GameStatePackVisitor.cpp 47 KB

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  1. /*
  2. * GameStatePackVisitor.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 "GameStatePackVisitor.h"
  12. #include "CGameState.h"
  13. #include "TavernHeroesPool.h"
  14. #include "../CPlayerState.h"
  15. #include "../CStack.h"
  16. #include "../IGameSettings.h"
  17. #include "../campaign/CampaignState.h"
  18. #include "../entities/artifact/ArtifactUtils.h"
  19. #include "../entities/artifact/CArtifact.h"
  20. #include "../entities/artifact/CArtifactFittingSet.h"
  21. #include "../mapObjects/CGHeroInstance.h"
  22. #include "../mapObjects/CGMarket.h"
  23. #include "../mapObjects/CGTownInstance.h"
  24. #include "../mapObjects/CQuest.h"
  25. #include "../mapObjects/FlaggableMapObject.h"
  26. #include "../mapObjects/MiscObjects.h"
  27. #include "../mapObjects/TownBuildingInstance.h"
  28. #include "../mapping/CMap.h"
  29. #include "../networkPacks/StackLocation.h"
  30. VCMI_LIB_NAMESPACE_BEGIN
  31. void GameStatePackVisitor::visitSetResources(SetResources & pack)
  32. {
  33. assert(pack.player.isValidPlayer());
  34. if(pack.mode == ChangeValueMode::ABSOLUTE)
  35. gs.getPlayerState(pack.player)->resources = pack.res;
  36. else
  37. gs.getPlayerState(pack.player)->resources += pack.res;
  38. gs.getPlayerState(pack.player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  39. //just ensure that player resources are not negative
  40. //server is responsible to check if player can afford deal
  41. //but events on server side are allowed to take more than player have
  42. gs.getPlayerState(pack.player)->resources.positive();
  43. }
  44. void GameStatePackVisitor::visitSetPrimarySkill(SetPrimarySkill & pack)
  45. {
  46. CGHeroInstance * hero = gs.getHero(pack.id);
  47. assert(hero);
  48. hero->setPrimarySkill(pack.which, pack.val, pack.mode);
  49. }
  50. void GameStatePackVisitor::visitSetHeroExperience(SetHeroExperience & pack)
  51. {
  52. CGHeroInstance * hero = gs.getHero(pack.id);
  53. assert(hero);
  54. hero->setExperience(pack.val, pack.mode);
  55. }
  56. void GameStatePackVisitor::visitGiveStackExperience(GiveStackExperience & pack)
  57. {
  58. auto * army = gs.getArmyInstance(pack.id);
  59. for (const auto & slot : pack.val)
  60. army->getStackPtr(slot.first)->giveAverageStackExperience(slot.second);
  61. army->nodeHasChanged();
  62. }
  63. void GameStatePackVisitor::visitSetSecSkill(SetSecSkill & pack)
  64. {
  65. CGHeroInstance *hero = gs.getHero(pack.id);
  66. hero->setSecSkillLevel(pack.which, pack.val, pack.mode);
  67. }
  68. void GameStatePackVisitor::visitSetCommanderProperty(SetCommanderProperty & pack)
  69. {
  70. const auto & commander = gs.getHero(pack.heroid)->getCommander();
  71. assert (commander);
  72. switch (pack.which)
  73. {
  74. case SetCommanderProperty::BONUS:
  75. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  76. break;
  77. case SetCommanderProperty::SPECIAL_SKILL:
  78. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  79. commander->specialSkills.insert (pack.additionalInfo);
  80. break;
  81. case SetCommanderProperty::SECONDARY_SKILL:
  82. commander->secondarySkills[pack.additionalInfo] = static_cast<ui8>(pack.amount);
  83. break;
  84. case SetCommanderProperty::ALIVE:
  85. if (pack.amount)
  86. commander->setAlive(true);
  87. else
  88. commander->setAlive(false);
  89. break;
  90. case SetCommanderProperty::EXPERIENCE:
  91. commander->giveTotalStackExperience(pack.amount);
  92. commander->nodeHasChanged();
  93. break;
  94. }
  95. }
  96. void GameStatePackVisitor::visitAddQuest(AddQuest & pack)
  97. {
  98. assert(vstd::contains(gs.players, pack.player));
  99. auto * vec = &gs.players.at(pack.player).quests;
  100. if (!vstd::contains(*vec, pack.quest))
  101. vec->push_back(pack.quest);
  102. else
  103. logNetwork->warn("Warning! Attempt to add duplicated quest");
  104. }
  105. void GameStatePackVisitor::visitChangeFormation(ChangeFormation & pack)
  106. {
  107. gs.getHero(pack.hid)->setFormation(pack.formation);
  108. }
  109. void GameStatePackVisitor::visitHeroVisitCastle(HeroVisitCastle & pack)
  110. {
  111. CGHeroInstance *h = gs.getHero(pack.hid);
  112. CGTownInstance *t = gs.getTown(pack.tid);
  113. assert(h);
  114. assert(t);
  115. if(pack.start())
  116. t->setVisitingHero(h);
  117. else
  118. t->setVisitingHero(nullptr);
  119. }
  120. void GameStatePackVisitor::visitChangeSpells(ChangeSpells & pack)
  121. {
  122. CGHeroInstance *hero = gs.getHero(pack.hid);
  123. if(pack.learn)
  124. for(const auto & sid : pack.spells)
  125. hero->addSpellToSpellbook(sid);
  126. else
  127. for(const auto & sid : pack.spells)
  128. hero->removeSpellFromSpellbook(sid);
  129. }
  130. void GameStatePackVisitor::visitSetResearchedSpells(SetResearchedSpells & pack)
  131. {
  132. CGTownInstance *town = gs.getTown(pack.tid);
  133. town->spells[pack.level] = pack.spells;
  134. town->spellResearchCounterDay++;
  135. if(pack.accepted)
  136. town->spellResearchAcceptedCounter++;
  137. }
  138. void GameStatePackVisitor::visitSetMana(SetMana & pack)
  139. {
  140. CGHeroInstance * hero = gs.getHero(pack.hid);
  141. assert(hero);
  142. if(pack.mode == ChangeValueMode::ABSOLUTE)
  143. hero->mana = pack.val;
  144. else
  145. hero->mana += pack.val;
  146. vstd::amax(hero->mana, 0); //not less than 0
  147. }
  148. void GameStatePackVisitor::visitSetMovePoints(SetMovePoints & pack)
  149. {
  150. CGHeroInstance *hero = gs.getHero(pack.hid);
  151. assert(hero);
  152. hero->setMovementPoints(pack.val);
  153. }
  154. void GameStatePackVisitor::visitFoWChange(FoWChange & pack)
  155. {
  156. TeamState * team = gs.getPlayerTeam(pack.player);
  157. auto & fogOfWarMap = team->fogOfWarMap;
  158. for(const int3 & t : pack.tiles)
  159. fogOfWarMap[t.z][t.x][t.y] = pack.mode != ETileVisibility::HIDDEN;
  160. if (pack.mode == ETileVisibility::HIDDEN) //do not hide too much
  161. {
  162. std::unordered_set<int3> tilesRevealed;
  163. for (auto & o : gs.getMap().getObjects())
  164. {
  165. if (o->asOwnable())
  166. {
  167. if(vstd::contains(team->players, o->getOwner())) //check owned observators
  168. gs.getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  169. }
  170. }
  171. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  172. fogOfWarMap[t.z][t.x][t.y] = 1;
  173. }
  174. }
  175. void GameStatePackVisitor::visitSetAvailableHero(SetAvailableHero & pack)
  176. {
  177. gs.heroesPool->setHeroForPlayer(pack.player, pack.slotID, pack.hid, pack.army, pack.roleID, pack.replenishPoints);
  178. }
  179. void GameStatePackVisitor::visitGiveBonus(GiveBonus & pack)
  180. {
  181. CBonusSystemNode *cbsn = nullptr;
  182. switch(pack.who)
  183. {
  184. case GiveBonus::ETarget::OBJECT:
  185. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.id.as<ObjectInstanceID>()));
  186. break;
  187. case GiveBonus::ETarget::HERO_COMMANDER:
  188. cbsn = gs.getHero(pack.id.as<ObjectInstanceID>())->getCommander();
  189. break;
  190. case GiveBonus::ETarget::PLAYER:
  191. cbsn = gs.getPlayerState(pack.id.as<PlayerColor>());
  192. break;
  193. case GiveBonus::ETarget::BATTLE:
  194. assert(Bonus::OneBattle(&pack.bonus));
  195. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.id.as<BattleID>()));
  196. break;
  197. }
  198. assert(cbsn);
  199. if(Bonus::OneWeek(&pack.bonus))
  200. pack.bonus.turnsRemain = 8 - gs.getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  201. auto b = std::make_shared<Bonus>(pack.bonus);
  202. cbsn->addNewBonus(b);
  203. }
  204. void GameStatePackVisitor::visitChangeObjPos(ChangeObjPos & pack)
  205. {
  206. CGObjectInstance *obj = gs.getObjInstance(pack.objid);
  207. if(!obj)
  208. {
  209. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", pack.objid.getNum());
  210. return;
  211. }
  212. gs.getMap().moveObject(pack.objid, pack.nPos + obj->getVisitableOffset());
  213. }
  214. void GameStatePackVisitor::visitChangeObjectVisitors(ChangeObjectVisitors & pack)
  215. {
  216. auto objectPtr = gs.getObjInstance(pack.object);
  217. switch (pack.mode)
  218. {
  219. case ChangeObjectVisitors::VISITOR_ADD_HERO:
  220. gs.getHero(pack.hero)->visitedObjects.insert(pack.object);
  221. [[fallthrough]];
  222. case ChangeObjectVisitors::VISITOR_ADD_PLAYER:
  223. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  224. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjects.insert(pack.object);
  225. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  226. break;
  227. case ChangeObjectVisitors::VISITOR_CLEAR:
  228. // remove visit info from all heroes, including those that are not present on map
  229. for (auto heroID : gs.getMap().getHeroesOnMap())
  230. gs.getHero(heroID)->visitedObjects.erase(pack.object);
  231. for (auto heroID : gs.getMap().getHeroesInPool())
  232. gs.getMap().tryGetFromHeroPool(heroID)->visitedObjects.erase(pack.object);
  233. for(auto &elem : gs.players)
  234. elem.second.visitedObjects.erase(pack.object);
  235. for(auto &elem : gs.teams)
  236. elem.second.scoutedObjects.erase(pack.object);
  237. break;
  238. case ChangeObjectVisitors::VISITOR_SCOUTED:
  239. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  240. break;
  241. }
  242. }
  243. void GameStatePackVisitor::visitChangeArtifactsCostume(ChangeArtifactsCostume & pack)
  244. {
  245. auto & allCostumes = gs.getPlayerState(pack.player)->costumesArtifacts;
  246. if(const auto & costume = allCostumes.find(pack.costumeIdx); costume != allCostumes.end())
  247. costume->second = pack.costumeSet;
  248. else
  249. allCostumes.try_emplace(pack.costumeIdx, pack.costumeSet);
  250. }
  251. void GameStatePackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack)
  252. {
  253. PlayerState *p = gs.getPlayerState(pack.player);
  254. if(pack.victoryLossCheckResult.victory())
  255. {
  256. p->status = EPlayerStatus::WINNER;
  257. // TODO: Campaign-specific code might as well go somewhere else
  258. // keep all heroes from the winning player
  259. if(p->human && gs.getStartInfo()->campState)
  260. {
  261. std::vector<CGHeroInstance *> crossoverHeroes;
  262. for (auto hero : p->getHeroes())
  263. if (hero->tempOwner == pack.player)
  264. crossoverHeroes.push_back(hero);
  265. gs.getStartInfo()->campState->setCurrentMapAsConquered(crossoverHeroes);
  266. }
  267. }
  268. else
  269. {
  270. p->status = EPlayerStatus::LOSER;
  271. }
  272. // defeated player may be making turn right now
  273. gs.actingPlayers.erase(pack.player);
  274. }
  275. void GameStatePackVisitor::visitPlayerReinitInterface(PlayerReinitInterface & pack)
  276. {
  277. if(!gs.getStartInfo())
  278. return;
  279. //TODO: what does mean if more that one player connected?
  280. if(pack.playerConnectionId == PlayerSettings::PLAYER_AI)
  281. {
  282. for(const auto & player : pack.players)
  283. gs.getStartInfo()->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  284. }
  285. }
  286. void GameStatePackVisitor::visitRemoveBonus(RemoveBonus & pack)
  287. {
  288. CBonusSystemNode *node = nullptr;
  289. switch(pack.who)
  290. {
  291. case GiveBonus::ETarget::OBJECT:
  292. node = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.whoID.as<ObjectInstanceID>()));
  293. break;
  294. case GiveBonus::ETarget::PLAYER:
  295. node = gs.getPlayerState(pack.whoID.as<PlayerColor>());
  296. break;
  297. case GiveBonus::ETarget::BATTLE:
  298. assert(Bonus::OneBattle(&pack.bonus));
  299. node = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.whoID.as<BattleID>()));
  300. break;
  301. }
  302. BonusList &bonuses = node->getExportedBonusList();
  303. for(const auto & b : bonuses)
  304. {
  305. if(b->source == pack.source && b->sid == pack.id)
  306. {
  307. pack.bonus = *b; //backup bonus (to show to interfaces later)
  308. node->removeBonus(b);
  309. break;
  310. }
  311. }
  312. }
  313. void GameStatePackVisitor::visitRemoveObject(RemoveObject & pack)
  314. {
  315. CGObjectInstance *obj = gs.getObjInstance(pack.objectID);
  316. logGlobal->debug("removing object id=%d; address=%x; name=%s", pack.objectID, (intptr_t)obj, obj->getObjectName());
  317. if (pack.initiator.isValidPlayer())
  318. gs.getPlayerState(pack.initiator)->destroyedObjects.insert(pack.objectID);
  319. if(obj->getOwner().isValidPlayer())
  320. gs.getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
  321. if(obj->ID == Obj::HERO) //remove beaten hero
  322. {
  323. auto beatenHero = dynamic_cast<CGHeroInstance*>(obj);
  324. assert(beatenHero);
  325. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  326. {
  327. return asi.getArt()->getTypeId() == ArtifactID::GRAIL;
  328. });
  329. if(beatenHero->getVisitedTown())
  330. {
  331. if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
  332. beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
  333. else
  334. beatenHero->getVisitedTown()->setVisitingHero(nullptr);
  335. beatenHero->setVisitedTown(nullptr, false);
  336. }
  337. //If hero on Boat is removed, the Boat disappears
  338. if(beatenHero->inBoat())
  339. {
  340. auto boat = beatenHero->getBoat();
  341. beatenHero->setBoat(nullptr);
  342. gs.getMap().eraseObject(boat->id);
  343. }
  344. beatenHero->detachFromBonusSystem(gs);
  345. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  346. auto beatenObject = gs.getMap().eraseObject(obj->id);
  347. //return hero to the pool, so he may reappear in tavern
  348. gs.heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
  349. gs.getMap().addToHeroPool(std::dynamic_pointer_cast<CGHeroInstance>(beatenObject));
  350. return;
  351. }
  352. if(obj->ID == Obj::TOWN)
  353. {
  354. auto * town = dynamic_cast<CGTownInstance *>(obj);
  355. town->setVisitingHero(nullptr);
  356. if (town->getGarrisonHero())
  357. {
  358. gs.getMap().showObject(gs.getHero(town->getGarrisonHero()->id));
  359. town->setGarrisonedHero(nullptr);
  360. }
  361. }
  362. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  363. if (quest)
  364. {
  365. for (auto &player : gs.players)
  366. {
  367. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  368. return q.obj == obj->id;
  369. });
  370. }
  371. }
  372. obj->detachFromBonusSystem(gs);
  373. gs.getMap().eraseObject(pack.objectID);
  374. gs.getMap().calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  375. }
  376. static int getDir(const int3 & src, const int3 & dst)
  377. {
  378. int ret = -1;
  379. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  380. {
  381. ret = 1;
  382. }
  383. else if(dst.x == src.x && dst.y+1 == src.y) //t
  384. {
  385. ret = 2;
  386. }
  387. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  388. {
  389. ret = 3;
  390. }
  391. else if(dst.x-1 == src.x && dst.y == src.y) //r
  392. {
  393. ret = 4;
  394. }
  395. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  396. {
  397. ret = 5;
  398. }
  399. else if(dst.x == src.x && dst.y-1 == src.y) //b
  400. {
  401. ret = 6;
  402. }
  403. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  404. {
  405. ret = 7;
  406. }
  407. else if(dst.x+1 == src.x && dst.y == src.y) //l
  408. {
  409. ret = 8;
  410. }
  411. return ret;
  412. }
  413. void GameStatePackVisitor::visitTryMoveHero(TryMoveHero & pack)
  414. {
  415. CGHeroInstance *h = gs.getHero(pack.id);
  416. if (!h)
  417. {
  418. logGlobal->error("Attempt ot move unavailable hero %d", pack.id.getNum());
  419. return;
  420. }
  421. const TerrainTile & fromTile = gs.getMap().getTile(h->convertToVisitablePos(pack.start));
  422. const TerrainTile & destTile = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  423. h->setMovementPoints(pack.movePoints);
  424. if((pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::BLOCKING_VISIT || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK) && pack.start != pack.end)
  425. {
  426. auto dir = getDir(pack.start, pack.end);
  427. if(dir > 0 && dir <= 8)
  428. h->moveDir = dir;
  429. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  430. }
  431. if(pack.result == TryMoveHero::EMBARK) //hero enters boat at destination tile
  432. {
  433. const TerrainTile &tt = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  434. ObjectInstanceID topObjectID = tt.visitableObjects.back();
  435. CGObjectInstance * topObject = gs.getObjInstance(topObjectID);
  436. assert(tt.visitableObjects.size() >= 1 && topObject->ID == Obj::BOAT); //the only visitable object at destination is Boat
  437. auto * boat = dynamic_cast<CGBoat *>(topObject);
  438. assert(boat);
  439. gs.getMap().hideObject(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  440. h->setBoat(boat);
  441. }
  442. else if(pack.result == TryMoveHero::DISEMBARK) //hero leaves boat to destination tile
  443. {
  444. auto * b = h->getBoat();
  445. b->direction = h->moveDir;
  446. b->pos = pack.start;
  447. gs.getMap().showObject(b);
  448. h->setBoat(nullptr);
  449. }
  450. if(pack.start != pack.end && (pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::TELEPORTATION || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK))
  451. {
  452. gs.getMap().hideObject(h);
  453. h->setAnchorPos(pack.end);
  454. if(auto * b = h->getBoat())
  455. b->setAnchorPos(pack.end);
  456. gs.getMap().showObject(h);
  457. }
  458. auto & fogOfWarMap = gs.getPlayerTeam(h->getOwner())->fogOfWarMap;
  459. for(const int3 & t : pack.fowRevealed)
  460. fogOfWarMap[t.z][t.x][t.y] = 1;
  461. if (fromTile.getTerrainID() != destTile.getTerrainID())
  462. h->nodeHasChanged(); // update bonuses with terrain limiter
  463. }
  464. void GameStatePackVisitor::visitNewStructures(NewStructures & pack)
  465. {
  466. CGTownInstance *t = gs.getTown(pack.tid);
  467. for(const auto & id : pack.bid)
  468. {
  469. assert(t->getTown()->buildings.at(id) != nullptr);
  470. t->addBuilding(id);
  471. }
  472. t->updateAppearance();
  473. t->built = pack.built;
  474. t->recreateBuildingsBonuses();
  475. }
  476. void GameStatePackVisitor::visitRazeStructures(RazeStructures & pack)
  477. {
  478. CGTownInstance *t = gs.getTown(pack.tid);
  479. for(const auto & id : pack.bid)
  480. {
  481. t->removeBuilding(id);
  482. t->updateAppearance();
  483. }
  484. t->destroyed = pack.destroyed; //yeaha
  485. t->recreateBuildingsBonuses();
  486. }
  487. void GameStatePackVisitor::visitSetAvailableCreatures(SetAvailableCreatures & pack)
  488. {
  489. auto * dw = dynamic_cast<CGDwelling *>(gs.getObjInstance(pack.tid));
  490. assert(dw);
  491. dw->creatures = pack.creatures;
  492. }
  493. void GameStatePackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack)
  494. {
  495. CGTownInstance *t = gs.getTown(pack.tid);
  496. CGHeroInstance * v = gs.getHero(pack.visiting);
  497. CGHeroInstance * g = gs.getHero(pack.garrison);
  498. bool newVisitorComesFromGarrison = v && v == t->getGarrisonHero();
  499. bool newGarrisonComesFromVisiting = g && g == t->getVisitingHero();
  500. if(newVisitorComesFromGarrison)
  501. t->setGarrisonedHero(nullptr);
  502. if(newGarrisonComesFromVisiting)
  503. t->setVisitingHero(nullptr);
  504. if(!newGarrisonComesFromVisiting || v)
  505. t->setVisitingHero(v);
  506. if(!newVisitorComesFromGarrison || g)
  507. t->setGarrisonedHero(g);
  508. if(v)
  509. gs.getMap().showObject(v);
  510. if(g)
  511. gs.getMap().hideObject(g);
  512. }
  513. void GameStatePackVisitor::visitHeroRecruited(HeroRecruited & pack)
  514. {
  515. auto h = gs.heroesPool->takeHeroFromPool(pack.hid);
  516. CGTownInstance *t = gs.getTown(pack.tid);
  517. PlayerState *p = gs.getPlayerState(pack.player);
  518. if (pack.boatId.hasValue())
  519. {
  520. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  521. auto * boat = dynamic_cast<CGBoat *>(obj);
  522. if (boat)
  523. {
  524. gs.getMap().hideObject(boat);
  525. h->setBoat(boat);
  526. }
  527. }
  528. h->setOwner(pack.player);
  529. h->pos = pack.tile;
  530. h->updateAppearance();
  531. assert(h->id.hasValue());
  532. gs.getMap().addNewObject(h);
  533. p->addOwnedObject(h.get());
  534. h->attachToBonusSystem(gs);
  535. if(t)
  536. t->setVisitingHero(h.get());
  537. }
  538. void GameStatePackVisitor::visitGiveHero(GiveHero & pack)
  539. {
  540. CGHeroInstance *h = gs.getHero(pack.id);
  541. if (pack.boatId.hasValue())
  542. {
  543. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  544. auto * boat = dynamic_cast<CGBoat *>(obj);
  545. if (boat)
  546. {
  547. gs.getMap().hideObject(boat);
  548. h->setBoat(boat);
  549. }
  550. }
  551. //bonus system
  552. h->detachFrom(gs.globalEffects);
  553. h->attachTo(*gs.getPlayerState(pack.player));
  554. auto oldVisitablePos = h->visitablePos();
  555. gs.getMap().hideObject(h);
  556. h->updateAppearance();
  557. h->setOwner(pack.player);
  558. h->setMovementPoints(h->movementPointsLimit(true));
  559. h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
  560. gs.getMap().heroAddedToMap(h);
  561. gs.getPlayerState(h->getOwner())->addOwnedObject(h);
  562. gs.getMap().showObject(h);
  563. h->setVisitedTown(nullptr, false);
  564. }
  565. void GameStatePackVisitor::visitNewObject(NewObject & pack)
  566. {
  567. gs.getMap().addNewObject(pack.newObject);
  568. gs.getMap().calculateGuardingGreaturePositions();
  569. // attach newly spawned wandering monster to global bonus system node
  570. auto newArmy = std::dynamic_pointer_cast<CArmedInstance>(pack.newObject);
  571. if (newArmy)
  572. newArmy->attachToBonusSystem(gs);
  573. logGlobal->debug("Added object id=%d; name=%s", pack.newObject->id, pack.newObject->getObjectName());
  574. }
  575. void GameStatePackVisitor::visitNewArtifact(NewArtifact & pack)
  576. {
  577. auto art = gs.createArtifact(pack.artId, pack.spellId);
  578. PutArtifact pa(art->getId(), ArtifactLocation(pack.artHolder, pack.pos), false);
  579. pa.visit(*this);
  580. }
  581. void GameStatePackVisitor::visitChangeStackCount(ChangeStackCount & pack)
  582. {
  583. auto * srcObj = gs.getArmyInstance(pack.army);
  584. if(!srcObj)
  585. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  586. if(pack.mode == ChangeValueMode::ABSOLUTE)
  587. srcObj->setStackCount(pack.slot, pack.count);
  588. else
  589. srcObj->changeStackCount(pack.slot, pack.count);
  590. }
  591. void GameStatePackVisitor::visitSetStackType(SetStackType & pack)
  592. {
  593. auto * srcObj = gs.getArmyInstance(pack.army);
  594. if(!srcObj)
  595. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  596. srcObj->setStackType(pack.slot, pack.type);
  597. }
  598. void GameStatePackVisitor::visitEraseStack(EraseStack & pack)
  599. {
  600. auto * srcObj = gs.getArmyInstance(pack.army);
  601. if(!srcObj)
  602. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  603. srcObj->eraseStack(pack.slot);
  604. }
  605. void GameStatePackVisitor::visitSwapStacks(SwapStacks & pack)
  606. {
  607. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  608. if(!srcObj)
  609. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  610. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  611. if(!dstObj)
  612. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  613. auto s1 = srcObj->detachStack(pack.srcSlot);
  614. auto s2 = dstObj->detachStack(pack.dstSlot);
  615. srcObj->putStack(pack.srcSlot, std::move(s2));
  616. dstObj->putStack(pack.dstSlot, std::move(s1));
  617. }
  618. void GameStatePackVisitor::visitInsertNewStack(InsertNewStack & pack)
  619. {
  620. if(auto * obj = gs.getArmyInstance(pack.army))
  621. obj->putStack(pack.slot, std::make_unique<CStackInstance>(&gs, pack.type, pack.count));
  622. else
  623. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  624. }
  625. void GameStatePackVisitor::visitRebalanceStacks(RebalanceStacks & pack)
  626. {
  627. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  628. if(!srcObj)
  629. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  630. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  631. if(!dstObj)
  632. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  633. StackLocation src(srcObj->id, pack.srcSlot);
  634. StackLocation dst(dstObj->id, pack.dstSlot);
  635. [[maybe_unused]] const CCreature * srcType = srcObj->getCreature(src.slot);
  636. const CCreature * dstType = dstObj->getCreature(dst.slot);
  637. TQuantity srcCount = srcObj->getStackCount(src.slot);
  638. if(srcCount == pack.count) //moving whole stack
  639. {
  640. if(dstType) //stack at dest -> merge
  641. {
  642. assert(dstType == srcType);
  643. const auto srcHero = dynamic_cast<CGHeroInstance*>(srcObj);
  644. const auto dstHero = dynamic_cast<CGHeroInstance*>(dstObj);
  645. auto srcStack = const_cast<CStackInstance*>(srcObj->getStackPtr(src.slot));
  646. auto dstStack = const_cast<CStackInstance*>(dstObj->getStackPtr(dst.slot));
  647. if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  648. {
  649. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  650. {
  651. bool artifactIsLost = true;
  652. if(srcHero)
  653. {
  654. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  655. if (dstSlot != ArtifactPosition::PRE_FIRST)
  656. {
  657. gs.getMap().moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  658. artifactIsLost = false;
  659. }
  660. }
  661. if (artifactIsLost)
  662. {
  663. BulkEraseArtifacts ea;
  664. ea.artHolder = dstHero->id;
  665. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  666. ea.creature = dst.slot;
  667. ea.visit(*this);
  668. logNetwork->warn("Cannot move artifact! No free slots");
  669. }
  670. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  671. //TODO: choose from dialog
  672. }
  673. else //just move to the other slot before stack gets erased
  674. {
  675. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  676. }
  677. }
  678. auto movedStack = srcObj->detachStack(src.slot);
  679. dstObj->joinStack(dst.slot, std::move(movedStack));
  680. }
  681. else
  682. {
  683. auto movedStack = srcObj->detachStack(src.slot);
  684. dstObj->putStack(dst.slot, std::move(movedStack));
  685. }
  686. }
  687. else
  688. {
  689. auto movedStack = srcObj->splitStack(src.slot, pack.count);
  690. if(dstType) //stack at dest -> rebalance
  691. {
  692. assert(dstType == srcType);
  693. dstObj->joinStack(dst.slot, std::move(movedStack));
  694. }
  695. else //move new stack to an empty slot
  696. {
  697. dstObj->putStack(dst.slot, std::move(movedStack));
  698. }
  699. }
  700. srcObj->nodeHasChanged();
  701. if (srcObj != dstObj)
  702. dstObj->nodeHasChanged();
  703. }
  704. void GameStatePackVisitor::visitBulkRebalanceStacks(BulkRebalanceStacks & pack)
  705. {
  706. for(auto & move : pack.moves)
  707. move.visit(*this);
  708. }
  709. void GameStatePackVisitor::visitGrowUpArtifact(GrowUpArtifact & pack)
  710. {
  711. auto artInst = gs.getArtInstance(pack.id);
  712. assert(artInst);
  713. artInst->growingUp();
  714. }
  715. void GameStatePackVisitor::visitPutArtifact(PutArtifact & pack)
  716. {
  717. auto art = gs.getArtInstance(pack.id);
  718. assert(!art->getParentNodes().empty());
  719. auto hero = gs.getHero(pack.al.artHolder);
  720. assert(hero);
  721. assert(art && art->canBePutAt(hero, pack.al.slot));
  722. assert(ArtifactUtils::checkIfSlotValid(*hero, pack.al.slot));
  723. gs.getMap().putArtifactInstance(*hero, art->getId(), pack.al.slot);
  724. }
  725. void GameStatePackVisitor::visitBulkEraseArtifacts(BulkEraseArtifacts & pack)
  726. {
  727. const auto artSet = gs.getArtSet(pack.artHolder);
  728. assert(artSet);
  729. std::sort(pack.posPack.begin(), pack.posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  730. {
  731. return slot0.num > slot1.num;
  732. });
  733. for(const auto & slot : pack.posPack)
  734. {
  735. const auto slotInfo = artSet->getSlot(slot);
  736. const ArtifactInstanceID artifactID = slotInfo->artifactID;
  737. const CArtifactInstance * artifact = gs.getArtInstance(artifactID);
  738. if(slotInfo->locked)
  739. {
  740. logGlobal->debug("Erasing locked artifact: %s", artifact->getType()->getNameTranslated());
  741. DisassembledArtifact dis;
  742. dis.al.artHolder = pack.artHolder;
  743. for(auto & slotInfoWorn : artSet->artifactsWorn)
  744. {
  745. auto art = slotInfoWorn.second.getArt();
  746. if(art->isCombined() && art->isPart(artifact))
  747. {
  748. dis.al.slot = artSet->getArtPos(art);
  749. break;
  750. }
  751. }
  752. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  753. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
  754. dis.visit(*this);
  755. }
  756. else
  757. {
  758. logGlobal->debug("Erasing artifact %s", artifact->getType()->getNameTranslated());
  759. }
  760. gs.getMap().removeArtifactInstance(*artSet, slot);
  761. }
  762. }
  763. void GameStatePackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack)
  764. {
  765. const auto bulkArtsRemove = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & artSet)
  766. {
  767. std::vector<ArtifactPosition> packToRemove;
  768. for(const auto & slotsPair : artsPack)
  769. packToRemove.push_back(slotsPair.srcPos);
  770. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  771. {
  772. return slot0.num > slot1.num;
  773. });
  774. for(const auto & slot : packToRemove)
  775. gs.getMap().removeArtifactInstance(artSet, slot);
  776. };
  777. const auto bulkArtsPut = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  778. {
  779. for(const auto & slotsPair : artsPack)
  780. {
  781. auto * art = initArtSet.getArt(slotsPair.srcPos);
  782. assert(art);
  783. gs.getMap().putArtifactInstance(dstArtSet, art->getId(), slotsPair.dstPos);
  784. }
  785. };
  786. auto * leftSet = gs.getArtSet(ArtifactLocation(pack.srcArtHolder, pack.srcCreature));
  787. assert(leftSet);
  788. auto * rightSet = gs.getArtSet(ArtifactLocation(pack.dstArtHolder, pack.dstCreature));
  789. assert(rightSet);
  790. CArtifactFittingSet artInitialSetLeft(*leftSet);
  791. bulkArtsRemove(pack.artsPack0, *leftSet);
  792. if(!pack.artsPack1.empty())
  793. {
  794. CArtifactFittingSet artInitialSetRight(*rightSet);
  795. bulkArtsRemove(pack.artsPack1, *rightSet);
  796. bulkArtsPut(pack.artsPack1, artInitialSetRight, *leftSet);
  797. }
  798. bulkArtsPut(pack.artsPack0, artInitialSetLeft, *rightSet);
  799. }
  800. void GameStatePackVisitor::visitDischargeArtifact(DischargeArtifact & pack)
  801. {
  802. auto artInst = gs.getArtInstance(pack.id);
  803. assert(artInst);
  804. artInst->discharge(pack.charges);
  805. if(artInst->getType()->getRemoveOnDepletion() && artInst->getCharges() == 0 && pack.artLoc.has_value())
  806. {
  807. BulkEraseArtifacts ePack;
  808. ePack.artHolder = pack.artLoc.value().artHolder;
  809. ePack.creature = pack.artLoc.value().creature;
  810. ePack.posPack.push_back(pack.artLoc.value().slot);
  811. ePack.visit(*this);
  812. }
  813. }
  814. void GameStatePackVisitor::visitAssembledArtifact(AssembledArtifact & pack)
  815. {
  816. auto artSet = gs.getArtSet(pack.al.artHolder);
  817. assert(artSet);
  818. const auto transformedArt = artSet->getArt(pack.al.slot);
  819. assert(transformedArt);
  820. const auto builtArt = pack.artId.toArtifact();
  821. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  822. {
  823. return art->getId() == builtArt->getId();
  824. }));
  825. auto * combinedArt = gs.getMap().createArtifactComponent(pack.artId);
  826. // Find slots for all involved artifacts
  827. std::set<ArtifactPosition, std::greater<>> slotsInvolved = { pack.al.slot };
  828. CArtifactFittingSet fittingSet(*artSet);
  829. auto parts = builtArt->getConstituents();
  830. parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
  831. for(const auto constituent : parts)
  832. {
  833. const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
  834. fittingSet.lockSlot(slot);
  835. assert(slot != ArtifactPosition::PRE_FIRST);
  836. slotsInvolved.insert(slot);
  837. }
  838. // Find a slot for combined artifact
  839. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
  840. {
  841. pack.al.slot = ArtifactPosition::BACKPACK_START;
  842. }
  843. else if(ArtifactUtils::isSlotBackpack(pack.al.slot))
  844. {
  845. for(const auto & slot : slotsInvolved)
  846. if(ArtifactUtils::isSlotBackpack(slot))
  847. pack.al.slot = slot;
  848. }
  849. else
  850. {
  851. for(const auto & slot : slotsInvolved)
  852. if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), pack.al.slot)
  853. && vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
  854. {
  855. pack.al.slot = slot;
  856. break;
  857. }
  858. }
  859. // Delete parts from hero
  860. for(const auto & slot : slotsInvolved)
  861. {
  862. const auto constituentInstance = artSet->getArt(slot);
  863. gs.getMap().removeArtifactInstance(*artSet, slot);
  864. if(!combinedArt->getType()->isFused())
  865. {
  866. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && slot != pack.al.slot)
  867. combinedArt->addPart(constituentInstance, slot);
  868. else
  869. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  870. }
  871. }
  872. // Put new combined artifacts
  873. gs.getMap().putArtifactInstance(*artSet, combinedArt->getId(), pack.al.slot);
  874. }
  875. void GameStatePackVisitor::visitDisassembledArtifact(DisassembledArtifact & pack)
  876. {
  877. auto hero = gs.getHero(pack.al.artHolder);
  878. assert(hero);
  879. auto disassembledArtID = hero->getArtID(pack.al.slot);
  880. auto disassembledArt = gs.getArtInstance(disassembledArtID);
  881. assert(disassembledArt);
  882. const auto parts = disassembledArt->getPartsInfo();
  883. gs.getMap().removeArtifactInstance(*hero, pack.al.slot);
  884. for(auto & part : parts)
  885. {
  886. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  887. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : pack.al.slot);
  888. disassembledArt->detachFromSource(*part.getArtifact());
  889. gs.getMap().putArtifactInstance(*hero, part.getArtifact()->getId(), slot);
  890. }
  891. gs.getMap().eraseArtifactInstance(disassembledArt->getId());
  892. }
  893. void GameStatePackVisitor::visitHeroVisit(HeroVisit & pack)
  894. {
  895. }
  896. void GameStatePackVisitor::visitSetAvailableArtifacts(SetAvailableArtifacts & pack)
  897. {
  898. if(pack.id != ObjectInstanceID::NONE)
  899. {
  900. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs.getObjInstance(pack.id)))
  901. {
  902. bm->artifacts = pack.arts;
  903. }
  904. else
  905. {
  906. logNetwork->error("Wrong black market id!");
  907. }
  908. }
  909. else
  910. {
  911. gs.getMap().townMerchantArtifacts = pack.arts;
  912. }
  913. }
  914. void GameStatePackVisitor::visitNewTurn(NewTurn & pack)
  915. {
  916. gs.day = pack.day;
  917. // Update bonuses before doing anything else so hero don't get more MP than needed
  918. gs.globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  919. gs.globalEffects.reduceBonusDurations(Bonus::NDays);
  920. gs.globalEffects.reduceBonusDurations(Bonus::OneWeek);
  921. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  922. for(auto & manaPack : pack.heroesMana)
  923. manaPack.visit(*this);
  924. for(auto & movePack : pack.heroesMovement)
  925. movePack.visit(*this);
  926. gs.heroesPool->onNewDay();
  927. for(auto & entry : pack.playerIncome)
  928. {
  929. gs.getPlayerState(entry.first)->resources += entry.second;
  930. gs.getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  931. }
  932. for(auto & creatureSet : pack.availableCreatures) //set available creatures in towns
  933. creatureSet.visit(*this);
  934. for (const auto & townID : gs.getMap().getAllTowns())
  935. {
  936. auto t = gs.getTown(townID);
  937. t->built = 0;
  938. t->spellResearchCounterDay = 0;
  939. }
  940. if(pack.newRumor)
  941. gs.currentRumor = *pack.newRumor;
  942. }
  943. void GameStatePackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
  944. {
  945. CGObjectInstance *obj = gs.getObjInstance(pack.id);
  946. if(!obj)
  947. {
  948. logNetwork->error("Wrong object ID - property cannot be set!");
  949. return;
  950. }
  951. if(pack.what == ObjProperty::OWNER && obj->asOwnable())
  952. {
  953. PlayerColor oldOwner = obj->getOwner();
  954. PlayerColor newOwner = pack.identifier.as<PlayerColor>();
  955. if(oldOwner.isValidPlayer())
  956. gs.getPlayerState(oldOwner)->removeOwnedObject(obj);
  957. if(newOwner.isValidPlayer())
  958. gs.getPlayerState(newOwner)->addOwnedObject(obj);
  959. }
  960. if(pack.what == ObjProperty::OWNER)
  961. {
  962. if(obj->ID == Obj::TOWN)
  963. {
  964. auto * t = dynamic_cast<CGTownInstance *>(obj);
  965. assert(t);
  966. PlayerColor oldOwner = t->tempOwner;
  967. if(oldOwner.isValidPlayer())
  968. {
  969. auto * state = gs.getPlayerState(oldOwner);
  970. if(state->getTowns().empty())
  971. state->daysWithoutCastle = 0;
  972. }
  973. if(pack.identifier.as<PlayerColor>().isValidPlayer())
  974. {
  975. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  976. PlayerState * p = gs.getPlayerState(pack.identifier.as<PlayerColor>());
  977. if(p->daysWithoutCastle)
  978. p->daysWithoutCastle = std::nullopt;
  979. }
  980. }
  981. obj->detachFromBonusSystem(gs);
  982. obj->setProperty(pack.what, pack.identifier);
  983. obj->attachToBonusSystem(gs);
  984. }
  985. else //not an armed instance
  986. {
  987. obj->setProperty(pack.what, pack.identifier);
  988. }
  989. }
  990. void GameStatePackVisitor::visitHeroLevelUp(HeroLevelUp & pack)
  991. {
  992. auto * hero = gs.getHero(pack.heroId);
  993. assert(hero);
  994. hero->levelUp();
  995. }
  996. void GameStatePackVisitor::visitCommanderLevelUp(CommanderLevelUp & pack)
  997. {
  998. auto * hero = gs.getHero(pack.heroId);
  999. assert(hero);
  1000. const auto & commander = hero->getCommander();
  1001. assert(commander);
  1002. commander->levelUp();
  1003. }
  1004. void GameStatePackVisitor::visitBattleStart(BattleStart & pack)
  1005. {
  1006. assert(pack.battleID == gs.nextBattleID);
  1007. pack.info->battleID = gs.nextBattleID;
  1008. pack.info->localInit();
  1009. if (pack.info->getDefendedTown() && pack.info->getSideHero(BattleSide::DEFENDER))
  1010. {
  1011. CGTownInstance * town = gs.getTown(pack.info->townID);
  1012. CGHeroInstance * hero = gs.getHero(pack.info->getSideHero(BattleSide::DEFENDER)->id);
  1013. if (town->getVisitingHero() == hero)
  1014. {
  1015. hero->detachFrom(town->townAndVis);
  1016. hero->attachTo(*town);
  1017. }
  1018. }
  1019. gs.currentBattles.push_back(std::move(pack.info));
  1020. gs.nextBattleID = BattleID(gs.nextBattleID.getNum() + 1);
  1021. }
  1022. void GameStatePackVisitor::visitBattleNextRound(BattleNextRound & pack)
  1023. {
  1024. gs.getBattle(pack.battleID)->nextRound();
  1025. }
  1026. void GameStatePackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack)
  1027. {
  1028. gs.getBattle(pack.battleID)->nextTurn(pack.stack, pack.reason);
  1029. }
  1030. void GameStatePackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack)
  1031. {
  1032. CStack * st = gs.getBattle(pack.battleID)->getStack(pack.stackID);
  1033. assert(st);
  1034. switch(pack.effect)
  1035. {
  1036. case BonusType::HP_REGENERATION:
  1037. {
  1038. int64_t toHeal = pack.val;
  1039. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1040. break;
  1041. }
  1042. case BonusType::MANA_DRAIN:
  1043. {
  1044. CGHeroInstance * h = gs.getHero(ObjectInstanceID(pack.additionalInfo));
  1045. st->drainedMana = true;
  1046. h->mana -= pack.val;
  1047. vstd::amax(h->mana, 0);
  1048. break;
  1049. }
  1050. case BonusType::POISON:
  1051. {
  1052. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1053. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1054. if (b)
  1055. b->val = pack.val;
  1056. break;
  1057. }
  1058. case BonusType::ENCHANTER:
  1059. case BonusType::MORALE:
  1060. break;
  1061. case BonusType::FEARFUL:
  1062. st->fear = true;
  1063. break;
  1064. default:
  1065. logNetwork->error("Unrecognized trigger effect type %d", static_cast<int>(pack.effect));
  1066. }
  1067. }
  1068. void GameStatePackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack)
  1069. {
  1070. if(gs.getBattle(pack.battleID))
  1071. gs.getBattle(pack.battleID)->si.gateState = pack.state;
  1072. }
  1073. void GameStatePackVisitor::visitBattleResultAccepted(BattleResultAccepted & pack)
  1074. {
  1075. // Remove any "until next battle" bonuses
  1076. if(const auto attackerHero = gs.getHero(pack.heroResult[BattleSide::ATTACKER].heroID))
  1077. attackerHero->removeBonusesRecursive(Bonus::OneBattle);
  1078. if(const auto defenderHero = gs.getHero(pack.heroResult[BattleSide::DEFENDER].heroID))
  1079. defenderHero->removeBonusesRecursive(Bonus::OneBattle);
  1080. }
  1081. void GameStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1082. {
  1083. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1084. pack.visitTyped(battleVisitor);
  1085. }
  1086. void GameStatePackVisitor::visitBattleAttack(BattleAttack & pack)
  1087. {
  1088. CStack * attacker = gs.getBattle(pack.battleID)->getStack(pack.stackAttacking);
  1089. assert(attacker);
  1090. pack.attackerChanges.visit(*this);
  1091. for(BattleStackAttacked & stack : pack.bsa)
  1092. gs.getBattle(pack.battleID)->setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1093. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1094. if(!pack.counter())
  1095. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1096. }
  1097. void GameStatePackVisitor::visitStartAction(StartAction & pack)
  1098. {
  1099. CStack *st = gs.getBattle(pack.battleID)->getStack(pack.ba.stackNumber);
  1100. if(pack.ba.actionType == EActionType::END_TACTIC_PHASE)
  1101. {
  1102. gs.getBattle(pack.battleID)->tacticDistance = 0;
  1103. return;
  1104. }
  1105. if(gs.getBattle(pack.battleID)->tacticDistance)
  1106. {
  1107. // moves in tactics phase do not affect creature status
  1108. // (tactics stack queue is managed by client)
  1109. return;
  1110. }
  1111. if (pack.ba.isUnitAction())
  1112. {
  1113. assert(st); // stack must exists for all non-hero actions
  1114. switch(pack.ba.actionType)
  1115. {
  1116. case EActionType::DEFEND:
  1117. st->waiting = false;
  1118. st->defending = true;
  1119. st->defendingAnim = true;
  1120. break;
  1121. case EActionType::WAIT:
  1122. st->defendingAnim = false;
  1123. st->waiting = true;
  1124. st->waitedThisTurn = true;
  1125. break;
  1126. case EActionType::HERO_SPELL: //no change in current stack state
  1127. break;
  1128. default: //any active stack action - attack, catapult, heal, spell...
  1129. st->waiting = false;
  1130. st->defendingAnim = false;
  1131. st->movedThisRound = true;
  1132. st->castSpellThisTurn = pack.ba.actionType == EActionType::MONSTER_SPELL;
  1133. break;
  1134. }
  1135. }
  1136. else
  1137. {
  1138. if(pack.ba.actionType == EActionType::HERO_SPELL)
  1139. gs.getBattle(pack.battleID)->getSide(pack.ba.side).usedSpellsHistory.push_back(pack.ba.spell);
  1140. }
  1141. }
  1142. void GameStatePackVisitor::visitBattleSpellCast(BattleSpellCast & pack)
  1143. {
  1144. if(pack.castByHero && pack.side != BattleSide::NONE)
  1145. gs.getBattle(pack.battleID)->getSide(pack.side).castSpellsCount++;
  1146. }
  1147. void GameStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1148. {
  1149. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1150. pack.visitTyped(battleVisitor);
  1151. }
  1152. void GameStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1153. {
  1154. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1155. pack.visitTyped(battleVisitor);
  1156. }
  1157. void GameStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1158. {
  1159. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1160. pack.visitTyped(battleVisitor);
  1161. }
  1162. void GameStatePackVisitor::restorePreBattleState(BattleID battleID)
  1163. {
  1164. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1165. {
  1166. return battle->battleID == battleID;
  1167. });
  1168. const auto & currentBattle = **battleIter;
  1169. if (currentBattle.getDefendedTown() && currentBattle.getSideHero(BattleSide::DEFENDER))
  1170. {
  1171. CGTownInstance * town = gs.getTown(currentBattle.townID);
  1172. CGHeroInstance * hero = gs.getHero(currentBattle.getSideHero(BattleSide::DEFENDER)->id);
  1173. if (town->getVisitingHero() == hero)
  1174. {
  1175. hero->detachFrom(*town);
  1176. hero->attachTo(town->townAndVis);
  1177. }
  1178. }
  1179. }
  1180. void GameStatePackVisitor::visitBattleCancelled(BattleCancelled & pack)
  1181. {
  1182. restorePreBattleState(pack.battleID);
  1183. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1184. {
  1185. return battle->battleID == pack.battleID;
  1186. });
  1187. assert(battleIter != gs.currentBattles.end());
  1188. gs.currentBattles.erase(battleIter);
  1189. }
  1190. void GameStatePackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack)
  1191. {
  1192. restorePreBattleState(pack.battleID);
  1193. pack.learnedSpells.visit(*this);
  1194. for(auto & discharging : pack.dischargingArtifacts)
  1195. discharging.visit(*this);
  1196. for(auto & growing : pack.growingArtifacts)
  1197. growing.visit(*this);
  1198. for(auto & movingPack : pack.movingArtifacts)
  1199. movingPack.visit(*this);
  1200. const auto currentBattle = std::find_if(gs.currentBattles.begin(), gs.currentBattles.end(),
  1201. [&](const auto & battle)
  1202. {
  1203. return battle->battleID == pack.battleID;
  1204. });
  1205. assert(currentBattle != gs.currentBattles.end());
  1206. gs.currentBattles.erase(currentBattle);
  1207. }
  1208. void GameStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1209. {
  1210. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1211. pack.visitTyped(battleVisitor);
  1212. }
  1213. void GameStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1214. {
  1215. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1216. pack.visitTyped(battleVisitor);
  1217. }
  1218. void GameStatePackVisitor::visitBattleSetStackProperty(BattleSetStackProperty & pack)
  1219. {
  1220. CStack * stack = gs.getBattle(pack.battleID)->getStack(pack.stackID, false);
  1221. switch(pack.which)
  1222. {
  1223. case BattleSetStackProperty::CASTS:
  1224. {
  1225. if(pack.absolute)
  1226. logNetwork->error("Can not change casts in absolute mode");
  1227. else
  1228. stack->casts.use(-pack.val);
  1229. break;
  1230. }
  1231. case BattleSetStackProperty::ENCHANTER_COUNTER:
  1232. {
  1233. auto & counter = gs.getBattle(pack.battleID)->getSide(gs.getBattle(pack.battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  1234. if(pack.absolute)
  1235. counter = pack.val;
  1236. else
  1237. counter += pack.val;
  1238. vstd::amax(counter, 0);
  1239. break;
  1240. }
  1241. case BattleSetStackProperty::UNBIND:
  1242. {
  1243. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  1244. break;
  1245. }
  1246. case BattleSetStackProperty::CLONED:
  1247. {
  1248. stack->cloned = true;
  1249. break;
  1250. }
  1251. case BattleSetStackProperty::HAS_CLONE:
  1252. {
  1253. stack->cloneID = pack.val;
  1254. break;
  1255. }
  1256. }
  1257. }
  1258. void GameStatePackVisitor::visitPlayerCheated(PlayerCheated & pack)
  1259. {
  1260. assert(pack.player.isValidPlayer());
  1261. gs.getPlayerState(pack.player)->enteredLosingCheatCode = pack.losingCheatCode;
  1262. gs.getPlayerState(pack.player)->enteredWinningCheatCode = pack.winningCheatCode;
  1263. gs.getPlayerState(pack.player)->cheated = !pack.localOnlyCheat;
  1264. }
  1265. void GameStatePackVisitor::visitPlayerStartsTurn(PlayerStartsTurn & pack)
  1266. {
  1267. //assert(gs.actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  1268. gs.actingPlayers.insert(pack.player);
  1269. }
  1270. void GameStatePackVisitor::visitPlayerEndsTurn(PlayerEndsTurn & pack)
  1271. {
  1272. assert(gs.actingPlayers.count(pack.player) == 1);
  1273. gs.actingPlayers.erase(pack.player);
  1274. }
  1275. void GameStatePackVisitor::visitDaysWithoutTown(DaysWithoutTown & pack)
  1276. {
  1277. auto & playerState = gs.players.at(pack.player);
  1278. playerState.daysWithoutCastle = pack.daysWithoutCastle;
  1279. }
  1280. void GameStatePackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack)
  1281. {
  1282. auto & playerState = gs.players.at(pack.player);
  1283. playerState.turnTimer = pack.turnTimer;
  1284. }
  1285. void GameStatePackVisitor::visitEntitiesChanged(EntitiesChanged & pack)
  1286. {
  1287. for(const auto & change : pack.changes)
  1288. gs.updateEntity(change.metatype, change.entityIndex, change.data);
  1289. }
  1290. void GameStatePackVisitor::visitSetRewardableConfiguration(SetRewardableConfiguration & pack)
  1291. {
  1292. auto * objectPtr = gs.getObjInstance(pack.objectID);
  1293. if (!pack.buildingID.hasValue())
  1294. {
  1295. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  1296. assert(rewardablePtr);
  1297. rewardablePtr->configuration = pack.configuration;
  1298. rewardablePtr->initializeGuards();
  1299. }
  1300. else
  1301. {
  1302. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  1303. TownBuildingInstance * buildingPtr = nullptr;
  1304. for (auto & building : townPtr->rewardableBuildings)
  1305. if (building.second->getBuildingType() == pack.buildingID)
  1306. buildingPtr = building.second.get();
  1307. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  1308. assert(rewardablePtr);
  1309. rewardablePtr->configuration = pack.configuration;
  1310. }
  1311. }
  1312. void BattleStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1313. {
  1314. battleState.moveUnit(pack.stack, pack.tilesToMove.back());
  1315. }
  1316. void BattleStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1317. {
  1318. const auto * town = battleState.getDefendedTown();
  1319. if(!town)
  1320. throw std::runtime_error("CatapultAttack without town!");
  1321. if(town->fortificationsLevel().wallsHealth == 0)
  1322. throw std::runtime_error("CatapultAttack without walls!");
  1323. for(const auto & part : pack.attackedParts)
  1324. {
  1325. auto newWallState = SiegeInfo::applyDamage(battleState.getWallState(part.attackedPart), part.damageDealt);
  1326. battleState.setWallState(part.attackedPart, newWallState);
  1327. }
  1328. }
  1329. void BattleStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1330. {
  1331. for(const auto & change : pack.changes)
  1332. {
  1333. switch(change.operation)
  1334. {
  1335. case BattleChanges::EOperation::REMOVE:
  1336. battleState.removeObstacle(change.id);
  1337. break;
  1338. case BattleChanges::EOperation::ADD:
  1339. battleState.addObstacle(change);
  1340. break;
  1341. case BattleChanges::EOperation::UPDATE:
  1342. battleState.updateObstacle(change);
  1343. break;
  1344. default:
  1345. throw std::runtime_error("Unknown obstacle operation");
  1346. break;
  1347. }
  1348. }
  1349. }
  1350. void BattleStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1351. {
  1352. for(const auto & stackData : pack.toRemove)
  1353. battleState.removeUnitBonus(stackData.first, stackData.second);
  1354. for(const auto & stackData : pack.toUpdate)
  1355. battleState.updateUnitBonus(stackData.first, stackData.second);
  1356. for(const auto & stackData : pack.toAdd)
  1357. battleState.addUnitBonus(stackData.first, stackData.second);
  1358. }
  1359. void BattleStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1360. {
  1361. for(const BattleStackAttacked & stack : pack.stacks)
  1362. {
  1363. battleState.setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1364. }
  1365. }
  1366. void BattleStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1367. {
  1368. for(auto & elem : pack.changedStacks)
  1369. {
  1370. switch(elem.operation)
  1371. {
  1372. case BattleChanges::EOperation::RESET_STATE:
  1373. battleState.setUnitState(elem.id, elem.data, elem.healthDelta);
  1374. break;
  1375. case BattleChanges::EOperation::REMOVE:
  1376. battleState.removeUnit(elem.id);
  1377. break;
  1378. case BattleChanges::EOperation::ADD:
  1379. battleState.addUnit(elem.id, elem.data);
  1380. break;
  1381. case BattleChanges::EOperation::UPDATE:
  1382. battleState.updateUnit(elem.id, elem.data);
  1383. break;
  1384. default:
  1385. throw std::runtime_error("Unknown unit operation");
  1386. break;
  1387. }
  1388. }
  1389. }
  1390. VCMI_LIB_NAMESPACE_END