattleStart bs;
  1911. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1912. sendAndApply(&bs);
  1913. }
  1914. void CGameHandler::checkBattleStateChanges()
  1915. {
  1916. //check if drawbridge state need to be changes
  1917. if (battleGetSiegeLevel() > 0)
  1918. updateGateState();
  1919. //check if battle ended
  1920. if (auto result = battleIsFinished())
  1921. {
  1922. setBattleResult(BattleResult::NORMAL, *result);
  1923. }
  1924. }
  1925. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1926. {
  1927. if (!h->hasSpellbook())
  1928. return; //hero hasn't spellbook
  1929. ChangeSpells cs;
  1930. cs.hid = h->id;
  1931. cs.learn = true;
  1932. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1933. {
  1934. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1935. for (int i = 0; i < h->maxSpellLevel(); i++)
  1936. {
  1937. std::vector<SpellID> spells;
  1938. getAllowedSpells(spells, i+1);
  1939. for (auto & spell : spells)
  1940. cs.spells.insert(spell);
  1941. }
  1942. }
  1943. else
  1944. {
  1945. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1946. {
  1947. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1948. {
  1949. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1950. cs.spells.insert(t->spells.at(i).at(j));
  1951. }
  1952. }
  1953. }
  1954. if (!cs.spells.empty())
  1955. sendAndApply(&cs);
  1956. }
  1957. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1958. {
  1959. if (!obj || !getObj(obj->id))
  1960. {
  1961. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1962. return false;
  1963. }
  1964. RemoveObject ro;
  1965. ro.id = obj->id;
  1966. sendAndApply(&ro);
  1967. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1968. return true;
  1969. }
  1970. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1971. {
  1972. const CGHeroInstance *h = getHero(hid);
  1973. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1974. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1975. {
  1976. logGlobal->error("Illegal call to move hero!");
  1977. return false;
  1978. }
  1979. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1980. const int3 hmpos = h->convertToVisitablePos(dst);
  1981. if (!gs->map->isInTheMap(hmpos))
  1982. {
  1983. logGlobal->error("Destination tile is outside the map!");
  1984. return false;
  1985. }
  1986. const TerrainTile t = *getTile(hmpos);
  1987. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1988. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1989. const bool disembarking = h->boat
  1990. && t.terType->isLand()
  1991. && (dst == h->pos
  1992. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  1993. //result structure for start - movement failed, no move points used
  1994. TryMoveHero tmh;
  1995. tmh.id = hid;
  1996. tmh.start = h->pos;
  1997. tmh.end = dst;
  1998. tmh.result = TryMoveHero::FAILED;
  1999. tmh.movePoints = h->movementPointsRemaining();
  2000. //check if destination tile is available
  2001. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2002. auto ti = pathfinderHelper->getTurnInfo();
  2003. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  2004. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  2005. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  2006. //it's a rock or blocked and not visitable tile
  2007. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2008. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2009. && complain("Cannot move hero, destination tile is blocked!"))
  2010. || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || !t.visitableObjects.back()->isCoastVisitable())) //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)
  2011. && complain("Cannot move hero, destination tile is on water!"))
  2012. || ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  2013. && complain("Cannot disembark hero, tile is blocked!"))
  2014. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2015. && complain("Tiles are not neighboring!"))
  2016. || ((h->inTownGarrison)
  2017. && complain("Can not move garrisoned hero!"))
  2018. || (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  2019. && complain("Hero doesn't have any movement points left!"))
  2020. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2021. && complain("Hero cannot transit over this tile!"))
  2022. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2023. && complain("Cannot move hero during the battle"))*/)
  2024. {
  2025. //send info about movement failure
  2026. sendAndApply(&tmh);
  2027. return false;
  2028. }
  2029. //several generic blocks of code
  2030. // should be called if hero changes tile but before applying TryMoveHero package
  2031. auto leaveTile = [&]()
  2032. {
  2033. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2034. {
  2035. obj->onHeroLeave(h);
  2036. }
  2037. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2038. };
  2039. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2040. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2041. {
  2042. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2043. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2044. queries.addQuery(moveQuery);
  2045. if (leavingTile == LEAVING_TILE)
  2046. leaveTile();
  2047. if (isInTheMap(guardPos))
  2048. tmh.attackedFrom = std::make_optional(guardPos);
  2049. tmh.result = result;
  2050. sendAndApply(&tmh);
  2051. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2052. { // Hero should be always able to visit any object he staying on even if there guards around
  2053. visitObjectOnTile(t, h);
  2054. }
  2055. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  2056. {
  2057. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2058. objectVisited(guardTile.visitableObjects.back(), h);
  2059. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2060. }
  2061. else if (visitDest == VISIT_DEST)
  2062. {
  2063. visitObjectOnTile(t, h);
  2064. }
  2065. queries.popIfTop(moveQuery);
  2066. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2067. return result != TryMoveHero::FAILED;
  2068. };
  2069. //interaction with blocking object (like resources)
  2070. auto blockingVisit = [&]() -> bool
  2071. {
  2072. for (CGObjectInstance *obj : t.visitableObjects)
  2073. {
  2074. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  2075. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  2076. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  2077. {
  2078. EVisitDest visitDest = VISIT_DEST;
  2079. if(h->boat && !h->boat->onboardVisitAllowed)
  2080. visitDest = DONT_VISIT_DEST;
  2081. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  2082. }
  2083. }
  2084. return false;
  2085. };
  2086. if (!transit && embarking)
  2087. {
  2088. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  2089. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2090. // In H3 embark ignore guards
  2091. }
  2092. if (disembarking)
  2093. {
  2094. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  2095. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2096. }
  2097. if (teleporting)
  2098. {
  2099. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2100. return true;
  2101. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2102. // visit town for town portal \ castle gates
  2103. // do not use generic visitObjectOnTile to avoid double-teleporting
  2104. // if this moveHero call was triggered by teleporter
  2105. if (!t.visitableObjects.empty())
  2106. {
  2107. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2108. town->onHeroVisit(h);
  2109. }
  2110. return true;
  2111. }
  2112. //still here? it is standard movement!
  2113. {
  2114. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  2115. ? h->movementPointsRemaining() - cost
  2116. : 0;
  2117. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2118. EVisitDest visitDest = VISIT_DEST;
  2119. if (transit)
  2120. {
  2121. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2122. visitDest = DONT_VISIT_DEST;
  2123. if (canFly)
  2124. {
  2125. lookForGuards = IGNORE_GUARDS;
  2126. visitDest = DONT_VISIT_DEST;
  2127. }
  2128. }
  2129. else if (blockingVisit())
  2130. return true;
  2131. if(h->boat && !h->boat->onboardAssaultAllowed)
  2132. lookForGuards = IGNORE_GUARDS;
  2133. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2134. return true;
  2135. }
  2136. }
  2137. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2138. {
  2139. const CGHeroInstance *h = getHero(hid);
  2140. const CGTownInstance *t = getTown(dstid);
  2141. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2142. COMPLAIN_RET("Invalid call to teleportHero!");
  2143. const CGTownInstance *from = h->visitedTown;
  2144. if (((h->getOwner() != t->getOwner())
  2145. && complain("Cannot teleport hero to another player"))
  2146. || (from->town->faction->getId() != t->town->faction->getId()
  2147. && complain("Source town and destination town should belong to the same faction"))
  2148. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2149. && complain("Hero must be in town with Castle gate for teleporting"))
  2150. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2151. && complain("Cannot teleport hero to town without Castle gate in it")))
  2152. return false;
  2153. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2154. moveHero(hid,pos,1);
  2155. return true;
  2156. }
  2157. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2158. {
  2159. PlayerColor oldOwner = getOwner(obj->id);
  2160. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2161. sendAndApply(&sop);
  2162. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2163. checkVictoryLossConditions(playerColors);
  2164. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2165. if (town) //town captured
  2166. {
  2167. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2168. {
  2169. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2170. setPortalDwelling(town, true, false);
  2171. }
  2172. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2173. {
  2174. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2175. {
  2176. InfoWindow iw;
  2177. iw.player = oldOwner;
  2178. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  2179. iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
  2180. sendAndApply(&iw);
  2181. }
  2182. }
  2183. }
  2184. const PlayerState * p = getPlayerState(owner);
  2185. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2186. {
  2187. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2188. {
  2189. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2190. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2191. }
  2192. }
  2193. }
  2194. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2195. {
  2196. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2197. queries.addQuery(dialogQuery);
  2198. iw->queryID = dialogQuery->queryID;
  2199. sendToAllClients(iw);
  2200. }
  2201. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2202. {
  2203. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2204. queries.addQuery(dialogQuery);
  2205. iw->queryID = dialogQuery->queryID;
  2206. sendToAllClients(iw);
  2207. }
  2208. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  2209. {
  2210. if (!val) return; //don't waste time on empty call
  2211. TResources resources;
  2212. resources[which] = val;
  2213. giveResources(player, resources);
  2214. }
  2215. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2216. {
  2217. SetResources sr;
  2218. sr.abs = false;
  2219. sr.player = player;
  2220. sr.res = resources;
  2221. sendAndApply(&sr);
  2222. }
  2223. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2224. {
  2225. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2226. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2227. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2228. //first we move creatures to give to make them army of object-source
  2229. for (auto & elem : creatures.Slots())
  2230. {
  2231. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2232. }
  2233. tryJoiningArmy(obj, h, remove, true);
  2234. }
  2235. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2236. {
  2237. std::vector<CStackBasicDescriptor> cres = creatures;
  2238. if (cres.size() <= 0)
  2239. return;
  2240. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2241. for (CStackBasicDescriptor &sbd : cres)
  2242. {
  2243. TQuantity collected = 0;
  2244. while(collected < sbd.count)
  2245. {
  2246. bool foundSth = false;
  2247. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2248. {
  2249. if (i->second->type == sbd.type)
  2250. {
  2251. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2252. changeStackCount(StackLocation(obj, i->first), -take, false);
  2253. collected += take;
  2254. foundSth = true;
  2255. break;
  2256. }
  2257. }
  2258. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2259. {
  2260. complain("Unexpected failure during taking creatures!");
  2261. return;
  2262. }
  2263. }
  2264. }
  2265. }
  2266. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2267. {
  2268. HeroVisitCastle vc;
  2269. vc.hid = hero->id;
  2270. vc.tid = obj->id;
  2271. vc.flags |= 1;
  2272. sendAndApply(&vc);
  2273. visitCastleObjects(obj, hero);
  2274. giveSpells (obj, hero);
  2275. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2276. }
  2277. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2278. {
  2279. for (auto building : t->bonusingBuildings)
  2280. building->onHeroVisit(h);
  2281. }
  2282. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2283. {
  2284. HeroVisitCastle vc;
  2285. vc.hid = hero->id;
  2286. vc.tid = obj->id;
  2287. sendAndApply(&vc);
  2288. }
  2289. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2290. {
  2291. EraseArtifact ea;
  2292. ea.al = al;
  2293. sendAndApply(&ea);
  2294. }
  2295. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2296. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2297. const CGTownInstance *town) //use hero=nullptr for no hero
  2298. {
  2299. if(gs->curB)
  2300. gs->curB.dellNull();
  2301. engageIntoBattle(army1->tempOwner);
  2302. engageIntoBattle(army2->tempOwner);
  2303. static const CArmedInstance *armies[2];
  2304. armies[0] = army1;
  2305. armies[1] = army2;
  2306. static const CGHeroInstance*heroes[2];
  2307. heroes[0] = hero1;
  2308. heroes[1] = hero2;
  2309. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2310. //existing battle query for retying auto-combat
  2311. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  2312. if(battleQuery)
  2313. {
  2314. for(int i : {0, 1})
  2315. {
  2316. if(heroes[i])
  2317. {
  2318. SetMana restoreInitialMana;
  2319. restoreInitialMana.val = battleQuery->initialHeroMana[i];
  2320. restoreInitialMana.hid = heroes[i]->id;
  2321. sendAndApply(&restoreInitialMana);
  2322. }
  2323. }
  2324. battleQuery->bi = gs->curB;
  2325. battleQuery->result = std::nullopt;
  2326. battleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
  2327. battleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
  2328. }
  2329. battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2330. for(int i : {0, 1})
  2331. {
  2332. if(heroes[i])
  2333. {
  2334. battleQuery->initialHeroMana[i] = heroes[i]->mana;
  2335. }
  2336. }
  2337. queries.addQuery(battleQuery);
  2338. this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
  2339. }
  2340. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2341. {
  2342. startBattlePrimary(army1, army2, tile,
  2343. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2344. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2345. creatureBank);
  2346. }
  2347. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2348. {
  2349. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2350. }
  2351. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2352. {
  2353. ChangeSpells cs;
  2354. cs.hid = hero->id;
  2355. cs.spells = spells;
  2356. cs.learn = give;
  2357. sendAndApply(&cs);
  2358. }
  2359. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2360. {
  2361. SystemMessage sm;
  2362. sm.text = message;
  2363. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2364. *(c.get()) << &sm;
  2365. }
  2366. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2367. {
  2368. sendAndApply(bonus);
  2369. }
  2370. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2371. {
  2372. sendAndApply(smp);
  2373. }
  2374. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2375. {
  2376. SetMana sm;
  2377. sm.hid = hid;
  2378. sm.val = val;
  2379. sm.absolute = true;
  2380. sendAndApply(&sm);
  2381. }
  2382. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  2383. {
  2384. GiveHero gh;
  2385. gh.id = id;
  2386. gh.player = player;
  2387. gh.boatId = boatId;
  2388. sendAndApply(&gh);
  2389. //Reveal fow around new hero, especially released from Prison
  2390. auto h = getHero(id);
  2391. changeFogOfWar(h->pos, h->getSightRadius(), player, false);
  2392. }
  2393. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2394. {
  2395. ChangeObjPos cop;
  2396. cop.objid = objid;
  2397. cop.nPos = newPos;
  2398. sendAndApply(&cop);
  2399. }
  2400. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2401. {
  2402. const CGHeroInstance * h1 = getHero(fromHero);
  2403. const CGHeroInstance * h2 = getHero(toHero);
  2404. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  2405. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  2406. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2407. {
  2408. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2409. std::swap(fromHero, toHero);
  2410. }
  2411. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2412. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2413. return;//no scholar skill or no spellbook
  2414. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2415. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2416. ChangeSpells cs1;
  2417. cs1.learn = true;
  2418. cs1.hid = toHero;//giving spells to first hero
  2419. for (auto it : h1->getSpellsInSpellbook())
  2420. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2421. cs1.spells.insert(it);//spell to learn
  2422. ChangeSpells cs2;
  2423. cs2.learn = true;
  2424. cs2.hid = fromHero;
  2425. for (auto it : h2->getSpellsInSpellbook())
  2426. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2427. cs2.spells.insert(it);
  2428. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2429. {
  2430. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2431. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2432. InfoWindow iw;
  2433. iw.player = h1->tempOwner;
  2434. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2435. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2436. iw.text.replaceRawString(h1->getNameTranslated());
  2437. if (!cs2.spells.empty())//if found new spell - apply
  2438. {
  2439. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  2440. int size = static_cast<int>(cs2.spells.size());
  2441. for (auto it : cs2.spells)
  2442. {
  2443. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2444. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  2445. switch (size--)
  2446. {
  2447. case 2:
  2448. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  2449. case 1:
  2450. break;
  2451. default:
  2452. iw.text.appendRawString(", ");
  2453. }
  2454. }
  2455. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  2456. iw.text.replaceRawString(h2->getNameTranslated());
  2457. sendAndApply(&cs2);
  2458. }
  2459. if (!cs1.spells.empty() && !cs2.spells.empty())
  2460. {
  2461. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  2462. }
  2463. if (!cs1.spells.empty())
  2464. {
  2465. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  2466. int size = static_cast<int>(cs1.spells.size());
  2467. for (auto it : cs1.spells)
  2468. {
  2469. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2470. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  2471. switch (size--)
  2472. {
  2473. case 2:
  2474. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  2475. case 1:
  2476. break;
  2477. default:
  2478. iw.text.appendRawString(", ");
  2479. }
  2480. }
  2481. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  2482. iw.text.replaceRawString(h2->getNameTranslated());
  2483. sendAndApply(&cs1);
  2484. }
  2485. sendAndApply(&iw);
  2486. }
  2487. }
  2488. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2489. {
  2490. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2491. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2492. {
  2493. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2494. ExchangeDialog hex;
  2495. hex.queryID = exchange->queryID;
  2496. hex.player = h1->getOwner();
  2497. hex.hero1 = hero1;
  2498. hex.hero2 = hero2;
  2499. sendAndApply(&hex);
  2500. useScholarSkill(hero1,hero2);
  2501. queries.addQuery(exchange);
  2502. }
  2503. }
  2504. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2505. {
  2506. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2507. for (auto c : lobby->connections)
  2508. {
  2509. if(!c->isOpen())
  2510. continue;
  2511. c->sendPack(pack);
  2512. }
  2513. }
  2514. void CGameHandler::sendAndApply(CPackForClient * pack)
  2515. {
  2516. sendToAllClients(pack);
  2517. gs->apply(pack);
  2518. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2519. }
  2520. void CGameHandler::applyAndSend(CPackForClient * pack)
  2521. {
  2522. gs->apply(pack);
  2523. sendToAllClients(pack);
  2524. }
  2525. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2526. {
  2527. sendAndApply(static_cast<CPackForClient *>(pack));
  2528. checkVictoryLossConditionsForAll();
  2529. }
  2530. void CGameHandler::sendAndApply(SetResources * pack)
  2531. {
  2532. sendAndApply(static_cast<CPackForClient *>(pack));
  2533. checkVictoryLossConditionsForPlayer(pack->player);
  2534. }
  2535. void CGameHandler::sendAndApply(NewStructures * pack)
  2536. {
  2537. sendAndApply(static_cast<CPackForClient *>(pack));
  2538. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2539. }
  2540. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2541. {
  2542. return getPlayerAt(pack->c) == getOwner(id);
  2543. }
  2544. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2545. {
  2546. if(pack->c)
  2547. {
  2548. SystemMessage temp_message("You are not allowed to perform this action!");
  2549. pack->c->sendPack(&temp_message);
  2550. }
  2551. logNetwork->error("Player is not allowed to perform this action!");
  2552. throw ExceptionNotAllowedAction();
  2553. }
  2554. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2555. {
  2556. std::ostringstream oss;
  2557. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2558. logNetwork->error(oss.str());
  2559. if(pack->c)
  2560. {
  2561. SystemMessage temp_message(oss.str());
  2562. pack->c->sendPack(&temp_message);
  2563. }
  2564. }
  2565. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2566. {
  2567. if(!isPlayerOwns(pack, id))
  2568. {
  2569. wrongPlayerMessage(pack, getOwner(id));
  2570. throwNotAllowedAction(pack);
  2571. }
  2572. }
  2573. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2574. {
  2575. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2576. {
  2577. wrongPlayerMessage(pack, player);
  2578. throwNotAllowedAction(pack);
  2579. }
  2580. }
  2581. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2582. {
  2583. complain(txt);
  2584. throwNotAllowedAction(pack);
  2585. }
  2586. void CGameHandler::save(const std::string & filename)
  2587. {
  2588. logGlobal->info("Saving to %s", filename);
  2589. const auto stem = FileInfo::GetPathStem(filename);
  2590. const auto savefname = stem.to_string() + ".vsgm1";
  2591. CResourceHandler::get("local")->createResource(savefname);
  2592. {
  2593. logGlobal->info("Ordering clients to serialize...");
  2594. SaveGameClient sg(savefname);
  2595. sendToAllClients(&sg);
  2596. }
  2597. try
  2598. {
  2599. {
  2600. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2601. saveCommonState(save);
  2602. logGlobal->info("Saving server state");
  2603. save << *this;
  2604. }
  2605. logGlobal->info("Game has been successfully saved!");
  2606. }
  2607. catch(std::exception &e)
  2608. {
  2609. logGlobal->error("Failed to save game: %s", e.what());
  2610. }
  2611. }
  2612. bool CGameHandler::load(const std::string & filename)
  2613. {
  2614. logGlobal->info("Loading from %s", filename);
  2615. const auto stem = FileInfo::GetPathStem(filename);
  2616. reinitScripting();
  2617. try
  2618. {
  2619. {
  2620. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2621. loadCommonState(lf);
  2622. logGlobal->info("Loading server state");
  2623. lf >> *this;
  2624. }
  2625. logGlobal->info("Game has been successfully loaded!");
  2626. }
  2627. catch(const CModHandler::Incompatibility & e)
  2628. {
  2629. logGlobal->error("Failed to load game: %s", e.what());
  2630. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2631. errorMsg += e.what();
  2632. lobby->announceMessage(errorMsg);
  2633. return false;
  2634. }
  2635. catch(const std::exception & e)
  2636. {
  2637. logGlobal->error("Failed to load game: %s", e.what());
  2638. return false;
  2639. }
  2640. gs->preInit(VLC);
  2641. gs->updateOnLoad(lobby->si.get());
  2642. return true;
  2643. }
  2644. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2645. {
  2646. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2647. return false;
  2648. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2649. const CCreatureSet & creatureSet = *army;
  2650. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2651. || (howMany < 1 && complain("Invalid split parameter!")))
  2652. {
  2653. return false;
  2654. }
  2655. auto actualAmount = army->getStackCount(slotSrc);
  2656. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2657. return false;
  2658. auto freeSlots = creatureSet.getFreeSlots();
  2659. if(freeSlots.empty() && complain("No empty stacks"))
  2660. return false;
  2661. BulkRebalanceStacks bulkRS;
  2662. for(auto slot : freeSlots)
  2663. {
  2664. RebalanceStacks rs;
  2665. rs.srcArmy = army->id;
  2666. rs.dstArmy = army->id;
  2667. rs.srcSlot = slotSrc;
  2668. rs.dstSlot = slot;
  2669. rs.count = howMany;
  2670. bulkRS.moves.push_back(rs);
  2671. actualAmount -= howMany;
  2672. if(actualAmount <= howMany)
  2673. break;
  2674. }
  2675. sendAndApply(&bulkRS);
  2676. return true;
  2677. }
  2678. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2679. {
  2680. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2681. return false;
  2682. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2683. const CCreatureSet & creatureSet = *army;
  2684. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2685. return false;
  2686. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2687. if(actualAmount < 1 && complain(complainNoCreatures))
  2688. return false;
  2689. auto currentCreature = creatureSet.getCreature(slotSrc);
  2690. if(!currentCreature && complain(complainNoCreatures))
  2691. return false;
  2692. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2693. if(!creatureSlots.size())
  2694. return false;
  2695. BulkRebalanceStacks bulkRS;
  2696. for(auto slot : creatureSlots)
  2697. {
  2698. RebalanceStacks rs;
  2699. rs.srcArmy = army->id;
  2700. rs.dstArmy = army->id;
  2701. rs.srcSlot = slot;
  2702. rs.dstSlot = slotSrc;
  2703. rs.count = creatureSet.getStackCount(slot);
  2704. bulkRS.moves.push_back(rs);
  2705. }
  2706. sendAndApply(&bulkRS);
  2707. return true;
  2708. }
  2709. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2710. {
  2711. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2712. return false;
  2713. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2714. const CCreatureSet & setSrc = *armySrc;
  2715. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2716. return false;
  2717. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2718. const CCreatureSet & setDest = *armyDest;
  2719. auto freeSlots = setDest.getFreeSlotsQueue();
  2720. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2721. TRebalanceMap moves;
  2722. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2723. auto slotsLeft = setSrc.stacksCount();
  2724. auto destMap = setDest.getCreatureMap();
  2725. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2726. while(!srcQueue.empty())
  2727. {
  2728. auto pair = srcQueue.top();
  2729. srcQueue.pop();
  2730. auto currCreature = pair.first;
  2731. auto currSlot = pair.second;
  2732. const auto quantity = setSrc.getStackCount(currSlot);
  2733. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2734. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2735. if(!alreadyExists)
  2736. {
  2737. if(freeSlots.empty())
  2738. continue;
  2739. auto currFreeSlot = freeSlots.front();
  2740. freeSlots.pop();
  2741. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2742. }
  2743. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2744. slotsLeft--;
  2745. }
  2746. if(slotsLeft == 1)
  2747. {
  2748. auto lastCreature = setSrc.getCreature(srcSlot);
  2749. auto slotToMove = SlotID();
  2750. // Try to find a slot for last creature
  2751. if(destMap.find(lastCreature) == destMap.end())
  2752. {
  2753. if(!freeSlots.empty())
  2754. slotToMove = freeSlots.front();
  2755. }
  2756. else
  2757. {
  2758. slotToMove = destMap[lastCreature];
  2759. }
  2760. if(slotToMove != SlotID())
  2761. {
  2762. const bool needsLastStack = armySrc->needsLastStack();
  2763. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2764. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2765. }
  2766. }
  2767. BulkRebalanceStacks bulkRS;
  2768. for(auto & move : moves)
  2769. {
  2770. RebalanceStacks rs;
  2771. rs.srcArmy = armySrc->id;
  2772. rs.dstArmy = armyDest->id;
  2773. rs.srcSlot = move.first;
  2774. rs.dstSlot = move.second.first;
  2775. rs.count = move.second.second;
  2776. bulkRS.moves.push_back(rs);
  2777. }
  2778. sendAndApply(&bulkRS);
  2779. return true;
  2780. }
  2781. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2782. {
  2783. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2784. return false;
  2785. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2786. const CCreatureSet & creatureSet = *army;
  2787. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2788. return false;
  2789. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2790. if(actualAmount <= 1 && complain(complainNoCreatures))
  2791. return false;
  2792. auto freeSlot = creatureSet.getFreeSlot();
  2793. auto currentCreature = creatureSet.getCreature(slotSrc);
  2794. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2795. return true;
  2796. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2797. TQuantity totalCreatures = 0;
  2798. for(auto slot : creatureSlots)
  2799. totalCreatures += creatureSet.getStackCount(slot);
  2800. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2801. return false;
  2802. if(freeSlot != SlotID())
  2803. creatureSlots.push_back(freeSlot);
  2804. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2805. return false;
  2806. const auto totalCreatureSlots = creatureSlots.size();
  2807. const auto rem = totalCreatures % totalCreatureSlots;
  2808. const auto quotient = totalCreatures / totalCreatureSlots;
  2809. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2810. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2811. BulkSmartRebalanceStacks bulkSRS;
  2812. if(freeSlot != SlotID())
  2813. {
  2814. RebalanceStacks rs;
  2815. rs.srcArmy = rs.dstArmy = army->id;
  2816. rs.srcSlot = slotSrc;
  2817. rs.dstSlot = freeSlot;
  2818. rs.count = 1;
  2819. bulkSRS.moves.push_back(rs);
  2820. }
  2821. auto currSlot = 0;
  2822. auto check = 0;
  2823. for(auto slot : creatureSlots)
  2824. {
  2825. ChangeStackCount csc;
  2826. csc.army = army->id;
  2827. csc.slot = slot;
  2828. csc.count = (currSlot < rem)
  2829. ? quotient + 1
  2830. : quotient;
  2831. csc.absoluteValue = true;
  2832. bulkSRS.changes.push_back(csc);
  2833. currSlot++;
  2834. check += csc.count;
  2835. }
  2836. if(check != totalCreatures)
  2837. {
  2838. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2839. return false;
  2840. }
  2841. sendAndApply(&bulkSRS);
  2842. return true;
  2843. }
  2844. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2845. {
  2846. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2847. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2848. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2849. StackLocation sl1(s1, p1), sl2(s2, p2);
  2850. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2851. {
  2852. complain(complainInvalidSlot);
  2853. return false;
  2854. }
  2855. if (!isAllowedExchange(id1,id2))
  2856. {
  2857. complain("Cannot exchange stacks between these two objects!\n");
  2858. return false;
  2859. }
  2860. // We can always put stacks into locked garrison, but not take them out of it
  2861. auto notRemovable = [&](const CArmedInstance * army)
  2862. {
  2863. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2864. {
  2865. auto g = dynamic_cast<const CGGarrison *>(army);
  2866. if (g && !g->removableUnits)
  2867. {
  2868. complain("Stacks in this garrison are not removable!\n");
  2869. return true;
  2870. }
  2871. }
  2872. return false;
  2873. };
  2874. if (what==1) //swap
  2875. {
  2876. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2877. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2878. {
  2879. complain("Can't take troops from another player!");
  2880. return false;
  2881. }
  2882. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2883. {
  2884. complain("Cannot swap stacks - slots are the same!");
  2885. return false;
  2886. }
  2887. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2888. {
  2889. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2890. return false;
  2891. }
  2892. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2893. return false;
  2894. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2895. return false;
  2896. swapStacks(sl1, sl2);
  2897. }
  2898. else if (what==2)//merge
  2899. {
  2900. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2901. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2902. return false;
  2903. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2904. {
  2905. complain("Cannot merge empty stack!");
  2906. return false;
  2907. }
  2908. else if (notRemovable(sl1.army))
  2909. return false;
  2910. moveStack(sl1, sl2);
  2911. }
  2912. else if (what==3) //split
  2913. {
  2914. const int countToMove = val - s2->getStackCount(p2);
  2915. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2916. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2917. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2918. {
  2919. complain("Can't move troops of another player!");
  2920. return false;
  2921. }
  2922. //general conditions checking
  2923. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2924. || (val<1 && complain(complainNoCreatures)) )
  2925. {
  2926. return false;
  2927. }
  2928. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2929. {
  2930. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2931. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2932. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2933. )
  2934. {
  2935. return false;
  2936. }
  2937. if (notRemovable(sl1.army))
  2938. {
  2939. if (s1->getStackCount(p1) > countLeftOnSrc)
  2940. return false;
  2941. }
  2942. else if (notRemovable(sl2.army))
  2943. {
  2944. if (s2->getStackCount(p1) < countLeftOnSrc)
  2945. return false;
  2946. }
  2947. moveStack(sl1, sl2, countToMove);
  2948. //S2.slots[p2]->count = val;
  2949. //S1.slots[p1]->count = total - val;
  2950. }
  2951. else //split one stack to the two
  2952. {
  2953. if (s1->getStackCount(p1) < val)//not enough creatures
  2954. {
  2955. complain(complainNotEnoughCreatures);
  2956. return false;
  2957. }
  2958. if (notRemovable(sl1.army))
  2959. return false;
  2960. moveStack(sl1, sl2, val);
  2961. }
  2962. }
  2963. return true;
  2964. }
  2965. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2966. {
  2967. return connections.at(player).count(c);
  2968. }
  2969. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2970. {
  2971. std::set<PlayerColor> all;
  2972. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2973. if(vstd::contains(i->second, c))
  2974. all.insert(i->first);
  2975. switch(all.size())
  2976. {
  2977. case 0:
  2978. return PlayerColor::NEUTRAL;
  2979. case 1:
  2980. return *all.begin();
  2981. default:
  2982. {
  2983. //if we have more than one player at this connection, try to pick active one
  2984. if (vstd::contains(all, gs->currentPlayer))
  2985. return gs->currentPlayer;
  2986. else
  2987. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2988. }
  2989. }
  2990. }
  2991. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2992. {
  2993. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2994. if (!vstd::contains(s1->stacks,pos))
  2995. {
  2996. complain("Illegal call to disbandCreature - no such stack in army!");
  2997. return false;
  2998. }
  2999. eraseStack(StackLocation(s1, pos));
  3000. return true;
  3001. }
  3002. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  3003. {
  3004. const CGTownInstance * t = getTown(tid);
  3005. if(!t)
  3006. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  3007. if(!t->town->buildings.count(requestedID))
  3008. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  3009. if(t->hasBuilt(requestedID))
  3010. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  3011. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  3012. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  3013. std::vector<const CBuilding*> remainingAutoBuildings;
  3014. std::set<BuildingID> buildingsThatWillBe;
  3015. //Check validity of request
  3016. if(!force)
  3017. {
  3018. switch(requestedBuilding->mode)
  3019. {
  3020. case CBuilding::BUILD_NORMAL :
  3021. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3022. COMPLAIN_RET("Cannot build that building!");
  3023. break;
  3024. case CBuilding::BUILD_AUTO :
  3025. case CBuilding::BUILD_SPECIAL:
  3026. COMPLAIN_RET("This building can not be constructed normally!");
  3027. case CBuilding::BUILD_GRAIL :
  3028. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3029. {
  3030. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3031. COMPLAIN_RET("Cannot build this without grail!")
  3032. else
  3033. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3034. }
  3035. break;
  3036. }
  3037. }
  3038. //Performs stuff that has to be done before new building is built
  3039. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3040. {
  3041. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3042. {
  3043. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3044. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3045. if(upgradeNumber >= t->town->creatures.at(level).size())
  3046. {
  3047. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3048. "no creature found (upgrade number %d, level %d!")
  3049. % buildingID % upgradeNumber % level));
  3050. return;
  3051. }
  3052. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3053. SetAvailableCreatures ssi;
  3054. ssi.tid = t->id;
  3055. ssi.creatures = t->creatures;
  3056. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3057. ssi.creatures[level].first = crea->getGrowth();
  3058. ssi.creatures[level].second.push_back(crea->getId());
  3059. sendAndApply(&ssi);
  3060. }
  3061. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3062. {
  3063. setPortalDwelling(t);
  3064. }
  3065. };
  3066. //Performs stuff that has to be done after new building is built
  3067. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3068. {
  3069. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3070. auto isLibrary = isMageGuild ? false
  3071. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3072. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3073. {
  3074. if(t->visitingHero)
  3075. giveSpells(t,t->visitingHero);
  3076. if(t->garrisonHero)
  3077. giveSpells(t,t->garrisonHero);
  3078. }
  3079. };
  3080. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3081. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3082. {
  3083. return buildingsThatWillBe.count(buildID);
  3084. };
  3085. //Init the vectors
  3086. for(auto & build : t->town->buildings)
  3087. {
  3088. if(t->hasBuilt(build.first))
  3089. {
  3090. buildingsThatWillBe.insert(build.first);
  3091. }
  3092. else
  3093. {
  3094. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3095. remainingAutoBuildings.push_back(build.second);
  3096. }
  3097. }
  3098. //Prepare structure (list of building ids will be filled later)
  3099. NewStructures ns;
  3100. ns.tid = tid;
  3101. ns.builded = force ? t->builded : (t->builded+1);
  3102. std::queue<const CBuilding*> buildingsToAdd;
  3103. buildingsToAdd.push(requestedBuilding);
  3104. while(!buildingsToAdd.empty())
  3105. {
  3106. auto b = buildingsToAdd.front();
  3107. buildingsToAdd.pop();
  3108. ns.bid.insert(b->bid);
  3109. buildingsThatWillBe.insert(b->bid);
  3110. remainingAutoBuildings -= b;
  3111. for(auto autoBuilding : remainingAutoBuildings)
  3112. {
  3113. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3114. if(actualRequirements.test(areRequirementsFullfilled))
  3115. buildingsToAdd.push(autoBuilding);
  3116. }
  3117. }
  3118. // 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.
  3119. for(auto builtID : ns.bid)
  3120. processBeforeBuiltStructure(builtID);
  3121. //Take cost
  3122. if(!force)
  3123. giveResources(t->tempOwner, -requestedBuilding->resources);
  3124. //We know what has been built, apply changes. Do this as final step to properly update town window
  3125. sendAndApply(&ns);
  3126. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3127. for(auto builtID : ns.bid)
  3128. processAfterBuiltStructure(builtID);
  3129. // now when everything is built - reveal tiles for lookout tower
  3130. FoWChange fw;
  3131. fw.player = t->tempOwner;
  3132. fw.mode = 1;
  3133. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3134. sendAndApply(&fw);
  3135. if(t->visitingHero)
  3136. objectVisited(t, t->visitingHero);
  3137. if(t->garrisonHero)
  3138. visitCastleObjects(t, t->garrisonHero);
  3139. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3140. return true;
  3141. }
  3142. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3143. {
  3144. ///incomplete, simply erases target building
  3145. const CGTownInstance * t = getTown(tid);
  3146. if (!vstd::contains(t->builtBuildings, bid))
  3147. return false;
  3148. RazeStructures rs;
  3149. rs.tid = tid;
  3150. rs.bid.insert(bid);
  3151. rs.destroyed = t->destroyed + 1;
  3152. sendAndApply(&rs);
  3153. //TODO: Remove dwellers
  3154. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3155. // {
  3156. // RemoveBonus rb(RemoveBonus::TOWN);
  3157. // rb.whoID = t->id;
  3158. // rb.source = BonusSource::TOWN_STRUCTURE;
  3159. // rb.id = 17;
  3160. // sendAndApply(&rb);
  3161. // }
  3162. return true;
  3163. }
  3164. void CGameHandler::sendMessageToAll(const std::string &message)
  3165. {
  3166. SystemMessage sm;
  3167. sm.text = message;
  3168. sendToAllClients(&sm);
  3169. }
  3170. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3171. {
  3172. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3173. const CArmedInstance *dst = nullptr;
  3174. const CCreature *c = VLC->creh->objects.at(crid);
  3175. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3176. //TODO: test for owning
  3177. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3178. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3179. assert(dw && dst);
  3180. //verify
  3181. bool found = false;
  3182. int level = 0;
  3183. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3184. {
  3185. if ((fromLvl != -1) && (level !=fromLvl))
  3186. continue;
  3187. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3188. int i = 0;
  3189. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3190. if (cur.second.at(i) == crid)
  3191. break;
  3192. if (i < cur.second.size())
  3193. {
  3194. found = true;
  3195. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3196. break;
  3197. }
  3198. }
  3199. SlotID slot = dst->getSlotFor(crid);
  3200. if ((!found && complain("Cannot recruit: no such creatures!"))
  3201. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3202. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3203. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3204. {
  3205. return false;
  3206. }
  3207. //recruit
  3208. giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
  3209. SetAvailableCreatures sac;
  3210. sac.tid = objid;
  3211. sac.creatures = dw->creatures;
  3212. sac.creatures[level].first -= cram;
  3213. sendAndApply(&sac);
  3214. if (warMachine)
  3215. {
  3216. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3217. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3218. ArtifactID artId = c->warMachine;
  3219. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3220. const CArtifact * art = artId.toArtifact();
  3221. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3222. return giveHeroNewArtifact(h, art);
  3223. }
  3224. else
  3225. {
  3226. addToSlot(StackLocation(dst, slot), c, cram);
  3227. }
  3228. return true;
  3229. }
  3230. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3231. {
  3232. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3233. if (!obj->hasStackAtSlot(pos))
  3234. {
  3235. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3236. }
  3237. UpgradeInfo ui;
  3238. fillUpgradeInfo(obj, pos, ui);
  3239. PlayerColor player = obj->tempOwner;
  3240. const PlayerState *p = getPlayerState(player);
  3241. int crQuantity = obj->stacks.at(pos)->count;
  3242. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3243. //check if upgrade is possible
  3244. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3245. {
  3246. return false;
  3247. }
  3248. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3249. //check if player has enough resources
  3250. if (!p->resources.canAfford(totalCost))
  3251. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3252. //take resources
  3253. giveResources(player, -totalCost);
  3254. //upgrade creature
  3255. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3256. return true;
  3257. }
  3258. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3259. {
  3260. if (!sl.army->hasStackAtSlot(sl.slot))
  3261. COMPLAIN_RET("Cannot find a stack to change type");
  3262. SetStackType sst;
  3263. sst.army = sl.army->id;
  3264. sst.slot = sl.slot;
  3265. sst.type = c->getId();
  3266. sendAndApply(&sst);
  3267. return true;
  3268. }
  3269. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3270. {
  3271. assert(src->canBeMergedWith(*dst, allowMerging));
  3272. while(src->stacksCount())//while there are unmoved creatures
  3273. {
  3274. auto i = src->Slots().begin(); //iterator to stack to move
  3275. StackLocation sl(src, i->first); //location of stack to move
  3276. SlotID pos = dst->getSlotFor(i->second->type);
  3277. if (!pos.validSlot())
  3278. {
  3279. //try to merge two other stacks to make place
  3280. std::pair<SlotID, SlotID> toMerge;
  3281. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3282. {
  3283. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3284. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3285. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3286. }
  3287. else
  3288. {
  3289. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3290. return;
  3291. }
  3292. }
  3293. else
  3294. {
  3295. moveStack(sl, StackLocation(dst, pos));
  3296. }
  3297. }
  3298. }
  3299. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3300. {
  3301. const CGTownInstance * town = getTown(tid);
  3302. if(!town->garrisonHero == !town->visitingHero)
  3303. return false;
  3304. SetHeroesInTown intown;
  3305. intown.tid = tid;
  3306. if(town->garrisonHero) //garrison -> vising
  3307. {
  3308. intown.garrison = ObjectInstanceID();
  3309. intown.visiting = town->garrisonHero->id;
  3310. }
  3311. else //visiting -> garrison
  3312. {
  3313. if(town->armedGarrison())
  3314. town->mergeGarrisonOnSiege();
  3315. intown.visiting = ObjectInstanceID();
  3316. intown.garrison = town->visitingHero->id;
  3317. }
  3318. sendAndApply(&intown);
  3319. return true;
  3320. }
  3321. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3322. {
  3323. const CGTownInstance * town = getTown(tid);
  3324. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3325. {
  3326. if (!town->visitingHero->canBeMergedWith(*town))
  3327. {
  3328. complain("Cannot make garrison swap, not enough free slots!");
  3329. return false;
  3330. }
  3331. moveArmy(town, town->visitingHero, true);
  3332. SetHeroesInTown intown;
  3333. intown.tid = tid;
  3334. intown.visiting = ObjectInstanceID();
  3335. intown.garrison = town->visitingHero->id;
  3336. sendAndApply(&intown);
  3337. return true;
  3338. }
  3339. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3340. {
  3341. //check if moving hero out of town will break 8 wandering heroes limit
  3342. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3343. {
  3344. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3345. return false;
  3346. }
  3347. SetHeroesInTown intown;
  3348. intown.tid = tid;
  3349. intown.garrison = ObjectInstanceID();
  3350. intown.visiting = town->garrisonHero->id;
  3351. sendAndApply(&intown);
  3352. return true;
  3353. }
  3354. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3355. {
  3356. SetHeroesInTown intown;
  3357. intown.tid = tid;
  3358. intown.garrison = town->visitingHero->id;
  3359. intown.visiting = town->garrisonHero->id;
  3360. sendAndApply(&intown);
  3361. return true;
  3362. }
  3363. else
  3364. {
  3365. complain("Cannot swap garrison hero!");
  3366. return false;
  3367. }
  3368. }
  3369. // With the amount of changes done to the function, it's more like transferArtifacts.
  3370. // 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.
  3371. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3372. {
  3373. ArtifactLocation src = al1, dst = al2;
  3374. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3375. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3376. // Make sure exchange is even possible between the two heroes.
  3377. if(!isAllowedExchange(srcObj->id, dstObj->id))
  3378. COMPLAIN_RET("That heroes cannot make any exchange!");
  3379. const CArtifactInstance *srcArtifact = src.getArt();
  3380. const CArtifactInstance *destArtifact = dst.getArt();
  3381. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  3382. if(srcArtifact == nullptr)
  3383. COMPLAIN_RET("No artifact to move!");
  3384. if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
  3385. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3386. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3387. // Moving to the backpack is always allowed.
  3388. if((!srcArtifact || !isDstSlotBackpack)
  3389. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3390. COMPLAIN_RET("Cannot move artifact!");
  3391. auto srcSlot = src.getSlot();
  3392. auto dstSlot = dst.getSlot();
  3393. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3394. COMPLAIN_RET("Cannot move artifact locks.");
  3395. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  3396. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3397. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3398. COMPLAIN_RET("Cannot move catapult!");
  3399. if(isDstSlotBackpack)
  3400. {
  3401. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  3402. COMPLAIN_RET("Backpack is full!");
  3403. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  3404. }
  3405. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3406. {
  3407. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3408. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3409. // Check if dst slot is occupied
  3410. if(!isDstSlotBackpack && destArtifact)
  3411. {
  3412. // Previous artifact must be removed first
  3413. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3414. }
  3415. try
  3416. {
  3417. auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3418. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3419. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3420. }
  3421. catch(const std::bad_variant_access &)
  3422. {
  3423. // object other than hero received an art - ignore
  3424. }
  3425. MoveArtifact ma(&src, &dst);
  3426. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3427. ma.askAssemble = false;
  3428. sendAndApply(&ma);
  3429. }
  3430. return true;
  3431. }
  3432. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3433. {
  3434. // Make sure exchange is even possible between the two heroes.
  3435. if(!isAllowedExchange(srcHero, dstHero))
  3436. COMPLAIN_RET("That heroes cannot make any exchange!");
  3437. auto psrcHero = getHero(srcHero);
  3438. auto pdstHero = getHero(dstHero);
  3439. if((!psrcHero) || (!pdstHero))
  3440. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3441. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3442. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3443. auto & slotsSrcDst = ma.artsPack0;
  3444. auto & slotsDstSrc = ma.artsPack1;
  3445. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3446. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3447. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3448. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3449. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3450. {
  3451. assert(artifact);
  3452. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  3453. if(dstSlot != ArtifactPosition::PRE_FIRST)
  3454. {
  3455. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3456. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3457. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  3458. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3459. }
  3460. };
  3461. if(swap)
  3462. {
  3463. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3464. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3465. {
  3466. for(auto & artifact : srcHero->artifactsWorn)
  3467. {
  3468. if(ArtifactUtils::isArtRemovable(artifact))
  3469. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3470. }
  3471. };
  3472. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3473. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3474. {
  3475. for(auto & slotInfo : artSet->artifactsInBackpack)
  3476. {
  3477. auto slot = artSet->getArtPos(slotInfo.artifact);
  3478. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3479. }
  3480. };
  3481. // Move over artifacts that are worn srcHero -> dstHero
  3482. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3483. artFittingSet.artifactsWorn.clear();
  3484. // Move over artifacts that are worn dstHero -> srcHero
  3485. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3486. // Move over artifacts that are in backpack srcHero -> dstHero
  3487. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3488. // Move over artifacts that are in backpack dstHero -> srcHero
  3489. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3490. }
  3491. else
  3492. {
  3493. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3494. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3495. // Move over artifacts that are worn
  3496. for(auto & artInfo : psrcHero->artifactsWorn)
  3497. {
  3498. if(ArtifactUtils::isArtRemovable(artInfo))
  3499. {
  3500. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3501. }
  3502. }
  3503. // Move over artifacts that are in backpack
  3504. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3505. {
  3506. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3507. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3508. }
  3509. }
  3510. sendAndApply(&ma);
  3511. return true;
  3512. }
  3513. /**
  3514. * Assembles or disassembles a combination artifact.
  3515. * @param heroID ID of hero holding the artifact(s).
  3516. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3517. * @param assemble True for assembly operation, false for disassembly.
  3518. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3519. * artifact to assemble to. Otherwise it's not used.
  3520. */
  3521. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3522. {
  3523. const CGHeroInstance * hero = getHero(heroID);
  3524. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  3525. if(!destArtifact)
  3526. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3527. if(assemble)
  3528. {
  3529. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  3530. if(!combinedArt->constituents)
  3531. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3532. if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
  3533. ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  3534. {
  3535. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3536. }
  3537. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3538. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3539. AssembledArtifact aa;
  3540. aa.al = ArtifactLocation(hero, artifactSlot);
  3541. aa.builtArt = combinedArt;
  3542. sendAndApply(&aa);
  3543. }
  3544. else
  3545. {
  3546. if(!destArtifact->canBeDisassembled())
  3547. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3548. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  3549. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->constituents->size() - 1))
  3550. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  3551. DisassembledArtifact da;
  3552. da.al = ArtifactLocation(hero, artifactSlot);
  3553. sendAndApply(&da);
  3554. }
  3555. return true;
  3556. }
  3557. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  3558. {
  3559. const auto * hero = getHero(al.relatedObj()->id);
  3560. if(hero == nullptr)
  3561. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  3562. const auto * art = al.getArt();
  3563. if(art == nullptr)
  3564. COMPLAIN_RET("Cannot remove artifact!");
  3565. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  3566. COMPLAIN_RET("Illegal artifact removal request");
  3567. removeArtifact(al);
  3568. return true;
  3569. }
  3570. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3571. {
  3572. const CGHeroInstance * hero = getHero(hid);
  3573. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3574. const CGTownInstance * town = hero->visitedTown;
  3575. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3576. if (aid==ArtifactID::SPELLBOOK)
  3577. {
  3578. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3579. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3580. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3581. )
  3582. return false;
  3583. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3584. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3585. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3586. giveSpells(town,hero);
  3587. return true;
  3588. }
  3589. else
  3590. {
  3591. const CArtifact * art = aid.toArtifact();
  3592. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3593. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3594. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3595. const int price = art->price;
  3596. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  3597. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3598. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3599. {
  3600. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  3601. return giveHeroNewArtifact(hero, art);
  3602. }
  3603. else
  3604. COMPLAIN_RET("This machine is unavailable here!");
  3605. }
  3606. }
  3607. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  3608. {
  3609. if(!h)
  3610. COMPLAIN_RET("Only hero can buy artifacts!");
  3611. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3612. COMPLAIN_RET("That artifact is unavailable!");
  3613. int b1, b2;
  3614. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3615. if (getResource(h->tempOwner, rid) < b1)
  3616. COMPLAIN_RET("You can't afford to buy this artifact!");
  3617. giveResource(h->tempOwner, rid, -b1);
  3618. SetAvailableArtifacts saa;
  3619. if(dynamic_cast<const CGTownInstance *>(m))
  3620. {
  3621. saa.id = -1;
  3622. saa.arts = CGTownInstance::merchantArtifacts;
  3623. }
  3624. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  3625. {
  3626. saa.id = bm->id.getNum();
  3627. saa.arts = bm->artifacts;
  3628. }
  3629. else
  3630. COMPLAIN_RET("Wrong marktet...");
  3631. bool found = false;
  3632. for (const CArtifact *&art : saa.arts)
  3633. {
  3634. if (art && art->getId() == aid)
  3635. {
  3636. art = nullptr;
  3637. found = true;
  3638. break;
  3639. }
  3640. }
  3641. if (!found)
  3642. COMPLAIN_RET("Cannot find selected artifact on the list");
  3643. sendAndApply(&saa);
  3644. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3645. return true;
  3646. }
  3647. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  3648. {
  3649. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3650. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3651. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3652. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3653. int resVal = 0, dump = 1;
  3654. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3655. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3656. giveResource(h->tempOwner, rid, resVal);
  3657. return true;
  3658. }
  3659. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3660. {
  3661. if (!h)
  3662. COMPLAIN_RET("You need hero to buy a skill!");
  3663. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3664. COMPLAIN_RET("Hero already know this skill");
  3665. if (!h->canLearnSkill())
  3666. COMPLAIN_RET("Hero can't learn any more skills");
  3667. if (!h->canLearnSkill(skill))
  3668. COMPLAIN_RET("The hero can't learn this skill!");
  3669. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3670. COMPLAIN_RET("That skill is unavailable!");
  3671. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3672. COMPLAIN_RET("You can't afford to buy this skill");
  3673. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  3674. changeSecSkill(h, skill, 1, true);
  3675. return true;
  3676. }
  3677. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3678. {
  3679. TResourceCap r1 = getPlayerState(player)->resources[id1];
  3680. vstd::amin(val, r1); //can't trade more resources than have
  3681. int b1, b2; //base quantities for trade
  3682. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3683. int units = val / b1; //how many base quantities we trade
  3684. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3685. {
  3686. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3687. }
  3688. giveResource(player, GameResID(id1), - b1 * units);
  3689. giveResource(player, GameResID(id2), b2 * units);
  3690. return true;
  3691. }
  3692. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  3693. {
  3694. if(!hero)
  3695. COMPLAIN_RET("Only hero can sell creatures!");
  3696. if (!vstd::contains(hero->Slots(), slot))
  3697. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3698. const CStackInstance &s = hero->getStack(slot);
  3699. if (s.count < (TQuantity)count //can't sell more creatures than have
  3700. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3701. {
  3702. COMPLAIN_RET("Not enough creatures in army!");
  3703. }
  3704. int b1, b2; //base quantities for trade
  3705. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3706. int units = count / b1; //how many base quantities we trade
  3707. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3708. {
  3709. //TODO: complain?
  3710. assert(0);
  3711. }
  3712. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3713. giveResource(hero->tempOwner, resourceID, b2 * units);
  3714. return true;
  3715. }
  3716. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3717. {
  3718. const CArmedInstance *army = nullptr;
  3719. if (hero)
  3720. army = hero;
  3721. else
  3722. army = dynamic_cast<const CGTownInstance *>(market);
  3723. if (!army)
  3724. COMPLAIN_RET("Incorrect call to transform in undead!");
  3725. if (!army->hasStackAtSlot(slot))
  3726. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3727. const CStackInstance &s = army->getStack(slot);
  3728. //resulting creature - bone dragons or skeletons
  3729. CreatureID resCreature = CreatureID::SKELETON;
  3730. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  3731. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  3732. || (s.getCreatureID() == CreatureID::HYDRA)
  3733. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3734. resCreature = CreatureID::BONE_DRAGON;
  3735. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3736. return true;
  3737. }
  3738. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  3739. {
  3740. const PlayerState *p2 = getPlayerState(r2, false);
  3741. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3742. {
  3743. complain("Dest player must be in game!");
  3744. return false;
  3745. }
  3746. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  3747. vstd::amin(val, curRes1);
  3748. giveResource(player, r1, -(int)val);
  3749. giveResource(r2, r1, val);
  3750. return true;
  3751. }
  3752. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3753. {
  3754. const CGHeroInstance *h = getHero(hid);
  3755. if (!h)
  3756. {
  3757. logGlobal->error("Hero doesn't exist!");
  3758. return false;
  3759. }
  3760. ChangeFormation cf;
  3761. cf.hid = hid;
  3762. cf.formation = formation;
  3763. sendAndApply(&cf);
  3764. return true;
  3765. }
  3766. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3767. {
  3768. const PlayerState * p = getPlayerState(player);
  3769. const CGTownInstance * t = getTown(obj->id);
  3770. //common preconditions
  3771. // if ((p->resources.at(EGameResID::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3772. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3773. if ((p->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3774. || ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))
  3775. || ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3776. {
  3777. return false;
  3778. }
  3779. if (t) //tavern in town
  3780. {
  3781. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3782. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3783. {
  3784. return false;
  3785. }
  3786. }
  3787. else if (obj->ID == Obj::TAVERN)
  3788. {
  3789. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3790. {
  3791. return false;
  3792. }
  3793. }
  3794. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3795. if (!nh)
  3796. {
  3797. complain ("Hero is not available for hiring!");
  3798. return false;
  3799. }
  3800. HeroRecruited hr;
  3801. hr.tid = obj->id;
  3802. hr.hid = nh->subID;
  3803. hr.player = player;
  3804. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3805. if (getTile(hr.tile)->isWater())
  3806. {
  3807. //Create a new boat for hero
  3808. createObject(obj->visitablePos(), Obj::BOAT, nh->getBoatType().getNum());
  3809. hr.boatId = getTopObj(hr.tile)->id;
  3810. }
  3811. sendAndApply(&hr);
  3812. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3813. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3814. const CGHeroInstance *newHero = nullptr;
  3815. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3816. {
  3817. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3818. }
  3819. SetAvailableHeroes sah;
  3820. sah.player = player;
  3821. if (newHero)
  3822. {
  3823. sah.hid[hid] = newHero->subID;
  3824. sah.army[hid].clear();
  3825. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3826. }
  3827. else
  3828. {
  3829. sah.hid[hid] = -1;
  3830. }
  3831. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3832. sendAndApply(&sah);
  3833. giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  3834. if(t)
  3835. {
  3836. objectVisited(t, nh);
  3837. }
  3838. return true;
  3839. }
  3840. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3841. {
  3842. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3843. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3844. logGlobal->trace(answer.toJson());
  3845. auto topQuery = queries.topQuery(player);
  3846. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3847. if(topQuery->queryID != qid)
  3848. {
  3849. auto currentQuery = queries.getQuery(qid);
  3850. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3851. currentQuery->setReply(answer);
  3852. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3853. }
  3854. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3855. topQuery->setReply(answer);
  3856. queries.popQuery(topQuery);
  3857. return true;
  3858. }
  3859. static EndAction end_action;
  3860. void CGameHandler::updateGateState()
  3861. {
  3862. // GATE_BRIDGE - leftmost tile, located over moat
  3863. // GATE_OUTER - central tile, mostly covered by gate image
  3864. // GATE_INNER - rightmost tile, inside the walls
  3865. // GATE_OUTER or GATE_INNER:
  3866. // - if defender moves unit on these tiles, bridge will open
  3867. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3868. // - blocked to attacker if bridge is closed
  3869. // GATE_BRIDGE
  3870. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3871. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3872. // - deals moat damage to attacker if bridge is closed (fortress only)
  3873. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3874. bool hasStackAtGateInner = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3875. bool hasStackAtGateOuter = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3876. bool hasStackAtGateBridge = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3877. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  3878. {
  3879. return obst->obstacleType == CObstacleInstance::MOAT;
  3880. });
  3881. BattleUpdateGateState db;
  3882. db.state = gs->curB->si.gateState;
  3883. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3884. {
  3885. db.state = EGateState::DESTROYED;
  3886. }
  3887. else if (db.state == EGateState::OPENED)
  3888. {
  3889. bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
  3890. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3891. if (gateCanClose)
  3892. db.state = EGateState::CLOSED;
  3893. else
  3894. db.state = EGateState::OPENED;
  3895. }
  3896. else // CLOSED or BLOCKED
  3897. {
  3898. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3899. if (gateBlocked)
  3900. db.state = EGateState::BLOCKED;
  3901. else
  3902. db.state = EGateState::CLOSED;
  3903. }
  3904. if (db.state != gs->curB->si.gateState)
  3905. sendAndApply(&db);
  3906. }
  3907. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3908. {
  3909. bool ok = true;
  3910. battle::Target target = ba.getTarget(gs->curB);
  3911. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3912. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3913. logGlobal->trace("Making action: %s", ba.toString());
  3914. switch(ba.actionType)
  3915. {
  3916. case EActionType::WALK: //walk
  3917. case EActionType::DEFEND: //defend
  3918. case EActionType::WAIT: //wait
  3919. case EActionType::WALK_AND_ATTACK: //walk or attack
  3920. case EActionType::SHOOT: //shoot
  3921. case EActionType::CATAPULT: //catapult
  3922. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3923. case EActionType::MONSTER_SPELL:
  3924. if (!stack)
  3925. {
  3926. complain("No such stack!");
  3927. return false;
  3928. }
  3929. if (!stack->alive())
  3930. {
  3931. complain("This stack is dead: " + stack->nodeName());
  3932. return false;
  3933. }
  3934. if (battleTacticDist())
  3935. {
  3936. if (stack && stack->unitSide() != battleGetTacticsSide())
  3937. {
  3938. complain("This is not a stack of side that has tactics!");
  3939. return false;
  3940. }
  3941. }
  3942. else if (!isAboutActiveStack)
  3943. {
  3944. complain("Action has to be about active stack!");
  3945. return false;
  3946. }
  3947. }
  3948. auto wrapAction = [this](BattleAction &ba)
  3949. {
  3950. StartAction startAction(ba);
  3951. sendAndApply(&startAction);
  3952. return vstd::makeScopeGuard([&]()
  3953. {
  3954. sendAndApply(&end_action);
  3955. });
  3956. };
  3957. switch(ba.actionType)
  3958. {
  3959. case EActionType::END_TACTIC_PHASE: //wait
  3960. case EActionType::BAD_MORALE:
  3961. case EActionType::NO_ACTION:
  3962. {
  3963. auto wrapper = wrapAction(ba);
  3964. break;
  3965. }
  3966. case EActionType::WALK:
  3967. {
  3968. auto wrapper = wrapAction(ba);
  3969. if(target.size() < 1)
  3970. {
  3971. complain("Destination required for move action.");
  3972. ok = false;
  3973. break;
  3974. }
  3975. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3976. if (!walkedTiles)
  3977. complain("Stack failed movement!");
  3978. break;
  3979. }
  3980. case EActionType::DEFEND:
  3981. {
  3982. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3983. SetStackEffect sse;
  3984. Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
  3985. Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),
  3986. -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
  3987. Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
  3988. BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3989. int oldDefenceValue = defence.totalValue();
  3990. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3991. defence.push_back(std::make_shared<Bonus>(bonus2));
  3992. int difference = defence.totalValue() - oldDefenceValue;
  3993. std::vector<Bonus> buffer;
  3994. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3995. {
  3996. difference = 1;
  3997. buffer.push_back(alternativeWeakCreatureBonus);
  3998. }
  3999. else
  4000. {
  4001. buffer.push_back(defenseBonusToAdd);
  4002. }
  4003. buffer.push_back(bonus2);
  4004. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  4005. sendAndApply(&sse);
  4006. BattleLogMessage message;
  4007. MetaString text;
  4008. stack->addText(text, EMetaText::GENERAL_TXT, 120);
  4009. stack->addNameReplacement(text);
  4010. text.replaceNumber(difference);
  4011. message.lines.push_back(text);
  4012. sendAndApply(&message);
  4013. //don't break - we share code with next case
  4014. }
  4015. [[fallthrough]];
  4016. case EActionType::WAIT:
  4017. {
  4018. auto wrapper = wrapAction(ba);
  4019. break;
  4020. }
  4021. case EActionType::RETREAT: //retreat/flee
  4022. {
  4023. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  4024. complain("Cannot retreat!");
  4025. else
  4026. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  4027. break;
  4028. }
  4029. case EActionType::SURRENDER:
  4030. {
  4031. PlayerColor player = gs->curB->sides.at(ba.side).color;
  4032. int cost = gs->curB->battleGetSurrenderCost(player);
  4033. if (cost < 0)
  4034. complain("Cannot surrender!");
  4035. else if (getResource(player, EGameResID::GOLD) < cost)
  4036. complain("Not enough gold to surrender!");
  4037. else
  4038. {
  4039. giveResource(player, EGameResID::GOLD, -cost);
  4040. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  4041. }
  4042. break;
  4043. }
  4044. case EActionType::WALK_AND_ATTACK: //walk or attack
  4045. {
  4046. auto wrapper = wrapAction(ba);
  4047. if(!stack)
  4048. {
  4049. complain("No attacker");
  4050. ok = false;
  4051. break;
  4052. }
  4053. if(target.size() < 2)
  4054. {
  4055. complain("Two destinations required for attack action.");
  4056. ok = false;
  4057. break;
  4058. }
  4059. BattleHex attackPos = target.at(0).hexValue;
  4060. BattleHex destinationTile = target.at(1).hexValue;
  4061. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4062. if(!destinationStack)
  4063. {
  4064. complain("Invalid target to attack");
  4065. ok = false;
  4066. break;
  4067. }
  4068. BattleHex startingPos = stack->getPosition();
  4069. int distance = moveStack(ba.stackNumber, attackPos);
  4070. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4071. if(stack->getPosition() != attackPos
  4072. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4073. )
  4074. {
  4075. // we were not able to reach destination tile, nor occupy specified hex
  4076. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4077. break;
  4078. }
  4079. if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
  4080. {
  4081. destinationStack = nullptr;
  4082. }
  4083. if(!destinationStack)
  4084. {
  4085. complain("Unit can not attack itself");
  4086. ok = false;
  4087. break;
  4088. }
  4089. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4090. {
  4091. complain("Attack cannot be performed!");
  4092. ok = false;
  4093. break;
  4094. }
  4095. //attack
  4096. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4097. //TODO: move to CUnitState
  4098. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4099. if(attackingHero)
  4100. {
  4101. totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4102. }
  4103. const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
  4104. const bool retaliation = destinationStack->ableToRetaliate();
  4105. for (int i = 0; i < totalAttacks; ++i)
  4106. {
  4107. //first strike
  4108. if(i == 0 && firstStrike && retaliation)
  4109. {
  4110. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4111. }
  4112. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4113. if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
  4114. {
  4115. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4116. }
  4117. //counterattack
  4118. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4119. if(stack->alive()
  4120. && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
  4121. && (i == 0 && !firstStrike)
  4122. && retaliation && destinationStack->ableToRetaliate())
  4123. {
  4124. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4125. }
  4126. }
  4127. //return
  4128. if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
  4129. && target.size() == 3
  4130. && startingPos != stack->getPosition()
  4131. && startingPos == target.at(2).hexValue
  4132. && stack->alive())
  4133. {
  4134. moveStack(ba.stackNumber, startingPos);
  4135. //NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
  4136. }
  4137. break;
  4138. }
  4139. case EActionType::SHOOT:
  4140. {
  4141. if(target.size() < 1)
  4142. {
  4143. complain("Destination required for shot action.");
  4144. ok = false;
  4145. break;
  4146. }
  4147. auto destination = target.at(0).hexValue;
  4148. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4149. if (!gs->curB->battleCanShoot(stack, destination))
  4150. {
  4151. complain("Cannot shoot!");
  4152. break;
  4153. }
  4154. if (!destinationStack)
  4155. {
  4156. complain("No target to shoot!");
  4157. break;
  4158. }
  4159. auto wrapper = wrapAction(ba);
  4160. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4161. //ranged counterattack
  4162. if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
  4163. && !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
  4164. && destinationStack->ableToRetaliate()
  4165. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4166. && stack->alive()) //attacker may have died (fire shield)
  4167. {
  4168. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4169. }
  4170. //allow more than one additional attack
  4171. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4172. //TODO: move to CUnitState
  4173. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4174. if(attackingHero)
  4175. {
  4176. totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4177. }
  4178. for(int i = 1; i < totalRangedAttacks; ++i)
  4179. {
  4180. if(
  4181. stack->alive()
  4182. && destinationStack->alive()
  4183. && stack->shots.canUse()
  4184. )
  4185. {
  4186. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4187. }
  4188. }
  4189. break;
  4190. }
  4191. case EActionType::CATAPULT:
  4192. {
  4193. auto wrapper = wrapAction(ba);
  4194. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4195. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
  4196. if(!catapultAbility || catapultAbility->subtype < 0)
  4197. {
  4198. complain("We do not know how to shoot :P");
  4199. }
  4200. else
  4201. {
  4202. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4203. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4204. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4205. parameters.setSpellLevel(shotLevel);
  4206. parameters.cast(spellEnv, target);
  4207. }
  4208. //finish by scope guard
  4209. break;
  4210. }
  4211. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4212. {
  4213. auto wrapper = wrapAction(ba);
  4214. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4215. if(target.size() < 1)
  4216. {
  4217. complain("Destination required for heal action.");
  4218. ok = false;
  4219. break;
  4220. }
  4221. const battle::Unit * destStack = nullptr;
  4222. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
  4223. if(target.at(0).unitValue)
  4224. destStack = target.at(0).unitValue;
  4225. else
  4226. destStack = gs->curB->battleGetUnitByPos(target.at(0).hexValue);
  4227. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4228. {
  4229. complain("There is either no healer, no destination, or healer cannot heal :P");
  4230. }
  4231. else
  4232. {
  4233. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4234. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4235. auto dest = battle::Destination(destStack, target.at(0).hexValue);
  4236. parameters.setSpellLevel(0);
  4237. parameters.cast(spellEnv, {dest});
  4238. }
  4239. break;
  4240. }
  4241. case EActionType::MONSTER_SPELL:
  4242. {
  4243. auto wrapper = wrapAction(ba);
  4244. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4245. SpellID spellID = SpellID(ba.actionSubtype);
  4246. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
  4247. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
  4248. //TODO special bonus for genies ability
  4249. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4250. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4251. if (spellID < 0)
  4252. complain("That stack can't cast spells!");
  4253. else
  4254. {
  4255. const CSpell * spell = SpellID(spellID).toSpell();
  4256. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4257. int32_t spellLvl = 0;
  4258. if(spellcaster)
  4259. vstd::amax(spellLvl, spellcaster->val);
  4260. if(randSpellcaster)
  4261. vstd::amax(spellLvl, randSpellcaster->val);
  4262. parameters.setSpellLevel(spellLvl);
  4263. parameters.cast(spellEnv, target);
  4264. }
  4265. break;
  4266. }
  4267. }
  4268. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4269. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4270. handleObstacleTriggersForUnit(*spellEnv, *stack);
  4271. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4272. battleMadeAction.setn(true);
  4273. return ok;
  4274. }
  4275. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4276. {
  4277. bool cheated = false;
  4278. std::vector<std::string> words;
  4279. boost::split(words, message, boost::is_any_of(" "));
  4280. bool isHost = false;
  4281. for(auto & c : connections[player])
  4282. if(lobby->isClientHost(c->connectionID))
  4283. isHost = true;
  4284. if(isHost && words.size() >= 2 && words[0] == "game")
  4285. {
  4286. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4287. {
  4288. SystemMessage temp_message("game was terminated");
  4289. sendAndApply(&temp_message);
  4290. lobby->state = EServerState::SHUTDOWN;
  4291. return;
  4292. }
  4293. if(words.size() == 3 && words[1] == "save")
  4294. {
  4295. save("Saves/" + words[2]);
  4296. SystemMessage temp_message("game saved as " + words[2]);
  4297. sendAndApply(&temp_message);
  4298. return;
  4299. }
  4300. if(words.size() == 3 && words[1] == "kick")
  4301. {
  4302. auto playername = words[2];
  4303. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4304. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4305. playerToKick = PlayerColor(std::stoi(playername));
  4306. else
  4307. {
  4308. for(auto & c : connections)
  4309. {
  4310. if(c.first.getStr(false) == playername)
  4311. playerToKick = c.first;
  4312. }
  4313. }
  4314. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4315. {
  4316. PlayerCheated pc;
  4317. pc.player = playerToKick;
  4318. pc.losingCheatCode = true;
  4319. sendAndApply(&pc);
  4320. checkVictoryLossConditionsForPlayer(playerToKick);
  4321. }
  4322. return;
  4323. }
  4324. }
  4325. int obj = 0;
  4326. if (words.size() == 2 && words[0] != "vcmiexp" && words[0] != "vcmiolorin")
  4327. {
  4328. obj = std::atoi(words[1].c_str());
  4329. if (obj)
  4330. currObj = ObjectInstanceID(obj);
  4331. }
  4332. const CGHeroInstance * hero = getHero(currObj);
  4333. const CGTownInstance * town = getTown(currObj);
  4334. if (!town && hero)
  4335. town = hero->visitedTown;
  4336. if(words.size() > 1 && (words[0] == "vcmiarmy" || words[0] == "vcminissi" || words[0] == "vcmiexp" || words[0] == "vcmiolorin"))
  4337. {
  4338. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4339. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4340. }
  4341. else if (words.size() == 1 || obj)
  4342. {
  4343. handleCheatCode(words[0], player, hero, town, cheated);
  4344. }
  4345. else
  4346. {
  4347. for (const auto & i : gs->players)
  4348. {
  4349. if (i.first == PlayerColor::NEUTRAL)
  4350. continue;
  4351. if (words[1] == "ai")
  4352. {
  4353. if (i.second.human)
  4354. continue;
  4355. }
  4356. else if (words[1] != "all" && words[1] != i.first.getStr())
  4357. continue;
  4358. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4359. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4360. {
  4361. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4362. }
  4363. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4364. {
  4365. for (const auto & t : i.second.towns)
  4366. {
  4367. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4368. }
  4369. }
  4370. else
  4371. {
  4372. for (const auto & h : i.second.heroes)
  4373. {
  4374. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4375. }
  4376. }
  4377. }
  4378. }
  4379. if (cheated)
  4380. {
  4381. if(!getPlayerSettings(player)->isControlledByAI())
  4382. {
  4383. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4384. sendAndApply(&temp_message);
  4385. }
  4386. if(!player.isSpectator())
  4387. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4388. }
  4389. else
  4390. {
  4391. if(!getPlayerSettings(player)->isControlledByAI())
  4392. {
  4393. PlayerMessageClient temp_message(player, message);
  4394. sendAndApply(&temp_message);
  4395. }
  4396. }
  4397. }
  4398. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4399. {
  4400. switch(ba.actionType)
  4401. {
  4402. case EActionType::HERO_SPELL:
  4403. {
  4404. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4405. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4406. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4407. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4408. if (!s)
  4409. {
  4410. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4411. return false;
  4412. }
  4413. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4414. spells::detail::ProblemImpl problem;
  4415. auto m = s->battleMechanics(&parameters);
  4416. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4417. {
  4418. logGlobal->warn("Spell cannot be cast!");
  4419. std::vector<std::string> texts;
  4420. problem.getAll(texts);
  4421. for(auto s : texts)
  4422. logGlobal->warn(s);
  4423. return false;
  4424. }
  4425. StartAction start_action(ba);
  4426. sendAndApply(&start_action); //start spell casting
  4427. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4428. sendAndApply(&end_action);
  4429. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4430. {
  4431. battleMadeAction.setn(true);
  4432. }
  4433. checkBattleStateChanges();
  4434. if (battleResult.get())
  4435. {
  4436. battleMadeAction.setn(true);
  4437. //battle will be ended by startBattle function
  4438. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4439. }
  4440. return true;
  4441. }
  4442. }
  4443. return false;
  4444. }
  4445. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4446. {
  4447. auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
  4448. for(auto b : bl)
  4449. {
  4450. const CSpell * sp = SpellID(b->subtype).toSpell();
  4451. if(!sp)
  4452. continue;
  4453. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4454. const int32_t level = ((val > 3) ? (val - 3) : val);
  4455. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4456. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4457. battleCast.setEffectDuration(50);
  4458. battleCast.setSpellLevel(level);
  4459. spells::Target target;
  4460. if(val > 3)
  4461. {
  4462. for(auto s : gs->curB->battleGetAllStacks())
  4463. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4464. target.emplace_back(s);
  4465. }
  4466. else
  4467. {
  4468. target.emplace_back(st);
  4469. }
  4470. battleCast.applyEffects(spellEnv, target, false, true);
  4471. }
  4472. }
  4473. void CGameHandler::stackTurnTrigger(const CStack *st)
  4474. {
  4475. BattleTriggerEffect bte;
  4476. bte.stackID = st->unitId();
  4477. bte.effect = -1;
  4478. bte.val = 0;
  4479. bte.additionalInfo = 0;
  4480. if (st->alive())
  4481. {
  4482. //unbind
  4483. if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
  4484. {
  4485. bool unbind = true;
  4486. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
  4487. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4488. for (auto b : bl)
  4489. {
  4490. if(b->additionalInfo != CAddInfo::NONE)
  4491. {
  4492. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4493. if(stack)
  4494. {
  4495. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4496. unbind = false;
  4497. }
  4498. }
  4499. else
  4500. {
  4501. unbind = false;
  4502. }
  4503. }
  4504. if (unbind)
  4505. {
  4506. BattleSetStackProperty ssp;
  4507. ssp.which = BattleSetStackProperty::UNBIND;
  4508. ssp.stackID = st->unitId();
  4509. sendAndApply(&ssp);
  4510. }
  4511. }
  4512. if (st->hasBonusOfType(BonusType::POISON))
  4513. {
  4514. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
  4515. if (b) //TODO: what if not?...
  4516. {
  4517. bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
  4518. if (bte.val < b->val) //(negative) poison effect increases - update it
  4519. {
  4520. bte.effect = vstd::to_underlying(BonusType::POISON);
  4521. sendAndApply(&bte);
  4522. }
  4523. }
  4524. }
  4525. if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
  4526. {
  4527. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4528. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4529. if(opponentHero)
  4530. {
  4531. ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
  4532. vstd::amin(manaDrained, opponentHero->mana);
  4533. if(manaDrained)
  4534. {
  4535. bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
  4536. bte.val = manaDrained;
  4537. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4538. sendAndApply(&bte);
  4539. }
  4540. }
  4541. }
  4542. if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
  4543. {
  4544. bool fearsomeCreature = false;
  4545. for (CStack * stack : gs->curB->stacks)
  4546. {
  4547. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
  4548. {
  4549. fearsomeCreature = true;
  4550. break;
  4551. }
  4552. }
  4553. if (fearsomeCreature)
  4554. {
  4555. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4556. {
  4557. bte.effect = vstd::to_underlying(BonusType::FEAR);
  4558. sendAndApply(&bte);
  4559. }
  4560. }
  4561. }
  4562. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
  4563. int side = gs->curB->whatSide(st->unitOwner());
  4564. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4565. {
  4566. bool cast = false;
  4567. while(!bl.empty() && !cast)
  4568. {
  4569. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4570. auto spellID = SpellID(bonus->subtype);
  4571. const CSpell * spell = SpellID(spellID).toSpell();
  4572. bl.remove_if([&bonus](const Bonus * b)
  4573. {
  4574. return b == bonus.get();
  4575. });
  4576. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4577. parameters.setSpellLevel(bonus->val);
  4578. parameters.massive = true;
  4579. parameters.smart = true;
  4580. //todo: recheck effect level
  4581. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4582. {
  4583. cast = true;
  4584. int cooldown = bonus->additionalInfo[0];
  4585. BattleSetStackProperty ssp;
  4586. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4587. ssp.absolute = false;
  4588. ssp.val = cooldown;
  4589. ssp.stackID = st->unitId();
  4590. sendAndApply(&ssp);
  4591. }
  4592. }
  4593. }
  4594. }
  4595. }
  4596. void CGameHandler::handleTimeEvents()
  4597. {
  4598. gs->map->events.sort(evntCmp);
  4599. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4600. {
  4601. CMapEvent ev = gs->map->events.front();
  4602. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4603. {
  4604. auto color = PlayerColor(player);
  4605. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4606. if (pinfo //player exists
  4607. && (ev.players & 1<<player) //event is enabled to this player
  4608. && ((ev.computerAffected && !pinfo->human)
  4609. || (ev.humanAffected && pinfo->human)
  4610. )
  4611. )
  4612. {
  4613. //give resources
  4614. giveResources(color, ev.resources);
  4615. //prepare dialog
  4616. InfoWindow iw;
  4617. iw.player = color;
  4618. iw.text.appendRawString(ev.message);
  4619. for (int i=0; i<ev.resources.size(); i++)
  4620. {
  4621. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  4622. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  4623. }
  4624. sendAndApply(&iw); //show dialog
  4625. }
  4626. } //PLAYERS LOOP
  4627. if (ev.nextOccurence)
  4628. {
  4629. gs->map->events.pop_front();
  4630. ev.firstOccurence += ev.nextOccurence;
  4631. auto it = gs->map->events.begin();
  4632. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4633. it++;
  4634. gs->map->events.insert(it, ev);
  4635. }
  4636. else
  4637. {
  4638. gs->map->events.pop_front();
  4639. }
  4640. }
  4641. //TODO send only if changed
  4642. UpdateMapEvents ume;
  4643. ume.events = gs->map->events;
  4644. sendAndApply(&ume);
  4645. }
  4646. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4647. {
  4648. town->events.sort(evntCmp);
  4649. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4650. {
  4651. PlayerColor player = town->tempOwner;
  4652. CCastleEvent ev = town->events.front();
  4653. const PlayerState * pinfo = getPlayerState(player, false);
  4654. if (pinfo //player exists
  4655. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4656. && ((ev.computerAffected && !pinfo->human)
  4657. || (ev.humanAffected && pinfo->human)))
  4658. {
  4659. // dialog
  4660. InfoWindow iw;
  4661. iw.player = player;
  4662. iw.text.appendRawString(ev.message);
  4663. if (ev.resources.nonZero())
  4664. {
  4665. TResources was = n.res[player];
  4666. n.res[player] += ev.resources;
  4667. n.res[player].amax(0);
  4668. for (int i=0; i<ev.resources.size(); i++)
  4669. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  4670. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  4671. }
  4672. for (auto & i : ev.buildings)
  4673. {
  4674. if (!town->hasBuilt(i))
  4675. {
  4676. buildStructure(town->id, i, true);
  4677. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4678. }
  4679. }
  4680. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4681. {
  4682. n.cres[town->id].tid = town->id;
  4683. n.cres[town->id].creatures = town->creatures;
  4684. }
  4685. auto & sac = n.cres[town->id];
  4686. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4687. {
  4688. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4689. {
  4690. sac.creatures[i].first += ev.creatures.at(i);
  4691. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4692. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4693. }
  4694. }
  4695. sendAndApply(&iw); //show dialog
  4696. }
  4697. if (ev.nextOccurence)
  4698. {
  4699. town->events.pop_front();
  4700. ev.firstOccurence += ev.nextOccurence;
  4701. auto it = town->events.begin();
  4702. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4703. it++;
  4704. town->events.insert(it, ev);
  4705. }
  4706. else
  4707. {
  4708. town->events.pop_front();
  4709. }
  4710. }
  4711. //TODO send only if changed
  4712. UpdateCastleEvents uce;
  4713. uce.town = town->id;
  4714. uce.events = town->events;
  4715. sendAndApply(&uce);
  4716. }
  4717. bool CGameHandler::complain(const std::string &problem)
  4718. {
  4719. sendMessageToAll("Server encountered a problem: " + problem);
  4720. logGlobal->error(problem);
  4721. return true;
  4722. }
  4723. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4724. {
  4725. //PlayerColor player = getOwner(hid);
  4726. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4727. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4728. assert(lowerArmy);
  4729. assert(upperArmy);
  4730. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4731. queries.addQuery(garrisonQuery);
  4732. GarrisonDialog gd;
  4733. gd.hid = hid;
  4734. gd.objid = upobj;
  4735. gd.removableUnits = removableUnits;
  4736. gd.queryID = garrisonQuery->queryID;
  4737. sendAndApply(&gd);
  4738. }
  4739. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4740. {
  4741. OpenWindow ow;
  4742. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4743. ow.id1 = player.getNum();
  4744. ow.id2 = requestingObjId.getNum();
  4745. sendAndApply(&ow);
  4746. }
  4747. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4748. {
  4749. if (id1 == id2)
  4750. return true;
  4751. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4752. if (!o1 || !o2)
  4753. return true; //arranging stacks within an object should be always allowed
  4754. if (o1 && o2)
  4755. {
  4756. if (o1->ID == Obj::TOWN)
  4757. {
  4758. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4759. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4760. return true;
  4761. }
  4762. if (o2->ID == Obj::TOWN)
  4763. {
  4764. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4765. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4766. return true;
  4767. }
  4768. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4769. {
  4770. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4771. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4772. // two heroes in same town (garrisoned and visiting)
  4773. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4774. return true;
  4775. }
  4776. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4777. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4778. if (!dialog)
  4779. {
  4780. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4781. }
  4782. if (dialog)
  4783. {
  4784. auto topArmy = dialog->exchangingArmies.at(0);
  4785. auto bottomArmy = dialog->exchangingArmies.at(1);
  4786. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4787. return true;
  4788. }
  4789. }
  4790. return false;
  4791. }
  4792. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4793. {
  4794. using events::ObjectVisitStarted;
  4795. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4796. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4797. auto startVisit = [&](ObjectVisitStarted & event)
  4798. {
  4799. auto visitedObject = obj;
  4800. if(obj->ID == Obj::HERO)
  4801. {
  4802. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4803. const auto visitedTown = visitedHero->visitedTown;
  4804. if(visitedTown)
  4805. {
  4806. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4807. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4808. visitedObject = visitedTown;
  4809. }
  4810. }
  4811. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4812. queries.addQuery(visitQuery); //TODO real visit pos
  4813. HeroVisit hv;
  4814. hv.objId = obj->id;
  4815. hv.heroId = h->id;
  4816. hv.player = h->tempOwner;
  4817. hv.starting = true;
  4818. sendAndApply(&hv);
  4819. obj->onHeroVisit(h);
  4820. };
  4821. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4822. if(visitQuery)
  4823. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4824. }
  4825. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4826. {
  4827. using events::ObjectVisitEnded;
  4828. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4829. auto endVisit = [&](ObjectVisitEnded & event)
  4830. {
  4831. HeroVisit hv;
  4832. hv.player = event.getPlayer();
  4833. hv.heroId = event.getHero();
  4834. hv.starting = false;
  4835. sendAndApply(&hv);
  4836. };
  4837. //TODO: ObjectVisitEnded should also have id of visited object,
  4838. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4839. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4840. }
  4841. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  4842. {
  4843. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4844. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4845. {
  4846. complain("Cannot build boat in this shipyard!");
  4847. return false;
  4848. }
  4849. TResources boatCost;
  4850. obj->getBoatCost(boatCost);
  4851. TResources aviable = getPlayerState(playerID)->resources;
  4852. if (!aviable.canAfford(boatCost))
  4853. {
  4854. complain("Not enough resources to build a boat!");
  4855. return false;
  4856. }
  4857. int3 tile = obj->bestLocation();
  4858. if (!gs->map->isInTheMap(tile))
  4859. {
  4860. complain("Cannot find appropriate tile for a boat!");
  4861. return false;
  4862. }
  4863. giveResources(playerID, -boatCost);
  4864. createObject(tile, Obj::BOAT, obj->getBoatType().getNum());
  4865. return true;
  4866. }
  4867. void CGameHandler::engageIntoBattle(PlayerColor player)
  4868. {
  4869. //notify interfaces
  4870. PlayerBlocked pb;
  4871. pb.player = player;
  4872. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4873. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4874. sendAndApply(&pb);
  4875. }
  4876. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4877. {
  4878. for (auto playerColor : playerColors)
  4879. {
  4880. if (getPlayerState(playerColor, false))
  4881. checkVictoryLossConditionsForPlayer(playerColor);
  4882. }
  4883. }
  4884. void CGameHandler::checkVictoryLossConditionsForAll()
  4885. {
  4886. std::set<PlayerColor> playerColors;
  4887. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4888. {
  4889. playerColors.insert(PlayerColor(i));
  4890. }
  4891. checkVictoryLossConditions(playerColors);
  4892. }
  4893. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4894. {
  4895. const PlayerState * p = getPlayerState(player);
  4896. if(!p || p->status != EPlayerStatus::INGAME) return;
  4897. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4898. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4899. {
  4900. InfoWindow iw;
  4901. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4902. sendAndApply(&iw);
  4903. PlayerEndsGame peg;
  4904. peg.player = player;
  4905. peg.victoryLossCheckResult = victoryLossCheckResult;
  4906. sendAndApply(&peg);
  4907. if (victoryLossCheckResult.victory())
  4908. {
  4909. //one player won -> all enemies lost
  4910. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4911. {
  4912. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4913. {
  4914. peg.player = i->first;
  4915. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4916. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4917. InfoWindow iw;
  4918. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4919. iw.player = i->first;
  4920. sendAndApply(&iw);
  4921. sendAndApply(&peg);
  4922. }
  4923. }
  4924. if(p->human)
  4925. {
  4926. lobby->state = EServerState::GAMEPLAY_ENDED;
  4927. }
  4928. }
  4929. else
  4930. {
  4931. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4932. auto hlp = p->heroes;
  4933. for (auto h : hlp) //eliminate heroes
  4934. {
  4935. if (h.get())
  4936. removeObject(h);
  4937. }
  4938. //player lost -> all his objects become unflagged (neutral)
  4939. for (auto obj : gs->map->objects) //unflag objs
  4940. {
  4941. if (obj.get() && obj->tempOwner == player)
  4942. setOwner(obj, PlayerColor::NEUTRAL);
  4943. }
  4944. //eliminating one player may cause victory of another:
  4945. std::set<PlayerColor> playerColors;
  4946. //do not copy player state (CBonusSystemNode) by value
  4947. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4948. {
  4949. if (p.first != player)
  4950. playerColors.insert(p.first);
  4951. }
  4952. //notify all players
  4953. for (auto pc : playerColors)
  4954. {
  4955. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4956. {
  4957. InfoWindow iw;
  4958. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4959. iw.player = pc;
  4960. sendAndApply(&iw);
  4961. }
  4962. }
  4963. checkVictoryLossConditions(playerColors);
  4964. }
  4965. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  4966. // If we are called before the actual game start, there might be no current player
  4967. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4968. {
  4969. // If player making turn has lost his turn must be over as well
  4970. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4971. }
  4972. }
  4973. }
  4974. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4975. {
  4976. out.player = player;
  4977. out.text = victoryLossCheckResult.messageToSelf;
  4978. out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
  4979. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  4980. }
  4981. bool CGameHandler::dig(const CGHeroInstance *h)
  4982. {
  4983. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4984. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4985. createObject(h->visitablePos(), Obj::HOLE, 0 );
  4986. //take MPs
  4987. SetMovePoints smp;
  4988. smp.hid = h->id;
  4989. smp.val = 0;
  4990. sendAndApply(&smp);
  4991. InfoWindow iw;
  4992. iw.type = EInfoWindowMode::AUTO;
  4993. iw.player = h->tempOwner;
  4994. if (gs->map->grailPos == h->visitablePos())
  4995. {
  4996. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4997. iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
  4998. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4999. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
  5000. sendAndApply(&iw);
  5001. iw.soundID = soundBase::invalid;
  5002. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  5003. iw.text.clear();
  5004. iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
  5005. sendAndApply(&iw);
  5006. }
  5007. else
  5008. {
  5009. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5010. iw.soundID = soundBase::Dig;
  5011. sendAndApply(&iw);
  5012. }
  5013. return true;
  5014. }
  5015. void CGameHandler::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5016. {
  5017. if(attacker->hasBonusOfType(attackMode))
  5018. {
  5019. std::set<SpellID> spellsToCast;
  5020. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5021. for(const auto & sf : *spells)
  5022. {
  5023. spellsToCast.insert(SpellID(sf->subtype));
  5024. }
  5025. for(SpellID spellID : spellsToCast)
  5026. {
  5027. bool castMe = false;
  5028. if(!defender->alive())
  5029. {
  5030. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5031. return;
  5032. }
  5033. int32_t spellLevel = 0;
  5034. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5035. for(const auto & sf : *spellsByType)
  5036. {
  5037. int meleeRanged;
  5038. if(sf->additionalInfo.size() < 2)
  5039. {
  5040. // legacy format
  5041. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5042. meleeRanged = sf->additionalInfo[0] / 1000;
  5043. }
  5044. else
  5045. {
  5046. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5047. meleeRanged = sf->additionalInfo[1];
  5048. }
  5049. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5050. castMe = true;
  5051. }
  5052. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5053. vstd::amin(chance, 100);
  5054. const CSpell * spell = SpellID(spellID).toSpell();
  5055. spells::AbilityCaster caster(attacker, spellLevel);
  5056. spells::Target target;
  5057. target.emplace_back(defender);
  5058. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5059. auto m = spell->battleMechanics(&parameters);
  5060. spells::detail::ProblemImpl ignored;
  5061. if(!m->canBeCastAt(target, ignored))
  5062. continue;
  5063. //check if spell should be cast (probability handling)
  5064. if(getRandomGenerator().nextInt(99) >= chance)
  5065. continue;
  5066. //casting
  5067. if(castMe)
  5068. {
  5069. parameters.cast(spellEnv, target);
  5070. }
  5071. }
  5072. }
  5073. }
  5074. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5075. {
  5076. attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5077. }
  5078. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5079. {
  5080. if(!attacker->alive() || !defender->alive()) // can be already dead
  5081. return;
  5082. attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
  5083. if(!defender->alive())
  5084. {
  5085. //don't try death stare or acid breath on dead stack (crash!)
  5086. return;
  5087. }
  5088. if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
  5089. {
  5090. // mechanics of Death Stare as in H3:
  5091. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5092. //original formula x = min(x, (gorgons_count + 9)/10);
  5093. double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
  5094. vstd::amin(chanceToKill, 1); //cap at 100%
  5095. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5096. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5097. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5098. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5099. vstd::amin(staredCreatures, maxToKill);
  5100. staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
  5101. if(staredCreatures)
  5102. {
  5103. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5104. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5105. spells::AbilityCaster caster(attacker, 0);
  5106. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5107. spells::Target target;
  5108. target.emplace_back(defender);
  5109. parameters.setEffectValue(staredCreatures);
  5110. parameters.cast(spellEnv, target);
  5111. }
  5112. }
  5113. if(!defender->alive())
  5114. return;
  5115. int64_t acidDamage = 0;
  5116. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
  5117. for(const auto & b : *acidBreath)
  5118. {
  5119. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5120. acidDamage += b->val;
  5121. }
  5122. if(acidDamage > 0)
  5123. {
  5124. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5125. spells::AbilityCaster caster(attacker, 0);
  5126. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5127. spells::Target target;
  5128. target.emplace_back(defender);
  5129. parameters.setEffectValue(acidDamage * attacker->getCount());
  5130. parameters.cast(spellEnv, target);
  5131. }
  5132. if(!defender->alive())
  5133. return;
  5134. if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5135. {
  5136. double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
  5137. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5138. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5139. return;
  5140. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
  5141. if(defender->unitType()->getId() == bonusAdditionalInfo ||
  5142. (bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
  5143. return;
  5144. battle::UnitInfo resurrectInfo;
  5145. resurrectInfo.id = gs->curB->battleNextUnitId();
  5146. resurrectInfo.summoned = false;
  5147. resurrectInfo.position = defender->getPosition();
  5148. resurrectInfo.side = defender->unitSide();
  5149. if(bonusAdditionalInfo != CAddInfo::NONE)
  5150. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5151. else
  5152. resurrectInfo.type = attacker->creatureId();
  5153. if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
  5154. resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
  5155. else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
  5156. resurrectInfo.count = defender->getCount();
  5157. else
  5158. return; //wrong subtype
  5159. BattleUnitsChanged addUnits;
  5160. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5161. resurrectInfo.save(addUnits.changedStacks.back().data);
  5162. BattleUnitsChanged removeUnits;
  5163. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5164. sendAndApply(&removeUnits);
  5165. sendAndApply(&addUnits);
  5166. }
  5167. if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
  5168. {
  5169. double chanceToTrigger = 0;
  5170. int amountToDie = 0;
  5171. if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
  5172. {
  5173. chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
  5174. int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5175. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5176. }
  5177. else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
  5178. {
  5179. chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
  5180. amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5181. }
  5182. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5183. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5184. return;
  5185. BattleStackAttacked bsa;
  5186. bsa.attackerID = -1;
  5187. bsa.stackAttacked = defender->unitId();
  5188. bsa.damageAmount = amountToDie * defender->getMaxHealth();
  5189. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5190. bsa.spellID = SpellID::SLAYER;
  5191. defender->prepareAttacked(bsa, getRandomGenerator());
  5192. StacksInjured si;
  5193. si.stacks.push_back(bsa);
  5194. sendAndApply(&si);
  5195. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5196. }
  5197. }
  5198. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5199. {
  5200. if (!t.visitableObjects.empty())
  5201. {
  5202. //to prevent self-visiting heroes on space press
  5203. if (t.visitableObjects.back() != h)
  5204. objectVisited(t.visitableObjects.back(), h);
  5205. else if (t.visitableObjects.size() > 1)
  5206. objectVisited(*(t.visitableObjects.end()-2),h);
  5207. }
  5208. }
  5209. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5210. {
  5211. if (!hero)
  5212. COMPLAIN_RET("You need hero to sacrifice creature!");
  5213. int expSum = 0;
  5214. auto finish = [this, &hero, &expSum]()
  5215. {
  5216. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5217. };
  5218. for(int i = 0; i < slot.size(); ++i)
  5219. {
  5220. int oldCount = hero->getStackCount(slot[i]);
  5221. if(oldCount < (int)count[i])
  5222. {
  5223. finish();
  5224. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5225. }
  5226. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5227. {
  5228. finish();
  5229. COMPLAIN_RET("Cannot sacrifice last creature!");
  5230. }
  5231. int crid = hero->getStack(slot[i]).type->getId();
  5232. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5233. int dump, exp;
  5234. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5235. exp *= count[i];
  5236. expSum += exp;
  5237. }
  5238. finish();
  5239. return true;
  5240. }
  5241. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5242. {
  5243. if (!hero)
  5244. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5245. int expSum = 0;
  5246. auto finish = [this, &hero, &expSum]()
  5247. {
  5248. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5249. };
  5250. for(int i = 0; i < slot.size(); ++i)
  5251. {
  5252. ArtifactLocation al(hero, slot[i]);
  5253. const CArtifactInstance * a = al.getArt();
  5254. if(!a)
  5255. {
  5256. finish();
  5257. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5258. }
  5259. const CArtifactInstance * art = hero->getArt(slot[i]);
  5260. if(!art)
  5261. {
  5262. finish();
  5263. COMPLAIN_RET("No artifact at position to sacrifice!");
  5264. }
  5265. si32 typId = art->artType->getId();
  5266. int dmp, expToGive;
  5267. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5268. expSum += expToGive;
  5269. removeArtifact(al);
  5270. }
  5271. finish();
  5272. return true;
  5273. }
  5274. void CGameHandler::makeStackDoNothing(const CStack * next)
  5275. {
  5276. BattleAction doNothing;
  5277. doNothing.actionType = EActionType::NO_ACTION;
  5278. doNothing.side = next->unitSide();
  5279. doNothing.stackNumber = next->unitId();
  5280. makeAutomaticAction(next, doNothing);
  5281. }
  5282. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5283. {
  5284. if (sl.army->hasStackAtSlot(sl.slot))
  5285. COMPLAIN_RET("Slot is already taken!");
  5286. if (!sl.slot.validSlot())
  5287. COMPLAIN_RET("Cannot insert stack to that slot!");
  5288. InsertNewStack ins;
  5289. ins.army = sl.army->id;
  5290. ins.slot = sl.slot;
  5291. ins.type = c->getId();
  5292. ins.count = count;
  5293. sendAndApply(&ins);
  5294. return true;
  5295. }
  5296. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5297. {
  5298. if (!sl.army->hasStackAtSlot(sl.slot))
  5299. COMPLAIN_RET("Cannot find a stack to erase");
  5300. if (sl.army->stacksCount() == 1 //from the last stack
  5301. && sl.army->needsLastStack() //that must be left
  5302. && !forceRemoval) //ignore above conditions if we are forcing removal
  5303. {
  5304. COMPLAIN_RET("Cannot erase the last stack!");
  5305. }
  5306. EraseStack es;
  5307. es.army = sl.army->id;
  5308. es.slot = sl.slot;
  5309. sendAndApply(&es);
  5310. return true;
  5311. }
  5312. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5313. {
  5314. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5315. if ((absoluteValue && count < 0)
  5316. || (!absoluteValue && -count > currentCount))
  5317. {
  5318. COMPLAIN_RET("Cannot take more stacks than present!");
  5319. }
  5320. if ((currentCount == -count && !absoluteValue)
  5321. || (!count && absoluteValue))
  5322. {
  5323. eraseStack(sl);
  5324. }
  5325. else
  5326. {
  5327. ChangeStackCount csc;
  5328. csc.army = sl.army->id;
  5329. csc.slot = sl.slot;
  5330. csc.count = count;
  5331. csc.absoluteValue = absoluteValue;
  5332. sendAndApply(&csc);
  5333. }
  5334. return true;
  5335. }
  5336. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5337. {
  5338. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5339. if (!slotC) //slot is empty
  5340. insertNewStack(sl, c, count);
  5341. else if (c == slotC)
  5342. changeStackCount(sl, count);
  5343. else
  5344. {
  5345. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5346. }
  5347. return true;
  5348. }
  5349. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5350. {
  5351. if (removeObjWhenFinished)
  5352. removeAfterVisit(src);
  5353. if (!src->canBeMergedWith(*dst, allowMerging))
  5354. {
  5355. if (allowMerging) //do that, add all matching creatures.
  5356. {
  5357. bool cont = true;
  5358. while (cont)
  5359. {
  5360. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5361. {
  5362. SlotID pos = dst->getSlotFor(i->second->type);
  5363. if (pos.validSlot())
  5364. {
  5365. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5366. cont = true;
  5367. break; //or iterator crashes
  5368. }
  5369. cont = false;
  5370. }
  5371. }
  5372. }
  5373. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5374. }
  5375. else //merge
  5376. {
  5377. moveArmy(src, dst, allowMerging);
  5378. }
  5379. }
  5380. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5381. {
  5382. if (!src.army->hasStackAtSlot(src.slot))
  5383. COMPLAIN_RET("No stack to move!");
  5384. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5385. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5386. if (!dst.slot.validSlot())
  5387. COMPLAIN_RET("Cannot move stack to that slot!");
  5388. if (count == -1)
  5389. {
  5390. count = src.army->getStackCount(src.slot);
  5391. }
  5392. if (src.army != dst.army //moving away
  5393. && count == src.army->getStackCount(src.slot) //all creatures
  5394. && src.army->stacksCount() == 1 //from the last stack
  5395. && src.army->needsLastStack()) //that must be left
  5396. {
  5397. COMPLAIN_RET("Cannot move away the last creature!");
  5398. }
  5399. RebalanceStacks rs;
  5400. rs.srcArmy = src.army->id;
  5401. rs.dstArmy = dst.army->id;
  5402. rs.srcSlot = src.slot;
  5403. rs.dstSlot = dst.slot;
  5404. rs.count = count;
  5405. sendAndApply(&rs);
  5406. return true;
  5407. }
  5408. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  5409. {
  5410. const CSpell * s = spellID.toSpell();
  5411. if(!s)
  5412. return;
  5413. AdventureSpellCastParameters p;
  5414. p.caster = caster;
  5415. p.pos = pos;
  5416. s->adventureCast(spellEnv, p);
  5417. }
  5418. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5419. {
  5420. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5421. {
  5422. return moveStack(sl2, sl1);
  5423. }
  5424. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5425. {
  5426. return moveStack(sl1, sl2);
  5427. }
  5428. else
  5429. {
  5430. SwapStacks ss;
  5431. ss.srcArmy = sl1.army->id;
  5432. ss.dstArmy = sl2.army->id;
  5433. ss.srcSlot = sl1.slot;
  5434. ss.dstSlot = sl2.slot;
  5435. sendAndApply(&ss);
  5436. return true;
  5437. }
  5438. }
  5439. void CGameHandler::runBattle()
  5440. {
  5441. setBattle(gs->curB);
  5442. assert(gs->curB);
  5443. //TODO: pre-tactic stuff, call scripts etc.
  5444. //Moat should be initialized here, because only here we can use spellcasting
  5445. if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
  5446. {
  5447. const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
  5448. const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
  5449. auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
  5450. auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
  5451. auto target = spells::Target();
  5452. cast.cast(spellEnv, target);
  5453. }
  5454. //tactic round
  5455. {
  5456. while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
  5457. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5458. }
  5459. //initial stacks appearance triggers, e.g. built-in bonus spells
  5460. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5461. for (CStack * stack : initialStacks)
  5462. {
  5463. if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
  5464. {
  5465. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
  5466. auto accessibility = getAccesibility();
  5467. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5468. std::vector<BattleHex> targetHexes;
  5469. const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
  5470. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5471. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5472. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5473. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5474. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5475. if (!guardianIsBig)
  5476. targetHexes = stack->getSurroundingHexes();
  5477. else
  5478. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
  5479. for(auto hex : targetHexes)
  5480. {
  5481. if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
  5482. {
  5483. battle::UnitInfo info;
  5484. info.id = gs->curB->battleNextUnitId();
  5485. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5486. info.type = creatureData;
  5487. info.side = stack->unitSide();
  5488. info.position = hex;
  5489. info.summoned = true;
  5490. BattleUnitsChanged pack;
  5491. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5492. info.save(pack.changedStacks.back().data);
  5493. sendAndApply(&pack);
  5494. }
  5495. }
  5496. }
  5497. stackEnchantedTrigger(stack);
  5498. }
  5499. //spells opening battle
  5500. for (int i = 0; i < 2; ++i)
  5501. {
  5502. auto h = gs->curB->battleGetFightingHero(i);
  5503. if (h)
  5504. {
  5505. TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
  5506. for (auto b : *bl)
  5507. {
  5508. spells::BonusCaster caster(h, b);
  5509. const CSpell * spell = SpellID(b->subtype).toSpell();
  5510. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5511. parameters.setSpellLevel(3);
  5512. parameters.setEffectDuration(b->val);
  5513. parameters.massive = true;
  5514. parameters.castIfPossible(spellEnv, spells::Target());
  5515. }
  5516. }
  5517. }
  5518. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5519. checkBattleStateChanges();
  5520. bool firstRound = true;//FIXME: why first round is -1?
  5521. //main loop
  5522. while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
  5523. {
  5524. BattleNextRound bnr;
  5525. bnr.round = gs->curB->round + 1;
  5526. logGlobal->debug("Round %d", bnr.round);
  5527. sendAndApply(&bnr);
  5528. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5529. for (auto &obstPtr : obstacles)
  5530. {
  5531. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5532. if (sco->turnsRemaining == 0)
  5533. removeObstacle(*obstPtr);
  5534. }
  5535. const BattleInfo & curB = *gs->curB;
  5536. for(auto stack : curB.stacks)
  5537. {
  5538. if(stack->alive() && !firstRound)
  5539. stackEnchantedTrigger(stack);
  5540. }
  5541. //stack loop
  5542. auto getNextStack = [this]() -> const CStack *
  5543. {
  5544. if(battleResult.get())
  5545. return nullptr;
  5546. std::vector<battle::Units> q;
  5547. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5548. if(!q.empty())
  5549. {
  5550. if(!q.front().empty())
  5551. {
  5552. auto next = q.front().front();
  5553. const auto stack = dynamic_cast<const CStack *>(next);
  5554. // regeneration takes place before everything else but only during first turn attempt in each round
  5555. // also works under blind and similar effects
  5556. if(stack && stack->alive() && !stack->waiting)
  5557. {
  5558. BattleTriggerEffect bte;
  5559. bte.stackID = stack->unitId();
  5560. bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
  5561. const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
  5562. if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
  5563. bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
  5564. if(bte.val) // anything to heal
  5565. sendAndApply(&bte);
  5566. }
  5567. if(next->willMove())
  5568. return stack;
  5569. }
  5570. }
  5571. return nullptr;
  5572. };
  5573. const CStack * next = nullptr;
  5574. while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
  5575. {
  5576. BattleUnitsChanged removeGhosts;
  5577. for(auto stack : curB.stacks)
  5578. {
  5579. if(stack->ghostPending)
  5580. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5581. }
  5582. if(!removeGhosts.changedStacks.empty())
  5583. sendAndApply(&removeGhosts);
  5584. // check for bad morale => freeze
  5585. int nextStackMorale = next->moraleVal();
  5586. if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
  5587. {
  5588. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5589. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5590. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5591. {
  5592. //unit loses its turn - empty freeze action
  5593. BattleAction ba;
  5594. ba.actionType = EActionType::BAD_MORALE;
  5595. ba.side = next->unitSide();
  5596. ba.stackNumber = next->unitId();
  5597. makeAutomaticAction(next, ba);
  5598. continue;
  5599. }
  5600. }
  5601. if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5602. {
  5603. logGlobal->trace("Handle Berserk effect");
  5604. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5605. if (attackInfo.first != nullptr)
  5606. {
  5607. BattleAction attack;
  5608. attack.actionType = EActionType::WALK_AND_ATTACK;
  5609. attack.side = next->unitSide();
  5610. attack.stackNumber = next->unitId();
  5611. attack.aimToHex(attackInfo.second);
  5612. attack.aimToUnit(attackInfo.first);
  5613. makeAutomaticAction(next, attack);
  5614. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5615. }
  5616. else
  5617. {
  5618. makeStackDoNothing(next);
  5619. logGlobal->trace("No target found");
  5620. }
  5621. continue;
  5622. }
  5623. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5624. const int stackCreatureId = next->unitType()->getId();
  5625. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5626. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
  5627. {
  5628. BattleAction attack;
  5629. attack.actionType = EActionType::SHOOT;
  5630. attack.side = next->unitSide();
  5631. attack.stackNumber = next->unitId();
  5632. //TODO: select target by priority
  5633. const battle::Unit * target = nullptr;
  5634. for(auto & elem : gs->curB->stacks)
  5635. {
  5636. if(elem->unitType()->getId() != CreatureID::CATAPULT
  5637. && elem->unitOwner() != next->unitOwner()
  5638. && elem->isValidTarget()
  5639. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5640. {
  5641. target = elem;
  5642. break;
  5643. }
  5644. }
  5645. if(target == nullptr)
  5646. {
  5647. makeStackDoNothing(next);
  5648. }
  5649. else
  5650. {
  5651. attack.aimToUnit(target);
  5652. makeAutomaticAction(next, attack);
  5653. }
  5654. continue;
  5655. }
  5656. if (next->unitType()->getId() == CreatureID::CATAPULT)
  5657. {
  5658. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5659. if (attackableBattleHexes.empty())
  5660. {
  5661. makeStackDoNothing(next);
  5662. continue;
  5663. }
  5664. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
  5665. {
  5666. BattleAction attack;
  5667. attack.actionType = EActionType::CATAPULT;
  5668. attack.side = next->unitSide();
  5669. attack.stackNumber = next->unitId();
  5670. makeAutomaticAction(next, attack);
  5671. continue;
  5672. }
  5673. }
  5674. if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
  5675. {
  5676. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5677. {
  5678. return s->unitOwner() == next->unitOwner() && s->canBeHealed();
  5679. });
  5680. if (!possibleStacks.size())
  5681. {
  5682. makeStackDoNothing(next);
  5683. continue;
  5684. }
  5685. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5686. {
  5687. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5688. const CStack * toBeHealed = possibleStacks.front();
  5689. BattleAction heal;
  5690. heal.actionType = EActionType::STACK_HEAL;
  5691. heal.aimToUnit(toBeHealed);
  5692. heal.side = next->unitSide();
  5693. heal.stackNumber = next->unitId();
  5694. makeAutomaticAction(next, heal);
  5695. continue;
  5696. }
  5697. }
  5698. int numberOfAsks = 1;
  5699. bool breakOuter = false;
  5700. do
  5701. {//ask interface and wait for answer
  5702. if (!battleResult.get())
  5703. {
  5704. stackTurnTrigger(next); //various effects
  5705. if(next->fear)
  5706. {
  5707. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5708. }
  5709. else
  5710. {
  5711. logGlobal->trace("Activating %s", next->nodeName());
  5712. auto nextId = next->unitId();
  5713. BattleSetActiveStack sas;
  5714. sas.stack = nextId;
  5715. sendAndApply(&sas);
  5716. auto actionWasMade = [&]() -> bool
  5717. {
  5718. if (battleMadeAction.data)//active stack has made its action
  5719. return true;
  5720. if (battleResult.get())// battle is finished
  5721. return true;
  5722. if (next == nullptr)//active stack was been removed
  5723. return true;
  5724. return !next->alive();//active stack is dead
  5725. };
  5726. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5727. battleMadeAction.data = false;
  5728. while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
  5729. {
  5730. battleMadeAction.cond.wait(lock);
  5731. if (battleGetStackByID(nextId, false) != next)
  5732. next = nullptr; //it may be removed, while we wait
  5733. }
  5734. }
  5735. }
  5736. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5737. {
  5738. breakOuter = true;
  5739. break;
  5740. }
  5741. //we're after action, all results applied
  5742. checkBattleStateChanges(); //check if this action ended the battle
  5743. if(next != nullptr)
  5744. {
  5745. //check for good morale
  5746. nextStackMorale = next->moraleVal();
  5747. if( !battleResult.get()
  5748. && !next->hadMorale
  5749. && !next->defending
  5750. && !next->waited()
  5751. && !next->fear
  5752. && next->alive()
  5753. && nextStackMorale > 0)
  5754. {
  5755. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5756. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5757. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5758. {
  5759. BattleTriggerEffect bte;
  5760. bte.stackID = next->unitId();
  5761. bte.effect = vstd::to_underlying(BonusType::MORALE);
  5762. bte.val = 1;
  5763. bte.additionalInfo = 0;
  5764. sendAndApply(&bte); //play animation
  5765. ++numberOfAsks; //move this stack once more
  5766. }
  5767. }
  5768. }
  5769. --numberOfAsks;
  5770. } while (numberOfAsks > 0);
  5771. if (breakOuter)
  5772. {
  5773. break;
  5774. }
  5775. }
  5776. firstRound = false;
  5777. }
  5778. if (lobby->state != EServerState::SHUTDOWN)
  5779. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5780. }
  5781. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5782. {
  5783. BattleSetActiveStack bsa;
  5784. bsa.stack = stack->unitId();
  5785. bsa.askPlayerInterface = false;
  5786. sendAndApply(&bsa);
  5787. bool ret = makeBattleAction(ba);
  5788. checkBattleStateChanges();
  5789. return ret;
  5790. }
  5791. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  5792. {
  5793. assert(a->artType);
  5794. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  5795. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5796. {
  5797. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  5798. }
  5799. else if(ArtifactUtils::isSlotBackpack(pos))
  5800. {
  5801. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  5802. }
  5803. else
  5804. {
  5805. al.slot = pos;
  5806. }
  5807. if(a->canBePutAt(al))
  5808. putArtifact(al, a);
  5809. else
  5810. return false;
  5811. return true;
  5812. }
  5813. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5814. {
  5815. PutArtifact pa;
  5816. pa.art = a;
  5817. pa.al = al;
  5818. sendAndApply(&pa);
  5819. }
  5820. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  5821. {
  5822. assert(artType);
  5823. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5824. {
  5825. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  5826. COMPLAIN_RET("Cannot put artifact in that slot!");
  5827. }
  5828. else if(ArtifactUtils::isSlotBackpack(pos))
  5829. {
  5830. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  5831. COMPLAIN_RET("Cannot put artifact in that slot!");
  5832. }
  5833. else
  5834. {
  5835. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  5836. }
  5837. CArtifactInstance * newArtInst = nullptr;
  5838. if(artType->canBeDisassembled())
  5839. newArtInst = new CCombinedArtifactInstance();
  5840. else
  5841. newArtInst = new CArtifactInstance();
  5842. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5843. NewArtifact na;
  5844. na.art = newArtInst;
  5845. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5846. if(giveHeroArtifact(h, newArtInst, pos))
  5847. return true;
  5848. else
  5849. return false;
  5850. }
  5851. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5852. {
  5853. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5854. if (battleResult.data)
  5855. {
  5856. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5857. % battleResult.data->result % resultType).str());
  5858. return;
  5859. }
  5860. auto br = new BattleResult();
  5861. br->result = resultType;
  5862. br->winner = victoriusSide; //surrendering side loses
  5863. gs->curB->calculateCasualties(br->casualties);
  5864. battleResult.data = br;
  5865. }
  5866. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5867. {
  5868. std::vector<int3>::iterator tile;
  5869. std::vector<int3> tiles;
  5870. getFreeTiles(tiles);
  5871. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5872. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5873. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5874. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5875. for (int i = 0; i < (int)amount; ++i)
  5876. {
  5877. tile = tiles.begin();
  5878. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5879. {
  5880. auto count = cre->getRandomAmount(std::rand);
  5881. createObject(*tile, Obj::MONSTER, creatureID);
  5882. auto monsterId = getTopObj(*tile)->id;
  5883. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5884. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5885. }
  5886. tiles.erase(tile); //not use it again
  5887. }
  5888. }
  5889. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5890. {
  5891. //Make cheat case-insensitive
  5892. std::transform(cheat.begin(), cheat.end(), cheat.begin(), [](unsigned char c){ return std::tolower(c); });
  5893. if (cheat == "vcmiistari" || cheat == "vcmispells")
  5894. {
  5895. cheated = true;
  5896. if (!hero) return;
  5897. ///Give hero spellbook
  5898. if (!hero->hasSpellbook())
  5899. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5900. ///Give all spells with bonus (to allow banned spells)
  5901. GiveBonus giveBonus(GiveBonus::ETarget::HERO);
  5902. giveBonus.id = hero->id.getNum();
  5903. giveBonus.bonus = Bonus(BonusDuration::PERMANENT, BonusType::SPELLS_OF_LEVEL, BonusSource::OTHER, 0, 0);
  5904. //start with level 0 to skip abilities
  5905. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5906. {
  5907. giveBonus.bonus.subtype = level;
  5908. sendAndApply(&giveBonus);
  5909. }
  5910. ///Give mana
  5911. SetMana sm;
  5912. sm.hid = hero->id;
  5913. sm.val = 999;
  5914. sm.absolute = true;
  5915. sendAndApply(&sm);
  5916. }
  5917. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  5918. {
  5919. cheated = true;
  5920. if (!town) return;
  5921. ///Build all buildings in selected town
  5922. for (auto & build : town->town->buildings)
  5923. {
  5924. if (!town->hasBuilt(build.first)
  5925. && !build.second->getNameTranslated().empty()
  5926. && build.first != BuildingID::SHIP)
  5927. {
  5928. buildStructure(town->id, build.first, true);
  5929. }
  5930. }
  5931. }
  5932. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  5933. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  5934. {
  5935. cheated = true;
  5936. if (!hero) return;
  5937. ///Gives N creatures into each slot
  5938. std::map<std::string, std::pair<std::string, int>> creatures;
  5939. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  5940. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  5941. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5942. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  5943. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  5944. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5945. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  5946. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  5947. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).value();
  5948. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  5949. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5950. if (!hero->hasStackAtSlot(SlotID(i)))
  5951. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5952. }
  5953. else if (boost::starts_with(cheat, "vcmiarmy") || boost::starts_with(cheat, "vcminissi"))
  5954. {
  5955. cheated = true;
  5956. if (!hero) return;
  5957. std::vector<std::string> words;
  5958. boost::split(words, cheat, boost::is_any_of(" "));
  5959. if(words.size() < 2)
  5960. return;
  5961. std::string creatureIdentifier = words[1];
  5962. std::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  5963. if(creatureId.has_value())
  5964. {
  5965. const auto * creature = CreatureID(creatureId.value()).toCreature();
  5966. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5967. if (!hero->hasStackAtSlot(SlotID(i)))
  5968. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  5969. }
  5970. }
  5971. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  5972. {
  5973. cheated = true;
  5974. if (!hero) return;
  5975. ///Give all war machines to hero
  5976. if (!hero->getArt(ArtifactPosition::MACH1))
  5977. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5978. if (!hero->getArt(ArtifactPosition::MACH2))
  5979. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5980. if (!hero->getArt(ArtifactPosition::MACH3))
  5981. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5982. }
  5983. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  5984. {
  5985. cheated = true;
  5986. if (!hero) return;
  5987. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5988. for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  5989. {
  5990. if(VLC->arth->objects[g]->canBePutAt(hero))
  5991. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);
  5992. }
  5993. }
  5994. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  5995. {
  5996. cheated = true;
  5997. if (!hero) return;
  5998. ///selected hero gains a new level
  5999. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6000. }
  6001. else if (boost::starts_with(cheat, "vcmiexp") || boost::starts_with(cheat, "vcmiolorin"))
  6002. {
  6003. cheated = true;
  6004. if (!hero) return;
  6005. std::vector<std::string> words;
  6006. boost::split(words, cheat, boost::is_any_of(" "));
  6007. if(words.size() < 2)
  6008. return;
  6009. std::string expAmount = words[1];
  6010. long expAmountProcessed = 0;
  6011. try
  6012. {
  6013. expAmountProcessed = std::stol(expAmount);
  6014. }
  6015. catch(std::exception&)
  6016. {
  6017. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  6018. }
  6019. if(expAmountProcessed > 1)
  6020. {
  6021. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  6022. }
  6023. }
  6024. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6025. {
  6026. cheated = true;
  6027. if (!hero) return;
  6028. ///Give 1000000 movement points to hero
  6029. SetMovePoints smp;
  6030. smp.hid = hero->id;
  6031. smp.val = 1000000;
  6032. sendAndApply(&smp);
  6033. GiveBonus gb(GiveBonus::ETarget::HERO);
  6034. gb.bonus.type = BonusType::FREE_SHIP_BOARDING;
  6035. gb.bonus.duration = BonusDuration::ONE_DAY;
  6036. gb.bonus.source = BonusSource::OTHER;
  6037. gb.id = hero->id.getNum();
  6038. giveHeroBonus(&gb);
  6039. }
  6040. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6041. {
  6042. cheated = true;
  6043. ///Give resources to player
  6044. TResources resources;
  6045. resources[EGameResID::GOLD] = 100000;
  6046. for (GameResID i = EGameResID::WOOD; i < EGameResID::GOLD; ++i)
  6047. resources[i] = 100;
  6048. giveResources(player, resources);
  6049. }
  6050. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6051. {
  6052. cheated = true;
  6053. ///Player wins
  6054. PlayerCheated pc;
  6055. pc.player = player;
  6056. pc.winningCheatCode = true;
  6057. sendAndApply(&pc);
  6058. }
  6059. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6060. {
  6061. cheated = true;
  6062. ///Player looses
  6063. PlayerCheated pc;
  6064. pc.player = player;
  6065. pc.losingCheatCode = true;
  6066. sendAndApply(&pc);
  6067. }
  6068. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6069. {
  6070. cheated = true;
  6071. ///Reveal or conceal FoW
  6072. FoWChange fc;
  6073. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6074. fc.player = player;
  6075. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6076. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6077. int lastUnc = 0;
  6078. for(int z = 0; z < gs->map->levels(); z++)
  6079. for(int x = 0; x < gs->map->width; x++)
  6080. for(int y = 0; y < gs->map->height; y++)
  6081. if(!(*fowMap)[z][x][y] || !fc.mode)
  6082. hlp_tab[lastUnc++] = int3(x, y, z);
  6083. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6084. delete [] hlp_tab;
  6085. sendAndApply(&fc);
  6086. }
  6087. }
  6088. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6089. {
  6090. BattleObstaclesChanged obsRem;
  6091. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6092. sendAndApply(&obsRem);
  6093. }
  6094. void CGameHandler::synchronizeArtifactHandlerLists()
  6095. {
  6096. UpdateArtHandlerLists uahl;
  6097. uahl.treasures = VLC->arth->treasures;
  6098. uahl.minors = VLC->arth->minors;
  6099. uahl.majors = VLC->arth->majors;
  6100. uahl.relics = VLC->arth->relics;
  6101. sendAndApply(&uahl);
  6102. }
  6103. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6104. {
  6105. return vstd::contains(gs->map->objects, obj);
  6106. }
  6107. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6108. {
  6109. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6110. return false;
  6111. auto query = queries.topQuery(player);
  6112. if (query && query->blocksPack(pack))
  6113. {
  6114. complain(boost::str(boost::format(
  6115. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6116. % boost::to_upper_copy<std::string>(player.getStr())
  6117. % query->toString()
  6118. ));
  6119. return true;
  6120. }
  6121. return false;
  6122. }
  6123. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6124. {
  6125. //If the object is being visited, there must be a matching query
  6126. for (const auto &query : queries.allQueries())
  6127. {
  6128. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6129. {
  6130. if (someVistQuery->visitedObject == object)
  6131. {
  6132. someVistQuery->removeObjectAfterVisit = true;
  6133. return;
  6134. }
  6135. }
  6136. }
  6137. //If we haven't returned so far, there is no query and no visit, call was wrong
  6138. assert("This function needs to be called during the object visit!");
  6139. }
  6140. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6141. {
  6142. std::unordered_set<int3> tiles;
  6143. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6144. if (hide)
  6145. {
  6146. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6147. auto p = getPlayerState(player);
  6148. for (auto h : p->heroes)
  6149. {
  6150. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6151. }
  6152. for (auto t : p->towns)
  6153. {
  6154. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6155. }
  6156. for (auto tile : observedTiles)
  6157. vstd::erase_if_present (tiles, tile);
  6158. }
  6159. changeFogOfWar(tiles, player, hide);
  6160. }
  6161. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
  6162. {
  6163. FoWChange fow;
  6164. fow.tiles = tiles;
  6165. fow.player = player;
  6166. fow.mode = hide? 0 : 1;
  6167. sendAndApply(&fow);
  6168. }
  6169. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6170. {
  6171. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6172. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6173. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6174. return true;
  6175. }
  6176. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6177. {
  6178. SetObjectProperty sob;
  6179. sob.id = objid;
  6180. sob.what = prop;
  6181. sob.val = static_cast<ui32>(val);
  6182. sendAndApply(&sob);
  6183. }
  6184. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6185. {
  6186. sendAndApply(iw);
  6187. }
  6188. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6189. {
  6190. InfoWindow iw;
  6191. iw.player = player;
  6192. iw.text.appendRawString(msg);
  6193. showInfoDialog(&iw);
  6194. }
  6195. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat):
  6196. army(_army)
  6197. {
  6198. heroWithDeadCommander = ObjectInstanceID();
  6199. PlayerColor color = army->tempOwner;
  6200. if(color == PlayerColor::UNFLAGGABLE)
  6201. color = PlayerColor::NEUTRAL;
  6202. for(CStack * st : bat->stacks)
  6203. {
  6204. if(st->summoned) //don't take into account temporary summoned stacks
  6205. continue;
  6206. if(st->unitOwner() != color) //remove only our stacks
  6207. continue;
  6208. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6209. st->health.takeResurrected();
  6210. if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
  6211. {
  6212. logGlobal->debug("Ignored arrow towers stack.");
  6213. }
  6214. else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
  6215. {
  6216. auto warMachine = st->unitType()->warMachine;
  6217. if(warMachine == ArtifactID::NONE)
  6218. {
  6219. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6220. }
  6221. //catapult artifact remain even if "creature" killed in siege
  6222. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6223. {
  6224. logGlobal->debug("War machine has been destroyed");
  6225. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6226. if (hero)
  6227. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6228. else
  6229. logGlobal->error("War machine in army without hero");
  6230. }
  6231. }
  6232. else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6233. {
  6234. if(st->alive() && st->getCount() > 0)
  6235. {
  6236. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6237. const CreatureID summonedType = st->creatureId();
  6238. summoned[summonedType] += st->getCount();
  6239. }
  6240. }
  6241. else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6242. {
  6243. if (nullptr == st->base)
  6244. {
  6245. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6246. }
  6247. else
  6248. {
  6249. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6250. if(c)
  6251. {
  6252. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6253. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6254. {
  6255. logGlobal->debug("Commander is dead.");
  6256. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6257. }
  6258. }
  6259. else
  6260. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6261. }
  6262. }
  6263. else if(st->base && !army->slotEmpty(st->unitSlot()))
  6264. {
  6265. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
  6266. if(st->getCount() == 0 || !st->alive())
  6267. {
  6268. logGlobal->debug("Stack has been destroyed.");
  6269. StackLocation sl(army, st->unitSlot());
  6270. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6271. }
  6272. else if(st->getCount() < army->getStackCount(st->unitSlot()))
  6273. {
  6274. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
  6275. StackLocation sl(army, st->unitSlot());
  6276. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6277. }
  6278. else if(st->getCount() > army->getStackCount(st->unitSlot()))
  6279. {
  6280. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
  6281. StackLocation sl(army, st->unitSlot());
  6282. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6283. }
  6284. }
  6285. else
  6286. {
  6287. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6288. }
  6289. }
  6290. }
  6291. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6292. {
  6293. for (TStackAndItsNewCount &ncount : newStackCounts)
  6294. {
  6295. if (ncount.second > 0)
  6296. gh->changeStackCount(ncount.first, ncount.second, true);
  6297. else
  6298. gh->eraseStack(ncount.first, true);
  6299. }
  6300. for (auto summoned_iter : summoned)
  6301. {
  6302. SlotID slot = army->getSlotFor(summoned_iter.first);
  6303. if (slot.validSlot())
  6304. {
  6305. StackLocation location(army, slot);
  6306. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6307. }
  6308. else
  6309. {
  6310. //even if it will be possible to summon anything permanently it should be checked for free slot
  6311. //necromancy is handled separately
  6312. gh->complain("No free slot to put summoned creature");
  6313. }
  6314. }
  6315. for (auto al : removedWarMachines)
  6316. {
  6317. gh->removeArtifact(al);
  6318. }
  6319. if (heroWithDeadCommander != ObjectInstanceID())
  6320. {
  6321. SetCommanderProperty scp;
  6322. scp.heroid = heroWithDeadCommander;
  6323. scp.which = SetCommanderProperty::ALIVE;
  6324. scp.amount = 0;
  6325. gh->sendAndApply(&scp);
  6326. }
  6327. }
  6328. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6329. {
  6330. assert(Query->result);
  6331. assert(Query->bi);
  6332. auto &result = *Query->result;
  6333. auto &info = *Query->bi;
  6334. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6335. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6336. victor = info.sides[result.winner].color;
  6337. loser = info.sides[!result.winner].color;
  6338. winnerSide = result.winner;
  6339. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6340. }
  6341. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6342. {
  6343. winnerHero = loserHero = nullptr;
  6344. winnerSide = 0;
  6345. remainingBattleQueriesCount = 0;
  6346. }
  6347. CRandomGenerator & CGameHandler::getRandomGenerator()
  6348. {
  6349. return CRandomGenerator::getDefault();
  6350. }
  6351. #if SCRIPTING_ENABLED
  6352. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6353. {
  6354. return serverScripts.get();
  6355. }
  6356. scripting::Pool * CGameHandler::getContextPool() const
  6357. {
  6358. return serverScripts.get();
  6359. }
  6360. #endif
  6361. void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_t subtype)
  6362. {
  6363. NewObject no;
  6364. no.ID = type;
  6365. no.subID= subtype;
  6366. no.targetPos = visitablePosition;
  6367. sendAndApply(&no);
  6368. }