CGameHandler.cpp 207 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "HeroPoolProcessor.h"
  13. #include "ServerNetPackVisitors.h"
  14. #include "ServerSpellCastEnvironment.h"
  15. #include "CVCMIServer.h"
  16. #include "PlayerMessageProcessor.h"
  17. #include "../lib/filesystem/Filesystem.h"
  18. #include "../lib/filesystem/FileInfo.h"
  19. #include "../lib/int3.h"
  20. #include "../lib/ArtifactUtils.h"
  21. #include "../lib/StartInfo.h"
  22. #include "../lib/CArtHandler.h"
  23. #include "../lib/CBuildingHandler.h"
  24. #include "../lib/CHeroHandler.h"
  25. #include "../lib/pathfinder/CPathfinder.h"
  26. #include "../lib/pathfinder/PathfinderOptions.h"
  27. #include "../lib/pathfinder/TurnInfo.h"
  28. #include "../lib/spells/AbilityCaster.h"
  29. #include "../lib/spells/BonusCaster.h"
  30. #include "../lib/spells/CSpellHandler.h"
  31. #include "../lib/spells/ISpellMechanics.h"
  32. #include "../lib/spells/ObstacleCasterProxy.h"
  33. #include "../lib/spells/Problem.h"
  34. #include "../lib/CGeneralTextHandler.h"
  35. #include "../lib/CTownHandler.h"
  36. #include "../lib/CCreatureHandler.h"
  37. #include "../lib/gameState/CGameState.h"
  38. #include "../lib/CStack.h"
  39. #include "../lib/UnlockGuard.h"
  40. #include "../lib/GameSettings.h"
  41. #include "../lib/battle/BattleInfo.h"
  42. #include "../lib/CondSh.h"
  43. #include "../lib/VCMI_Lib.h"
  44. #include "../lib/mapping/CMap.h"
  45. #include "../lib/mapping/CMapService.h"
  46. #include "../lib/modding/ModIncompatibility.h"
  47. #include "../lib/rmg/CMapGenOptions.h"
  48. #include "../lib/VCMIDirs.h"
  49. #include "../lib/ScopeGuard.h"
  50. #include "../lib/CSoundBase.h"
  51. #include "../lib/TerrainHandler.h"
  52. #include "../lib/CCreatureSet.h"
  53. #include "../lib/CThreadHelper.h"
  54. #include "../lib/GameConstants.h"
  55. #include "../lib/registerTypes/RegisterTypes.h"
  56. #include "../lib/serializer/CTypeList.h"
  57. #include "../lib/serializer/Connection.h"
  58. #include "../lib/serializer/Cast.h"
  59. #include "../lib/serializer/JsonSerializer.h"
  60. #include "../lib/ScriptHandler.h"
  61. #include "vstd/CLoggerBase.h"
  62. #include <memory>
  63. #include <vcmi/events/EventBus.h>
  64. #include <vcmi/events/GenericEvents.h>
  65. #include <vcmi/events/AdventureEvents.h>
  66. #ifndef _MSC_VER
  67. #include <boost/thread/xtime.hpp>
  68. #endif
  69. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  70. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  71. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  72. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  73. CondSh<bool> battleMadeAction(false);
  74. CondSh<BattleResult *> battleResult(nullptr);
  75. template <typename T> class CApplyOnGH;
  76. class CBaseForGHApply
  77. {
  78. public:
  79. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  80. virtual ~CBaseForGHApply(){}
  81. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  82. {
  83. return new CApplyOnGH<U>();
  84. }
  85. };
  86. template <typename T> class CApplyOnGH : public CBaseForGHApply
  87. {
  88. public:
  89. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  90. {
  91. T *ptr = static_cast<T*>(pack);
  92. try
  93. {
  94. ApplyGhNetPackVisitor applier(*gh, *gs);
  95. ptr->visit(applier);
  96. return applier.getResult();
  97. }
  98. catch(ExceptionNotAllowedAction & e)
  99. {
  100. (void)e;
  101. return false;
  102. }
  103. }
  104. };
  105. template <>
  106. class CApplyOnGH<CPack> : public CBaseForGHApply
  107. {
  108. public:
  109. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  110. {
  111. logGlobal->error("Cannot apply on GH plain CPack!");
  112. assert(0);
  113. return false;
  114. }
  115. };
  116. static inline double distance(int3 a, int3 b)
  117. {
  118. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  119. }
  120. static void giveExp(BattleResult &r)
  121. {
  122. if (r.winner > 1)
  123. {
  124. // draw
  125. return;
  126. }
  127. r.exp[0] = 0;
  128. r.exp[1] = 0;
  129. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  130. {
  131. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
  132. }
  133. }
  134. 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
  135. {
  136. int x = targetPosition.getX();
  137. int y = targetPosition.getY();
  138. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  139. 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...
  140. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  141. else
  142. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  143. //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
  144. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  145. {
  146. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  147. {
  148. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  149. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  150. }
  151. else
  152. { //add back-side guardians for two-hex target, side guardians for one-hex
  153. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  154. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  155. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  156. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  157. else if (targetIsTwoHex)//front-side guardians for two-hex target
  158. {
  159. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  160. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  161. if (x > 3) //back guard for two-hex
  162. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  163. }
  164. }
  165. }
  166. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  167. {
  168. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  169. {
  170. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  171. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  172. }
  173. else
  174. {
  175. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  177. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  178. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  179. else if (targetIsTwoHex)
  180. {
  181. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  182. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  183. if (x < GameConstants::BFIELD_WIDTH - 4)
  184. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  185. }
  186. }
  187. }
  188. else if (!targetIsAttacker && y % 2 == 0)
  189. {
  190. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  191. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  192. }
  193. else if (targetIsAttacker && y % 2 == 1)
  194. {
  195. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  196. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  197. }
  198. }
  199. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  200. {
  201. boost::unique_lock<boost::mutex> l(mx);
  202. if (players.find(player) != players.end())
  203. {
  204. return players.at(player);
  205. }
  206. else
  207. {
  208. throw std::runtime_error("No such player!");
  209. }
  210. }
  211. void PlayerStatuses::addPlayer(PlayerColor player)
  212. {
  213. boost::unique_lock<boost::mutex> l(mx);
  214. players[player];
  215. }
  216. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  217. {
  218. boost::unique_lock<boost::mutex> l(mx);
  219. if (players.find(player) != players.end())
  220. {
  221. return players[player].*flag;
  222. }
  223. else
  224. {
  225. throw std::runtime_error("No such player!");
  226. }
  227. }
  228. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  229. {
  230. boost::unique_lock<boost::mutex> l(mx);
  231. if (players.find(player) != players.end())
  232. {
  233. players[player].*flag = val;
  234. }
  235. else
  236. {
  237. throw std::runtime_error("No such player!");
  238. }
  239. cv.notify_all();
  240. }
  241. template <typename T>
  242. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  243. {
  244. fun(args[which]);
  245. }
  246. const Services * CGameHandler::services() const
  247. {
  248. return VLC;
  249. }
  250. const CGameHandler::BattleCb * CGameHandler::battle() const
  251. {
  252. return this;
  253. }
  254. const CGameHandler::GameCb * CGameHandler::game() const
  255. {
  256. return this;
  257. }
  258. vstd::CLoggerBase * CGameHandler::logger() const
  259. {
  260. return logGlobal;
  261. }
  262. events::EventBus * CGameHandler::eventBus() const
  263. {
  264. return serverEventBus.get();
  265. }
  266. CVCMIServer * CGameHandler::gameLobby() const
  267. {
  268. return lobby;
  269. }
  270. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  271. {
  272. changeSecSkill(hero, skill, 1, 0);
  273. expGiven(hero);
  274. }
  275. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  276. {
  277. // required exp for at least 1 lvl-up hasn't been reached
  278. if (!hero->gainsLevel())
  279. {
  280. return;
  281. }
  282. // give primary skill
  283. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  284. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  285. SetPrimSkill sps;
  286. sps.id = hero->id;
  287. sps.which = primarySkill;
  288. sps.abs = false;
  289. sps.val = 1;
  290. sendAndApply(&sps);
  291. PrepareHeroLevelUp pre;
  292. pre.heroId = hero->id;
  293. sendAndApply(&pre);
  294. HeroLevelUp hlu;
  295. hlu.player = hero->tempOwner;
  296. hlu.heroId = hero->id;
  297. hlu.primskill = primarySkill;
  298. hlu.skills = pre.skills;
  299. if (hlu.skills.size() == 0)
  300. {
  301. sendAndApply(&hlu);
  302. levelUpHero(hero);
  303. }
  304. else if (hlu.skills.size() == 1)
  305. {
  306. sendAndApply(&hlu);
  307. levelUpHero(hero, pre.skills.front());
  308. }
  309. else if (hlu.skills.size() > 1)
  310. {
  311. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  312. hlu.queryID = levelUpQuery->queryID;
  313. queries.addQuery(levelUpQuery);
  314. sendAndApply(&hlu);
  315. //level up will be called on query reply
  316. }
  317. }
  318. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  319. {
  320. SetCommanderProperty scp;
  321. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  322. if (hero)
  323. scp.heroid = hero->id;
  324. else
  325. {
  326. complain ("Commander is not led by hero!");
  327. return;
  328. }
  329. scp.accumulatedBonus.subtype = 0;
  330. scp.accumulatedBonus.additionalInfo = 0;
  331. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  332. scp.accumulatedBonus.turnsRemain = 0;
  333. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  334. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  335. if (skill <= ECommander::SPELL_POWER)
  336. {
  337. scp.which = SetCommanderProperty::BONUS;
  338. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  339. {
  340. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  341. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  342. };
  343. switch (skill)
  344. {
  345. case ECommander::ATTACK:
  346. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  347. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  348. break;
  349. case ECommander::DEFENSE:
  350. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  351. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  352. break;
  353. case ECommander::HEALTH:
  354. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  355. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  356. break;
  357. case ECommander::DAMAGE:
  358. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  359. scp.accumulatedBonus.subtype = 0;
  360. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  361. break;
  362. case ECommander::SPEED:
  363. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  364. break;
  365. case ECommander::SPELL_POWER:
  366. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  367. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  368. sendAndApply (&scp); //additional pack
  369. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  370. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  371. sendAndApply (&scp); //additional pack
  372. scp.accumulatedBonus.type = BonusType::CASTS;
  373. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  374. sendAndApply (&scp); //additional pack
  375. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  376. break;
  377. }
  378. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  379. sendAndApply (&scp);
  380. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  381. scp.additionalInfo = skill;
  382. scp.amount = c->secondarySkills.at(skill) + 1;
  383. sendAndApply (&scp);
  384. }
  385. else if (skill >= 100)
  386. {
  387. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  388. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  389. scp.additionalInfo = skill; //unnormalized
  390. sendAndApply (&scp);
  391. }
  392. expGiven(hero);
  393. }
  394. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  395. {
  396. if (!c->gainsLevel())
  397. {
  398. return;
  399. }
  400. CommanderLevelUp clu;
  401. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  402. if(hero)
  403. {
  404. clu.heroId = hero->id;
  405. clu.player = hero->tempOwner;
  406. }
  407. else
  408. {
  409. complain ("Commander is not led by hero!");
  410. return;
  411. }
  412. //picking sec. skills for choice
  413. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  414. {
  415. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  416. clu.skills.push_back(i);
  417. }
  418. int i = 100;
  419. for (auto specialSkill : VLC->creh->skillRequirements)
  420. {
  421. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  422. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  423. && !vstd::contains (c->specialSKills, i))
  424. clu.skills.push_back (i);
  425. ++i;
  426. }
  427. int skillAmount = static_cast<int>(clu.skills.size());
  428. if (!skillAmount)
  429. {
  430. sendAndApply(&clu);
  431. levelUpCommander(c);
  432. }
  433. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  434. {
  435. sendAndApply(&clu);
  436. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  437. }
  438. else if (skillAmount > 1) //apply and ask for secondary skill
  439. {
  440. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  441. clu.queryID = commanderLevelUp->queryID;
  442. queries.addQuery(commanderLevelUp);
  443. sendAndApply(&clu);
  444. }
  445. }
  446. void CGameHandler::expGiven(const CGHeroInstance *hero)
  447. {
  448. if (hero->gainsLevel())
  449. levelUpHero(hero);
  450. else if (hero->commander && hero->commander->gainsLevel())
  451. levelUpCommander(hero->commander);
  452. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  453. // levelUpCommander(hero->commander);
  454. // else
  455. // levelUpHero(hero);
  456. }
  457. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  458. {
  459. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  460. {
  461. if (gs->map->levelLimit != 0)
  462. {
  463. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  464. TExpType resultingExp = abs ? val : hero->exp + val;
  465. if (resultingExp > expLimit)
  466. {
  467. // set given experience to max possible, but don't decrease if hero already over top
  468. abs = true;
  469. val = std::max(expLimit, hero->exp);
  470. InfoWindow iw;
  471. iw.player = hero->tempOwner;
  472. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  473. iw.text.replaceRawString(hero->getNameTranslated());
  474. sendAndApply(&iw);
  475. }
  476. }
  477. }
  478. SetPrimSkill sps;
  479. sps.id = hero->id;
  480. sps.which = which;
  481. sps.abs = abs;
  482. sps.val = val;
  483. sendAndApply(&sps);
  484. //only for exp - hero may level up
  485. if (which == PrimarySkill::EXPERIENCE)
  486. {
  487. if (hero->commander && hero->commander->alive)
  488. {
  489. //FIXME: trim experience according to map limit?
  490. SetCommanderProperty scp;
  491. scp.heroid = hero->id;
  492. scp.which = SetCommanderProperty::EXPERIENCE;
  493. scp.amount = val;
  494. sendAndApply (&scp);
  495. CBonusSystemNode::treeHasChanged();
  496. }
  497. expGiven(hero);
  498. }
  499. }
  500. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  501. {
  502. if(!hero)
  503. {
  504. logGlobal->error("changeSecSkill provided no hero");
  505. return;
  506. }
  507. SetSecSkill sss;
  508. sss.id = hero->id;
  509. sss.which = which;
  510. sss.val = val;
  511. sss.abs = abs;
  512. sendAndApply(&sss);
  513. if (hero->visitedTown)
  514. giveSpells(hero->visitedTown, hero);
  515. }
  516. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  517. {
  518. LOG_TRACE(logGlobal);
  519. //Fill BattleResult structure with exp info
  520. giveExp(*battleResult.data);
  521. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  522. {
  523. if(heroAttacker)
  524. battleResult.data->exp[1] += 500;
  525. if(heroDefender)
  526. battleResult.data->exp[0] += 500;
  527. }
  528. if(heroAttacker)
  529. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  530. if(heroDefender)
  531. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  532. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  533. if (!battleQuery)
  534. {
  535. logGlobal->error("Cannot find battle query!");
  536. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
  537. return;
  538. }
  539. battleQuery->result = std::make_optional(*battleResult.data);
  540. //Check how many battle queries were created (number of players blocked by battle)
  541. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  542. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  543. // in battles against neutrals, 1st player can ask to replay battle manually
  544. if (!gs->curB->sides[1].color.isValidPlayer())
  545. {
  546. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
  547. battleResult.data->queryID = battleDialogQuery->queryID;
  548. queries.addQuery(battleDialogQuery);
  549. }
  550. else
  551. battleResult.data->queryID = -1;
  552. //set same battle result for all queries
  553. for(auto q : queries.allQueries())
  554. {
  555. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  556. if(otherBattleQuery)
  557. otherBattleQuery->result = battleQuery->result;
  558. }
  559. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  560. if (battleResult.data->queryID == -1)
  561. endBattleConfirm(gs->curB);
  562. }
  563. void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
  564. {
  565. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
  566. if(!battleQuery)
  567. {
  568. logGlobal->trace("No battle query, battle end was confirmed by another player");
  569. return;
  570. }
  571. const BattleResult::EResult result = battleResult.get()->result;
  572. CasualtiesAfterBattle cab1(battleInfo->sides.at(0), battleInfo), cab2(battleInfo->sides.at(1), battleInfo); //calculate casualties before deleting battle
  573. ChangeSpells cs; //for Eagle Eye
  574. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  575. {
  576. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  577. {
  578. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
  579. for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
  580. {
  581. auto spell = spellId.toSpell(VLC->spells());
  582. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  583. cs.spells.insert(spell->getId());
  584. }
  585. }
  586. }
  587. std::vector<const CArtifactInstance *> arts; //display them in window
  588. if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  589. {
  590. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  591. {
  592. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  593. if(slot != ArtifactPosition::PRE_FIRST)
  594. {
  595. arts.push_back(art);
  596. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  597. if(ArtifactUtils::isSlotBackpack(slot))
  598. ma->askAssemble = false;
  599. sendAndApply(ma);
  600. }
  601. };
  602. if (finishingBattle->loserHero)
  603. {
  604. //TODO: wrap it into a function, somehow (std::variant -_-)
  605. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  606. for (auto artSlot : artifactsWorn)
  607. {
  608. MoveArtifact ma;
  609. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  610. const CArtifactInstance * art = ma.src.getArt();
  611. if (art && !art->artType->isBig() &&
  612. art->artType->getId() != ArtifactID::SPELLBOOK)
  613. // don't move war machines or locked arts (spellbook)
  614. {
  615. sendMoveArtifact(art, &ma);
  616. }
  617. }
  618. for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  619. {
  620. //we assume that no big artifacts can be found
  621. MoveArtifact ma;
  622. ma.src = ArtifactLocation(finishingBattle->loserHero,
  623. ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
  624. const CArtifactInstance * art = ma.src.getArt();
  625. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  626. {
  627. sendMoveArtifact(art, &ma);
  628. }
  629. }
  630. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  631. {
  632. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  633. for (auto artSlot : artifactsWorn)
  634. {
  635. MoveArtifact ma;
  636. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  637. const CArtifactInstance * art = ma.src.getArt();
  638. if (art && !art->artType->isBig())
  639. {
  640. sendMoveArtifact(art, &ma);
  641. }
  642. }
  643. }
  644. }
  645. for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
  646. {
  647. auto artifactsWorn = armySlot.second->artifactsWorn;
  648. for (auto artSlot : artifactsWorn)
  649. {
  650. MoveArtifact ma;
  651. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  652. const CArtifactInstance * art = ma.src.getArt();
  653. if (art && !art->artType->isBig())
  654. {
  655. sendMoveArtifact(art, &ma);
  656. }
  657. }
  658. }
  659. }
  660. if (arts.size()) //display loot
  661. {
  662. InfoWindow iw;
  663. iw.player = finishingBattle->winnerHero->tempOwner;
  664. iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
  665. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  666. {
  667. iw.components.emplace_back(
  668. Component::EComponentType::ARTIFACT, art->artType->getId(),
  669. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 0, 0);
  670. if (iw.components.size() >= 14)
  671. {
  672. sendAndApply(&iw);
  673. iw.components.clear();
  674. }
  675. }
  676. if (iw.components.size())
  677. {
  678. sendAndApply(&iw);
  679. }
  680. }
  681. //Eagle Eye secondary skill handling
  682. if (!cs.spells.empty())
  683. {
  684. cs.learn = 1;
  685. cs.hid = finishingBattle->winnerHero->id;
  686. InfoWindow iw;
  687. iw.player = finishingBattle->winnerHero->tempOwner;
  688. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  689. iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
  690. std::ostringstream names;
  691. for (int i = 0; i < cs.spells.size(); i++)
  692. {
  693. names << "%s";
  694. if (i < cs.spells.size() - 2)
  695. names << ", ";
  696. else if (i < cs.spells.size() - 1)
  697. names << "%s";
  698. }
  699. names << ".";
  700. iw.text.replaceRawString(names.str());
  701. auto it = cs.spells.begin();
  702. for (int i = 0; i < cs.spells.size(); i++, it++)
  703. {
  704. iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
  705. if (i == cs.spells.size() - 2) //we just added pre-last name
  706. iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
  707. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  708. }
  709. sendAndApply(&iw);
  710. sendAndApply(&cs);
  711. }
  712. cab1.updateArmy(this);
  713. cab2.updateArmy(this); //take casualties after battle is deleted
  714. if(finishingBattle->loserHero) //remove beaten hero
  715. {
  716. RemoveObject ro(finishingBattle->loserHero->id);
  717. sendAndApply(&ro);
  718. }
  719. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  720. {
  721. RemoveObject ro(finishingBattle->winnerHero->id);
  722. sendAndApply(&ro);
  723. }
  724. if(battleResult.data->winner == BattleSide::DEFENDER
  725. && finishingBattle->winnerHero
  726. && finishingBattle->winnerHero->visitedTown
  727. && !finishingBattle->winnerHero->inTownGarrison
  728. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  729. {
  730. swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  731. }
  732. //give exp
  733. if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  734. changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
  735. BattleResultAccepted raccepted;
  736. raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battleInfo->sides.at(0).armyObject);
  737. raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battleInfo->sides.at(1).armyObject);
  738. raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
  739. raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
  740. raccepted.heroResult[0].exp = battleResult.data->exp[0];
  741. raccepted.heroResult[1].exp = battleResult.data->exp[1];
  742. raccepted.winnerSide = finishingBattle->winnerSide;
  743. sendAndApply(&raccepted);
  744. queries.popIfTop(battleQuery);
  745. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query
  746. }
  747. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  748. {
  749. LOG_TRACE(logGlobal);
  750. if(!finishingBattle)
  751. return;
  752. finishingBattle->remainingBattleQueriesCount--;
  753. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  754. if (finishingBattle->remainingBattleQueriesCount > 0)
  755. //Battle results will be handled when all battle queries are closed
  756. return;
  757. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  758. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  759. // Still, it looks like a hole.
  760. // Necromancy if applicable.
  761. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  762. // Give raised units to winner and show dialog, if any were raised,
  763. // units will be given after casualties are taken
  764. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  765. if (necroSlot != SlotID())
  766. {
  767. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  768. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  769. }
  770. BattleResultsApplied resultsApplied;
  771. resultsApplied.player1 = finishingBattle->victor;
  772. resultsApplied.player2 = finishingBattle->loser;
  773. sendAndApply(&resultsApplied);
  774. setBattle(nullptr);
  775. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  776. {
  777. logGlobal->trace("post-victory visit");
  778. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  779. }
  780. visitObjectAfterVictory = false;
  781. //handle victory/loss of engaged players
  782. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  783. checkVictoryLossConditions(playerColors);
  784. if (result.result == BattleResult::SURRENDER)
  785. heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
  786. if (result.result == BattleResult::ESCAPE)
  787. heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
  788. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  789. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  790. {
  791. RemoveObject ro(finishingBattle->winnerHero->id);
  792. sendAndApply(&ro);
  793. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  794. heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
  795. }
  796. finishingBattle.reset();
  797. }
  798. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  799. {
  800. if(first && !counter)
  801. handleAttackBeforeCasting(ranged, attacker, defender);
  802. FireShieldInfo fireShield;
  803. BattleAttack bat;
  804. BattleLogMessage blm;
  805. bat.stackAttacking = attacker->unitId();
  806. bat.tile = targetHex;
  807. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  808. if(ranged)
  809. bat.flags |= BattleAttack::SHOT;
  810. if(counter)
  811. bat.flags |= BattleAttack::COUNTER;
  812. const int attackerLuck = attacker->luckVal();
  813. if(attackerLuck > 0)
  814. {
  815. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  816. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  817. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  818. bat.flags |= BattleAttack::LUCKY;
  819. }
  820. if(attackerLuck < 0)
  821. {
  822. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
  823. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
  824. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  825. bat.flags |= BattleAttack::UNLUCKY;
  826. }
  827. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
  828. {
  829. bat.flags |= BattleAttack::DEATH_BLOW;
  830. }
  831. const auto * owner = gs->curB->getHero(attacker->unitOwner());
  832. if(owner)
  833. {
  834. int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  835. if (chance > getRandomGenerator().nextInt(99))
  836. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  837. }
  838. int64_t drainedLife = 0;
  839. // only primary target
  840. if(defender->alive())
  841. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  842. //multiple-hex normal attack
  843. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  844. for(const CStack * stack : attackedCreatures)
  845. {
  846. if(stack != defender && stack->alive()) //do not hit same stack twice
  847. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  848. }
  849. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
  850. if(bonus && ranged) //TODO: make it work in melee?
  851. {
  852. //this is need for displaying hit animation
  853. bat.flags |= BattleAttack::SPELL_LIKE;
  854. bat.spellID = SpellID(bonus->subtype);
  855. //TODO: should spell override creature`s projectile?
  856. auto spell = bat.spellID.toSpell();
  857. battle::Target target;
  858. target.emplace_back(defender, targetHex);
  859. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  860. event.setSpellLevel(bonus->val);
  861. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  862. //TODO: get exact attacked hex for defender
  863. for(const CStack * stack : attackedCreatures)
  864. {
  865. if(stack != defender && stack->alive()) //do not hit same stack twice
  866. {
  867. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  868. }
  869. }
  870. //now add effect info for all attacked stacks
  871. for (BattleStackAttacked & bsa : bat.bsa)
  872. {
  873. if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
  874. {
  875. //this is need for displaying affect animation
  876. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  877. bsa.spellID = SpellID(bonus->subtype);
  878. }
  879. }
  880. }
  881. attackerState->afterAttack(ranged, counter);
  882. {
  883. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  884. attackerState->save(info.data);
  885. bat.attackerChanges.changedStacks.push_back(info);
  886. }
  887. if (drainedLife > 0)
  888. bat.flags |= BattleAttack::LIFE_DRAIN;
  889. sendAndApply(&bat);
  890. {
  891. const bool multipleTargets = bat.bsa.size() > 1;
  892. int64_t totalDamage = 0;
  893. int32_t totalKills = 0;
  894. for(const BattleStackAttacked & bsa : bat.bsa)
  895. {
  896. totalDamage += bsa.damageAmount;
  897. totalKills += bsa.killedAmount;
  898. }
  899. {
  900. MetaString text;
  901. attacker->addText(text, EMetaText::GENERAL_TXT, 376);
  902. attacker->addNameReplacement(text);
  903. text.replaceNumber(totalDamage);
  904. blm.lines.push_back(text);
  905. }
  906. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  907. }
  908. // drain life effect (as well as log entry) must be applied after the attack
  909. if(drainedLife > 0)
  910. {
  911. MetaString text;
  912. attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
  913. attackerState->addNameReplacement(text, false);
  914. text.replaceNumber(drainedLife);
  915. defender->addNameReplacement(text, true);
  916. blm.lines.push_back(std::move(text));
  917. }
  918. if(!fireShield.empty())
  919. {
  920. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  921. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  922. int64_t totalDamage = 0;
  923. for(const auto & item : fireShield)
  924. {
  925. const CStack * actor = item.first;
  926. int64_t rawDamage = item.second;
  927. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->unitOwner());
  928. if(actorOwner)
  929. {
  930. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  931. }
  932. else
  933. {
  934. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  935. }
  936. totalDamage+=rawDamage;
  937. //FIXME: add custom effect on actor
  938. }
  939. if (totalDamage > 0)
  940. {
  941. BattleStackAttacked bsa;
  942. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  943. bsa.stackAttacked = attacker->unitId(); //invert
  944. bsa.attackerID = defender->unitId();
  945. bsa.damageAmount = totalDamage;
  946. attacker->prepareAttacked(bsa, getRandomGenerator());
  947. StacksInjured pack;
  948. pack.stacks.push_back(bsa);
  949. sendAndApply(&pack);
  950. // TODO: this is already implemented in Damage::describeEffect()
  951. {
  952. MetaString text;
  953. text.appendLocalString(EMetaText::GENERAL_TXT, 376);
  954. text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);
  955. text.replaceNumber(totalDamage);
  956. blm.lines.push_back(std::move(text));
  957. }
  958. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  959. }
  960. }
  961. sendAndApply(&blm);
  962. handleAfterAttackCasting(ranged, attacker, defender);
  963. }
  964. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  965. {
  966. BattleStackAttacked bsa;
  967. if(secondary)
  968. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  969. bsa.attackerID = attackerState->unitId();
  970. bsa.stackAttacked = def->unitId();
  971. {
  972. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  973. bai.deathBlow = bat.deathBlow();
  974. bai.doubleDamage = bat.ballistaDoubleDmg();
  975. bai.luckyStrike = bat.lucky();
  976. bai.unluckyStrike = bat.unlucky();
  977. auto range = gs->curB->calculateDmgRange(bai);
  978. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  979. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  980. }
  981. int64_t drainedLife = 0;
  982. //life drain handling
  983. if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
  984. {
  985. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
  986. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  987. drainedLife += toHeal;
  988. }
  989. //soul steal handling
  990. if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
  991. {
  992. //we can have two bonuses - one with subtype 0 and another with subtype 1
  993. //try to use permanent first, use only one of two
  994. for(si32 subtype = 1; subtype >= 0; subtype--)
  995. {
  996. if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
  997. {
  998. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
  999. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1000. drainedLife += toHeal;
  1001. break;
  1002. }
  1003. }
  1004. }
  1005. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1006. //fire shield handling
  1007. if(!bat.shot() &&
  1008. !def->isClone() &&
  1009. def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
  1010. !attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
  1011. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1012. )
  1013. {
  1014. //TODO: use damage with bonus but without penalties
  1015. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
  1016. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1017. }
  1018. return drainedLife;
  1019. }
  1020. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1021. {
  1022. if(killed > 0)
  1023. {
  1024. BattleLogMessage blm;
  1025. addGenericKilledLog(blm, defender, killed, multiple);
  1026. sendAndApply(&blm);
  1027. }
  1028. }
  1029. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1030. {
  1031. if(killed > 0)
  1032. {
  1033. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1034. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1035. // 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)
  1036. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1037. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1038. boost::algorithm::trim(formatString);
  1039. boost::format txt(formatString);
  1040. if(killed > 1)
  1041. {
  1042. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
  1043. }
  1044. else //killed == 1
  1045. {
  1046. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
  1047. }
  1048. MetaString line;
  1049. line.appendRawString(txt.str());
  1050. blm.lines.push_back(std::move(line));
  1051. }
  1052. }
  1053. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1054. {
  1055. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1056. return;
  1057. for(auto & playerConnections : connections)
  1058. {
  1059. PlayerColor playerId = playerConnections.first;
  1060. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1061. if(!playerSettings)
  1062. continue;
  1063. auto playerConnection = vstd::find(playerConnections.second, c);
  1064. if(playerConnection != playerConnections.second.end())
  1065. {
  1066. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1067. playerMessages->broadcastMessage(playerId, messageText);
  1068. }
  1069. }
  1070. }
  1071. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1072. {
  1073. //prepare struct informing that action was applied
  1074. auto sendPackageResponse = [&](bool succesfullyApplied)
  1075. {
  1076. PackageApplied applied;
  1077. applied.player = pack->player;
  1078. applied.result = succesfullyApplied;
  1079. applied.packType = typeList.getTypeID(pack);
  1080. applied.requestID = pack->requestID;
  1081. pack->c->sendPack(&applied);
  1082. };
  1083. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1084. if(isBlockedByQueries(pack, pack->player))
  1085. {
  1086. sendPackageResponse(false);
  1087. }
  1088. else if(apply)
  1089. {
  1090. const bool result = apply->applyOnGH(this, this->gs, pack);
  1091. if(result)
  1092. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1093. else
  1094. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1095. % typeid(*pack).name()).str());
  1096. sendPackageResponse(true);
  1097. }
  1098. else
  1099. {
  1100. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1101. sendPackageResponse(false);
  1102. }
  1103. vstd::clear_pointer(pack);
  1104. }
  1105. int CGameHandler::moveStack(int stack, BattleHex dest)
  1106. {
  1107. int ret = 0;
  1108. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1109. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1110. assert(curStack);
  1111. assert(dest < GameConstants::BFIELD_SIZE);
  1112. if (gs->curB->tacticDistance)
  1113. {
  1114. assert(gs->curB->isInTacticRange(dest));
  1115. }
  1116. auto start = curStack->getPosition();
  1117. if (start == dest)
  1118. return 0;
  1119. //initing necessary tables
  1120. auto accessibility = getAccesibility(curStack);
  1121. std::set<BattleHex> passed;
  1122. //Ignore obstacles on starting position
  1123. passed.insert(curStack->getPosition());
  1124. if(curStack->doubleWide())
  1125. passed.insert(curStack->occupiedHex());
  1126. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1127. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1128. {
  1129. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1130. if(accessibility.accessible(shifted, curStack))
  1131. dest = shifted;
  1132. }
  1133. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1134. {
  1135. complain("Given destination is not accessible!");
  1136. return 0;
  1137. }
  1138. bool canUseGate = false;
  1139. auto dbState = gs->curB->si.gateState;
  1140. if(battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
  1141. dbState != EGateState::DESTROYED &&
  1142. dbState != EGateState::BLOCKED)
  1143. {
  1144. canUseGate = true;
  1145. }
  1146. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1147. ret = path.second;
  1148. int creSpeed = curStack->speed(0, true);
  1149. if (gs->curB->tacticDistance > 0 && creSpeed > 0)
  1150. creSpeed = GameConstants::BFIELD_SIZE;
  1151. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  1152. {
  1153. return obst->obstacleType == CObstacleInstance::MOAT;
  1154. });
  1155. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1156. {
  1157. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1158. return true;
  1159. if (hex == ESiegeHex::GATE_OUTER)
  1160. return true;
  1161. if (hex == ESiegeHex::GATE_INNER)
  1162. return true;
  1163. return false;
  1164. };
  1165. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1166. {
  1167. if (isGateDrawbridgeHex(hex))
  1168. return true;
  1169. if (curStack->doubleWide())
  1170. {
  1171. BattleHex otherHex = curStack->occupiedHex(hex);
  1172. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1173. return true;
  1174. }
  1175. return false;
  1176. };
  1177. if (curStack->hasBonusOfType(BonusType::FLYING))
  1178. {
  1179. if (path.second <= creSpeed && path.first.size() > 0)
  1180. {
  1181. if (canUseGate && dbState != EGateState::OPENED &&
  1182. occupyGateDrawbridgeHex(dest))
  1183. {
  1184. BattleUpdateGateState db;
  1185. db.state = EGateState::OPENED;
  1186. sendAndApply(&db);
  1187. }
  1188. //inform clients about move
  1189. BattleStackMoved sm;
  1190. sm.stack = curStack->unitId();
  1191. std::vector<BattleHex> tiles;
  1192. tiles.push_back(path.first[0]);
  1193. sm.tilesToMove = tiles;
  1194. sm.distance = path.second;
  1195. sm.teleporting = false;
  1196. sendAndApply(&sm);
  1197. }
  1198. }
  1199. else //for non-flying creatures
  1200. {
  1201. std::vector<BattleHex> tiles;
  1202. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1203. int v = (int)path.first.size()-1;
  1204. path.first.push_back(start);
  1205. // check if gate need to be open or closed at some point
  1206. BattleHex openGateAtHex, gateMayCloseAtHex;
  1207. if (canUseGate)
  1208. {
  1209. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1210. {
  1211. auto needOpenGates = [&](BattleHex hex) -> bool
  1212. {
  1213. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1214. return true;
  1215. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1216. return true;
  1217. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1218. return true;
  1219. return false;
  1220. };
  1221. auto hex = path.first[i];
  1222. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1223. {
  1224. if (needOpenGates(hex))
  1225. openGateAtHex = path.first[i+1];
  1226. //TODO we need find batter way to handle double-wide stacks
  1227. //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.
  1228. if (curStack->doubleWide())
  1229. {
  1230. BattleHex otherHex = curStack->occupiedHex(hex);
  1231. if (otherHex.isValid() && needOpenGates(otherHex))
  1232. openGateAtHex = path.first[i+2];
  1233. }
  1234. //gate may be opened and then closed during stack movement, but not other way around
  1235. if (openGateAtHex.isValid())
  1236. dbState = EGateState::OPENED;
  1237. }
  1238. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1239. {
  1240. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1241. {
  1242. gateMayCloseAtHex = path.first[i-1];
  1243. }
  1244. if (hasWideMoat)
  1245. {
  1246. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1247. {
  1248. gateMayCloseAtHex = path.first[i-1];
  1249. }
  1250. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1251. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1252. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1253. {
  1254. gateMayCloseAtHex = path.first[i-1];
  1255. }
  1256. }
  1257. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1258. {
  1259. gateMayCloseAtHex = path.first[i-1];
  1260. }
  1261. }
  1262. }
  1263. }
  1264. bool stackIsMoving = true;
  1265. while(stackIsMoving)
  1266. {
  1267. if (v<tilesToMove)
  1268. {
  1269. logGlobal->error("Movement terminated abnormally");
  1270. break;
  1271. }
  1272. bool gateStateChanging = false;
  1273. //special handling for opening gate on from starting hex
  1274. if (openGateAtHex.isValid() && openGateAtHex == start)
  1275. gateStateChanging = true;
  1276. else
  1277. {
  1278. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1279. {
  1280. BattleHex hex = path.first[v];
  1281. tiles.push_back(hex);
  1282. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1283. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1284. {
  1285. gateStateChanging = true;
  1286. }
  1287. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1288. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1289. obstacleHit = true;
  1290. if (curStack->doubleWide())
  1291. {
  1292. BattleHex otherHex = curStack->occupiedHex(hex);
  1293. //two hex creature hit obstacle by backside
  1294. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1295. if(otherHex.isValid() && !obstacle2.empty())
  1296. obstacleHit = true;
  1297. }
  1298. if(!obstacleHit)
  1299. passed.insert(hex);
  1300. }
  1301. }
  1302. if (!tiles.empty())
  1303. {
  1304. //commit movement
  1305. BattleStackMoved sm;
  1306. sm.stack = curStack->unitId();
  1307. sm.distance = path.second;
  1308. sm.teleporting = false;
  1309. sm.tilesToMove = tiles;
  1310. sendAndApply(&sm);
  1311. tiles.clear();
  1312. }
  1313. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1314. if (curStack->getPosition() != dest)
  1315. {
  1316. if(stackIsMoving && start != curStack->getPosition())
  1317. {
  1318. stackIsMoving = handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1319. passed.insert(curStack->getPosition());
  1320. if(curStack->doubleWide())
  1321. passed.insert(curStack->occupiedHex());
  1322. }
  1323. if (gateStateChanging)
  1324. {
  1325. if (curStack->getPosition() == openGateAtHex)
  1326. {
  1327. openGateAtHex = BattleHex();
  1328. //only open gate if stack is still alive
  1329. if (curStack->alive())
  1330. {
  1331. BattleUpdateGateState db;
  1332. db.state = EGateState::OPENED;
  1333. sendAndApply(&db);
  1334. }
  1335. }
  1336. else if (curStack->getPosition() == gateMayCloseAtHex)
  1337. {
  1338. gateMayCloseAtHex = BattleHex();
  1339. updateGateState();
  1340. }
  1341. }
  1342. }
  1343. else
  1344. //movement finished normally: we reached destination
  1345. stackIsMoving = false;
  1346. }
  1347. }
  1348. //handle last hex separately for deviation
  1349. if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
  1350. {
  1351. if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
  1352. || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
  1353. passed.clear(); //Just empty passed, obstacles will handled automatically
  1354. }
  1355. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1356. handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1357. return ret;
  1358. }
  1359. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1360. : lobby(lobby)
  1361. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  1362. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  1363. , complainNoCreatures("No creatures to split")
  1364. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1365. , complainInvalidSlot("Invalid slot accessed!")
  1366. {
  1367. QID = 1;
  1368. IObjectInterface::cb = this;
  1369. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1370. registerTypesServerPacks(*applier);
  1371. visitObjectAfterVictory = false;
  1372. spellEnv = new ServerSpellCastEnvironment(this);
  1373. }
  1374. CGameHandler::~CGameHandler()
  1375. {
  1376. if (battleThread)
  1377. {
  1378. //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
  1379. battleMadeAction.setn(true);
  1380. battleThread->join();
  1381. }
  1382. delete spellEnv;
  1383. delete gs;
  1384. }
  1385. void CGameHandler::reinitScripting()
  1386. {
  1387. serverEventBus = std::make_unique<events::EventBus>();
  1388. #if SCRIPTING_ENABLED
  1389. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1390. #endif
  1391. }
  1392. void CGameHandler::init(StartInfo *si, Load::Progress * progressTracking)
  1393. {
  1394. if (si->seedToBeUsed == 0)
  1395. {
  1396. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1397. }
  1398. CMapService mapService;
  1399. gs = new CGameState();
  1400. gs->preInit(VLC);
  1401. logGlobal->info("Gamestate created!");
  1402. gs->init(&mapService, si, false, progressTracking);
  1403. logGlobal->info("Gamestate initialized!");
  1404. // reset seed, so that clients can't predict any following random values
  1405. getRandomGenerator().resetSeed();
  1406. for (auto & elem : gs->players)
  1407. {
  1408. states.addPlayer(elem.first);
  1409. }
  1410. reinitScripting();
  1411. }
  1412. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1413. {
  1414. return a.earlierThan(b);
  1415. }
  1416. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1417. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1418. const PlayerState * p = getPlayerState(town->tempOwner);
  1419. if (!p)
  1420. {
  1421. assert(town->tempOwner == PlayerColor::NEUTRAL);
  1422. return;
  1423. }
  1424. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1425. {
  1426. SetAvailableCreatures ssi;
  1427. ssi.tid = town->id;
  1428. ssi.creatures = town->creatures;
  1429. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1430. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1431. if (dwellings.empty())//no dwellings - just remove
  1432. {
  1433. sendAndApply(&ssi);
  1434. return;
  1435. }
  1436. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1437. // for multi-creature dwellings like Golem Factory
  1438. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1439. if (clear)
  1440. {
  1441. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  1442. }
  1443. else
  1444. {
  1445. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  1446. }
  1447. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1448. sendAndApply(&ssi);
  1449. }
  1450. }
  1451. void CGameHandler::newTurn()
  1452. {
  1453. logGlobal->trace("Turn %d", gs->day+1);
  1454. NewTurn n;
  1455. n.specialWeek = NewTurn::NO_ACTION;
  1456. n.creatureid = CreatureID::NONE;
  1457. n.day = gs->day + 1;
  1458. bool firstTurn = !getDate(Date::DAY);
  1459. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1460. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1461. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1462. if (firstTurn)
  1463. {
  1464. for (auto obj : gs->map->objects)
  1465. {
  1466. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1467. {
  1468. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1469. }
  1470. }
  1471. }
  1472. if (newWeek && !firstTurn)
  1473. {
  1474. n.specialWeek = NewTurn::NORMAL;
  1475. bool deityOfFireBuilt = false;
  1476. for (const CGTownInstance *t : gs->map->towns)
  1477. {
  1478. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1479. {
  1480. deityOfFireBuilt = true;
  1481. break;
  1482. }
  1483. }
  1484. if (deityOfFireBuilt)
  1485. {
  1486. n.specialWeek = NewTurn::DEITYOFFIRE;
  1487. n.creatureid = CreatureID::IMP;
  1488. }
  1489. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1490. {
  1491. int monthType = getRandomGenerator().nextInt(99);
  1492. if (newMonth) //new month
  1493. {
  1494. if (monthType < 40) //double growth
  1495. {
  1496. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1497. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1498. {
  1499. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1500. }
  1501. else if (VLC->creh->doubledCreatures.size())
  1502. {
  1503. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1504. }
  1505. else
  1506. {
  1507. complain("Cannot find creature that can be spawned!");
  1508. n.specialWeek = NewTurn::NORMAL;
  1509. }
  1510. }
  1511. else if (monthType < 50)
  1512. n.specialWeek = NewTurn::PLAGUE;
  1513. }
  1514. else //it's a week, but not full month
  1515. {
  1516. if (monthType < 25)
  1517. {
  1518. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1519. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1520. do
  1521. {
  1522. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1523. } while (VLC->creh->objects[newMonster.second] &&
  1524. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  1525. n.creatureid = newMonster.second;
  1526. }
  1527. }
  1528. }
  1529. }
  1530. for (auto & elem : gs->players)
  1531. {
  1532. if (elem.first == PlayerColor::NEUTRAL)
  1533. continue;
  1534. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1535. assert(0); //illegal player number!
  1536. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  1537. hadGold.insert(playerGold);
  1538. if (newWeek) //new heroes in tavern
  1539. heroPool->onNewWeek(elem.first);
  1540. n.res[elem.first] = elem.second.resources;
  1541. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1542. {
  1543. bool hasCrystalGenCreature = false;
  1544. for(CGHeroInstance * hero : elem.second.heroes)
  1545. {
  1546. for(auto stack : hero->stacks)
  1547. {
  1548. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  1549. {
  1550. hasCrystalGenCreature = true;
  1551. break;
  1552. }
  1553. }
  1554. }
  1555. if(!hasCrystalGenCreature) //not found in armies, check towns
  1556. {
  1557. for(CGTownInstance * town : elem.second.towns)
  1558. {
  1559. for(auto stack : town->stacks)
  1560. {
  1561. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  1562. {
  1563. hasCrystalGenCreature = true;
  1564. break;
  1565. }
  1566. }
  1567. }
  1568. }
  1569. if(hasCrystalGenCreature)
  1570. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  1571. }
  1572. for (CGHeroInstance *h : (elem).second.heroes)
  1573. {
  1574. if (h->visitedTown)
  1575. giveSpells(h->visitedTown, h);
  1576. NewTurn::Hero hth;
  1577. hth.id = h->id;
  1578. auto ti = std::make_unique<TurnInfo>(h, 1);
  1579. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1580. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1581. hth.mana = h->getManaNewTurn();
  1582. n.heroes.insert(hth);
  1583. if (!firstTurn) //not first day
  1584. {
  1585. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1586. {
  1587. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
  1588. }
  1589. }
  1590. }
  1591. }
  1592. for (CGTownInstance *t : gs->map->towns)
  1593. {
  1594. PlayerColor player = t->tempOwner;
  1595. handleTownEvents(t, n);
  1596. if (newWeek) //first day of week
  1597. {
  1598. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1599. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1600. if (!firstTurn)
  1601. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1602. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1603. if (!vstd::contains(n.cres, t->id))
  1604. {
  1605. n.cres[t->id].tid = t->id;
  1606. n.cres[t->id].creatures = t->creatures;
  1607. }
  1608. auto & sac = n.cres.at(t->id);
  1609. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1610. {
  1611. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1612. {
  1613. ui32 &availableCount = sac.creatures.at(k).first;
  1614. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1615. if (n.specialWeek == NewTurn::PLAGUE)
  1616. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1617. else
  1618. {
  1619. if (firstTurn) //first day of game: use only basic growths
  1620. availableCount = cre->getGrowth();
  1621. else
  1622. availableCount += t->creatureGrowth(k);
  1623. //Deity of fire week - upgrade both imps and upgrades
  1624. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1625. availableCount += 15;
  1626. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  1627. {
  1628. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1629. availableCount *= 2;
  1630. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1631. availableCount += 5;
  1632. }
  1633. }
  1634. }
  1635. }
  1636. }
  1637. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1638. {
  1639. n.res[player] = n.res[player] + t->dailyIncome();
  1640. }
  1641. if(t->hasBuilt(BuildingID::GRAIL)
  1642. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1643. {
  1644. // Skyship, probably easier to handle same as Veil of darkness
  1645. //do it every new day after veils apply
  1646. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1647. {
  1648. FoWChange fw;
  1649. fw.mode = 1;
  1650. fw.player = player;
  1651. // find all hidden tiles
  1652. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1653. auto shape = fow->shape();
  1654. for(size_t z = 0; z < shape[0]; z++)
  1655. for(size_t x = 0; x < shape[1]; x++)
  1656. for(size_t y = 0; y < shape[2]; y++)
  1657. if (!(*fow)[z][x][y])
  1658. fw.tiles.insert(int3(x, y, z));
  1659. sendAndApply (&fw);
  1660. }
  1661. }
  1662. if (t->hasBonusOfType (BonusType::DARKNESS))
  1663. {
  1664. for (auto & player : gs->players)
  1665. {
  1666. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1667. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1668. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
  1669. }
  1670. }
  1671. }
  1672. if (newMonth)
  1673. {
  1674. SetAvailableArtifacts saa;
  1675. saa.id = -1;
  1676. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1677. sendAndApply(&saa);
  1678. }
  1679. sendAndApply(&n);
  1680. if (newWeek)
  1681. {
  1682. //spawn wandering monsters
  1683. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1684. {
  1685. spawnWanderingMonsters(n.creatureid);
  1686. }
  1687. //new week info popup
  1688. if (!firstTurn)
  1689. {
  1690. InfoWindow iw;
  1691. switch (n.specialWeek)
  1692. {
  1693. case NewTurn::DOUBLE_GROWTH:
  1694. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  1695. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1696. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1697. break;
  1698. case NewTurn::PLAGUE:
  1699. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  1700. break;
  1701. case NewTurn::BONUS_GROWTH:
  1702. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  1703. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1704. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1705. break;
  1706. case NewTurn::DEITYOFFIRE:
  1707. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  1708. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  1709. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  1710. iw.text.replacePositiveNumber(15); //%+d 15
  1711. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
  1712. iw.text.replacePositiveNumber(15); //%+d 15
  1713. break;
  1714. default:
  1715. if (newMonth)
  1716. {
  1717. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  1718. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1719. }
  1720. else
  1721. {
  1722. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  1723. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1724. }
  1725. }
  1726. for (auto & elem : gs->players)
  1727. {
  1728. iw.player = elem.first;
  1729. sendAndApply(&iw);
  1730. }
  1731. }
  1732. }
  1733. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1734. handleTimeEvents();
  1735. //call objects
  1736. for (auto & elem : gs->map->objects)
  1737. {
  1738. if (elem)
  1739. elem->newTurn(getRandomGenerator());
  1740. }
  1741. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1742. }
  1743. void CGameHandler::run(bool resume)
  1744. {
  1745. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1746. using namespace boost::posix_time;
  1747. for (auto cc : lobby->connections)
  1748. {
  1749. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1750. std::stringstream sbuffer;
  1751. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1752. for (PlayerColor color : players)
  1753. {
  1754. sbuffer << color << " ";
  1755. {
  1756. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1757. connections[color].insert(cc);
  1758. }
  1759. }
  1760. logGlobal->info(sbuffer.str());
  1761. }
  1762. #if SCRIPTING_ENABLED
  1763. services()->scripts()->run(serverScripts);
  1764. #endif
  1765. if(resume)
  1766. events::GameResumed::defaultExecute(serverEventBus.get());
  1767. auto playerTurnOrder = generatePlayerTurnOrder();
  1768. while(lobby->state == EServerState::GAMEPLAY)
  1769. {
  1770. if(!resume)
  1771. {
  1772. newTurn();
  1773. events::TurnStarted::defaultExecute(serverEventBus.get());
  1774. }
  1775. std::list<PlayerColor>::iterator it;
  1776. if (resume)
  1777. {
  1778. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1779. }
  1780. else
  1781. {
  1782. it = playerTurnOrder.begin();
  1783. }
  1784. resume = false;
  1785. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1786. {
  1787. auto playerColor = *it;
  1788. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1789. {
  1790. //if player runs out of time, he shouldn't get the turn (especially AI)
  1791. //pre-trigger may change anything, should check before each player
  1792. //TODO: is it enough to check only one player?
  1793. checkVictoryLossConditionsForAll();
  1794. auto player = event.getPlayer();
  1795. const PlayerState * playerState = &gs->players[player];
  1796. if(playerState->status != EPlayerStatus::INGAME)
  1797. {
  1798. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1799. }
  1800. else
  1801. {
  1802. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1803. YourTurn yt;
  1804. yt.player = player;
  1805. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1806. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1807. applyAndSend(&yt);
  1808. }
  1809. };
  1810. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1811. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1812. {
  1813. //wait till turn is done
  1814. boost::unique_lock<boost::mutex> lock(states.mx);
  1815. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1816. {
  1817. static time_duration p = milliseconds(100);
  1818. states.cv.timed_wait(lock, p);
  1819. }
  1820. }
  1821. }
  1822. //additional check that game is not finished
  1823. bool activePlayer = false;
  1824. for (auto player : playerTurnOrder)
  1825. {
  1826. if (gs->players[player].status == EPlayerStatus::INGAME)
  1827. activePlayer = true;
  1828. }
  1829. if(!activePlayer)
  1830. lobby->state = EServerState::GAMEPLAY_ENDED;
  1831. }
  1832. }
  1833. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1834. {
  1835. // Generate player turn order
  1836. std::list<PlayerColor> playerTurnOrder;
  1837. for (const auto & player : gs->players) // add human players first
  1838. {
  1839. if (player.second.human)
  1840. playerTurnOrder.push_back(player.first);
  1841. }
  1842. for (const auto & player : gs->players) // then add non-human players
  1843. {
  1844. if (!player.second.human)
  1845. playerTurnOrder.push_back(player.first);
  1846. }
  1847. return playerTurnOrder;
  1848. }
  1849. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1850. {
  1851. battleResult.set(nullptr);
  1852. const auto & t = *getTile(tile);
  1853. TerrainId terrain = t.terType->getId();
  1854. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1855. terrain = ETerrainId::SAND;
  1856. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1857. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1858. terType = BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.ship_to_ship"));
  1859. //send info about battles
  1860. BattleStart bs;
  1861. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1862. engageIntoBattle(bs.info->sides[0].color);
  1863. engageIntoBattle(bs.info->sides[1].color);
  1864. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(bs.info->sides[0].color));
  1865. bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
  1866. sendAndApply(&bs);
  1867. }
  1868. void CGameHandler::checkBattleStateChanges()
  1869. {
  1870. //check if drawbridge state need to be changes
  1871. if (battleGetSiegeLevel() > 0)
  1872. updateGateState();
  1873. //check if battle ended
  1874. if (auto result = battleIsFinished())
  1875. {
  1876. setBattleResult(BattleResult::NORMAL, *result);
  1877. }
  1878. }
  1879. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1880. {
  1881. if (!h->hasSpellbook())
  1882. return; //hero hasn't spellbook
  1883. ChangeSpells cs;
  1884. cs.hid = h->id;
  1885. cs.learn = true;
  1886. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1887. {
  1888. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1889. for (int i = 0; i < h->maxSpellLevel(); i++)
  1890. {
  1891. std::vector<SpellID> spells;
  1892. getAllowedSpells(spells, i+1);
  1893. for (auto & spell : spells)
  1894. cs.spells.insert(spell);
  1895. }
  1896. }
  1897. else
  1898. {
  1899. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1900. {
  1901. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1902. {
  1903. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1904. cs.spells.insert(t->spells.at(i).at(j));
  1905. }
  1906. }
  1907. }
  1908. if (!cs.spells.empty())
  1909. sendAndApply(&cs);
  1910. }
  1911. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1912. {
  1913. if (!obj || !getObj(obj->id))
  1914. {
  1915. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1916. return false;
  1917. }
  1918. RemoveObject ro;
  1919. ro.id = obj->id;
  1920. sendAndApply(&ro);
  1921. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1922. return true;
  1923. }
  1924. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1925. {
  1926. const CGHeroInstance *h = getHero(hid);
  1927. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1928. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1929. {
  1930. logGlobal->error("Illegal call to move hero!");
  1931. return false;
  1932. }
  1933. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1934. const int3 hmpos = h->convertToVisitablePos(dst);
  1935. if (!gs->map->isInTheMap(hmpos))
  1936. {
  1937. logGlobal->error("Destination tile is outside the map!");
  1938. return false;
  1939. }
  1940. const TerrainTile t = *getTile(hmpos);
  1941. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1942. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1943. const bool disembarking = h->boat
  1944. && t.terType->isLand()
  1945. && (dst == h->pos
  1946. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  1947. //result structure for start - movement failed, no move points used
  1948. TryMoveHero tmh;
  1949. tmh.id = hid;
  1950. tmh.start = h->pos;
  1951. tmh.end = dst;
  1952. tmh.result = TryMoveHero::FAILED;
  1953. tmh.movePoints = h->movementPointsRemaining();
  1954. //check if destination tile is available
  1955. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1956. auto ti = pathfinderHelper->getTurnInfo();
  1957. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  1958. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  1959. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  1960. //it's a rock or blocked and not visitable tile
  1961. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1962. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  1963. && complain("Cannot move hero, destination tile is blocked!"))
  1964. || ((!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)
  1965. && complain("Cannot move hero, destination tile is on water!"))
  1966. || ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1967. && complain("Cannot disembark hero, tile is blocked!"))
  1968. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1969. && complain("Tiles are not neighboring!"))
  1970. || ((h->inTownGarrison)
  1971. && complain("Can not move garrisoned hero!"))
  1972. || (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  1973. && complain("Hero doesn't have any movement points left!"))
  1974. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1975. && complain("Hero cannot transit over this tile!"))
  1976. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1977. && complain("Cannot move hero during the battle"))*/)
  1978. {
  1979. //send info about movement failure
  1980. sendAndApply(&tmh);
  1981. return false;
  1982. }
  1983. //several generic blocks of code
  1984. // should be called if hero changes tile but before applying TryMoveHero package
  1985. auto leaveTile = [&]()
  1986. {
  1987. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1988. {
  1989. obj->onHeroLeave(h);
  1990. }
  1991. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1992. };
  1993. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1994. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1995. {
  1996. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1997. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1998. queries.addQuery(moveQuery);
  1999. if (leavingTile == LEAVING_TILE)
  2000. leaveTile();
  2001. if (isInTheMap(guardPos))
  2002. tmh.attackedFrom = std::make_optional(guardPos);
  2003. tmh.result = result;
  2004. sendAndApply(&tmh);
  2005. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2006. { // Hero should be always able to visit any object he staying on even if there guards around
  2007. visitObjectOnTile(t, h);
  2008. }
  2009. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  2010. {
  2011. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2012. objectVisited(guardTile.visitableObjects.back(), h);
  2013. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2014. }
  2015. else if (visitDest == VISIT_DEST)
  2016. {
  2017. visitObjectOnTile(t, h);
  2018. }
  2019. queries.popIfTop(moveQuery);
  2020. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2021. return result != TryMoveHero::FAILED;
  2022. };
  2023. //interaction with blocking object (like resources)
  2024. auto blockingVisit = [&]() -> bool
  2025. {
  2026. for (CGObjectInstance *obj : t.visitableObjects)
  2027. {
  2028. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  2029. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  2030. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  2031. {
  2032. EVisitDest visitDest = VISIT_DEST;
  2033. if(h->boat && !h->boat->onboardVisitAllowed)
  2034. visitDest = DONT_VISIT_DEST;
  2035. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  2036. }
  2037. }
  2038. return false;
  2039. };
  2040. if (!transit && embarking)
  2041. {
  2042. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  2043. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2044. // In H3 embark ignore guards
  2045. }
  2046. if (disembarking)
  2047. {
  2048. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  2049. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2050. }
  2051. if (teleporting)
  2052. {
  2053. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2054. return true;
  2055. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2056. // visit town for town portal \ castle gates
  2057. // do not use generic visitObjectOnTile to avoid double-teleporting
  2058. // if this moveHero call was triggered by teleporter
  2059. if (!t.visitableObjects.empty())
  2060. {
  2061. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2062. town->onHeroVisit(h);
  2063. }
  2064. return true;
  2065. }
  2066. //still here? it is standard movement!
  2067. {
  2068. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  2069. ? h->movementPointsRemaining() - cost
  2070. : 0;
  2071. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2072. EVisitDest visitDest = VISIT_DEST;
  2073. if (transit)
  2074. {
  2075. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2076. visitDest = DONT_VISIT_DEST;
  2077. if (canFly)
  2078. {
  2079. lookForGuards = IGNORE_GUARDS;
  2080. visitDest = DONT_VISIT_DEST;
  2081. }
  2082. }
  2083. else if (blockingVisit())
  2084. return true;
  2085. if(h->boat && !h->boat->onboardAssaultAllowed)
  2086. lookForGuards = IGNORE_GUARDS;
  2087. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2088. return true;
  2089. }
  2090. }
  2091. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2092. {
  2093. const CGHeroInstance *h = getHero(hid);
  2094. const CGTownInstance *t = getTown(dstid);
  2095. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2096. COMPLAIN_RET("Invalid call to teleportHero!");
  2097. const CGTownInstance *from = h->visitedTown;
  2098. if (((h->getOwner() != t->getOwner())
  2099. && complain("Cannot teleport hero to another player"))
  2100. || (from->town->faction->getId() != t->town->faction->getId()
  2101. && complain("Source town and destination town should belong to the same faction"))
  2102. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2103. && complain("Hero must be in town with Castle gate for teleporting"))
  2104. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2105. && complain("Cannot teleport hero to town without Castle gate in it")))
  2106. return false;
  2107. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2108. moveHero(hid,pos,1);
  2109. return true;
  2110. }
  2111. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2112. {
  2113. PlayerColor oldOwner = getOwner(obj->id);
  2114. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2115. sendAndApply(&sop);
  2116. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2117. checkVictoryLossConditions(playerColors);
  2118. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2119. if (town) //town captured
  2120. {
  2121. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2122. {
  2123. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2124. setPortalDwelling(town, true, false);
  2125. }
  2126. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2127. {
  2128. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2129. {
  2130. InfoWindow iw;
  2131. iw.player = oldOwner;
  2132. 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.
  2133. iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
  2134. sendAndApply(&iw);
  2135. }
  2136. }
  2137. }
  2138. const PlayerState * p = getPlayerState(owner);
  2139. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2140. {
  2141. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2142. {
  2143. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2144. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2145. }
  2146. }
  2147. }
  2148. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2149. {
  2150. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2151. queries.addQuery(dialogQuery);
  2152. iw->queryID = dialogQuery->queryID;
  2153. sendToAllClients(iw);
  2154. }
  2155. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2156. {
  2157. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2158. queries.addQuery(dialogQuery);
  2159. iw->queryID = dialogQuery->queryID;
  2160. sendToAllClients(iw);
  2161. }
  2162. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  2163. {
  2164. if (!val) return; //don't waste time on empty call
  2165. TResources resources;
  2166. resources[which] = val;
  2167. giveResources(player, resources);
  2168. }
  2169. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2170. {
  2171. SetResources sr;
  2172. sr.abs = false;
  2173. sr.player = player;
  2174. sr.res = resources;
  2175. sendAndApply(&sr);
  2176. }
  2177. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2178. {
  2179. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2180. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2181. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2182. //first we move creatures to give to make them army of object-source
  2183. for (auto & elem : creatures.Slots())
  2184. {
  2185. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2186. }
  2187. tryJoiningArmy(obj, h, remove, true);
  2188. }
  2189. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2190. {
  2191. std::vector<CStackBasicDescriptor> cres = creatures;
  2192. if (cres.size() <= 0)
  2193. return;
  2194. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2195. for (CStackBasicDescriptor &sbd : cres)
  2196. {
  2197. TQuantity collected = 0;
  2198. while(collected < sbd.count)
  2199. {
  2200. bool foundSth = false;
  2201. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2202. {
  2203. if (i->second->type == sbd.type)
  2204. {
  2205. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2206. changeStackCount(StackLocation(obj, i->first), -take, false);
  2207. collected += take;
  2208. foundSth = true;
  2209. break;
  2210. }
  2211. }
  2212. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2213. {
  2214. complain("Unexpected failure during taking creatures!");
  2215. return;
  2216. }
  2217. }
  2218. }
  2219. }
  2220. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2221. {
  2222. HeroVisitCastle vc;
  2223. vc.hid = hero->id;
  2224. vc.tid = obj->id;
  2225. vc.flags |= 1;
  2226. sendAndApply(&vc);
  2227. visitCastleObjects(obj, hero);
  2228. giveSpells (obj, hero);
  2229. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2230. }
  2231. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2232. {
  2233. for (auto building : t->bonusingBuildings)
  2234. building->onHeroVisit(h);
  2235. }
  2236. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2237. {
  2238. HeroVisitCastle vc;
  2239. vc.hid = hero->id;
  2240. vc.tid = obj->id;
  2241. sendAndApply(&vc);
  2242. }
  2243. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2244. {
  2245. EraseArtifact ea;
  2246. ea.al = al;
  2247. sendAndApply(&ea);
  2248. }
  2249. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2250. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2251. const CGTownInstance *town) //use hero=nullptr for no hero
  2252. {
  2253. if(gs->curB)
  2254. gs->curB.dellNull();
  2255. static const CArmedInstance *armies[2];
  2256. armies[0] = army1;
  2257. armies[1] = army2;
  2258. static const CGHeroInstance*heroes[2];
  2259. heroes[0] = hero1;
  2260. heroes[1] = hero2;
  2261. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2262. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  2263. //existing battle query for retying auto-combat
  2264. if(lastBattleQuery)
  2265. {
  2266. for(int i : {0, 1})
  2267. {
  2268. if(heroes[i])
  2269. {
  2270. SetMana restoreInitialMana;
  2271. restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
  2272. restoreInitialMana.hid = heroes[i]->id;
  2273. sendAndApply(&restoreInitialMana);
  2274. }
  2275. }
  2276. lastBattleQuery->bi = gs->curB;
  2277. lastBattleQuery->result = std::nullopt;
  2278. lastBattleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
  2279. lastBattleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
  2280. }
  2281. auto nextBattleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2282. for(int i : {0, 1})
  2283. {
  2284. if(heroes[i])
  2285. {
  2286. nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
  2287. }
  2288. }
  2289. queries.addQuery(nextBattleQuery);
  2290. this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
  2291. }
  2292. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2293. {
  2294. startBattlePrimary(army1, army2, tile,
  2295. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2296. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2297. creatureBank);
  2298. }
  2299. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2300. {
  2301. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2302. }
  2303. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2304. {
  2305. ChangeSpells cs;
  2306. cs.hid = hero->id;
  2307. cs.spells = spells;
  2308. cs.learn = give;
  2309. sendAndApply(&cs);
  2310. }
  2311. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2312. {
  2313. sendAndApply(bonus);
  2314. }
  2315. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2316. {
  2317. sendAndApply(smp);
  2318. }
  2319. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2320. {
  2321. SetMana sm;
  2322. sm.hid = hid;
  2323. sm.val = val;
  2324. sm.absolute = true;
  2325. sendAndApply(&sm);
  2326. }
  2327. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  2328. {
  2329. GiveHero gh;
  2330. gh.id = id;
  2331. gh.player = player;
  2332. gh.boatId = boatId;
  2333. sendAndApply(&gh);
  2334. //Reveal fow around new hero, especially released from Prison
  2335. auto h = getHero(id);
  2336. changeFogOfWar(h->pos, h->getSightRadius(), player, false);
  2337. }
  2338. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2339. {
  2340. ChangeObjPos cop;
  2341. cop.objid = objid;
  2342. cop.nPos = newPos;
  2343. sendAndApply(&cop);
  2344. }
  2345. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2346. {
  2347. const CGHeroInstance * h1 = getHero(fromHero);
  2348. const CGHeroInstance * h2 = getHero(toHero);
  2349. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  2350. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  2351. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2352. {
  2353. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2354. std::swap(fromHero, toHero);
  2355. }
  2356. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2357. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2358. return;//no scholar skill or no spellbook
  2359. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2360. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2361. ChangeSpells cs1;
  2362. cs1.learn = true;
  2363. cs1.hid = toHero;//giving spells to first hero
  2364. for (auto it : h1->getSpellsInSpellbook())
  2365. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2366. cs1.spells.insert(it);//spell to learn
  2367. ChangeSpells cs2;
  2368. cs2.learn = true;
  2369. cs2.hid = fromHero;
  2370. for (auto it : h2->getSpellsInSpellbook())
  2371. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2372. cs2.spells.insert(it);
  2373. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2374. {
  2375. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2376. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2377. InfoWindow iw;
  2378. iw.player = h1->tempOwner;
  2379. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2380. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2381. iw.text.replaceRawString(h1->getNameTranslated());
  2382. if (!cs2.spells.empty())//if found new spell - apply
  2383. {
  2384. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  2385. int size = static_cast<int>(cs2.spells.size());
  2386. for (auto it : cs2.spells)
  2387. {
  2388. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2389. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  2390. switch (size--)
  2391. {
  2392. case 2:
  2393. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  2394. case 1:
  2395. break;
  2396. default:
  2397. iw.text.appendRawString(", ");
  2398. }
  2399. }
  2400. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  2401. iw.text.replaceRawString(h2->getNameTranslated());
  2402. sendAndApply(&cs2);
  2403. }
  2404. if (!cs1.spells.empty() && !cs2.spells.empty())
  2405. {
  2406. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  2407. }
  2408. if (!cs1.spells.empty())
  2409. {
  2410. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  2411. int size = static_cast<int>(cs1.spells.size());
  2412. for (auto it : cs1.spells)
  2413. {
  2414. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2415. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  2416. switch (size--)
  2417. {
  2418. case 2:
  2419. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  2420. case 1:
  2421. break;
  2422. default:
  2423. iw.text.appendRawString(", ");
  2424. }
  2425. }
  2426. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  2427. iw.text.replaceRawString(h2->getNameTranslated());
  2428. sendAndApply(&cs1);
  2429. }
  2430. sendAndApply(&iw);
  2431. }
  2432. }
  2433. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2434. {
  2435. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2436. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2437. {
  2438. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2439. ExchangeDialog hex;
  2440. hex.queryID = exchange->queryID;
  2441. hex.player = h1->getOwner();
  2442. hex.hero1 = hero1;
  2443. hex.hero2 = hero2;
  2444. sendAndApply(&hex);
  2445. useScholarSkill(hero1,hero2);
  2446. queries.addQuery(exchange);
  2447. }
  2448. }
  2449. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2450. {
  2451. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2452. for (auto c : lobby->connections)
  2453. {
  2454. if(!c->isOpen())
  2455. continue;
  2456. c->sendPack(pack);
  2457. }
  2458. }
  2459. void CGameHandler::sendAndApply(CPackForClient * pack)
  2460. {
  2461. sendToAllClients(pack);
  2462. gs->apply(pack);
  2463. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2464. }
  2465. void CGameHandler::applyAndSend(CPackForClient * pack)
  2466. {
  2467. gs->apply(pack);
  2468. sendToAllClients(pack);
  2469. }
  2470. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2471. {
  2472. sendAndApply(static_cast<CPackForClient *>(pack));
  2473. checkVictoryLossConditionsForAll();
  2474. }
  2475. void CGameHandler::sendAndApply(SetResources * pack)
  2476. {
  2477. sendAndApply(static_cast<CPackForClient *>(pack));
  2478. checkVictoryLossConditionsForPlayer(pack->player);
  2479. }
  2480. void CGameHandler::sendAndApply(NewStructures * pack)
  2481. {
  2482. sendAndApply(static_cast<CPackForClient *>(pack));
  2483. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2484. }
  2485. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2486. {
  2487. return getPlayerAt(pack->c) == getOwner(id);
  2488. }
  2489. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2490. {
  2491. if(pack->c)
  2492. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  2493. logNetwork->error("Player is not allowed to perform this action!");
  2494. throw ExceptionNotAllowedAction();
  2495. }
  2496. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2497. {
  2498. std::ostringstream oss;
  2499. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2500. logNetwork->error(oss.str());
  2501. if(pack->c)
  2502. playerMessages->sendSystemMessage(pack->c, oss.str());
  2503. }
  2504. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2505. {
  2506. if(!isPlayerOwns(pack, id))
  2507. {
  2508. wrongPlayerMessage(pack, getOwner(id));
  2509. throwNotAllowedAction(pack);
  2510. }
  2511. }
  2512. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2513. {
  2514. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2515. {
  2516. wrongPlayerMessage(pack, player);
  2517. throwNotAllowedAction(pack);
  2518. }
  2519. }
  2520. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2521. {
  2522. complain(txt);
  2523. throwNotAllowedAction(pack);
  2524. }
  2525. void CGameHandler::save(const std::string & filename)
  2526. {
  2527. logGlobal->info("Saving to %s", filename);
  2528. const auto stem = FileInfo::GetPathStem(filename);
  2529. const auto savefname = stem.to_string() + ".vsgm1";
  2530. CResourceHandler::get("local")->createResource(savefname);
  2531. try
  2532. {
  2533. {
  2534. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)));
  2535. saveCommonState(save);
  2536. logGlobal->info("Saving server state");
  2537. save << *this;
  2538. }
  2539. logGlobal->info("Game has been successfully saved!");
  2540. }
  2541. catch(std::exception &e)
  2542. {
  2543. logGlobal->error("Failed to save game: %s", e.what());
  2544. }
  2545. }
  2546. bool CGameHandler::load(const std::string & filename)
  2547. {
  2548. logGlobal->info("Loading from %s", filename);
  2549. const auto stem = FileInfo::GetPathStem(filename);
  2550. reinitScripting();
  2551. try
  2552. {
  2553. {
  2554. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2555. loadCommonState(lf);
  2556. logGlobal->info("Loading server state");
  2557. lf >> *this;
  2558. }
  2559. logGlobal->info("Game has been successfully loaded!");
  2560. }
  2561. catch(const ModIncompatibility & e)
  2562. {
  2563. logGlobal->error("Failed to load game: %s", e.what());
  2564. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2565. errorMsg += e.what();
  2566. lobby->announceMessage(errorMsg);
  2567. return false;
  2568. }
  2569. catch(const std::exception & e)
  2570. {
  2571. logGlobal->error("Failed to load game: %s", e.what());
  2572. return false;
  2573. }
  2574. gs->preInit(VLC);
  2575. gs->updateOnLoad(lobby->si.get());
  2576. return true;
  2577. }
  2578. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2579. {
  2580. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2581. return false;
  2582. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2583. const CCreatureSet & creatureSet = *army;
  2584. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2585. || (howMany < 1 && complain("Invalid split parameter!")))
  2586. {
  2587. return false;
  2588. }
  2589. auto actualAmount = army->getStackCount(slotSrc);
  2590. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2591. return false;
  2592. auto freeSlots = creatureSet.getFreeSlots();
  2593. if(freeSlots.empty() && complain("No empty stacks"))
  2594. return false;
  2595. BulkRebalanceStacks bulkRS;
  2596. for(auto slot : freeSlots)
  2597. {
  2598. RebalanceStacks rs;
  2599. rs.srcArmy = army->id;
  2600. rs.dstArmy = army->id;
  2601. rs.srcSlot = slotSrc;
  2602. rs.dstSlot = slot;
  2603. rs.count = howMany;
  2604. bulkRS.moves.push_back(rs);
  2605. actualAmount -= howMany;
  2606. if(actualAmount <= howMany)
  2607. break;
  2608. }
  2609. sendAndApply(&bulkRS);
  2610. return true;
  2611. }
  2612. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2613. {
  2614. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2615. return false;
  2616. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2617. const CCreatureSet & creatureSet = *army;
  2618. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2619. return false;
  2620. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2621. if(actualAmount < 1 && complain(complainNoCreatures))
  2622. return false;
  2623. auto currentCreature = creatureSet.getCreature(slotSrc);
  2624. if(!currentCreature && complain(complainNoCreatures))
  2625. return false;
  2626. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2627. if(!creatureSlots.size())
  2628. return false;
  2629. BulkRebalanceStacks bulkRS;
  2630. for(auto slot : creatureSlots)
  2631. {
  2632. RebalanceStacks rs;
  2633. rs.srcArmy = army->id;
  2634. rs.dstArmy = army->id;
  2635. rs.srcSlot = slot;
  2636. rs.dstSlot = slotSrc;
  2637. rs.count = creatureSet.getStackCount(slot);
  2638. bulkRS.moves.push_back(rs);
  2639. }
  2640. sendAndApply(&bulkRS);
  2641. return true;
  2642. }
  2643. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2644. {
  2645. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2646. return false;
  2647. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2648. const CCreatureSet & setSrc = *armySrc;
  2649. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2650. return false;
  2651. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2652. const CCreatureSet & setDest = *armyDest;
  2653. auto freeSlots = setDest.getFreeSlotsQueue();
  2654. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2655. TRebalanceMap moves;
  2656. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2657. auto slotsLeft = setSrc.stacksCount();
  2658. auto destMap = setDest.getCreatureMap();
  2659. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2660. while(!srcQueue.empty())
  2661. {
  2662. auto pair = srcQueue.top();
  2663. srcQueue.pop();
  2664. auto currCreature = pair.first;
  2665. auto currSlot = pair.second;
  2666. const auto quantity = setSrc.getStackCount(currSlot);
  2667. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2668. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2669. if(!alreadyExists)
  2670. {
  2671. if(freeSlots.empty())
  2672. continue;
  2673. auto currFreeSlot = freeSlots.front();
  2674. freeSlots.pop();
  2675. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2676. }
  2677. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2678. slotsLeft--;
  2679. }
  2680. if(slotsLeft == 1)
  2681. {
  2682. auto lastCreature = setSrc.getCreature(srcSlot);
  2683. auto slotToMove = SlotID();
  2684. // Try to find a slot for last creature
  2685. if(destMap.find(lastCreature) == destMap.end())
  2686. {
  2687. if(!freeSlots.empty())
  2688. slotToMove = freeSlots.front();
  2689. }
  2690. else
  2691. {
  2692. slotToMove = destMap[lastCreature];
  2693. }
  2694. if(slotToMove != SlotID())
  2695. {
  2696. const bool needsLastStack = armySrc->needsLastStack();
  2697. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2698. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2699. }
  2700. }
  2701. BulkRebalanceStacks bulkRS;
  2702. for(auto & move : moves)
  2703. {
  2704. RebalanceStacks rs;
  2705. rs.srcArmy = armySrc->id;
  2706. rs.dstArmy = armyDest->id;
  2707. rs.srcSlot = move.first;
  2708. rs.dstSlot = move.second.first;
  2709. rs.count = move.second.second;
  2710. bulkRS.moves.push_back(rs);
  2711. }
  2712. sendAndApply(&bulkRS);
  2713. return true;
  2714. }
  2715. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2716. {
  2717. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2718. return false;
  2719. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2720. const CCreatureSet & creatureSet = *army;
  2721. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2722. return false;
  2723. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2724. if(actualAmount <= 1 && complain(complainNoCreatures))
  2725. return false;
  2726. auto freeSlot = creatureSet.getFreeSlot();
  2727. auto currentCreature = creatureSet.getCreature(slotSrc);
  2728. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2729. return true;
  2730. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2731. TQuantity totalCreatures = 0;
  2732. for(auto slot : creatureSlots)
  2733. totalCreatures += creatureSet.getStackCount(slot);
  2734. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2735. return false;
  2736. if(freeSlot != SlotID())
  2737. creatureSlots.push_back(freeSlot);
  2738. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2739. return false;
  2740. const auto totalCreatureSlots = creatureSlots.size();
  2741. const auto rem = totalCreatures % totalCreatureSlots;
  2742. const auto quotient = totalCreatures / totalCreatureSlots;
  2743. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2744. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2745. BulkSmartRebalanceStacks bulkSRS;
  2746. if(freeSlot != SlotID())
  2747. {
  2748. RebalanceStacks rs;
  2749. rs.srcArmy = rs.dstArmy = army->id;
  2750. rs.srcSlot = slotSrc;
  2751. rs.dstSlot = freeSlot;
  2752. rs.count = 1;
  2753. bulkSRS.moves.push_back(rs);
  2754. }
  2755. auto currSlot = 0;
  2756. auto check = 0;
  2757. for(auto slot : creatureSlots)
  2758. {
  2759. ChangeStackCount csc;
  2760. csc.army = army->id;
  2761. csc.slot = slot;
  2762. csc.count = (currSlot < rem)
  2763. ? quotient + 1
  2764. : quotient;
  2765. csc.absoluteValue = true;
  2766. bulkSRS.changes.push_back(csc);
  2767. currSlot++;
  2768. check += csc.count;
  2769. }
  2770. if(check != totalCreatures)
  2771. {
  2772. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2773. return false;
  2774. }
  2775. sendAndApply(&bulkSRS);
  2776. return true;
  2777. }
  2778. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2779. {
  2780. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2781. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2782. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2783. StackLocation sl1(s1, p1), sl2(s2, p2);
  2784. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2785. {
  2786. complain(complainInvalidSlot);
  2787. return false;
  2788. }
  2789. if (!isAllowedExchange(id1,id2))
  2790. {
  2791. complain("Cannot exchange stacks between these two objects!\n");
  2792. return false;
  2793. }
  2794. // We can always put stacks into locked garrison, but not take them out of it
  2795. auto notRemovable = [&](const CArmedInstance * army)
  2796. {
  2797. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2798. {
  2799. auto g = dynamic_cast<const CGGarrison *>(army);
  2800. if (g && !g->removableUnits)
  2801. {
  2802. complain("Stacks in this garrison are not removable!\n");
  2803. return true;
  2804. }
  2805. }
  2806. return false;
  2807. };
  2808. if (what==1) //swap
  2809. {
  2810. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2811. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2812. {
  2813. complain("Can't take troops from another player!");
  2814. return false;
  2815. }
  2816. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2817. {
  2818. complain("Cannot swap stacks - slots are the same!");
  2819. return false;
  2820. }
  2821. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2822. {
  2823. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2824. return false;
  2825. }
  2826. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2827. return false;
  2828. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2829. return false;
  2830. swapStacks(sl1, sl2);
  2831. }
  2832. else if (what==2)//merge
  2833. {
  2834. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2835. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2836. return false;
  2837. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2838. {
  2839. complain("Cannot merge empty stack!");
  2840. return false;
  2841. }
  2842. else if (notRemovable(sl1.army))
  2843. return false;
  2844. moveStack(sl1, sl2);
  2845. }
  2846. else if (what==3) //split
  2847. {
  2848. const int countToMove = val - s2->getStackCount(p2);
  2849. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2850. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2851. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2852. {
  2853. complain("Can't move troops of another player!");
  2854. return false;
  2855. }
  2856. //general conditions checking
  2857. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2858. || (val<1 && complain(complainNoCreatures)) )
  2859. {
  2860. return false;
  2861. }
  2862. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2863. {
  2864. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2865. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2866. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2867. )
  2868. {
  2869. return false;
  2870. }
  2871. if (notRemovable(sl1.army))
  2872. {
  2873. if (s1->getStackCount(p1) > countLeftOnSrc)
  2874. return false;
  2875. }
  2876. else if (notRemovable(sl2.army))
  2877. {
  2878. if (s2->getStackCount(p1) < countLeftOnSrc)
  2879. return false;
  2880. }
  2881. moveStack(sl1, sl2, countToMove);
  2882. //S2.slots[p2]->count = val;
  2883. //S1.slots[p1]->count = total - val;
  2884. }
  2885. else //split one stack to the two
  2886. {
  2887. if (s1->getStackCount(p1) < val)//not enough creatures
  2888. {
  2889. complain(complainNotEnoughCreatures);
  2890. return false;
  2891. }
  2892. if (notRemovable(sl1.army))
  2893. return false;
  2894. moveStack(sl1, sl2, val);
  2895. }
  2896. }
  2897. return true;
  2898. }
  2899. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2900. {
  2901. return connections.at(player).count(c);
  2902. }
  2903. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2904. {
  2905. std::set<PlayerColor> all;
  2906. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2907. if(vstd::contains(i->second, c))
  2908. all.insert(i->first);
  2909. switch(all.size())
  2910. {
  2911. case 0:
  2912. return PlayerColor::NEUTRAL;
  2913. case 1:
  2914. return *all.begin();
  2915. default:
  2916. {
  2917. //if we have more than one player at this connection, try to pick active one
  2918. if (vstd::contains(all, gs->currentPlayer))
  2919. return gs->currentPlayer;
  2920. else
  2921. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2922. }
  2923. }
  2924. }
  2925. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2926. {
  2927. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2928. if (!vstd::contains(s1->stacks,pos))
  2929. {
  2930. complain("Illegal call to disbandCreature - no such stack in army!");
  2931. return false;
  2932. }
  2933. eraseStack(StackLocation(s1, pos));
  2934. return true;
  2935. }
  2936. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2937. {
  2938. const CGTownInstance * t = getTown(tid);
  2939. if(!t)
  2940. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2941. if(!t->town->buildings.count(requestedID))
  2942. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  2943. if(t->hasBuilt(requestedID))
  2944. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  2945. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2946. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2947. std::vector<const CBuilding*> remainingAutoBuildings;
  2948. std::set<BuildingID> buildingsThatWillBe;
  2949. //Check validity of request
  2950. if(!force)
  2951. {
  2952. switch(requestedBuilding->mode)
  2953. {
  2954. case CBuilding::BUILD_NORMAL :
  2955. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2956. COMPLAIN_RET("Cannot build that building!");
  2957. break;
  2958. case CBuilding::BUILD_AUTO :
  2959. case CBuilding::BUILD_SPECIAL:
  2960. COMPLAIN_RET("This building can not be constructed normally!");
  2961. case CBuilding::BUILD_GRAIL :
  2962. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2963. {
  2964. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2965. COMPLAIN_RET("Cannot build this without grail!")
  2966. else
  2967. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2968. }
  2969. break;
  2970. }
  2971. }
  2972. //Performs stuff that has to be done before new building is built
  2973. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2974. {
  2975. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2976. {
  2977. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2978. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2979. if(upgradeNumber >= t->town->creatures.at(level).size())
  2980. {
  2981. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2982. "no creature found (upgrade number %d, level %d!")
  2983. % buildingID % upgradeNumber % level));
  2984. return;
  2985. }
  2986. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  2987. SetAvailableCreatures ssi;
  2988. ssi.tid = t->id;
  2989. ssi.creatures = t->creatures;
  2990. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2991. ssi.creatures[level].first = crea->getGrowth();
  2992. ssi.creatures[level].second.push_back(crea->getId());
  2993. sendAndApply(&ssi);
  2994. }
  2995. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2996. {
  2997. setPortalDwelling(t);
  2998. }
  2999. };
  3000. //Performs stuff that has to be done after new building is built
  3001. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3002. {
  3003. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3004. auto isLibrary = isMageGuild ? false
  3005. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3006. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3007. {
  3008. if(t->visitingHero)
  3009. giveSpells(t,t->visitingHero);
  3010. if(t->garrisonHero)
  3011. giveSpells(t,t->garrisonHero);
  3012. }
  3013. };
  3014. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3015. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3016. {
  3017. return buildingsThatWillBe.count(buildID);
  3018. };
  3019. //Init the vectors
  3020. for(auto & build : t->town->buildings)
  3021. {
  3022. if(t->hasBuilt(build.first))
  3023. {
  3024. buildingsThatWillBe.insert(build.first);
  3025. }
  3026. else
  3027. {
  3028. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3029. remainingAutoBuildings.push_back(build.second);
  3030. }
  3031. }
  3032. //Prepare structure (list of building ids will be filled later)
  3033. NewStructures ns;
  3034. ns.tid = tid;
  3035. ns.builded = force ? t->builded : (t->builded+1);
  3036. std::queue<const CBuilding*> buildingsToAdd;
  3037. buildingsToAdd.push(requestedBuilding);
  3038. while(!buildingsToAdd.empty())
  3039. {
  3040. auto b = buildingsToAdd.front();
  3041. buildingsToAdd.pop();
  3042. ns.bid.insert(b->bid);
  3043. buildingsThatWillBe.insert(b->bid);
  3044. remainingAutoBuildings -= b;
  3045. for(auto autoBuilding : remainingAutoBuildings)
  3046. {
  3047. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3048. if(actualRequirements.test(areRequirementsFullfilled))
  3049. buildingsToAdd.push(autoBuilding);
  3050. }
  3051. }
  3052. // 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.
  3053. for(auto builtID : ns.bid)
  3054. processBeforeBuiltStructure(builtID);
  3055. //Take cost
  3056. if(!force)
  3057. giveResources(t->tempOwner, -requestedBuilding->resources);
  3058. //We know what has been built, apply changes. Do this as final step to properly update town window
  3059. sendAndApply(&ns);
  3060. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3061. for(auto builtID : ns.bid)
  3062. processAfterBuiltStructure(builtID);
  3063. // now when everything is built - reveal tiles for lookout tower
  3064. FoWChange fw;
  3065. fw.player = t->tempOwner;
  3066. fw.mode = 1;
  3067. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3068. sendAndApply(&fw);
  3069. if(t->visitingHero)
  3070. visitCastleObjects(t, t->visitingHero);
  3071. if(t->garrisonHero)
  3072. visitCastleObjects(t, t->garrisonHero);
  3073. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3074. return true;
  3075. }
  3076. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3077. {
  3078. ///incomplete, simply erases target building
  3079. const CGTownInstance * t = getTown(tid);
  3080. if (!vstd::contains(t->builtBuildings, bid))
  3081. return false;
  3082. RazeStructures rs;
  3083. rs.tid = tid;
  3084. rs.bid.insert(bid);
  3085. rs.destroyed = t->destroyed + 1;
  3086. sendAndApply(&rs);
  3087. //TODO: Remove dwellers
  3088. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3089. // {
  3090. // RemoveBonus rb(RemoveBonus::TOWN);
  3091. // rb.whoID = t->id;
  3092. // rb.source = BonusSource::TOWN_STRUCTURE;
  3093. // rb.id = 17;
  3094. // sendAndApply(&rb);
  3095. // }
  3096. return true;
  3097. }
  3098. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3099. {
  3100. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3101. const CArmedInstance *dst = nullptr;
  3102. const CCreature *c = VLC->creh->objects.at(crid);
  3103. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3104. //TODO: test for owning
  3105. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3106. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3107. assert(dw && dst);
  3108. //verify
  3109. bool found = false;
  3110. int level = 0;
  3111. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3112. {
  3113. if ((fromLvl != -1) && (level !=fromLvl))
  3114. continue;
  3115. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3116. int i = 0;
  3117. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3118. if (cur.second.at(i) == crid)
  3119. break;
  3120. if (i < cur.second.size())
  3121. {
  3122. found = true;
  3123. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3124. break;
  3125. }
  3126. }
  3127. SlotID slot = dst->getSlotFor(crid);
  3128. if ((!found && complain("Cannot recruit: no such creatures!"))
  3129. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3130. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3131. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3132. {
  3133. return false;
  3134. }
  3135. //recruit
  3136. giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
  3137. SetAvailableCreatures sac;
  3138. sac.tid = objid;
  3139. sac.creatures = dw->creatures;
  3140. sac.creatures[level].first -= cram;
  3141. sendAndApply(&sac);
  3142. if (warMachine)
  3143. {
  3144. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3145. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3146. ArtifactID artId = c->warMachine;
  3147. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3148. const CArtifact * art = artId.toArtifact();
  3149. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3150. return giveHeroNewArtifact(h, art);
  3151. }
  3152. else
  3153. {
  3154. addToSlot(StackLocation(dst, slot), c, cram);
  3155. }
  3156. return true;
  3157. }
  3158. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3159. {
  3160. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3161. if (!obj->hasStackAtSlot(pos))
  3162. {
  3163. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3164. }
  3165. UpgradeInfo ui;
  3166. fillUpgradeInfo(obj, pos, ui);
  3167. PlayerColor player = obj->tempOwner;
  3168. const PlayerState *p = getPlayerState(player);
  3169. int crQuantity = obj->stacks.at(pos)->count;
  3170. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3171. //check if upgrade is possible
  3172. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3173. {
  3174. return false;
  3175. }
  3176. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3177. //check if player has enough resources
  3178. if (!p->resources.canAfford(totalCost))
  3179. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3180. //take resources
  3181. giveResources(player, -totalCost);
  3182. //upgrade creature
  3183. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3184. return true;
  3185. }
  3186. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3187. {
  3188. if (!sl.army->hasStackAtSlot(sl.slot))
  3189. COMPLAIN_RET("Cannot find a stack to change type");
  3190. SetStackType sst;
  3191. sst.army = sl.army->id;
  3192. sst.slot = sl.slot;
  3193. sst.type = c->getId();
  3194. sendAndApply(&sst);
  3195. return true;
  3196. }
  3197. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3198. {
  3199. assert(src->canBeMergedWith(*dst, allowMerging));
  3200. while(src->stacksCount())//while there are unmoved creatures
  3201. {
  3202. auto i = src->Slots().begin(); //iterator to stack to move
  3203. StackLocation sl(src, i->first); //location of stack to move
  3204. SlotID pos = dst->getSlotFor(i->second->type);
  3205. if (!pos.validSlot())
  3206. {
  3207. //try to merge two other stacks to make place
  3208. std::pair<SlotID, SlotID> toMerge;
  3209. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3210. {
  3211. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3212. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3213. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3214. }
  3215. else
  3216. {
  3217. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3218. return;
  3219. }
  3220. }
  3221. else
  3222. {
  3223. moveStack(sl, StackLocation(dst, pos));
  3224. }
  3225. }
  3226. }
  3227. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3228. {
  3229. const CGTownInstance * town = getTown(tid);
  3230. if(!town->garrisonHero == !town->visitingHero)
  3231. return false;
  3232. SetHeroesInTown intown;
  3233. intown.tid = tid;
  3234. if(town->garrisonHero) //garrison -> vising
  3235. {
  3236. intown.garrison = ObjectInstanceID();
  3237. intown.visiting = town->garrisonHero->id;
  3238. }
  3239. else //visiting -> garrison
  3240. {
  3241. if(town->armedGarrison())
  3242. town->mergeGarrisonOnSiege();
  3243. intown.visiting = ObjectInstanceID();
  3244. intown.garrison = town->visitingHero->id;
  3245. }
  3246. sendAndApply(&intown);
  3247. return true;
  3248. }
  3249. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3250. {
  3251. const CGTownInstance * town = getTown(tid);
  3252. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3253. {
  3254. if (!town->visitingHero->canBeMergedWith(*town))
  3255. {
  3256. complain("Cannot make garrison swap, not enough free slots!");
  3257. return false;
  3258. }
  3259. moveArmy(town, town->visitingHero, true);
  3260. SetHeroesInTown intown;
  3261. intown.tid = tid;
  3262. intown.visiting = ObjectInstanceID();
  3263. intown.garrison = town->visitingHero->id;
  3264. sendAndApply(&intown);
  3265. return true;
  3266. }
  3267. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3268. {
  3269. //check if moving hero out of town will break 8 wandering heroes limit
  3270. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3271. {
  3272. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3273. return false;
  3274. }
  3275. SetHeroesInTown intown;
  3276. intown.tid = tid;
  3277. intown.garrison = ObjectInstanceID();
  3278. intown.visiting = town->garrisonHero->id;
  3279. sendAndApply(&intown);
  3280. return true;
  3281. }
  3282. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3283. {
  3284. SetHeroesInTown intown;
  3285. intown.tid = tid;
  3286. intown.garrison = town->visitingHero->id;
  3287. intown.visiting = town->garrisonHero->id;
  3288. sendAndApply(&intown);
  3289. return true;
  3290. }
  3291. else
  3292. {
  3293. complain("Cannot swap garrison hero!");
  3294. return false;
  3295. }
  3296. }
  3297. // With the amount of changes done to the function, it's more like transferArtifacts.
  3298. // 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.
  3299. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3300. {
  3301. ArtifactLocation src = al1, dst = al2;
  3302. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3303. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3304. // Make sure exchange is even possible between the two heroes.
  3305. if(!isAllowedExchange(srcObj->id, dstObj->id))
  3306. COMPLAIN_RET("That heroes cannot make any exchange!");
  3307. const CArtifactInstance *srcArtifact = src.getArt();
  3308. const CArtifactInstance *destArtifact = dst.getArt();
  3309. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  3310. if(srcArtifact == nullptr)
  3311. COMPLAIN_RET("No artifact to move!");
  3312. if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
  3313. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3314. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3315. // Moving to the backpack is always allowed.
  3316. if((!srcArtifact || !isDstSlotBackpack)
  3317. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3318. COMPLAIN_RET("Cannot move artifact!");
  3319. auto srcSlot = src.getSlot();
  3320. auto dstSlot = dst.getSlot();
  3321. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3322. COMPLAIN_RET("Cannot move artifact locks.");
  3323. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  3324. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3325. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3326. COMPLAIN_RET("Cannot move catapult!");
  3327. if(isDstSlotBackpack)
  3328. {
  3329. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  3330. COMPLAIN_RET("Backpack is full!");
  3331. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  3332. }
  3333. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3334. {
  3335. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3336. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3337. // Check if dst slot is occupied
  3338. if(!isDstSlotBackpack && destArtifact)
  3339. {
  3340. // Previous artifact must be removed first
  3341. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3342. }
  3343. try
  3344. {
  3345. auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3346. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3347. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3348. }
  3349. catch(const std::bad_variant_access &)
  3350. {
  3351. // object other than hero received an art - ignore
  3352. }
  3353. MoveArtifact ma(&src, &dst);
  3354. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3355. ma.askAssemble = false;
  3356. sendAndApply(&ma);
  3357. }
  3358. return true;
  3359. }
  3360. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3361. {
  3362. // Make sure exchange is even possible between the two heroes.
  3363. if(!isAllowedExchange(srcHero, dstHero))
  3364. COMPLAIN_RET("That heroes cannot make any exchange!");
  3365. auto psrcHero = getHero(srcHero);
  3366. auto pdstHero = getHero(dstHero);
  3367. if((!psrcHero) || (!pdstHero))
  3368. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3369. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3370. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3371. auto & slotsSrcDst = ma.artsPack0;
  3372. auto & slotsDstSrc = ma.artsPack1;
  3373. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3374. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3375. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3376. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3377. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3378. {
  3379. assert(artifact);
  3380. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  3381. if(dstSlot != ArtifactPosition::PRE_FIRST)
  3382. {
  3383. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3384. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3385. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  3386. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3387. }
  3388. };
  3389. if(swap)
  3390. {
  3391. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3392. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3393. {
  3394. for(auto & artifact : srcHero->artifactsWorn)
  3395. {
  3396. if(ArtifactUtils::isArtRemovable(artifact))
  3397. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3398. }
  3399. };
  3400. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3401. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3402. {
  3403. for(auto & slotInfo : artSet->artifactsInBackpack)
  3404. {
  3405. auto slot = artSet->getArtPos(slotInfo.artifact);
  3406. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3407. }
  3408. };
  3409. // Move over artifacts that are worn srcHero -> dstHero
  3410. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3411. artFittingSet.artifactsWorn.clear();
  3412. // Move over artifacts that are worn dstHero -> srcHero
  3413. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3414. // Move over artifacts that are in backpack srcHero -> dstHero
  3415. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3416. // Move over artifacts that are in backpack dstHero -> srcHero
  3417. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3418. }
  3419. else
  3420. {
  3421. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3422. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3423. // Move over artifacts that are worn
  3424. for(auto & artInfo : psrcHero->artifactsWorn)
  3425. {
  3426. if(ArtifactUtils::isArtRemovable(artInfo))
  3427. {
  3428. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3429. }
  3430. }
  3431. // Move over artifacts that are in backpack
  3432. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3433. {
  3434. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3435. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3436. }
  3437. }
  3438. sendAndApply(&ma);
  3439. return true;
  3440. }
  3441. /**
  3442. * Assembles or disassembles a combination artifact.
  3443. * @param heroID ID of hero holding the artifact(s).
  3444. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3445. * @param assemble True for assembly operation, false for disassembly.
  3446. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3447. * artifact to assemble to. Otherwise it's not used.
  3448. */
  3449. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3450. {
  3451. const CGHeroInstance * hero = getHero(heroID);
  3452. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  3453. if(!destArtifact)
  3454. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3455. if(assemble)
  3456. {
  3457. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  3458. if(!combinedArt->isCombined())
  3459. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3460. if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
  3461. ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  3462. {
  3463. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3464. }
  3465. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3466. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3467. AssembledArtifact aa;
  3468. aa.al = ArtifactLocation(hero, artifactSlot);
  3469. aa.builtArt = combinedArt;
  3470. sendAndApply(&aa);
  3471. }
  3472. else
  3473. {
  3474. if(!destArtifact->isCombined())
  3475. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3476. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  3477. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  3478. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  3479. DisassembledArtifact da;
  3480. da.al = ArtifactLocation(hero, artifactSlot);
  3481. sendAndApply(&da);
  3482. }
  3483. return true;
  3484. }
  3485. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  3486. {
  3487. const auto * hero = getHero(al.relatedObj()->id);
  3488. if(hero == nullptr)
  3489. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  3490. const auto * art = al.getArt();
  3491. if(art == nullptr)
  3492. COMPLAIN_RET("Cannot remove artifact!");
  3493. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  3494. COMPLAIN_RET("Illegal artifact removal request");
  3495. removeArtifact(al);
  3496. return true;
  3497. }
  3498. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3499. {
  3500. const CGHeroInstance * hero = getHero(hid);
  3501. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3502. const CGTownInstance * town = hero->visitedTown;
  3503. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3504. if (aid==ArtifactID::SPELLBOOK)
  3505. {
  3506. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3507. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3508. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3509. )
  3510. return false;
  3511. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3512. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3513. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3514. giveSpells(town,hero);
  3515. return true;
  3516. }
  3517. else
  3518. {
  3519. const CArtifact * art = aid.toArtifact();
  3520. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3521. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  3522. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3523. const int price = art->getPrice();
  3524. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  3525. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3526. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3527. {
  3528. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  3529. return giveHeroNewArtifact(hero, art);
  3530. }
  3531. else
  3532. COMPLAIN_RET("This machine is unavailable here!");
  3533. }
  3534. }
  3535. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  3536. {
  3537. if(!h)
  3538. COMPLAIN_RET("Only hero can buy artifacts!");
  3539. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3540. COMPLAIN_RET("That artifact is unavailable!");
  3541. int b1, b2;
  3542. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3543. if (getResource(h->tempOwner, rid) < b1)
  3544. COMPLAIN_RET("You can't afford to buy this artifact!");
  3545. giveResource(h->tempOwner, rid, -b1);
  3546. SetAvailableArtifacts saa;
  3547. if(dynamic_cast<const CGTownInstance *>(m))
  3548. {
  3549. saa.id = -1;
  3550. saa.arts = CGTownInstance::merchantArtifacts;
  3551. }
  3552. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  3553. {
  3554. saa.id = bm->id.getNum();
  3555. saa.arts = bm->artifacts;
  3556. }
  3557. else
  3558. COMPLAIN_RET("Wrong marktet...");
  3559. bool found = false;
  3560. for (const CArtifact *&art : saa.arts)
  3561. {
  3562. if (art && art->getId() == aid)
  3563. {
  3564. art = nullptr;
  3565. found = true;
  3566. break;
  3567. }
  3568. }
  3569. if (!found)
  3570. COMPLAIN_RET("Cannot find selected artifact on the list");
  3571. sendAndApply(&saa);
  3572. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3573. return true;
  3574. }
  3575. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  3576. {
  3577. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3578. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3579. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3580. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3581. int resVal = 0, dump = 1;
  3582. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3583. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3584. giveResource(h->tempOwner, rid, resVal);
  3585. return true;
  3586. }
  3587. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3588. {
  3589. if (!h)
  3590. COMPLAIN_RET("You need hero to buy a skill!");
  3591. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3592. COMPLAIN_RET("Hero already know this skill");
  3593. if (!h->canLearnSkill())
  3594. COMPLAIN_RET("Hero can't learn any more skills");
  3595. if (!h->canLearnSkill(skill))
  3596. COMPLAIN_RET("The hero can't learn this skill!");
  3597. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3598. COMPLAIN_RET("That skill is unavailable!");
  3599. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3600. COMPLAIN_RET("You can't afford to buy this skill");
  3601. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  3602. changeSecSkill(h, skill, 1, true);
  3603. return true;
  3604. }
  3605. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3606. {
  3607. TResourceCap r1 = getPlayerState(player)->resources[id1];
  3608. vstd::amin(val, r1); //can't trade more resources than have
  3609. int b1, b2; //base quantities for trade
  3610. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3611. int units = val / b1; //how many base quantities we trade
  3612. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3613. {
  3614. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3615. }
  3616. giveResource(player, GameResID(id1), - b1 * units);
  3617. giveResource(player, GameResID(id2), b2 * units);
  3618. return true;
  3619. }
  3620. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  3621. {
  3622. if(!hero)
  3623. COMPLAIN_RET("Only hero can sell creatures!");
  3624. if (!vstd::contains(hero->Slots(), slot))
  3625. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3626. const CStackInstance &s = hero->getStack(slot);
  3627. if (s.count < (TQuantity)count //can't sell more creatures than have
  3628. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3629. {
  3630. COMPLAIN_RET("Not enough creatures in army!");
  3631. }
  3632. int b1, b2; //base quantities for trade
  3633. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3634. int units = count / b1; //how many base quantities we trade
  3635. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3636. {
  3637. //TODO: complain?
  3638. assert(0);
  3639. }
  3640. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3641. giveResource(hero->tempOwner, resourceID, b2 * units);
  3642. return true;
  3643. }
  3644. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3645. {
  3646. const CArmedInstance *army = nullptr;
  3647. if (hero)
  3648. army = hero;
  3649. else
  3650. army = dynamic_cast<const CGTownInstance *>(market);
  3651. if (!army)
  3652. COMPLAIN_RET("Incorrect call to transform in undead!");
  3653. if (!army->hasStackAtSlot(slot))
  3654. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3655. const CStackInstance &s = army->getStack(slot);
  3656. //resulting creature - bone dragons or skeletons
  3657. CreatureID resCreature = CreatureID::SKELETON;
  3658. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  3659. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  3660. || (s.getCreatureID() == CreatureID::HYDRA)
  3661. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3662. resCreature = CreatureID::BONE_DRAGON;
  3663. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3664. return true;
  3665. }
  3666. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  3667. {
  3668. const PlayerState *p2 = getPlayerState(r2, false);
  3669. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3670. {
  3671. complain("Dest player must be in game!");
  3672. return false;
  3673. }
  3674. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  3675. vstd::amin(val, curRes1);
  3676. giveResource(player, r1, -(int)val);
  3677. giveResource(r2, r1, val);
  3678. return true;
  3679. }
  3680. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3681. {
  3682. const CGHeroInstance *h = getHero(hid);
  3683. if (!h)
  3684. {
  3685. logGlobal->error("Hero doesn't exist!");
  3686. return false;
  3687. }
  3688. ChangeFormation cf;
  3689. cf.hid = hid;
  3690. cf.formation = formation;
  3691. sendAndApply(&cf);
  3692. return true;
  3693. }
  3694. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3695. {
  3696. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3697. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3698. logGlobal->trace(answer.toJson());
  3699. auto topQuery = queries.topQuery(player);
  3700. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3701. if(topQuery->queryID != qid)
  3702. {
  3703. auto currentQuery = queries.getQuery(qid);
  3704. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3705. currentQuery->setReply(answer);
  3706. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3707. }
  3708. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3709. topQuery->setReply(answer);
  3710. queries.popQuery(topQuery);
  3711. return true;
  3712. }
  3713. static EndAction end_action;
  3714. void CGameHandler::updateGateState()
  3715. {
  3716. // GATE_BRIDGE - leftmost tile, located over moat
  3717. // GATE_OUTER - central tile, mostly covered by gate image
  3718. // GATE_INNER - rightmost tile, inside the walls
  3719. // GATE_OUTER or GATE_INNER:
  3720. // - if defender moves unit on these tiles, bridge will open
  3721. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3722. // - blocked to attacker if bridge is closed
  3723. // GATE_BRIDGE
  3724. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3725. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3726. // - deals moat damage to attacker if bridge is closed (fortress only)
  3727. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3728. bool hasStackAtGateInner = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3729. bool hasStackAtGateOuter = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3730. bool hasStackAtGateBridge = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3731. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  3732. {
  3733. return obst->obstacleType == CObstacleInstance::MOAT;
  3734. });
  3735. BattleUpdateGateState db;
  3736. db.state = gs->curB->si.gateState;
  3737. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3738. {
  3739. db.state = EGateState::DESTROYED;
  3740. }
  3741. else if (db.state == EGateState::OPENED)
  3742. {
  3743. bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
  3744. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3745. if (gateCanClose)
  3746. db.state = EGateState::CLOSED;
  3747. else
  3748. db.state = EGateState::OPENED;
  3749. }
  3750. else // CLOSED or BLOCKED
  3751. {
  3752. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3753. if (gateBlocked)
  3754. db.state = EGateState::BLOCKED;
  3755. else
  3756. db.state = EGateState::CLOSED;
  3757. }
  3758. if (db.state != gs->curB->si.gateState)
  3759. sendAndApply(&db);
  3760. }
  3761. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3762. {
  3763. boost::unique_lock lock(battleActionMutex);
  3764. bool ok = true;
  3765. battle::Target target = ba.getTarget(gs->curB);
  3766. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3767. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3768. logGlobal->trace("Making action: %s", ba.toString());
  3769. switch(ba.actionType)
  3770. {
  3771. case EActionType::WALK: //walk
  3772. case EActionType::DEFEND: //defend
  3773. case EActionType::WAIT: //wait
  3774. case EActionType::WALK_AND_ATTACK: //walk or attack
  3775. case EActionType::SHOOT: //shoot
  3776. case EActionType::CATAPULT: //catapult
  3777. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3778. case EActionType::MONSTER_SPELL:
  3779. if (!stack)
  3780. {
  3781. complain("No such stack!");
  3782. return false;
  3783. }
  3784. if (!stack->alive())
  3785. {
  3786. complain("This stack is dead: " + stack->nodeName());
  3787. return false;
  3788. }
  3789. if (battleTacticDist())
  3790. {
  3791. if (stack && stack->unitSide() != battleGetTacticsSide())
  3792. {
  3793. complain("This is not a stack of side that has tactics!");
  3794. return false;
  3795. }
  3796. }
  3797. else if (!isAboutActiveStack)
  3798. {
  3799. complain("Action has to be about active stack!");
  3800. return false;
  3801. }
  3802. }
  3803. auto wrapAction = [this](BattleAction &ba)
  3804. {
  3805. StartAction startAction(ba);
  3806. sendAndApply(&startAction);
  3807. return vstd::makeScopeGuard([&]()
  3808. {
  3809. sendAndApply(&end_action);
  3810. });
  3811. };
  3812. switch(ba.actionType)
  3813. {
  3814. case EActionType::END_TACTIC_PHASE: //wait
  3815. case EActionType::BAD_MORALE:
  3816. case EActionType::NO_ACTION:
  3817. {
  3818. auto wrapper = wrapAction(ba);
  3819. break;
  3820. }
  3821. case EActionType::WALK:
  3822. {
  3823. auto wrapper = wrapAction(ba);
  3824. if(target.size() < 1)
  3825. {
  3826. complain("Destination required for move action.");
  3827. ok = false;
  3828. break;
  3829. }
  3830. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3831. if (!walkedTiles)
  3832. complain("Stack failed movement!");
  3833. break;
  3834. }
  3835. case EActionType::DEFEND:
  3836. {
  3837. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3838. SetStackEffect sse;
  3839. Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
  3840. Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),
  3841. -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
  3842. Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
  3843. BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3844. int oldDefenceValue = defence.totalValue();
  3845. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3846. defence.push_back(std::make_shared<Bonus>(bonus2));
  3847. int difference = defence.totalValue() - oldDefenceValue;
  3848. std::vector<Bonus> buffer;
  3849. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3850. {
  3851. difference = 1;
  3852. buffer.push_back(alternativeWeakCreatureBonus);
  3853. }
  3854. else
  3855. {
  3856. buffer.push_back(defenseBonusToAdd);
  3857. }
  3858. buffer.push_back(bonus2);
  3859. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3860. sendAndApply(&sse);
  3861. BattleLogMessage message;
  3862. MetaString text;
  3863. stack->addText(text, EMetaText::GENERAL_TXT, 120);
  3864. stack->addNameReplacement(text);
  3865. text.replaceNumber(difference);
  3866. message.lines.push_back(text);
  3867. sendAndApply(&message);
  3868. //don't break - we share code with next case
  3869. }
  3870. [[fallthrough]];
  3871. case EActionType::WAIT:
  3872. {
  3873. auto wrapper = wrapAction(ba);
  3874. break;
  3875. }
  3876. case EActionType::RETREAT: //retreat/flee
  3877. {
  3878. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3879. complain("Cannot retreat!");
  3880. else
  3881. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3882. break;
  3883. }
  3884. case EActionType::SURRENDER:
  3885. {
  3886. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3887. int cost = gs->curB->battleGetSurrenderCost(player);
  3888. if (cost < 0)
  3889. complain("Cannot surrender!");
  3890. else if (getResource(player, EGameResID::GOLD) < cost)
  3891. complain("Not enough gold to surrender!");
  3892. else
  3893. {
  3894. giveResource(player, EGameResID::GOLD, -cost);
  3895. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3896. }
  3897. break;
  3898. }
  3899. case EActionType::WALK_AND_ATTACK: //walk or attack
  3900. {
  3901. auto wrapper = wrapAction(ba);
  3902. if(!stack)
  3903. {
  3904. complain("No attacker");
  3905. ok = false;
  3906. break;
  3907. }
  3908. if(target.size() < 2)
  3909. {
  3910. complain("Two destinations required for attack action.");
  3911. ok = false;
  3912. break;
  3913. }
  3914. BattleHex attackPos = target.at(0).hexValue;
  3915. BattleHex destinationTile = target.at(1).hexValue;
  3916. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3917. if(!destinationStack)
  3918. {
  3919. complain("Invalid target to attack");
  3920. ok = false;
  3921. break;
  3922. }
  3923. BattleHex startingPos = stack->getPosition();
  3924. int distance = moveStack(ba.stackNumber, attackPos);
  3925. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3926. if(stack->getPosition() != attackPos
  3927. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  3928. )
  3929. {
  3930. // we were not able to reach destination tile, nor occupy specified hex
  3931. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  3932. break;
  3933. }
  3934. if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
  3935. {
  3936. destinationStack = nullptr;
  3937. }
  3938. if(!destinationStack)
  3939. {
  3940. complain("Unit can not attack itself");
  3941. ok = false;
  3942. break;
  3943. }
  3944. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3945. {
  3946. complain("Attack cannot be performed!");
  3947. ok = false;
  3948. break;
  3949. }
  3950. //attack
  3951. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3952. //TODO: move to CUnitState
  3953. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3954. if(attackingHero)
  3955. {
  3956. totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  3957. }
  3958. const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
  3959. const bool retaliation = destinationStack->ableToRetaliate();
  3960. for (int i = 0; i < totalAttacks; ++i)
  3961. {
  3962. //first strike
  3963. if(i == 0 && firstStrike && retaliation)
  3964. {
  3965. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3966. }
  3967. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  3968. if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
  3969. {
  3970. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3971. }
  3972. //counterattack
  3973. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3974. if(stack->alive()
  3975. && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
  3976. && (i == 0 && !firstStrike)
  3977. && retaliation && destinationStack->ableToRetaliate())
  3978. {
  3979. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3980. }
  3981. }
  3982. //return
  3983. if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
  3984. && target.size() == 3
  3985. && startingPos != stack->getPosition()
  3986. && startingPos == target.at(2).hexValue
  3987. && stack->alive())
  3988. {
  3989. moveStack(ba.stackNumber, startingPos);
  3990. //NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
  3991. }
  3992. break;
  3993. }
  3994. case EActionType::SHOOT:
  3995. {
  3996. if(target.size() < 1)
  3997. {
  3998. complain("Destination required for shot action.");
  3999. ok = false;
  4000. break;
  4001. }
  4002. auto destination = target.at(0).hexValue;
  4003. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4004. if (!gs->curB->battleCanShoot(stack, destination))
  4005. {
  4006. complain("Cannot shoot!");
  4007. break;
  4008. }
  4009. if (!destinationStack)
  4010. {
  4011. complain("No target to shoot!");
  4012. break;
  4013. }
  4014. auto wrapper = wrapAction(ba);
  4015. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4016. //ranged counterattack
  4017. if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
  4018. && !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
  4019. && destinationStack->ableToRetaliate()
  4020. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4021. && stack->alive()) //attacker may have died (fire shield)
  4022. {
  4023. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4024. }
  4025. //allow more than one additional attack
  4026. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4027. //TODO: move to CUnitState
  4028. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4029. if(attackingHero)
  4030. {
  4031. totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4032. }
  4033. for(int i = 1; i < totalRangedAttacks; ++i)
  4034. {
  4035. if(
  4036. stack->alive()
  4037. && destinationStack->alive()
  4038. && stack->shots.canUse()
  4039. )
  4040. {
  4041. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4042. }
  4043. }
  4044. break;
  4045. }
  4046. case EActionType::CATAPULT:
  4047. {
  4048. auto wrapper = wrapAction(ba);
  4049. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4050. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
  4051. if(!catapultAbility || catapultAbility->subtype < 0)
  4052. {
  4053. complain("We do not know how to shoot :P");
  4054. }
  4055. else
  4056. {
  4057. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4058. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4059. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4060. parameters.setSpellLevel(shotLevel);
  4061. parameters.cast(spellEnv, target);
  4062. }
  4063. //finish by scope guard
  4064. break;
  4065. }
  4066. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4067. {
  4068. auto wrapper = wrapAction(ba);
  4069. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4070. if(target.size() < 1)
  4071. {
  4072. complain("Destination required for heal action.");
  4073. ok = false;
  4074. break;
  4075. }
  4076. const battle::Unit * destStack = nullptr;
  4077. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
  4078. if(target.at(0).unitValue)
  4079. destStack = target.at(0).unitValue;
  4080. else
  4081. destStack = gs->curB->battleGetUnitByPos(target.at(0).hexValue);
  4082. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4083. {
  4084. complain("There is either no healer, no destination, or healer cannot heal :P");
  4085. }
  4086. else
  4087. {
  4088. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4089. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4090. auto dest = battle::Destination(destStack, target.at(0).hexValue);
  4091. parameters.setSpellLevel(0);
  4092. parameters.cast(spellEnv, {dest});
  4093. }
  4094. break;
  4095. }
  4096. case EActionType::MONSTER_SPELL:
  4097. {
  4098. auto wrapper = wrapAction(ba);
  4099. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4100. SpellID spellID = SpellID(ba.actionSubtype);
  4101. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
  4102. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
  4103. //TODO special bonus for genies ability
  4104. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4105. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4106. if (spellID < 0)
  4107. complain("That stack can't cast spells!");
  4108. else
  4109. {
  4110. const CSpell * spell = SpellID(spellID).toSpell();
  4111. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4112. int32_t spellLvl = 0;
  4113. if(spellcaster)
  4114. vstd::amax(spellLvl, spellcaster->val);
  4115. if(randSpellcaster)
  4116. vstd::amax(spellLvl, randSpellcaster->val);
  4117. parameters.setSpellLevel(spellLvl);
  4118. parameters.cast(spellEnv, target);
  4119. }
  4120. break;
  4121. }
  4122. }
  4123. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4124. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4125. handleObstacleTriggersForUnit(*spellEnv, *stack);
  4126. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4127. battleMadeAction.setn(true);
  4128. return ok;
  4129. }
  4130. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4131. {
  4132. boost::unique_lock lock(battleActionMutex);
  4133. switch(ba.actionType)
  4134. {
  4135. case EActionType::HERO_SPELL:
  4136. {
  4137. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4138. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4139. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4140. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4141. if (!s)
  4142. {
  4143. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4144. return false;
  4145. }
  4146. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4147. spells::detail::ProblemImpl problem;
  4148. auto m = s->battleMechanics(&parameters);
  4149. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4150. {
  4151. logGlobal->warn("Spell cannot be cast!");
  4152. std::vector<std::string> texts;
  4153. problem.getAll(texts);
  4154. for(auto s : texts)
  4155. logGlobal->warn(s);
  4156. return false;
  4157. }
  4158. StartAction start_action(ba);
  4159. sendAndApply(&start_action); //start spell casting
  4160. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4161. sendAndApply(&end_action);
  4162. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4163. {
  4164. battleMadeAction.setn(true);
  4165. }
  4166. checkBattleStateChanges();
  4167. if (battleResult.get())
  4168. {
  4169. battleMadeAction.setn(true);
  4170. //battle will be ended by startBattle function
  4171. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4172. }
  4173. return true;
  4174. }
  4175. }
  4176. return false;
  4177. }
  4178. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4179. {
  4180. auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
  4181. for(auto b : bl)
  4182. {
  4183. const CSpell * sp = SpellID(b->subtype).toSpell();
  4184. if(!sp)
  4185. continue;
  4186. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4187. const int32_t level = ((val > 3) ? (val - 3) : val);
  4188. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4189. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4190. battleCast.setEffectDuration(50);
  4191. battleCast.setSpellLevel(level);
  4192. spells::Target target;
  4193. if(val > 3)
  4194. {
  4195. for(auto s : gs->curB->battleGetAllStacks())
  4196. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4197. target.emplace_back(s);
  4198. }
  4199. else
  4200. {
  4201. target.emplace_back(st);
  4202. }
  4203. battleCast.applyEffects(spellEnv, target, false, true);
  4204. }
  4205. }
  4206. void CGameHandler::stackTurnTrigger(const CStack *st)
  4207. {
  4208. BattleTriggerEffect bte;
  4209. bte.stackID = st->unitId();
  4210. bte.effect = -1;
  4211. bte.val = 0;
  4212. bte.additionalInfo = 0;
  4213. if (st->alive())
  4214. {
  4215. //unbind
  4216. if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
  4217. {
  4218. bool unbind = true;
  4219. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
  4220. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4221. for (auto b : bl)
  4222. {
  4223. if(b->additionalInfo != CAddInfo::NONE)
  4224. {
  4225. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4226. if(stack)
  4227. {
  4228. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4229. unbind = false;
  4230. }
  4231. }
  4232. else
  4233. {
  4234. unbind = false;
  4235. }
  4236. }
  4237. if (unbind)
  4238. {
  4239. BattleSetStackProperty ssp;
  4240. ssp.which = BattleSetStackProperty::UNBIND;
  4241. ssp.stackID = st->unitId();
  4242. sendAndApply(&ssp);
  4243. }
  4244. }
  4245. if (st->hasBonusOfType(BonusType::POISON))
  4246. {
  4247. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
  4248. if (b) //TODO: what if not?...
  4249. {
  4250. bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
  4251. if (bte.val < b->val) //(negative) poison effect increases - update it
  4252. {
  4253. bte.effect = vstd::to_underlying(BonusType::POISON);
  4254. sendAndApply(&bte);
  4255. }
  4256. }
  4257. }
  4258. if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
  4259. {
  4260. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4261. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4262. if(opponentHero)
  4263. {
  4264. ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
  4265. vstd::amin(manaDrained, opponentHero->mana);
  4266. if(manaDrained)
  4267. {
  4268. bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
  4269. bte.val = manaDrained;
  4270. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4271. sendAndApply(&bte);
  4272. }
  4273. }
  4274. }
  4275. if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
  4276. {
  4277. bool fearsomeCreature = false;
  4278. for (CStack * stack : gs->curB->stacks)
  4279. {
  4280. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
  4281. {
  4282. fearsomeCreature = true;
  4283. break;
  4284. }
  4285. }
  4286. if (fearsomeCreature)
  4287. {
  4288. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4289. {
  4290. bte.effect = vstd::to_underlying(BonusType::FEAR);
  4291. sendAndApply(&bte);
  4292. }
  4293. }
  4294. }
  4295. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
  4296. int side = gs->curB->whatSide(st->unitOwner());
  4297. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4298. {
  4299. bool cast = false;
  4300. while(!bl.empty() && !cast)
  4301. {
  4302. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4303. auto spellID = SpellID(bonus->subtype);
  4304. const CSpell * spell = SpellID(spellID).toSpell();
  4305. bl.remove_if([&bonus](const Bonus * b)
  4306. {
  4307. return b == bonus.get();
  4308. });
  4309. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4310. parameters.setSpellLevel(bonus->val);
  4311. parameters.massive = true;
  4312. parameters.smart = true;
  4313. //todo: recheck effect level
  4314. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4315. {
  4316. cast = true;
  4317. int cooldown = bonus->additionalInfo[0];
  4318. BattleSetStackProperty ssp;
  4319. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4320. ssp.absolute = false;
  4321. ssp.val = cooldown;
  4322. ssp.stackID = st->unitId();
  4323. sendAndApply(&ssp);
  4324. }
  4325. }
  4326. }
  4327. }
  4328. }
  4329. void CGameHandler::handleTimeEvents()
  4330. {
  4331. gs->map->events.sort(evntCmp);
  4332. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4333. {
  4334. CMapEvent ev = gs->map->events.front();
  4335. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4336. {
  4337. auto color = PlayerColor(player);
  4338. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4339. if (pinfo //player exists
  4340. && (ev.players & 1<<player) //event is enabled to this player
  4341. && ((ev.computerAffected && !pinfo->human)
  4342. || (ev.humanAffected && pinfo->human)
  4343. )
  4344. )
  4345. {
  4346. //give resources
  4347. giveResources(color, ev.resources);
  4348. //prepare dialog
  4349. InfoWindow iw;
  4350. iw.player = color;
  4351. iw.text.appendRawString(ev.message);
  4352. for (int i=0; i<ev.resources.size(); i++)
  4353. {
  4354. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  4355. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  4356. }
  4357. sendAndApply(&iw); //show dialog
  4358. }
  4359. } //PLAYERS LOOP
  4360. if (ev.nextOccurence)
  4361. {
  4362. gs->map->events.pop_front();
  4363. ev.firstOccurence += ev.nextOccurence;
  4364. auto it = gs->map->events.begin();
  4365. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4366. it++;
  4367. gs->map->events.insert(it, ev);
  4368. }
  4369. else
  4370. {
  4371. gs->map->events.pop_front();
  4372. }
  4373. }
  4374. //TODO send only if changed
  4375. UpdateMapEvents ume;
  4376. ume.events = gs->map->events;
  4377. sendAndApply(&ume);
  4378. }
  4379. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4380. {
  4381. town->events.sort(evntCmp);
  4382. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4383. {
  4384. PlayerColor player = town->tempOwner;
  4385. CCastleEvent ev = town->events.front();
  4386. const PlayerState * pinfo = getPlayerState(player, false);
  4387. if (pinfo //player exists
  4388. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4389. && ((ev.computerAffected && !pinfo->human)
  4390. || (ev.humanAffected && pinfo->human)))
  4391. {
  4392. // dialog
  4393. InfoWindow iw;
  4394. iw.player = player;
  4395. iw.text.appendRawString(ev.message);
  4396. if (ev.resources.nonZero())
  4397. {
  4398. TResources was = n.res[player];
  4399. n.res[player] += ev.resources;
  4400. n.res[player].amax(0);
  4401. for (int i=0; i<ev.resources.size(); i++)
  4402. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  4403. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  4404. }
  4405. for (auto & i : ev.buildings)
  4406. {
  4407. if (!town->hasBuilt(i))
  4408. {
  4409. buildStructure(town->id, i, true);
  4410. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4411. }
  4412. }
  4413. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4414. {
  4415. n.cres[town->id].tid = town->id;
  4416. n.cres[town->id].creatures = town->creatures;
  4417. }
  4418. auto & sac = n.cres[town->id];
  4419. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4420. {
  4421. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4422. {
  4423. sac.creatures[i].first += ev.creatures.at(i);
  4424. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4425. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4426. }
  4427. }
  4428. sendAndApply(&iw); //show dialog
  4429. }
  4430. if (ev.nextOccurence)
  4431. {
  4432. town->events.pop_front();
  4433. ev.firstOccurence += ev.nextOccurence;
  4434. auto it = town->events.begin();
  4435. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4436. it++;
  4437. town->events.insert(it, ev);
  4438. }
  4439. else
  4440. {
  4441. town->events.pop_front();
  4442. }
  4443. }
  4444. //TODO send only if changed
  4445. UpdateCastleEvents uce;
  4446. uce.town = town->id;
  4447. uce.events = town->events;
  4448. sendAndApply(&uce);
  4449. }
  4450. bool CGameHandler::complain(const std::string &problem)
  4451. {
  4452. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  4453. logGlobal->error(problem);
  4454. return true;
  4455. }
  4456. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4457. {
  4458. //PlayerColor player = getOwner(hid);
  4459. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4460. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4461. assert(lowerArmy);
  4462. assert(upperArmy);
  4463. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4464. queries.addQuery(garrisonQuery);
  4465. GarrisonDialog gd;
  4466. gd.hid = hid;
  4467. gd.objid = upobj;
  4468. gd.removableUnits = removableUnits;
  4469. gd.queryID = garrisonQuery->queryID;
  4470. sendAndApply(&gd);
  4471. }
  4472. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4473. {
  4474. OpenWindow ow;
  4475. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4476. ow.id1 = player.getNum();
  4477. ow.id2 = requestingObjId.getNum();
  4478. sendAndApply(&ow);
  4479. }
  4480. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4481. {
  4482. if (id1 == id2)
  4483. return true;
  4484. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4485. if (!o1 || !o2)
  4486. return true; //arranging stacks within an object should be always allowed
  4487. if (o1 && o2)
  4488. {
  4489. if (o1->ID == Obj::TOWN)
  4490. {
  4491. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4492. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4493. return true;
  4494. }
  4495. if (o2->ID == Obj::TOWN)
  4496. {
  4497. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4498. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4499. return true;
  4500. }
  4501. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4502. {
  4503. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4504. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4505. // two heroes in same town (garrisoned and visiting)
  4506. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4507. return true;
  4508. }
  4509. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4510. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4511. if (!dialog)
  4512. {
  4513. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4514. }
  4515. if (dialog)
  4516. {
  4517. auto topArmy = dialog->exchangingArmies.at(0);
  4518. auto bottomArmy = dialog->exchangingArmies.at(1);
  4519. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4520. return true;
  4521. }
  4522. }
  4523. return false;
  4524. }
  4525. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4526. {
  4527. using events::ObjectVisitStarted;
  4528. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4529. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4530. auto startVisit = [&](ObjectVisitStarted & event)
  4531. {
  4532. auto visitedObject = obj;
  4533. if(obj->ID == Obj::HERO)
  4534. {
  4535. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4536. const auto visitedTown = visitedHero->visitedTown;
  4537. if(visitedTown)
  4538. {
  4539. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4540. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4541. visitedObject = visitedTown;
  4542. }
  4543. }
  4544. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4545. queries.addQuery(visitQuery); //TODO real visit pos
  4546. HeroVisit hv;
  4547. hv.objId = obj->id;
  4548. hv.heroId = h->id;
  4549. hv.player = h->tempOwner;
  4550. hv.starting = true;
  4551. sendAndApply(&hv);
  4552. obj->onHeroVisit(h);
  4553. };
  4554. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4555. if(visitQuery)
  4556. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4557. }
  4558. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4559. {
  4560. using events::ObjectVisitEnded;
  4561. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4562. auto endVisit = [&](ObjectVisitEnded & event)
  4563. {
  4564. HeroVisit hv;
  4565. hv.player = event.getPlayer();
  4566. hv.heroId = event.getHero();
  4567. hv.starting = false;
  4568. sendAndApply(&hv);
  4569. };
  4570. //TODO: ObjectVisitEnded should also have id of visited object,
  4571. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4572. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4573. }
  4574. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  4575. {
  4576. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4577. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4578. {
  4579. complain("Cannot build boat in this shipyard!");
  4580. return false;
  4581. }
  4582. TResources boatCost;
  4583. obj->getBoatCost(boatCost);
  4584. TResources aviable = getPlayerState(playerID)->resources;
  4585. if (!aviable.canAfford(boatCost))
  4586. {
  4587. complain("Not enough resources to build a boat!");
  4588. return false;
  4589. }
  4590. int3 tile = obj->bestLocation();
  4591. if (!gs->map->isInTheMap(tile))
  4592. {
  4593. complain("Cannot find appropriate tile for a boat!");
  4594. return false;
  4595. }
  4596. giveResources(playerID, -boatCost);
  4597. createObject(tile, Obj::BOAT, obj->getBoatType().getNum());
  4598. return true;
  4599. }
  4600. void CGameHandler::engageIntoBattle(PlayerColor player)
  4601. {
  4602. //notify interfaces
  4603. PlayerBlocked pb;
  4604. pb.player = player;
  4605. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4606. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4607. sendAndApply(&pb);
  4608. }
  4609. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4610. {
  4611. for (auto playerColor : playerColors)
  4612. {
  4613. if (getPlayerState(playerColor, false))
  4614. checkVictoryLossConditionsForPlayer(playerColor);
  4615. }
  4616. }
  4617. void CGameHandler::checkVictoryLossConditionsForAll()
  4618. {
  4619. std::set<PlayerColor> playerColors;
  4620. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4621. {
  4622. playerColors.insert(PlayerColor(i));
  4623. }
  4624. checkVictoryLossConditions(playerColors);
  4625. }
  4626. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4627. {
  4628. const PlayerState * p = getPlayerState(player);
  4629. if(!p || p->status != EPlayerStatus::INGAME) return;
  4630. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4631. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4632. {
  4633. InfoWindow iw;
  4634. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4635. sendAndApply(&iw);
  4636. PlayerEndsGame peg;
  4637. peg.player = player;
  4638. peg.victoryLossCheckResult = victoryLossCheckResult;
  4639. sendAndApply(&peg);
  4640. if (victoryLossCheckResult.victory())
  4641. {
  4642. //one player won -> all enemies lost
  4643. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4644. {
  4645. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4646. {
  4647. peg.player = i->first;
  4648. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4649. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4650. InfoWindow iw;
  4651. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4652. iw.player = i->first;
  4653. sendAndApply(&iw);
  4654. sendAndApply(&peg);
  4655. }
  4656. }
  4657. if(p->human)
  4658. {
  4659. lobby->state = EServerState::GAMEPLAY_ENDED;
  4660. }
  4661. }
  4662. else
  4663. {
  4664. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4665. auto hlp = p->heroes;
  4666. for (auto h : hlp) //eliminate heroes
  4667. {
  4668. if (h.get())
  4669. removeObject(h);
  4670. }
  4671. //player lost -> all his objects become unflagged (neutral)
  4672. for (auto obj : gs->map->objects) //unflag objs
  4673. {
  4674. if (obj.get() && obj->tempOwner == player)
  4675. setOwner(obj, PlayerColor::NEUTRAL);
  4676. }
  4677. //eliminating one player may cause victory of another:
  4678. std::set<PlayerColor> playerColors;
  4679. //do not copy player state (CBonusSystemNode) by value
  4680. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4681. {
  4682. if (p.first != player)
  4683. playerColors.insert(p.first);
  4684. }
  4685. //notify all players
  4686. for (auto pc : playerColors)
  4687. {
  4688. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4689. {
  4690. InfoWindow iw;
  4691. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4692. iw.player = pc;
  4693. sendAndApply(&iw);
  4694. }
  4695. }
  4696. checkVictoryLossConditions(playerColors);
  4697. }
  4698. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  4699. // If we are called before the actual game start, there might be no current player
  4700. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4701. {
  4702. // If player making turn has lost his turn must be over as well
  4703. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4704. }
  4705. }
  4706. }
  4707. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4708. {
  4709. out.player = player;
  4710. out.text = victoryLossCheckResult.messageToSelf;
  4711. out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
  4712. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  4713. }
  4714. bool CGameHandler::dig(const CGHeroInstance *h)
  4715. {
  4716. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4717. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4718. createObject(h->visitablePos(), Obj::HOLE, 0 );
  4719. //take MPs
  4720. SetMovePoints smp;
  4721. smp.hid = h->id;
  4722. smp.val = 0;
  4723. sendAndApply(&smp);
  4724. InfoWindow iw;
  4725. iw.type = EInfoWindowMode::AUTO;
  4726. iw.player = h->tempOwner;
  4727. if (gs->map->grailPos == h->visitablePos())
  4728. {
  4729. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4730. iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
  4731. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4732. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
  4733. sendAndApply(&iw);
  4734. iw.soundID = soundBase::invalid;
  4735. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  4736. iw.text.clear();
  4737. iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
  4738. sendAndApply(&iw);
  4739. }
  4740. else
  4741. {
  4742. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4743. iw.soundID = soundBase::Dig;
  4744. sendAndApply(&iw);
  4745. }
  4746. return true;
  4747. }
  4748. void CGameHandler::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  4749. {
  4750. if(attacker->hasBonusOfType(attackMode))
  4751. {
  4752. std::set<SpellID> spellsToCast;
  4753. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  4754. for(const auto & sf : *spells)
  4755. {
  4756. spellsToCast.insert(SpellID(sf->subtype));
  4757. }
  4758. for(SpellID spellID : spellsToCast)
  4759. {
  4760. bool castMe = false;
  4761. if(!defender->alive())
  4762. {
  4763. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4764. return;
  4765. }
  4766. int32_t spellLevel = 0;
  4767. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4768. for(const auto & sf : *spellsByType)
  4769. {
  4770. int meleeRanged;
  4771. if(sf->additionalInfo.size() < 2)
  4772. {
  4773. // legacy format
  4774. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  4775. meleeRanged = sf->additionalInfo[0] / 1000;
  4776. }
  4777. else
  4778. {
  4779. vstd::amax(spellLevel, sf->additionalInfo[0]);
  4780. meleeRanged = sf->additionalInfo[1];
  4781. }
  4782. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  4783. castMe = true;
  4784. }
  4785. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4786. vstd::amin(chance, 100);
  4787. const CSpell * spell = SpellID(spellID).toSpell();
  4788. spells::AbilityCaster caster(attacker, spellLevel);
  4789. spells::Target target;
  4790. target.emplace_back(defender);
  4791. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4792. auto m = spell->battleMechanics(&parameters);
  4793. spells::detail::ProblemImpl ignored;
  4794. if(!m->canBeCastAt(target, ignored))
  4795. continue;
  4796. //check if spell should be cast (probability handling)
  4797. if(getRandomGenerator().nextInt(99) >= chance)
  4798. continue;
  4799. //casting
  4800. if(castMe)
  4801. {
  4802. parameters.cast(spellEnv, target);
  4803. }
  4804. }
  4805. }
  4806. }
  4807. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4808. {
  4809. attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  4810. }
  4811. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4812. {
  4813. if(!attacker->alive() || !defender->alive()) // can be already dead
  4814. return;
  4815. attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
  4816. if(!defender->alive())
  4817. {
  4818. //don't try death stare or acid breath on dead stack (crash!)
  4819. return;
  4820. }
  4821. if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
  4822. {
  4823. // mechanics of Death Stare as in H3:
  4824. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4825. //original formula x = min(x, (gorgons_count + 9)/10);
  4826. double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
  4827. vstd::amin(chanceToKill, 1); //cap at 100%
  4828. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4829. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4830. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4831. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  4832. vstd::amin(staredCreatures, maxToKill);
  4833. staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
  4834. if(staredCreatures)
  4835. {
  4836. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4837. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  4838. spells::AbilityCaster caster(attacker, 0);
  4839. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4840. spells::Target target;
  4841. target.emplace_back(defender);
  4842. parameters.setEffectValue(staredCreatures);
  4843. parameters.cast(spellEnv, target);
  4844. }
  4845. }
  4846. if(!defender->alive())
  4847. return;
  4848. int64_t acidDamage = 0;
  4849. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
  4850. for(const auto & b : *acidBreath)
  4851. {
  4852. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  4853. acidDamage += b->val;
  4854. }
  4855. if(acidDamage > 0)
  4856. {
  4857. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  4858. spells::AbilityCaster caster(attacker, 0);
  4859. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4860. spells::Target target;
  4861. target.emplace_back(defender);
  4862. parameters.setEffectValue(acidDamage * attacker->getCount());
  4863. parameters.cast(spellEnv, target);
  4864. }
  4865. if(!defender->alive())
  4866. return;
  4867. if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4868. {
  4869. double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
  4870. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4871. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4872. return;
  4873. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
  4874. if(defender->unitType()->getId() == bonusAdditionalInfo ||
  4875. (bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
  4876. return;
  4877. battle::UnitInfo resurrectInfo;
  4878. resurrectInfo.id = gs->curB->battleNextUnitId();
  4879. resurrectInfo.summoned = false;
  4880. resurrectInfo.position = defender->getPosition();
  4881. resurrectInfo.side = defender->unitSide();
  4882. if(bonusAdditionalInfo != CAddInfo::NONE)
  4883. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  4884. else
  4885. resurrectInfo.type = attacker->creatureId();
  4886. if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
  4887. resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
  4888. else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
  4889. resurrectInfo.count = defender->getCount();
  4890. else
  4891. return; //wrong subtype
  4892. BattleUnitsChanged addUnits;
  4893. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  4894. resurrectInfo.save(addUnits.changedStacks.back().data);
  4895. BattleUnitsChanged removeUnits;
  4896. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  4897. sendAndApply(&removeUnits);
  4898. sendAndApply(&addUnits);
  4899. }
  4900. if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
  4901. {
  4902. double chanceToTrigger = 0;
  4903. int amountToDie = 0;
  4904. if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
  4905. {
  4906. chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
  4907. int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  4908. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  4909. }
  4910. else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
  4911. {
  4912. chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
  4913. amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  4914. }
  4915. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  4916. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4917. return;
  4918. BattleStackAttacked bsa;
  4919. bsa.attackerID = -1;
  4920. bsa.stackAttacked = defender->unitId();
  4921. bsa.damageAmount = amountToDie * defender->getMaxHealth();
  4922. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  4923. bsa.spellID = SpellID::SLAYER;
  4924. defender->prepareAttacked(bsa, getRandomGenerator());
  4925. StacksInjured si;
  4926. si.stacks.push_back(bsa);
  4927. sendAndApply(&si);
  4928. sendGenericKilledLog(defender, bsa.killedAmount, false);
  4929. }
  4930. }
  4931. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4932. {
  4933. if (!t.visitableObjects.empty())
  4934. {
  4935. //to prevent self-visiting heroes on space press
  4936. if (t.visitableObjects.back() != h)
  4937. objectVisited(t.visitableObjects.back(), h);
  4938. else if (t.visitableObjects.size() > 1)
  4939. objectVisited(*(t.visitableObjects.end()-2),h);
  4940. }
  4941. }
  4942. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  4943. {
  4944. if (!hero)
  4945. COMPLAIN_RET("You need hero to sacrifice creature!");
  4946. int expSum = 0;
  4947. auto finish = [this, &hero, &expSum]()
  4948. {
  4949. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4950. };
  4951. for(int i = 0; i < slot.size(); ++i)
  4952. {
  4953. int oldCount = hero->getStackCount(slot[i]);
  4954. if(oldCount < (int)count[i])
  4955. {
  4956. finish();
  4957. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4958. }
  4959. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  4960. {
  4961. finish();
  4962. COMPLAIN_RET("Cannot sacrifice last creature!");
  4963. }
  4964. int crid = hero->getStack(slot[i]).type->getId();
  4965. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  4966. int dump, exp;
  4967. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4968. exp *= count[i];
  4969. expSum += exp;
  4970. }
  4971. finish();
  4972. return true;
  4973. }
  4974. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  4975. {
  4976. if (!hero)
  4977. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4978. int expSum = 0;
  4979. auto finish = [this, &hero, &expSum]()
  4980. {
  4981. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4982. };
  4983. for(int i = 0; i < slot.size(); ++i)
  4984. {
  4985. ArtifactLocation al(hero, slot[i]);
  4986. const CArtifactInstance * a = al.getArt();
  4987. if(!a)
  4988. {
  4989. finish();
  4990. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4991. }
  4992. const CArtifactInstance * art = hero->getArt(slot[i]);
  4993. if(!art)
  4994. {
  4995. finish();
  4996. COMPLAIN_RET("No artifact at position to sacrifice!");
  4997. }
  4998. si32 typId = art->artType->getId();
  4999. int dmp, expToGive;
  5000. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5001. expSum += expToGive;
  5002. removeArtifact(al);
  5003. }
  5004. finish();
  5005. return true;
  5006. }
  5007. void CGameHandler::makeStackDoNothing(const CStack * next)
  5008. {
  5009. BattleAction doNothing;
  5010. doNothing.actionType = EActionType::NO_ACTION;
  5011. doNothing.side = next->unitSide();
  5012. doNothing.stackNumber = next->unitId();
  5013. makeAutomaticAction(next, doNothing);
  5014. }
  5015. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5016. {
  5017. if (sl.army->hasStackAtSlot(sl.slot))
  5018. COMPLAIN_RET("Slot is already taken!");
  5019. if (!sl.slot.validSlot())
  5020. COMPLAIN_RET("Cannot insert stack to that slot!");
  5021. InsertNewStack ins;
  5022. ins.army = sl.army->id;
  5023. ins.slot = sl.slot;
  5024. ins.type = c->getId();
  5025. ins.count = count;
  5026. sendAndApply(&ins);
  5027. return true;
  5028. }
  5029. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5030. {
  5031. if (!sl.army->hasStackAtSlot(sl.slot))
  5032. COMPLAIN_RET("Cannot find a stack to erase");
  5033. if (sl.army->stacksCount() == 1 //from the last stack
  5034. && sl.army->needsLastStack() //that must be left
  5035. && !forceRemoval) //ignore above conditions if we are forcing removal
  5036. {
  5037. COMPLAIN_RET("Cannot erase the last stack!");
  5038. }
  5039. EraseStack es;
  5040. es.army = sl.army->id;
  5041. es.slot = sl.slot;
  5042. sendAndApply(&es);
  5043. return true;
  5044. }
  5045. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5046. {
  5047. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5048. if ((absoluteValue && count < 0)
  5049. || (!absoluteValue && -count > currentCount))
  5050. {
  5051. COMPLAIN_RET("Cannot take more stacks than present!");
  5052. }
  5053. if ((currentCount == -count && !absoluteValue)
  5054. || (!count && absoluteValue))
  5055. {
  5056. eraseStack(sl);
  5057. }
  5058. else
  5059. {
  5060. ChangeStackCount csc;
  5061. csc.army = sl.army->id;
  5062. csc.slot = sl.slot;
  5063. csc.count = count;
  5064. csc.absoluteValue = absoluteValue;
  5065. sendAndApply(&csc);
  5066. }
  5067. return true;
  5068. }
  5069. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5070. {
  5071. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5072. if (!slotC) //slot is empty
  5073. insertNewStack(sl, c, count);
  5074. else if (c == slotC)
  5075. changeStackCount(sl, count);
  5076. else
  5077. {
  5078. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5079. }
  5080. return true;
  5081. }
  5082. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5083. {
  5084. if (removeObjWhenFinished)
  5085. removeAfterVisit(src);
  5086. if (!src->canBeMergedWith(*dst, allowMerging))
  5087. {
  5088. if (allowMerging) //do that, add all matching creatures.
  5089. {
  5090. bool cont = true;
  5091. while (cont)
  5092. {
  5093. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5094. {
  5095. SlotID pos = dst->getSlotFor(i->second->type);
  5096. if (pos.validSlot())
  5097. {
  5098. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5099. cont = true;
  5100. break; //or iterator crashes
  5101. }
  5102. cont = false;
  5103. }
  5104. }
  5105. }
  5106. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5107. }
  5108. else //merge
  5109. {
  5110. moveArmy(src, dst, allowMerging);
  5111. }
  5112. }
  5113. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5114. {
  5115. if (!src.army->hasStackAtSlot(src.slot))
  5116. COMPLAIN_RET("No stack to move!");
  5117. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5118. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5119. if (!dst.slot.validSlot())
  5120. COMPLAIN_RET("Cannot move stack to that slot!");
  5121. if (count == -1)
  5122. {
  5123. count = src.army->getStackCount(src.slot);
  5124. }
  5125. if (src.army != dst.army //moving away
  5126. && count == src.army->getStackCount(src.slot) //all creatures
  5127. && src.army->stacksCount() == 1 //from the last stack
  5128. && src.army->needsLastStack()) //that must be left
  5129. {
  5130. COMPLAIN_RET("Cannot move away the last creature!");
  5131. }
  5132. RebalanceStacks rs;
  5133. rs.srcArmy = src.army->id;
  5134. rs.dstArmy = dst.army->id;
  5135. rs.srcSlot = src.slot;
  5136. rs.dstSlot = dst.slot;
  5137. rs.count = count;
  5138. sendAndApply(&rs);
  5139. return true;
  5140. }
  5141. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  5142. {
  5143. const CSpell * s = spellID.toSpell();
  5144. if(!s)
  5145. return;
  5146. AdventureSpellCastParameters p;
  5147. p.caster = caster;
  5148. p.pos = pos;
  5149. s->adventureCast(spellEnv, p);
  5150. }
  5151. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5152. {
  5153. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5154. {
  5155. return moveStack(sl2, sl1);
  5156. }
  5157. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5158. {
  5159. return moveStack(sl1, sl2);
  5160. }
  5161. else
  5162. {
  5163. SwapStacks ss;
  5164. ss.srcArmy = sl1.army->id;
  5165. ss.dstArmy = sl2.army->id;
  5166. ss.srcSlot = sl1.slot;
  5167. ss.dstSlot = sl2.slot;
  5168. sendAndApply(&ss);
  5169. return true;
  5170. }
  5171. }
  5172. void CGameHandler::runBattle()
  5173. {
  5174. boost::unique_lock lock(battleActionMutex);
  5175. setBattle(gs->curB);
  5176. assert(gs->curB);
  5177. //TODO: pre-tactic stuff, call scripts etc.
  5178. //Moat should be initialized here, because only here we can use spellcasting
  5179. if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
  5180. {
  5181. const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
  5182. const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
  5183. auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
  5184. auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
  5185. auto target = spells::Target();
  5186. cast.cast(spellEnv, target);
  5187. }
  5188. //tactic round
  5189. {
  5190. while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
  5191. {
  5192. auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
  5193. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5194. }
  5195. }
  5196. //initial stacks appearance triggers, e.g. built-in bonus spells
  5197. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5198. for (CStack * stack : initialStacks)
  5199. {
  5200. if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
  5201. {
  5202. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
  5203. auto accessibility = getAccesibility();
  5204. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5205. std::vector<BattleHex> targetHexes;
  5206. const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
  5207. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5208. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5209. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5210. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5211. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5212. if (!guardianIsBig)
  5213. targetHexes = stack->getSurroundingHexes();
  5214. else
  5215. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
  5216. for(auto hex : targetHexes)
  5217. {
  5218. if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
  5219. {
  5220. battle::UnitInfo info;
  5221. info.id = gs->curB->battleNextUnitId();
  5222. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5223. info.type = creatureData;
  5224. info.side = stack->unitSide();
  5225. info.position = hex;
  5226. info.summoned = true;
  5227. BattleUnitsChanged pack;
  5228. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5229. info.save(pack.changedStacks.back().data);
  5230. sendAndApply(&pack);
  5231. }
  5232. }
  5233. }
  5234. stackEnchantedTrigger(stack);
  5235. }
  5236. //spells opening battle
  5237. for (int i = 0; i < 2; ++i)
  5238. {
  5239. auto h = gs->curB->battleGetFightingHero(i);
  5240. if (h)
  5241. {
  5242. TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
  5243. for (auto b : *bl)
  5244. {
  5245. spells::BonusCaster caster(h, b);
  5246. const CSpell * spell = SpellID(b->subtype).toSpell();
  5247. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5248. parameters.setSpellLevel(3);
  5249. parameters.setEffectDuration(b->val);
  5250. parameters.massive = true;
  5251. parameters.castIfPossible(spellEnv, spells::Target());
  5252. }
  5253. }
  5254. }
  5255. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5256. checkBattleStateChanges();
  5257. bool firstRound = true;//FIXME: why first round is -1?
  5258. //main loop
  5259. while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
  5260. {
  5261. BattleNextRound bnr;
  5262. bnr.round = gs->curB->round + 1;
  5263. logGlobal->debug("Round %d", bnr.round);
  5264. sendAndApply(&bnr);
  5265. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5266. for (auto &obstPtr : obstacles)
  5267. {
  5268. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5269. if (sco->turnsRemaining == 0)
  5270. removeObstacle(*obstPtr);
  5271. }
  5272. const BattleInfo & curB = *gs->curB;
  5273. for(auto stack : curB.stacks)
  5274. {
  5275. if(stack->alive() && !firstRound)
  5276. stackEnchantedTrigger(stack);
  5277. }
  5278. //stack loop
  5279. auto getNextStack = [this]() -> const CStack *
  5280. {
  5281. if(battleResult.get())
  5282. return nullptr;
  5283. std::vector<battle::Units> q;
  5284. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5285. if(!q.empty())
  5286. {
  5287. if(!q.front().empty())
  5288. {
  5289. auto next = q.front().front();
  5290. const auto stack = dynamic_cast<const CStack *>(next);
  5291. // regeneration takes place before everything else but only during first turn attempt in each round
  5292. // also works under blind and similar effects
  5293. if(stack && stack->alive() && !stack->waiting)
  5294. {
  5295. BattleTriggerEffect bte;
  5296. bte.stackID = stack->unitId();
  5297. bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
  5298. const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
  5299. if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
  5300. bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
  5301. if(bte.val) // anything to heal
  5302. sendAndApply(&bte);
  5303. }
  5304. if(next->willMove())
  5305. return stack;
  5306. }
  5307. }
  5308. return nullptr;
  5309. };
  5310. const CStack * next = nullptr;
  5311. while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
  5312. {
  5313. BattleUnitsChanged removeGhosts;
  5314. for(auto stack : curB.stacks)
  5315. {
  5316. if(stack->ghostPending)
  5317. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5318. }
  5319. if(!removeGhosts.changedStacks.empty())
  5320. sendAndApply(&removeGhosts);
  5321. // check for bad morale => freeze
  5322. int nextStackMorale = next->moraleVal();
  5323. if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
  5324. {
  5325. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5326. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5327. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5328. {
  5329. //unit loses its turn - empty freeze action
  5330. BattleAction ba;
  5331. ba.actionType = EActionType::BAD_MORALE;
  5332. ba.side = next->unitSide();
  5333. ba.stackNumber = next->unitId();
  5334. makeAutomaticAction(next, ba);
  5335. continue;
  5336. }
  5337. }
  5338. if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5339. {
  5340. logGlobal->trace("Handle Berserk effect");
  5341. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5342. if (attackInfo.first != nullptr)
  5343. {
  5344. BattleAction attack;
  5345. attack.actionType = EActionType::WALK_AND_ATTACK;
  5346. attack.side = next->unitSide();
  5347. attack.stackNumber = next->unitId();
  5348. attack.aimToHex(attackInfo.second);
  5349. attack.aimToUnit(attackInfo.first);
  5350. makeAutomaticAction(next, attack);
  5351. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5352. }
  5353. else
  5354. {
  5355. makeStackDoNothing(next);
  5356. logGlobal->trace("No target found");
  5357. }
  5358. continue;
  5359. }
  5360. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5361. const int stackCreatureId = next->unitType()->getId();
  5362. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5363. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
  5364. {
  5365. BattleAction attack;
  5366. attack.actionType = EActionType::SHOOT;
  5367. attack.side = next->unitSide();
  5368. attack.stackNumber = next->unitId();
  5369. //TODO: select target by priority
  5370. const battle::Unit * target = nullptr;
  5371. for(auto & elem : gs->curB->stacks)
  5372. {
  5373. if(elem->unitType()->getId() != CreatureID::CATAPULT
  5374. && elem->unitOwner() != next->unitOwner()
  5375. && elem->isValidTarget()
  5376. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5377. {
  5378. target = elem;
  5379. break;
  5380. }
  5381. }
  5382. if(target == nullptr)
  5383. {
  5384. makeStackDoNothing(next);
  5385. }
  5386. else
  5387. {
  5388. attack.aimToUnit(target);
  5389. makeAutomaticAction(next, attack);
  5390. }
  5391. continue;
  5392. }
  5393. if (next->unitType()->getId() == CreatureID::CATAPULT)
  5394. {
  5395. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5396. if (attackableBattleHexes.empty())
  5397. {
  5398. makeStackDoNothing(next);
  5399. continue;
  5400. }
  5401. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
  5402. {
  5403. BattleAction attack;
  5404. attack.actionType = EActionType::CATAPULT;
  5405. attack.side = next->unitSide();
  5406. attack.stackNumber = next->unitId();
  5407. makeAutomaticAction(next, attack);
  5408. continue;
  5409. }
  5410. }
  5411. if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
  5412. {
  5413. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5414. {
  5415. return s->unitOwner() == next->unitOwner() && s->canBeHealed();
  5416. });
  5417. if (!possibleStacks.size())
  5418. {
  5419. makeStackDoNothing(next);
  5420. continue;
  5421. }
  5422. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5423. {
  5424. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5425. const CStack * toBeHealed = possibleStacks.front();
  5426. BattleAction heal;
  5427. heal.actionType = EActionType::STACK_HEAL;
  5428. heal.aimToUnit(toBeHealed);
  5429. heal.side = next->unitSide();
  5430. heal.stackNumber = next->unitId();
  5431. makeAutomaticAction(next, heal);
  5432. continue;
  5433. }
  5434. }
  5435. int numberOfAsks = 1;
  5436. bool breakOuter = false;
  5437. do
  5438. {//ask interface and wait for answer
  5439. if (!battleResult.get())
  5440. {
  5441. stackTurnTrigger(next); //various effects
  5442. if(next->fear)
  5443. {
  5444. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5445. }
  5446. else
  5447. {
  5448. logGlobal->trace("Activating %s", next->nodeName());
  5449. auto nextId = next->unitId();
  5450. BattleSetActiveStack sas;
  5451. sas.stack = nextId;
  5452. sendAndApply(&sas);
  5453. auto actionWasMade = [&]() -> bool
  5454. {
  5455. if (battleMadeAction.data)//active stack has made its action
  5456. return true;
  5457. if (battleResult.get())// battle is finished
  5458. return true;
  5459. if (next == nullptr)//active stack was been removed
  5460. return true;
  5461. return !next->alive();//active stack is dead
  5462. };
  5463. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5464. battleMadeAction.data = false;
  5465. while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
  5466. {
  5467. {
  5468. auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
  5469. battleMadeAction.cond.wait(lock);
  5470. }
  5471. if (battleGetStackByID(nextId, false) != next)
  5472. next = nullptr; //it may be removed, while we wait
  5473. }
  5474. }
  5475. }
  5476. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5477. {
  5478. breakOuter = true;
  5479. break;
  5480. }
  5481. //we're after action, all results applied
  5482. checkBattleStateChanges(); //check if this action ended the battle
  5483. if(next != nullptr)
  5484. {
  5485. //check for good morale
  5486. nextStackMorale = next->moraleVal();
  5487. if( !battleResult.get()
  5488. && !next->hadMorale
  5489. && !next->defending
  5490. && !next->waited()
  5491. && !next->fear
  5492. && next->alive()
  5493. && nextStackMorale > 0)
  5494. {
  5495. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5496. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5497. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5498. {
  5499. BattleTriggerEffect bte;
  5500. bte.stackID = next->unitId();
  5501. bte.effect = vstd::to_underlying(BonusType::MORALE);
  5502. bte.val = 1;
  5503. bte.additionalInfo = 0;
  5504. sendAndApply(&bte); //play animation
  5505. ++numberOfAsks; //move this stack once more
  5506. }
  5507. }
  5508. }
  5509. --numberOfAsks;
  5510. } while (numberOfAsks > 0);
  5511. if (breakOuter)
  5512. {
  5513. break;
  5514. }
  5515. }
  5516. firstRound = false;
  5517. }
  5518. if (lobby->state != EServerState::SHUTDOWN)
  5519. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5520. }
  5521. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5522. {
  5523. boost::unique_lock lock(battleActionMutex);
  5524. BattleSetActiveStack bsa;
  5525. bsa.stack = stack->unitId();
  5526. bsa.askPlayerInterface = false;
  5527. sendAndApply(&bsa);
  5528. bool ret = makeBattleAction(ba);
  5529. checkBattleStateChanges();
  5530. return ret;
  5531. }
  5532. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  5533. {
  5534. assert(a->artType);
  5535. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  5536. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5537. {
  5538. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  5539. }
  5540. else if(ArtifactUtils::isSlotBackpack(pos))
  5541. {
  5542. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  5543. }
  5544. else
  5545. {
  5546. al.slot = pos;
  5547. }
  5548. if(a->canBePutAt(al))
  5549. putArtifact(al, a);
  5550. else
  5551. return false;
  5552. return true;
  5553. }
  5554. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5555. {
  5556. PutArtifact pa;
  5557. pa.art = a;
  5558. pa.al = al;
  5559. sendAndApply(&pa);
  5560. }
  5561. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  5562. {
  5563. assert(artType);
  5564. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5565. {
  5566. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  5567. COMPLAIN_RET("Cannot put artifact in that slot!");
  5568. }
  5569. else if(ArtifactUtils::isSlotBackpack(pos))
  5570. {
  5571. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  5572. COMPLAIN_RET("Cannot put artifact in that slot!");
  5573. }
  5574. else
  5575. {
  5576. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  5577. }
  5578. auto * newArtInst = new CArtifactInstance();
  5579. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5580. NewArtifact na;
  5581. na.art = newArtInst;
  5582. sendAndApply(&na); // -> updates newArtInst!!!
  5583. if(giveHeroArtifact(h, newArtInst, pos))
  5584. return true;
  5585. else
  5586. return false;
  5587. }
  5588. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5589. {
  5590. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5591. if (battleResult.data)
  5592. {
  5593. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5594. % battleResult.data->result % resultType).str());
  5595. return;
  5596. }
  5597. auto br = new BattleResult();
  5598. br->result = resultType;
  5599. br->winner = victoriusSide; //surrendering side loses
  5600. gs->curB->calculateCasualties(br->casualties);
  5601. battleResult.data = br;
  5602. }
  5603. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5604. {
  5605. std::vector<int3>::iterator tile;
  5606. std::vector<int3> tiles;
  5607. getFreeTiles(tiles);
  5608. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5609. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5610. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5611. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5612. for (int i = 0; i < (int)amount; ++i)
  5613. {
  5614. tile = tiles.begin();
  5615. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5616. {
  5617. auto count = cre->getRandomAmount(std::rand);
  5618. createObject(*tile, Obj::MONSTER, creatureID);
  5619. auto monsterId = getTopObj(*tile)->id;
  5620. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5621. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5622. }
  5623. tiles.erase(tile); //not use it again
  5624. }
  5625. }
  5626. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  5627. {
  5628. BattleObstaclesChanged obsRem;
  5629. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  5630. sendAndApply(&obsRem);
  5631. }
  5632. void CGameHandler::synchronizeArtifactHandlerLists()
  5633. {
  5634. UpdateArtHandlerLists uahl;
  5635. uahl.treasures = VLC->arth->treasures;
  5636. uahl.minors = VLC->arth->minors;
  5637. uahl.majors = VLC->arth->majors;
  5638. uahl.relics = VLC->arth->relics;
  5639. sendAndApply(&uahl);
  5640. }
  5641. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5642. {
  5643. return vstd::contains(gs->map->objects, obj);
  5644. }
  5645. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5646. {
  5647. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5648. return false;
  5649. auto query = queries.topQuery(player);
  5650. if (query && query->blocksPack(pack))
  5651. {
  5652. complain(boost::str(boost::format(
  5653. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  5654. % boost::to_upper_copy<std::string>(player.getStr())
  5655. % query->toString()
  5656. ));
  5657. return true;
  5658. }
  5659. return false;
  5660. }
  5661. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5662. {
  5663. //If the object is being visited, there must be a matching query
  5664. for (const auto &query : queries.allQueries())
  5665. {
  5666. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5667. {
  5668. if (someVistQuery->visitedObject == object)
  5669. {
  5670. someVistQuery->removeObjectAfterVisit = true;
  5671. return;
  5672. }
  5673. }
  5674. }
  5675. //If we haven't returned so far, there is no query and no visit, call was wrong
  5676. assert("This function needs to be called during the object visit!");
  5677. }
  5678. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5679. {
  5680. std::unordered_set<int3> tiles;
  5681. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5682. if (hide)
  5683. {
  5684. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5685. auto p = getPlayerState(player);
  5686. for (auto h : p->heroes)
  5687. {
  5688. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5689. }
  5690. for (auto t : p->towns)
  5691. {
  5692. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5693. }
  5694. for (auto tile : observedTiles)
  5695. vstd::erase_if_present (tiles, tile);
  5696. }
  5697. changeFogOfWar(tiles, player, hide);
  5698. }
  5699. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
  5700. {
  5701. FoWChange fow;
  5702. fow.tiles = tiles;
  5703. fow.player = player;
  5704. fow.mode = hide? 0 : 1;
  5705. sendAndApply(&fow);
  5706. }
  5707. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5708. {
  5709. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5710. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5711. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5712. return true;
  5713. }
  5714. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  5715. {
  5716. SetObjectProperty sob;
  5717. sob.id = objid;
  5718. sob.what = prop;
  5719. sob.val = static_cast<ui32>(val);
  5720. sendAndApply(&sob);
  5721. }
  5722. void CGameHandler::showInfoDialog(InfoWindow * iw)
  5723. {
  5724. sendAndApply(iw);
  5725. }
  5726. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  5727. {
  5728. InfoWindow iw;
  5729. iw.player = player;
  5730. iw.text.appendRawString(msg);
  5731. showInfoDialog(&iw);
  5732. }
  5733. CasualtiesAfterBattle::CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat):
  5734. army(battleSide.armyObject)
  5735. {
  5736. heroWithDeadCommander = ObjectInstanceID();
  5737. PlayerColor color = battleSide.color;
  5738. for(CStack * st : bat->stacks)
  5739. {
  5740. if(st->summoned) //don't take into account temporary summoned stacks
  5741. continue;
  5742. if(st->unitOwner() != color) //remove only our stacks
  5743. continue;
  5744. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5745. st->health.takeResurrected();
  5746. if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
  5747. {
  5748. logGlobal->debug("Ignored arrow towers stack.");
  5749. }
  5750. else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
  5751. {
  5752. auto warMachine = st->unitType()->warMachine;
  5753. if(warMachine == ArtifactID::NONE)
  5754. {
  5755. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5756. }
  5757. //catapult artifact remain even if "creature" killed in siege
  5758. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5759. {
  5760. logGlobal->debug("War machine has been destroyed");
  5761. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5762. if (hero)
  5763. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5764. else
  5765. logGlobal->error("War machine in army without hero");
  5766. }
  5767. }
  5768. else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5769. {
  5770. if(st->alive() && st->getCount() > 0)
  5771. {
  5772. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5773. const CreatureID summonedType = st->creatureId();
  5774. summoned[summonedType] += st->getCount();
  5775. }
  5776. }
  5777. else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5778. {
  5779. if (nullptr == st->base)
  5780. {
  5781. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5782. }
  5783. else
  5784. {
  5785. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5786. if(c)
  5787. {
  5788. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5789. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5790. {
  5791. logGlobal->debug("Commander is dead.");
  5792. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5793. }
  5794. }
  5795. else
  5796. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5797. }
  5798. }
  5799. else if(st->base && !army->slotEmpty(st->unitSlot()))
  5800. {
  5801. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
  5802. if(st->getCount() == 0 || !st->alive())
  5803. {
  5804. logGlobal->debug("Stack has been destroyed.");
  5805. StackLocation sl(army, st->unitSlot());
  5806. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5807. }
  5808. else if(st->getCount() < army->getStackCount(st->unitSlot()))
  5809. {
  5810. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
  5811. StackLocation sl(army, st->unitSlot());
  5812. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5813. }
  5814. else if(st->getCount() > army->getStackCount(st->unitSlot()))
  5815. {
  5816. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
  5817. StackLocation sl(army, st->unitSlot());
  5818. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5819. }
  5820. }
  5821. else
  5822. {
  5823. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5824. }
  5825. }
  5826. }
  5827. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5828. {
  5829. for (TStackAndItsNewCount &ncount : newStackCounts)
  5830. {
  5831. if (ncount.second > 0)
  5832. gh->changeStackCount(ncount.first, ncount.second, true);
  5833. else
  5834. gh->eraseStack(ncount.first, true);
  5835. }
  5836. for (auto summoned_iter : summoned)
  5837. {
  5838. SlotID slot = army->getSlotFor(summoned_iter.first);
  5839. if (slot.validSlot())
  5840. {
  5841. StackLocation location(army, slot);
  5842. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5843. }
  5844. else
  5845. {
  5846. //even if it will be possible to summon anything permanently it should be checked for free slot
  5847. //necromancy is handled separately
  5848. gh->complain("No free slot to put summoned creature");
  5849. }
  5850. }
  5851. for (auto al : removedWarMachines)
  5852. {
  5853. gh->removeArtifact(al);
  5854. }
  5855. if (heroWithDeadCommander != ObjectInstanceID())
  5856. {
  5857. SetCommanderProperty scp;
  5858. scp.heroid = heroWithDeadCommander;
  5859. scp.which = SetCommanderProperty::ALIVE;
  5860. scp.amount = 0;
  5861. gh->sendAndApply(&scp);
  5862. }
  5863. }
  5864. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5865. {
  5866. assert(Query->result);
  5867. assert(Query->bi);
  5868. auto &result = *Query->result;
  5869. auto &info = *Query->bi;
  5870. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5871. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5872. victor = info.sides[result.winner].color;
  5873. loser = info.sides[!result.winner].color;
  5874. winnerSide = result.winner;
  5875. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5876. }
  5877. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5878. {
  5879. winnerHero = loserHero = nullptr;
  5880. winnerSide = 0;
  5881. remainingBattleQueriesCount = 0;
  5882. }
  5883. CRandomGenerator & CGameHandler::getRandomGenerator()
  5884. {
  5885. return CRandomGenerator::getDefault();
  5886. }
  5887. #if SCRIPTING_ENABLED
  5888. scripting::Pool * CGameHandler::getGlobalContextPool() const
  5889. {
  5890. return serverScripts.get();
  5891. }
  5892. scripting::Pool * CGameHandler::getContextPool() const
  5893. {
  5894. return serverScripts.get();
  5895. }
  5896. #endif
  5897. void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_t subtype)
  5898. {
  5899. NewObject no;
  5900. no.ID = type;
  5901. no.subID= subtype;
  5902. no.targetPos = visitablePosition;
  5903. sendAndApply(&no);
  5904. }
  5905. void CGameHandler::deserializationFix()
  5906. {
  5907. //FIXME: pointer to GameHandler itself can't be deserialized at the moment since GameHandler is top-level entity in serialization
  5908. // restore any places that requires such pointer manually
  5909. heroPool->gameHandler = this;
  5910. playerMessages->gameHandler = this;
  5911. }