CGameHandler.cpp 133 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 "CVCMIServer.h"
  13. #include "TurnTimerHandler.h"
  14. #include "ServerNetPackVisitors.h"
  15. #include "ServerSpellCastEnvironment.h"
  16. #include "battles/BattleProcessor.h"
  17. #include "processors/HeroPoolProcessor.h"
  18. #include "processors/NewTurnProcessor.h"
  19. #include "processors/PlayerMessageProcessor.h"
  20. #include "processors/TurnOrderProcessor.h"
  21. #include "queries/QueriesProcessor.h"
  22. #include "queries/MapQueries.h"
  23. #include "queries/VisitQueries.h"
  24. #include "../lib/CConfigHandler.h"
  25. #include "../lib/CCreatureHandler.h"
  26. #include "../lib/CPlayerState.h"
  27. #include "../lib/CSoundBase.h"
  28. #include "../lib/GameConstants.h"
  29. #include "../lib/IGameSettings.h"
  30. #include "../lib/ScriptHandler.h"
  31. #include "../lib/StartInfo.h"
  32. #include "../lib/TerrainHandler.h"
  33. #include "../lib/GameLibrary.h"
  34. #include "../lib/int3.h"
  35. #include "../lib/battle/BattleInfo.h"
  36. #include "../lib/callback/GameRandomizer.h"
  37. #include "../lib/entities/artifact/ArtifactUtils.h"
  38. #include "../lib/entities/artifact/CArtifact.h"
  39. #include "../lib/entities/artifact/CArtifactFittingSet.h"
  40. #include "../lib/entities/building/CBuilding.h"
  41. #include "../lib/entities/faction/CTownHandler.h"
  42. #include "../lib/entities/hero/CHeroHandler.h"
  43. #include "../lib/filesystem/FileInfo.h"
  44. #include "../lib/filesystem/Filesystem.h"
  45. #include "../lib/gameState/CGameState.h"
  46. #include "../lib/gameState/UpgradeInfo.h"
  47. #include "../lib/mapping/CMap.h"
  48. #include "../lib/mapping/CMapService.h"
  49. #include "../lib/mapObjects/CGCreature.h"
  50. #include "../lib/mapObjects/CGMarket.h"
  51. #include "../lib/mapObjects/TownBuildingInstance.h"
  52. #include "../lib/mapObjects/CGHeroInstance.h"
  53. #include "../lib/mapObjects/CGTownInstance.h"
  54. #include "../lib/mapObjects/MiscObjects.h"
  55. #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
  56. #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
  57. #include "../lib/modding/ModIncompatibility.h"
  58. #include "../lib/networkPacks/StackLocation.h"
  59. #include "../lib/pathfinder/CPathfinder.h"
  60. #include "../lib/pathfinder/PathfinderOptions.h"
  61. #include "../lib/pathfinder/TurnInfo.h"
  62. #include "../lib/rmg/CMapGenOptions.h"
  63. #include "../lib/serializer/CSaveFile.h"
  64. #include "../lib/serializer/CLoadFile.h"
  65. #include "../lib/serializer/IGameConnection.h"
  66. #include "../lib/spells/CSpellHandler.h"
  67. #include <vstd/RNG.h>
  68. #include <vstd/CLoggerBase.h>
  69. #include <vcmi/events/EventBus.h>
  70. #include <vcmi/events/GenericEvents.h>
  71. #include <vcmi/events/AdventureEvents.h>
  72. #include <boost/lexical_cast.hpp>
  73. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  74. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  75. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  76. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  77. template <typename T>
  78. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  79. {
  80. fun(args[which]);
  81. }
  82. const Services * CGameHandler::services() const
  83. {
  84. return LIBRARY;
  85. }
  86. IGameInfoCallback & CGameHandler::gameInfo()
  87. {
  88. return *gs;
  89. }
  90. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  91. {
  92. return gameState().getBattle(battleID);
  93. }
  94. const CGameHandler::GameCb * CGameHandler::game() const
  95. {
  96. return gs.get();
  97. }
  98. vstd::CLoggerBase * CGameHandler::logger() const
  99. {
  100. return logGlobal;
  101. }
  102. events::EventBus * CGameHandler::eventBus() const
  103. {
  104. return serverEventBus.get();
  105. }
  106. IGameServer & CGameHandler::gameServer() const
  107. {
  108. return server;
  109. }
  110. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  111. {
  112. changeSecSkill(hero, skill, 1, ChangeValueMode::RELATIVE);
  113. expGiven(hero);
  114. }
  115. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  116. {
  117. // required exp for at least 1 lvl-up hasn't been reached
  118. if (!hero->gainsLevel())
  119. {
  120. if (hero->getCommander() && hero->getCommander()->gainsLevel())
  121. levelUpCommander(hero->getCommander());
  122. return;
  123. }
  124. // give primary skill
  125. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  126. auto primarySkill = randomizer->rollPrimarySkillForLevelup(hero);
  127. SetPrimarySkill sps;
  128. sps.id = hero->id;
  129. sps.which = primarySkill;
  130. sps.mode = ChangeValueMode::RELATIVE;
  131. sps.val = 1;
  132. sendAndApply(sps);
  133. HeroLevelUp hlu;
  134. hlu.player = hero->tempOwner;
  135. hlu.heroId = hero->id;
  136. hlu.primskill = primarySkill;
  137. hlu.skills = hero->getLevelupSkillCandidates(*randomizer);
  138. if (hlu.skills.size() == 0)
  139. {
  140. sendAndApply(hlu);
  141. levelUpHero(hero);
  142. }
  143. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  144. {
  145. sendAndApply(hlu);
  146. levelUpHero(hero, hlu.skills.front());
  147. }
  148. else if (hlu.skills.size() > 1)
  149. {
  150. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  151. hlu.queryID = levelUpQuery->queryID;
  152. queries->addQuery(levelUpQuery);
  153. sendAndApply(hlu);
  154. //level up will be called on query reply
  155. }
  156. }
  157. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  158. {
  159. SetCommanderProperty scp;
  160. const auto * hero = dynamic_cast<const CGHeroInstance *>(c->getArmy());
  161. if (hero)
  162. scp.heroid = hero->id;
  163. else
  164. {
  165. complain ("Commander is not led by hero!");
  166. return;
  167. }
  168. scp.accumulatedBonus.additionalInfo = 0;
  169. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  170. scp.accumulatedBonus.turnsRemain = 0;
  171. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  172. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  173. if (skill <= ECommander::SPELL_POWER)
  174. {
  175. scp.which = SetCommanderProperty::BONUS;
  176. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skillToTest)->int
  177. {
  178. int s = std::min (skillToTest, static_cast<int>(ECommander::SPELL_POWER)); //spell power level controls also casts and resistance
  179. return skillLevels.at(skillToTest).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skillToTest).at(secondarySkills.at(s)-1) : 0);
  180. };
  181. switch (skill)
  182. {
  183. case ECommander::ATTACK:
  184. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  185. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  186. break;
  187. case ECommander::DEFENSE:
  188. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  189. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  190. break;
  191. case ECommander::HEALTH:
  192. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  193. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.
  194. break;
  195. case ECommander::DAMAGE:
  196. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  197. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  198. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  199. break;
  200. case ECommander::SPEED:
  201. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  202. break;
  203. case ECommander::SPELL_POWER:
  204. scp.accumulatedBonus.type = BonusType::SPELL_DAMAGE_REDUCTION;
  205. scp.accumulatedBonus.subtype = BonusSubtypeID(SpellSchool::ANY);
  206. scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  207. sendAndApply(scp); //additional pack
  208. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  209. scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  210. sendAndApply(scp); //additional pack
  211. scp.accumulatedBonus.type = BonusType::CASTS;
  212. scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  213. sendAndApply(scp); //additional pack
  214. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  215. break;
  216. }
  217. scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, skill);
  218. sendAndApply(scp);
  219. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  220. scp.additionalInfo = skill;
  221. scp.amount = c->secondarySkills.at(skill) + 1;
  222. sendAndApply(scp);
  223. }
  224. else if (skill >= 100)
  225. {
  226. for(const auto & bonus : LIBRARY->creh->skillRequirements.at(skill - 100).first)
  227. {
  228. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  229. scp.accumulatedBonus = *bonus;
  230. scp.additionalInfo = skill; //unnormalized
  231. sendAndApply(scp);
  232. }
  233. }
  234. expGiven(hero);
  235. }
  236. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  237. {
  238. if (!c->gainsLevel())
  239. {
  240. return;
  241. }
  242. CommanderLevelUp clu;
  243. const auto * hero = dynamic_cast<const CGHeroInstance *>(c->getArmy());
  244. if(hero)
  245. {
  246. clu.heroId = hero->id;
  247. clu.player = hero->tempOwner;
  248. }
  249. else
  250. {
  251. complain ("Commander is not led by hero!");
  252. return;
  253. }
  254. //picking sec. skills for choice
  255. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  256. {
  257. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  258. clu.skills.push_back(i);
  259. }
  260. int i = 100;
  261. for (const auto & specialSkill : LIBRARY->creh->skillRequirements)
  262. {
  263. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  264. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  265. && !vstd::contains (c->specialSkills, i))
  266. clu.skills.push_back (i);
  267. ++i;
  268. }
  269. int skillAmount = clu.skills.size();
  270. if (!skillAmount)
  271. {
  272. sendAndApply(clu);
  273. levelUpCommander(c);
  274. }
  275. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  276. {
  277. sendAndApply(clu);
  278. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  279. }
  280. else if (skillAmount > 1) //apply and ask for secondary skill
  281. {
  282. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  283. clu.queryID = commanderLevelUp->queryID;
  284. queries->addQuery(commanderLevelUp);
  285. sendAndApply(clu);
  286. }
  287. }
  288. void CGameHandler::expGiven(const CGHeroInstance *hero)
  289. {
  290. if (hero->gainsLevel())
  291. levelUpHero(hero);
  292. else if (hero->getCommander() && hero->getCommander()->gainsLevel())
  293. levelUpCommander(hero->getCommander());
  294. }
  295. void CGameHandler::giveStackExperience(const CArmedInstance * army, TExpType val)
  296. {
  297. GiveStackExperience gse;
  298. gse.id = army->id;
  299. for (const auto & stack : army->Slots())
  300. {
  301. int experienceBonusMultiplier = stack.second->valOfBonuses(BonusType::STACK_EXPERIENCE_GAIN_PERCENT);
  302. gse.val[stack.first] = val + val * experienceBonusMultiplier / 100;
  303. }
  304. sendAndApply(gse);
  305. }
  306. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  307. {
  308. TExpType maxExp = LIBRARY->heroh->reqExp(LIBRARY->heroh->maxSupportedLevel());
  309. TExpType currHeroExp = hero->exp;
  310. if (gameState().getMap().levelLimit != 0)
  311. maxExp = LIBRARY->heroh->reqExp(gameState().getMap().levelLimit);
  312. TExpType canGainHeroExp = 0;
  313. if (maxExp > currHeroExp)
  314. canGainHeroExp = maxExp - currHeroExp;
  315. TExpType actualHeroExperience = 0;
  316. if (amountToGain > canGainHeroExp)
  317. {
  318. // set given experience to max possible, but don't decrease if hero already over top
  319. actualHeroExperience = canGainHeroExp;
  320. InfoWindow iw;
  321. iw.player = hero->tempOwner;
  322. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  323. iw.text.replaceTextID(hero->getNameTextID());
  324. sendAndApply(iw);
  325. }
  326. else
  327. actualHeroExperience = amountToGain;
  328. SetHeroExperience she;
  329. she.id = hero->id;
  330. she.mode = ChangeValueMode::RELATIVE;
  331. she.val = actualHeroExperience;
  332. sendAndApply(she);
  333. //hero may level up
  334. if (hero->getCommander() && hero->getCommander()->alive)
  335. {
  336. TExpType canGainCommanderExp = 0;
  337. TExpType currCommanderExp = hero->getCommander()->getTotalExperience();
  338. if (maxExp > currHeroExp)
  339. canGainCommanderExp = maxExp - currCommanderExp;
  340. TExpType actualCommanderExperience = amountToGain > canGainCommanderExp ? canGainCommanderExp : amountToGain;
  341. SetCommanderProperty scp;
  342. scp.heroid = hero->id;
  343. scp.which = SetCommanderProperty::EXPERIENCE;
  344. scp.amount = actualCommanderExperience;
  345. sendAndApply(scp);
  346. }
  347. expGiven(hero);
  348. }
  349. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, ChangeValueMode mode)
  350. {
  351. SetPrimarySkill sps;
  352. sps.id = hero->id;
  353. sps.which = which;
  354. sps.mode = mode;
  355. sps.val = val;
  356. sendAndApply(sps);
  357. }
  358. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, ChangeValueMode mode)
  359. {
  360. if(!hero)
  361. {
  362. logGlobal->error("changeSecSkill provided no hero");
  363. return;
  364. }
  365. SetSecSkill sss;
  366. sss.id = hero->id;
  367. sss.which = which;
  368. sss.val = val;
  369. sss.mode = mode;
  370. sendAndApply(sss);
  371. if (hero->getVisitedTown())
  372. giveSpells(hero->getVisitedTown(), hero);
  373. // Our scouting range may have changed - update it
  374. if (hero->getOwner().isValidPlayer())
  375. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  376. }
  377. void CGameHandler::handleClientDisconnection(const std::shared_ptr<IGameConnection> & c)
  378. {
  379. if(gameServer().getState() == EServerState::SHUTDOWN || !gameState().getStartInfo())
  380. {
  381. assert(0); // game should have shut down before reaching this point!
  382. return;
  383. }
  384. std::vector<PlayerColor> disconnectedPlayers;
  385. std::vector<PlayerColor> remainingPlayers;
  386. // this player have left the game - broadcast infowindow to all in-game players
  387. for (const auto & player : gameState().players)
  388. {
  389. if (gameInfo().getPlayerState(player.first)->status != EPlayerStatus::INGAME)
  390. continue;
  391. if (gameServer().hasPlayerAt(player.first, c))
  392. disconnectedPlayers.push_back(player.first);
  393. else
  394. remainingPlayers.push_back(player.first);
  395. }
  396. for (const auto & inGamePlayer : remainingPlayers)
  397. {
  398. for (const auto & lostPlayer : disconnectedPlayers)
  399. {
  400. InfoWindow out;
  401. out.player = inGamePlayer;
  402. out.text.appendTextID("vcmi.server.errors.playerLeft");
  403. out.text.replaceName(lostPlayer);
  404. out.components.emplace_back(ComponentType::FLAG, lostPlayer);
  405. sendAndApply(out);
  406. }
  407. }
  408. }
  409. void CGameHandler::handleReceivedPack(std::shared_ptr<IGameConnection> connection, CPackForServer & pack)
  410. {
  411. //prepare struct informing that action was applied
  412. auto sendPackageResponse = [&](bool successfullyApplied)
  413. {
  414. PackageApplied applied(
  415. pack.player,
  416. pack.requestID,
  417. CTypeList::getInstance().getTypeID(&pack),
  418. successfullyApplied
  419. );
  420. connection->sendPack(applied);
  421. };
  422. PackageReceived received(
  423. pack.player,
  424. pack.requestID,
  425. CTypeList::getInstance().getTypeID(&pack)
  426. );
  427. connection->sendPack(received);
  428. if(isBlockedByQueries(&pack, pack.player))
  429. {
  430. sendPackageResponse(false);
  431. }
  432. else
  433. {
  434. bool result;
  435. try
  436. {
  437. ApplyGhNetPackVisitor applier(*this, connection);
  438. pack.visit(applier);
  439. result = applier.getResult();
  440. }
  441. catch(ExceptionNotAllowedAction &)
  442. {
  443. result = false;
  444. }
  445. if(result)
  446. logGlobal->trace("Message %s successfully applied!", typeid(pack).name());
  447. else
  448. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  449. % typeid(pack).name()).str());
  450. sendPackageResponse(true);
  451. }
  452. }
  453. CGameHandler::CGameHandler(IGameServer & server, const std::shared_ptr<CGameState> & initialGamestate)
  454. :CGameHandler(server)
  455. {
  456. gs = initialGamestate;
  457. randomizer = std::make_unique<GameRandomizer>(*gs);
  458. }
  459. CGameHandler::CGameHandler(IGameServer & server)
  460. : server(server)
  461. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  462. , battles(std::make_unique<BattleProcessor>(this))
  463. , queries(std::make_unique<QueriesProcessor>())
  464. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  465. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  466. , newTurnProcessor(std::make_unique<NewTurnProcessor>(this))
  467. , statistics(std::make_unique<StatisticDataSet>())
  468. , spellEnv(std::make_unique<ServerSpellCastEnvironment>(this))
  469. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  470. , QID(1)
  471. , complainNoCreatures("No creatures to split")
  472. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  473. , complainInvalidSlot("Invalid slot accessed!")
  474. {
  475. }
  476. CGameHandler::~CGameHandler() = default;
  477. ServerCallback * CGameHandler::spellcastEnvironment() const
  478. {
  479. return spellEnv.get();
  480. }
  481. void CGameHandler::reinitScripting()
  482. {
  483. serverEventBus = std::make_unique<events::EventBus>();
  484. #if SCRIPTING_ENABLED
  485. serverScripts.reset(new scripting::PoolImpl(this, spellEnv.get()));
  486. #endif
  487. }
  488. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  489. {
  490. CMapService mapService;
  491. gs = std::make_shared<CGameState>();
  492. int requestedSeed = settings["server"]["seed"].Integer();
  493. randomizer = std::make_unique<GameRandomizer>(*gs);
  494. if (requestedSeed != 0)
  495. randomizer->setSeed(requestedSeed);
  496. logGlobal->info("Using random seed: %d", randomizer->getDefault().nextInt());
  497. gs->preInit(LIBRARY);
  498. logGlobal->info("Gamestate created!");
  499. gs->init(&mapService, si, *randomizer, progressTracking);
  500. logGlobal->info("Gamestate initialized!");
  501. for (const auto & elem : gameState().players)
  502. turnOrder->addPlayer(elem.first);
  503. reinitScripting();
  504. }
  505. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  506. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  507. const PlayerState * p = gameInfo().getPlayerState(town->tempOwner);
  508. if (!p)
  509. {
  510. assert(town->tempOwner == PlayerColor::NEUTRAL);
  511. return;
  512. }
  513. if (forced || town->creatures.at(town->getTown()->creatures.size()).second.empty())//we need to change creature
  514. {
  515. SetAvailableCreatures ssi;
  516. ssi.tid = town->id;
  517. ssi.creatures = town->creatures;
  518. ssi.creatures[town->getTown()->creatures.size()].second.clear();//remove old one
  519. std::set<CreatureID> availableCreatures;
  520. for (const auto & dwelling : p->getOwnedObjects())
  521. {
  522. const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
  523. availableCreatures.insert(dwellingCreatures.begin(), dwellingCreatures.end());
  524. }
  525. if (availableCreatures.empty())
  526. return;
  527. CreatureID creatureId = *RandomGeneratorUtil::nextItem(availableCreatures, getRandomGenerator());
  528. if (clear)
  529. {
  530. ssi.creatures[town->getTown()->creatures.size()].first = std::max(1, (creatureId.toEntity(LIBRARY)->getGrowth())/2);
  531. }
  532. else
  533. {
  534. ssi.creatures[town->getTown()->creatures.size()].first = creatureId.toEntity(LIBRARY)->getGrowth();
  535. }
  536. ssi.creatures[town->getTown()->creatures.size()].second.push_back(creatureId);
  537. sendAndApply(ssi);
  538. }
  539. }
  540. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  541. {
  542. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  543. turnTimerHandler->onPlayerGetTurn(which);
  544. newTurnProcessor->onPlayerTurnStarted(which);
  545. }
  546. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  547. {
  548. newTurnProcessor->onPlayerTurnEnded(which);
  549. }
  550. void CGameHandler::addStatistics(StatisticDataSet &stat) const
  551. {
  552. for (const auto & elem : gameState().players)
  553. {
  554. if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
  555. continue;
  556. auto data = StatisticDataSet::createEntry(&elem.second, &gameState(), *statistics);
  557. stat.add(data);
  558. }
  559. }
  560. void CGameHandler::onNewTurn()
  561. {
  562. logGlobal->trace("Turn %d", gameState().day+1);
  563. bool firstTurn = !gameInfo().getDate(Date::DAY);
  564. bool newMonth = gameInfo().getDate(Date::DAY_OF_MONTH) == 28;
  565. if (firstTurn)
  566. {
  567. for (const auto * obj : gameState().getMap().getObjects<CGHeroInstance>())
  568. {
  569. if (obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  570. {
  571. giveExperience(obj, 0);
  572. }
  573. }
  574. for (const auto & elem : gameState().players)
  575. heroPool->onNewWeek(elem.first);
  576. }
  577. else
  578. {
  579. addStatistics(*statistics); // write at end of turn
  580. }
  581. const auto & currentDaySelector = [day = gameState().day+1](const Bonus * bonus)
  582. {
  583. if (bonus->additionalInfo[0] <= 0)
  584. return true;
  585. if ((day % bonus->additionalInfo[0]) == 0)
  586. return true;
  587. return false;
  588. };
  589. const auto & fullMapScoutingSelector = Selector::type()(BonusType::FULL_MAP_SCOUTING).And(currentDaySelector);
  590. const auto & fullMapDarknessSelector = Selector::type()(BonusType::FULL_MAP_DARKNESS).And(currentDaySelector);
  591. const auto & darknessSelector = Selector::type()(BonusType::DARKNESS).And(currentDaySelector);
  592. for (const auto & townID : gameState().getMap().getAllTowns())
  593. {
  594. const auto * t = gameState().getTown(townID);
  595. PlayerColor player = t->tempOwner;
  596. // Skyship, probably easier to handle same as Veil of darkness
  597. // do it every new day before veils
  598. if(t->hasBonus(fullMapScoutingSelector) && player.isValidPlayer())
  599. changeFogOfWar(t->getSightCenter(), GameConstants::FULL_MAP_RANGE, player, ETileVisibility::REVEALED);
  600. }
  601. for (const auto & object : gameState().getMap().getObjects<CArmedInstance>())
  602. {
  603. if(!object->hasBonus(darknessSelector) && !object->hasBonus(fullMapDarknessSelector))
  604. continue;
  605. for(const auto & player : gameState().players)
  606. {
  607. if (gameInfo().getPlayerStatus(player.first) != EPlayerStatus::INGAME)
  608. continue;
  609. if (gameInfo().getPlayerRelations(player.first, object->getOwner()) != PlayerRelations::ENEMIES)
  610. continue;
  611. if (object->hasBonus(fullMapDarknessSelector))
  612. changeFogOfWar(object->getSightCenter(), GameConstants::FULL_MAP_RANGE, player.first, ETileVisibility::HIDDEN);
  613. else
  614. changeFogOfWar(object->getSightCenter(), object->valOfBonuses(darknessSelector), player.first, ETileVisibility::HIDDEN);
  615. }
  616. }
  617. if (newMonth)
  618. {
  619. SetAvailableArtifacts saa;
  620. saa.id = ObjectInstanceID::NONE;
  621. saa.arts = randomizer->rollMarketArtifactSet();
  622. sendAndApply(saa);
  623. }
  624. newTurnProcessor->onNewTurn();
  625. if (!firstTurn)
  626. checkVictoryLossConditionsForAll(); // check for map turn limit
  627. //call objects
  628. for (auto & elem : gameState().getMap().getObjects())
  629. {
  630. if (elem)
  631. elem->newTurn(*this, *randomizer);
  632. }
  633. }
  634. void CGameHandler::start(bool resume)
  635. {
  636. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  637. #if SCRIPTING_ENABLED
  638. services()->scripts()->run(serverScripts);
  639. #endif
  640. if (!resume)
  641. {
  642. onNewTurn();
  643. events::TurnStarted::defaultExecute(serverEventBus.get());
  644. for(const auto & player : gameState().players)
  645. turnTimerHandler->onGameplayStart(player.first);
  646. }
  647. else
  648. events::GameResumed::defaultExecute(serverEventBus.get());
  649. turnOrder->onGameStarted();
  650. }
  651. void CGameHandler::tick(int millisecondsPassed)
  652. {
  653. turnTimerHandler->update(millisecondsPassed);
  654. }
  655. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  656. {
  657. if (!h->hasSpellbook())
  658. return; //hero hasn't spellbook
  659. ChangeSpells cs;
  660. cs.hid = h->id;
  661. cs.learn = true;
  662. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  663. {
  664. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  665. for (int i = 0; i < h->maxSpellLevel(); i++)
  666. {
  667. std::vector<SpellID> spells;
  668. gameState().getAllowedSpells(spells, i+1);
  669. for (const auto & spell : spells)
  670. cs.spells.insert(spell);
  671. }
  672. }
  673. else
  674. {
  675. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  676. {
  677. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  678. {
  679. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  680. cs.spells.insert(t->spells.at(i).at(j));
  681. }
  682. }
  683. }
  684. if (!cs.spells.empty())
  685. sendAndApply(cs);
  686. }
  687. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  688. {
  689. if (!obj || !gameInfo().getObj(obj->id))
  690. {
  691. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  692. return false;
  693. }
  694. RemoveObject ro;
  695. ro.objectID = obj->id;
  696. ro.initiator = initiator;
  697. sendAndApply(ro);
  698. checkVictoryLossConditionsForAll(); //e.g. if monster escaped (removing objs after battle is done directly by endBattle, not this function)
  699. return true;
  700. }
  701. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  702. {
  703. const CGHeroInstance *h = gameInfo().getHero(hid);
  704. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  705. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  706. {
  707. if(h && gameInfo().getStartInfo()->turnTimerInfo.isEnabled() && gameState().players.at(h->getOwner()).turnTimer.turnTimer == 0)
  708. return true; //timer expired, no error
  709. logGlobal->error("Illegal call to move hero!");
  710. return false;
  711. }
  712. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->anchorPos().toString(), dst.toString());
  713. const int3 hmpos = h->convertToVisitablePos(dst);
  714. if (!gameState().getMap().isInTheMap(hmpos))
  715. {
  716. logGlobal->error("Destination tile is outside the map!");
  717. return false;
  718. }
  719. const TerrainTile t = *gameInfo().getTile(hmpos);
  720. const int3 guardPos = gameState().guardingCreaturePosition(hmpos);
  721. const CGObjectInstance * objectToVisit = nullptr;
  722. const CGObjectInstance * guardian = nullptr;
  723. if (!t.visitableObjects.empty())
  724. objectToVisit = gameState().getObjInstance(t.visitableObjects.back());
  725. if (gameInfo().isInTheMap(guardPos))
  726. {
  727. for (auto const & objectID : gameInfo().getTile(guardPos)->visitableObjects)
  728. {
  729. const auto * object = gameState().getObjInstance(objectID);
  730. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  731. guardian = object;
  732. }
  733. }
  734. const bool embarking = !h->inBoat() && objectToVisit && objectToVisit->ID == Obj::BOAT;
  735. const bool disembarking = h->inBoat()
  736. && t.isLand()
  737. && (dst == h->pos || (h->getBoat()->layer == EPathfindingLayer::SAIL && !t.blocked()));
  738. //result structure for start - movement failed, no move points used
  739. TryMoveHero tmh;
  740. tmh.id = hid;
  741. tmh.start = h->pos;
  742. tmh.end = dst;
  743. tmh.result = TryMoveHero::FAILED;
  744. tmh.movePoints = h->movementPointsRemaining();
  745. //check if destination tile is available
  746. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gameState(), h, PathfinderOptions(gameInfo()));
  747. const auto * ti = pathfinderHelper->getTurnInfo();
  748. const bool canFly = ti->hasFlyingMovement() || (h->inBoat() && h->getBoat()->layer == EPathfindingLayer::AIR);
  749. const bool canWalkOnSea = ti->hasWaterWalking() || (h->inBoat() && h->getBoat()->layer == EPathfindingLayer::WATER);
  750. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  751. const bool movingOntoObstacle = t.blocked() && !t.visitable();
  752. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  753. const bool movingOntoWater = !h->inBoat() && t.isWater() && !objectCoastVisitable;
  754. const auto complainRet = [&](const std::string & message)
  755. {
  756. //send info about movement failure
  757. complain(message);
  758. sendAndApply(tmh);
  759. return false;
  760. };
  761. if (guardian && getVisitingHero(guardian) != nullptr)
  762. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  763. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  764. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  765. if (objectToVisit &&
  766. objectToVisit->getOwner().isValidPlayer())
  767. {
  768. if (gameInfo().getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  769. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  770. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  771. if (gs->getBattle(objectToVisit->getOwner()) != nullptr)
  772. return complainRet("You cannot move your hero there. This object belongs to another player who is engaged in battle and simultaneous turns are still active!");
  773. }
  774. //it's a rock or blocked and not visitable tile
  775. //OR hero is on land and dest is water and (there is not present only one object - boat)
  776. if (!t.getTerrain()->isPassable() || (movingOntoObstacle && !canFly))
  777. return complainRet("Cannot move hero, destination tile is blocked!");
  778. //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)
  779. if(movingOntoWater && !canFly && !canWalkOnSea)
  780. return complainRet("Cannot move hero, destination tile is on water!");
  781. if(h->inBoat() && h->getBoat()->layer == EPathfindingLayer::SAIL && t.isLand() && t.blocked())
  782. return complainRet("Cannot disembark hero, tile is blocked!");
  783. if(!h->pos.areNeighbours(dst) && movementMode == EMovementMode::STANDARD)
  784. return complainRet("Tiles " + h->pos.toString()+ " and "+ dst.toString() +" are not neighboring!");
  785. if(h->isGarrisoned())
  786. return complainRet("Can not move garrisoned hero!");
  787. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  788. return complainRet("Hero doesn't have any movement points left!");
  789. if (transit && !canFly && !(canWalkOnSea && t.isWater()) && !CGTeleport::isTeleport(objectToVisit))
  790. return complainRet("Hero cannot transit over this tile!");
  791. //several generic blocks of code
  792. // should be called if hero changes tile but before applying TryMoveHero package
  793. auto leaveTile = [&]()
  794. {
  795. for(const auto & objID : gameState().getMap().getTile(h->visitablePos()).visitableObjects)
  796. gameState().getObjInstance(objID)->onHeroLeave(*this, h);
  797. gameInfo().getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  798. };
  799. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  800. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  801. {
  802. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  803. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  804. queries->addQuery(moveQuery);
  805. if (leavingTile == LEAVING_TILE)
  806. leaveTile();
  807. if (lookForGuards == CHECK_FOR_GUARDS && gameInfo().isInTheMap(guardPos))
  808. tmh.attackedFrom = guardPos;
  809. tmh.result = result;
  810. sendAndApply(tmh);
  811. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  812. { // Hero should be always able to visit any object he is staying on even if there are guards around
  813. visitObjectOnTile(t, h);
  814. }
  815. else if (lookForGuards == CHECK_FOR_GUARDS && gameInfo().isInTheMap(guardPos))
  816. {
  817. objectVisited(guardian, h);
  818. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  819. }
  820. else if (visitDest == VISIT_DEST)
  821. {
  822. visitObjectOnTile(t, h);
  823. }
  824. queries->popIfTop(moveQuery);
  825. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  826. return result != TryMoveHero::FAILED;
  827. };
  828. //interaction with blocking object (like resources)
  829. auto blockingVisit = [&]() -> bool
  830. {
  831. for (ObjectInstanceID objectID : t.visitableObjects)
  832. {
  833. const CGObjectInstance * object = gameInfo().getObj(objectID);
  834. if(h->inBoat() && !object->isBlockedVisitable() && !h->getBoat()->onboardVisitAllowed)
  835. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  836. if (object != h && object->isBlockedVisitable() && !object->passableFor(h->tempOwner))
  837. {
  838. EVisitDest visitDest = VISIT_DEST;
  839. if(h->inBoat() && !h->getBoat()->onboardVisitAllowed)
  840. visitDest = DONT_VISIT_DEST;
  841. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  842. }
  843. }
  844. return false;
  845. };
  846. if (!transit && embarking)
  847. {
  848. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  849. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  850. // In H3 embark ignore guards
  851. }
  852. if (disembarking)
  853. {
  854. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  855. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  856. }
  857. if (movementMode != EMovementMode::STANDARD)
  858. {
  859. if (blockingVisit()) // e.g. hero on the other side of teleporter
  860. return true;
  861. EGuardLook guardsCheck = (gameInfo().getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  862. ? CHECK_FOR_GUARDS
  863. : IGNORE_GUARDS;
  864. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  865. // visit town for town portal / castle gates
  866. // do not visit any other objects, e.g. monoliths to avoid double-teleporting
  867. if (objectToVisit)
  868. {
  869. if (const auto * town = dynamic_cast<const CGTownInstance *>(objectToVisit))
  870. objectVisited(town, h);
  871. }
  872. return true;
  873. }
  874. //still here? it is standard movement!
  875. {
  876. tmh.movePoints = h->movementPointsRemaining() >= cost
  877. ? h->movementPointsRemaining() - cost
  878. : 0;
  879. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  880. EVisitDest visitDest = VISIT_DEST;
  881. if (transit)
  882. {
  883. if (CGTeleport::isTeleport(objectToVisit))
  884. visitDest = DONT_VISIT_DEST;
  885. if (canFly || (canWalkOnSea && t.isWater()))
  886. {
  887. lookForGuards = IGNORE_GUARDS;
  888. visitDest = DONT_VISIT_DEST;
  889. }
  890. }
  891. else if (blockingVisit())
  892. return true;
  893. if(h->getBoat() && !h->getBoat()->onboardAssaultAllowed)
  894. lookForGuards = IGNORE_GUARDS;
  895. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  896. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  897. statistics->accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
  898. return true;
  899. }
  900. }
  901. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  902. {
  903. const CGHeroInstance *h = gameInfo().getHero(hid);
  904. const CGTownInstance *t = gameInfo().getTown(dstid);
  905. if (!h || !t)
  906. COMPLAIN_RET("Invalid call to teleportHero!");
  907. const CGTownInstance *from = h->getVisitedTown();
  908. if (((h->getOwner() != t->getOwner())
  909. && complain("Cannot teleport hero to another player"))
  910. || (from->getFactionID() != t->getFactionID()
  911. && complain("Source town and destination town should belong to the same faction"))
  912. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  913. && complain("Hero must be in town with Castle gate for teleporting"))
  914. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  915. && complain("Cannot teleport hero to town without Castle gate in it")))
  916. return false;
  917. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  918. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  919. return true;
  920. }
  921. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  922. {
  923. PlayerColor oldOwner = gameState().getOwner(obj->id);
  924. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  925. std::set<PlayerColor> playerColors = {owner, oldOwner};
  926. checkVictoryLossConditions(playerColors);
  927. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  928. if (town) //town captured
  929. {
  930. statistics->accumulatedValues[owner].lastCapturedTownDay = gameState().getDate(Date::DAY);
  931. if (owner.isValidPlayer() && town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  932. setPortalDwelling(town, true, false);
  933. }
  934. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && owner.isValidPlayer())
  935. {
  936. for (const CGTownInstance * t : gameInfo().getPlayerState(owner)->getTowns())
  937. {
  938. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  939. setPortalDwelling(t);//set initial creatures for all portals of summoning
  940. }
  941. }
  942. }
  943. void CGameHandler::showBlockingDialog(const IObjectInterface * caller, BlockingDialog *iw)
  944. {
  945. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, caller, *iw);
  946. queries->addQuery(dialogQuery);
  947. iw->queryID = dialogQuery->queryID;
  948. sendToAllClients(*iw);
  949. }
  950. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  951. {
  952. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  953. queries->addQuery(dialogQuery);
  954. iw->queryID = dialogQuery->queryID;
  955. sendToAllClients(*iw);
  956. }
  957. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val)
  958. {
  959. if (!val)
  960. return; //don't waste time on empty call
  961. TResources resources;
  962. resources[which] = val;
  963. giveResources(player, resources);
  964. }
  965. void CGameHandler::giveResources(PlayerColor player, const ResourceSet & resources)
  966. {
  967. SetResources sr;
  968. sr.mode = ChangeValueMode::RELATIVE;
  969. sr.player = player;
  970. sr.res = resources;
  971. sendAndApply(sr);
  972. }
  973. void CGameHandler::giveCreatures(const CGHeroInstance * hero, const CCreatureSet &creatures)
  974. {
  975. if (!hero->canBeMergedWith(creatures, true))
  976. {
  977. complain("Unable to give creatures! Hero does not have enough free slots to receive them!");
  978. return;
  979. }
  980. for (const auto & unit : creatures.Slots())
  981. {
  982. SlotID pos = hero->getSlotFor(unit.second->getCreature());
  983. if (!pos.validSlot())
  984. {
  985. //try to merge two other stacks to make place
  986. std::pair<SlotID, SlotID> toMerge;
  987. if (hero->mergeableStacks(toMerge))
  988. {
  989. moveStack(StackLocation(hero->id, toMerge.first), StackLocation(hero->id, toMerge.second)); //merge toMerge.first into toMerge.second
  990. pos = toMerge.first;
  991. }
  992. }
  993. assert(pos.validSlot());
  994. assert(hero->slotEmpty(pos) || hero->getCreature(pos) == unit.second->getCreature());
  995. if (hero->hasStackAtSlot(pos))
  996. changeStackCount(StackLocation(hero->id, pos), unit.second->getCount(), ChangeValueMode::RELATIVE);
  997. else
  998. insertNewStack(StackLocation(hero->id, pos), unit.second->getCreature(), unit.second->getCount());
  999. }
  1000. }
  1001. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1002. {
  1003. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1004. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1005. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1006. //first we move creatures to give to make them army of object-source
  1007. for (const auto & elem : creatures.Slots())
  1008. {
  1009. addToSlot(StackLocation(obj->id, obj->getSlotFor(elem.second->getCreature())), elem.second->getCreature(), elem.second->getCount());
  1010. }
  1011. tryJoiningArmy(obj, h, remove, true);
  1012. }
  1013. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures, bool forceRemoval)
  1014. {
  1015. std::vector<CStackBasicDescriptor> remainerForTaking = creatures;
  1016. if (remainerForTaking.empty())
  1017. return;
  1018. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(objid));
  1019. for (const CStackBasicDescriptor &stackToTake : remainerForTaking)
  1020. {
  1021. TQuantity collected = 0;
  1022. while(collected < stackToTake.getCount())
  1023. {
  1024. bool foundSth = false;
  1025. for (const auto & armySlot : army->Slots())
  1026. {
  1027. if (armySlot.second->getType() == stackToTake.getType())
  1028. {
  1029. if (stackToTake.getCount() - collected >= armySlot.second->getCount())
  1030. {
  1031. // take entire stack
  1032. collected += armySlot.second->getCount();
  1033. eraseStack(StackLocation(army->id, armySlot.first), forceRemoval);
  1034. }
  1035. else
  1036. {
  1037. // take part of the stack
  1038. changeStackCount(StackLocation(army->id, armySlot.first), collected - stackToTake.getCount(), ChangeValueMode::RELATIVE);
  1039. collected = stackToTake.getCount();
  1040. }
  1041. foundSth = true;
  1042. break;
  1043. }
  1044. }
  1045. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1046. {
  1047. complain("Unexpected failure during taking creatures!");
  1048. return;
  1049. }
  1050. }
  1051. }
  1052. }
  1053. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1054. {
  1055. if (obj->getVisitingHero() != hero && obj->getGarrisonHero() != hero)
  1056. {
  1057. HeroVisitCastle vc;
  1058. vc.hid = hero->id;
  1059. vc.tid = obj->id;
  1060. vc.startVisit = true;
  1061. sendAndApply(vc);
  1062. }
  1063. visitCastleObjects(obj, hero);
  1064. if (obj->getVisitingHero() && obj->getGarrisonHero())
  1065. useScholarSkill(obj->getVisitingHero()->id, obj->getGarrisonHero()->id);
  1066. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1067. }
  1068. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1069. {
  1070. std::vector<const CGHeroInstance * > visitors;
  1071. visitors.push_back(h);
  1072. visitCastleObjects(t, visitors);
  1073. }
  1074. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const std::vector<const CGHeroInstance * > & visitors)
  1075. {
  1076. std::vector<BuildingID> buildingsToVisit;
  1077. for (auto const & hero : visitors)
  1078. giveSpells (t, hero);
  1079. for (const auto & building : t->rewardableBuildings)
  1080. {
  1081. if (!t->getTown()->buildings.at(building.first)->manualHeroVisit && t->hasBuilt(building.first))
  1082. buildingsToVisit.push_back(building.first);
  1083. }
  1084. if (!buildingsToVisit.empty())
  1085. {
  1086. auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
  1087. queries->addQuery(visitQuery);
  1088. }
  1089. }
  1090. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1091. {
  1092. HeroVisitCastle vc;
  1093. vc.hid = hero->id;
  1094. vc.tid = obj->id;
  1095. sendAndApply(vc);
  1096. }
  1097. void CGameHandler::removeArtifact(const ArtifactLocation & al)
  1098. {
  1099. removeArtifact(al.artHolder, {al.slot});
  1100. }
  1101. void CGameHandler::removeArtifact(const ObjectInstanceID & srcId, const std::vector<ArtifactPosition> & slotsPack)
  1102. {
  1103. BulkEraseArtifacts ea;
  1104. ea.artHolder = srcId;
  1105. ea.posPack.insert(ea.posPack.end(), slotsPack.begin(), slotsPack.end());
  1106. sendAndApply(ea);
  1107. }
  1108. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1109. {
  1110. ChangeSpells cs;
  1111. cs.hid = hero->id;
  1112. cs.spells = spells;
  1113. cs.learn = give;
  1114. sendAndApply(cs);
  1115. }
  1116. void CGameHandler::setResearchedSpells(const CGTownInstance * town, int level, const std::vector<SpellID> & spells, bool accepted)
  1117. {
  1118. SetResearchedSpells cs;
  1119. cs.tid = town->id;
  1120. cs.spells = spells;
  1121. cs.level = level;
  1122. cs.accepted = accepted;
  1123. sendAndApply(cs);
  1124. }
  1125. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1126. {
  1127. sendAndApply(*bonus);
  1128. }
  1129. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1130. {
  1131. sendAndApply(*smp);
  1132. }
  1133. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val)
  1134. {
  1135. SetMovePoints smp;
  1136. smp.hid = hid;
  1137. smp.val = val;
  1138. sendAndApply(smp);
  1139. }
  1140. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1141. {
  1142. SetMana sm;
  1143. sm.hid = hid;
  1144. sm.val = val;
  1145. sm.mode = ChangeValueMode::ABSOLUTE;
  1146. sendAndApply(sm);
  1147. }
  1148. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1149. {
  1150. GiveHero gh;
  1151. gh.id = id;
  1152. gh.player = player;
  1153. gh.boatId = boatId;
  1154. sendAndApply(gh);
  1155. //Reveal fow around new hero, especially released from Prison
  1156. const auto * h = gameInfo().getHero(id);
  1157. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1158. }
  1159. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1160. {
  1161. ChangeObjPos cop;
  1162. cop.objid = objid;
  1163. cop.nPos = newPos;
  1164. cop.initiator = initiator;
  1165. sendAndApply(cop);
  1166. }
  1167. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1168. {
  1169. const CGHeroInstance * h1 = gameInfo().getHero(fromHero);
  1170. const CGHeroInstance * h2 = gameInfo().getHero(toHero);
  1171. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1172. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1173. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1174. {
  1175. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1176. std::swap(fromHero, toHero);
  1177. }
  1178. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1179. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1180. return;//no scholar skill or no spellbook
  1181. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1182. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1183. ChangeSpells cs1;
  1184. cs1.learn = true;
  1185. cs1.hid = toHero;//giving spells to first hero
  1186. for (auto it : h1->getSpellsInSpellbook())
  1187. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1188. cs1.spells.insert(it);//spell to learn
  1189. ChangeSpells cs2;
  1190. cs2.learn = true;
  1191. cs2.hid = fromHero;
  1192. for (auto it : h2->getSpellsInSpellbook())
  1193. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1194. cs2.spells.insert(it);
  1195. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1196. {
  1197. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1198. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1199. InfoWindow iw;
  1200. iw.player = h1->tempOwner;
  1201. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1202. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1203. iw.text.replaceTextID(h1->getNameTextID());
  1204. if (!cs2.spells.empty())//if found new spell - apply
  1205. {
  1206. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1207. int size = cs2.spells.size();
  1208. for (auto it : cs2.spells)
  1209. {
  1210. iw.components.emplace_back(ComponentType::SPELL, it);
  1211. iw.text.appendName(it);
  1212. switch (size--)
  1213. {
  1214. case 2:
  1215. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1216. case 1:
  1217. break;
  1218. default:
  1219. iw.text.appendRawString(", ");
  1220. }
  1221. }
  1222. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1223. iw.text.replaceTextID(h2->getNameTextID());
  1224. sendAndApply(cs2);
  1225. }
  1226. if (!cs1.spells.empty() && !cs2.spells.empty())
  1227. {
  1228. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1229. }
  1230. if (!cs1.spells.empty())
  1231. {
  1232. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1233. int size = cs1.spells.size();
  1234. for (auto it : cs1.spells)
  1235. {
  1236. iw.components.emplace_back(ComponentType::SPELL, it);
  1237. iw.text.appendName(it);
  1238. switch (size--)
  1239. {
  1240. case 2:
  1241. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1242. case 1:
  1243. break;
  1244. default:
  1245. iw.text.appendRawString(", ");
  1246. }
  1247. }
  1248. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1249. iw.text.replaceTextID(h2->getNameTextID());
  1250. sendAndApply(cs1);
  1251. }
  1252. sendAndApply(iw);
  1253. }
  1254. }
  1255. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1256. {
  1257. const auto * h1 = gameInfo().getHero(hero1);
  1258. const auto * h2 = gameInfo().getHero(hero2);
  1259. if (gameInfo().getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1260. {
  1261. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1262. ExchangeDialog hex;
  1263. hex.queryID = exchange->queryID;
  1264. hex.player = h1->getOwner();
  1265. hex.hero1 = hero1;
  1266. hex.hero2 = hero2;
  1267. sendAndApply(hex);
  1268. useScholarSkill(hero1,hero2);
  1269. queries->addQuery(exchange);
  1270. }
  1271. }
  1272. void CGameHandler::sendToAllClients(const CPackForClient & pack)
  1273. {
  1274. logNetwork->trace("\tSending to all clients: %s", typeid(pack).name());
  1275. gameServer().broadcastPack(pack);
  1276. }
  1277. void CGameHandler::sendAndApply(CPackForClient & pack)
  1278. {
  1279. sendToAllClients(pack);
  1280. gs->apply(pack);
  1281. logNetwork->trace("\tApplied on gameState(): %s", typeid(pack).name());
  1282. }
  1283. void CGameHandler::sendAndApply(CGarrisonOperationPack & pack)
  1284. {
  1285. sendAndApply(static_cast<CPackForClient &>(pack));
  1286. checkVictoryLossConditionsForAll();
  1287. }
  1288. void CGameHandler::sendAndApply(SetResources & pack)
  1289. {
  1290. sendAndApply(static_cast<CPackForClient &>(pack));
  1291. checkVictoryLossConditionsForPlayer(pack.player);
  1292. }
  1293. void CGameHandler::sendAndApply(NewStructures & pack)
  1294. {
  1295. sendAndApply(static_cast<CPackForClient &>(pack));
  1296. checkVictoryLossConditionsForPlayer(gameInfo().getTown(pack.tid)->tempOwner);
  1297. }
  1298. bool CGameHandler::isPlayerOwns(const std::shared_ptr<IGameConnection> & connection, const CPackForServer * pack, ObjectInstanceID id)
  1299. {
  1300. return pack->player == gameState().getOwner(id) && hasPlayerAt(gameState().getOwner(id), connection);
  1301. }
  1302. void CGameHandler::throwNotAllowedAction(const std::shared_ptr<IGameConnection> & connection)
  1303. {
  1304. playerMessages->sendSystemMessage(connection, MetaString::createFromTextID("vcmi.server.errors.notAllowed"));
  1305. logNetwork->error("Player is not allowed to perform this action!");
  1306. throw ExceptionNotAllowedAction();
  1307. }
  1308. void CGameHandler::wrongPlayerMessage(const std::shared_ptr<IGameConnection> & connection, const CPackForServer * pack, PlayerColor expectedplayer)
  1309. {
  1310. auto str = MetaString::createFromTextID("vcmi.server.errors.wrongIdentified");
  1311. str.replaceName(pack->player);
  1312. str.replaceName(expectedplayer);
  1313. logNetwork->error(str.toString());
  1314. playerMessages->sendSystemMessage(connection, str);
  1315. }
  1316. void CGameHandler::throwIfWrongOwner(const std::shared_ptr<IGameConnection> & connection, const CPackForServer * pack, ObjectInstanceID id)
  1317. {
  1318. if(!isPlayerOwns(connection, pack, id))
  1319. {
  1320. wrongPlayerMessage(connection, pack, gameState().getOwner(id));
  1321. throwNotAllowedAction(connection);
  1322. }
  1323. }
  1324. void CGameHandler::throwIfPlayerNotActive(const std::shared_ptr<IGameConnection> & connection, const CPackForServer * pack)
  1325. {
  1326. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1327. throwNotAllowedAction(connection);
  1328. }
  1329. void CGameHandler::throwIfWrongPlayer(const std::shared_ptr<IGameConnection> & connection, const CPackForServer * pack)
  1330. {
  1331. throwIfWrongPlayer(connection, pack, pack->player);
  1332. }
  1333. void CGameHandler::throwIfWrongPlayer(const std::shared_ptr<IGameConnection> & connection, const CPackForServer * pack, PlayerColor player)
  1334. {
  1335. if(!hasPlayerAt(player, connection) || pack->player != player)
  1336. {
  1337. wrongPlayerMessage(connection, pack, player);
  1338. throwNotAllowedAction(connection);
  1339. }
  1340. }
  1341. void CGameHandler::throwAndComplain(const std::shared_ptr<IGameConnection> & connection, const std::string & txt)
  1342. {
  1343. complain(txt);
  1344. throwNotAllowedAction(connection);
  1345. }
  1346. void CGameHandler::save(const std::string & filename)
  1347. {
  1348. logGlobal->info("Saving to %s", filename);
  1349. const auto stem = FileInfo::GetPathStem(filename);
  1350. const auto savefname = stem.to_string() + ".vsgm1";
  1351. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1352. CResourceHandler::get("local")->createResource(savefname);
  1353. try
  1354. {
  1355. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1356. gameState().saveGame(save);
  1357. logGlobal->info("Saving server state");
  1358. save.save(*this);
  1359. logGlobal->info("Game has been successfully saved!");
  1360. }
  1361. catch(std::exception &e)
  1362. {
  1363. logGlobal->error("Failed to save game: %s", e.what());
  1364. }
  1365. }
  1366. void CGameHandler::load(const StartInfo &info)
  1367. {
  1368. logGlobal->info("Loading from %s", info.fileURI);
  1369. const auto stem = FileInfo::GetPathStem(info.fileURI);
  1370. reinitScripting();
  1371. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), gs.get());
  1372. gs = std::make_shared<CGameState>();
  1373. randomizer = std::make_unique<GameRandomizer>(*gs);
  1374. gs->loadGame(lf);
  1375. logGlobal->info("Loading server state");
  1376. lf.load(*this);
  1377. logGlobal->info("Game has been successfully loaded!");
  1378. gs->preInit(LIBRARY);
  1379. gs->updateOnLoad(info);
  1380. }
  1381. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1382. {
  1383. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1384. return false;
  1385. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(srcOwner));
  1386. const CCreatureSet & creatureSet = *army;
  1387. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1388. || (howMany < 1 && complain("Invalid split parameter!")))
  1389. {
  1390. return false;
  1391. }
  1392. auto actualAmount = army->getStackCount(slotSrc);
  1393. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1394. return false;
  1395. auto freeSlots = creatureSet.getFreeSlots();
  1396. if(freeSlots.empty() && complain("No empty stacks"))
  1397. return false;
  1398. BulkRebalanceStacks bulkRS;
  1399. for(auto slot : freeSlots)
  1400. {
  1401. RebalanceStacks rs;
  1402. rs.srcArmy = army->id;
  1403. rs.dstArmy = army->id;
  1404. rs.srcSlot = slotSrc;
  1405. rs.dstSlot = slot;
  1406. rs.count = howMany;
  1407. bulkRS.moves.push_back(rs);
  1408. actualAmount -= howMany;
  1409. if(actualAmount <= howMany)
  1410. break;
  1411. }
  1412. sendAndApply(bulkRS);
  1413. return true;
  1414. }
  1415. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1416. {
  1417. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1418. return false;
  1419. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(srcOwner));
  1420. const CCreatureSet & creatureSet = *army;
  1421. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1422. return false;
  1423. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1424. if(actualAmount < 1 && complain(complainNoCreatures))
  1425. return false;
  1426. const auto * currentCreature = creatureSet.getCreature(slotSrc);
  1427. if(!currentCreature && complain(complainNoCreatures))
  1428. return false;
  1429. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1430. if(creatureSlots.empty())
  1431. return false;
  1432. BulkRebalanceStacks bulkRS;
  1433. for(auto slot : creatureSlots)
  1434. {
  1435. RebalanceStacks rs;
  1436. rs.srcArmy = army->id;
  1437. rs.dstArmy = army->id;
  1438. rs.srcSlot = slot;
  1439. rs.dstSlot = slotSrc;
  1440. rs.count = creatureSet.getStackCount(slot);
  1441. bulkRS.moves.push_back(rs);
  1442. }
  1443. sendAndApply(bulkRS);
  1444. return true;
  1445. }
  1446. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1447. {
  1448. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1449. return false;
  1450. const auto * armySrc = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(srcArmy));
  1451. const CCreatureSet & setSrc = *armySrc;
  1452. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1453. return false;
  1454. const auto * armyDest = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(destArmy));
  1455. const CCreatureSet & setDest = *armyDest;
  1456. auto freeSlots = setDest.getFreeSlotsQueue();
  1457. std::map<SlotID, std::pair<SlotID, TQuantity>> moves;
  1458. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1459. auto slotsLeft = setSrc.stacksCount();
  1460. auto destMap = setDest.getCreatureMap();
  1461. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1462. while(!srcQueue.empty())
  1463. {
  1464. auto pair = srcQueue.top();
  1465. srcQueue.pop();
  1466. const auto * currCreature = pair.first;
  1467. auto currSlot = pair.second;
  1468. const auto quantity = setSrc.getStackCount(currSlot);
  1469. const auto lb = destMap.lower_bound(currCreature);
  1470. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1471. if(!alreadyExists)
  1472. {
  1473. if(freeSlots.empty())
  1474. continue;
  1475. auto currFreeSlot = freeSlots.front();
  1476. freeSlots.pop();
  1477. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1478. }
  1479. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1480. slotsLeft--;
  1481. }
  1482. if(slotsLeft == 1)
  1483. {
  1484. const auto * lastCreature = setSrc.getCreature(srcSlot);
  1485. auto slotToMove = SlotID();
  1486. // Try to find a slot for last creature
  1487. if(destMap.find(lastCreature) == destMap.end())
  1488. {
  1489. if(!freeSlots.empty())
  1490. slotToMove = freeSlots.front();
  1491. }
  1492. else
  1493. {
  1494. slotToMove = destMap[lastCreature];
  1495. }
  1496. if(slotToMove != SlotID())
  1497. {
  1498. const bool needsLastStack = armySrc->needsLastStack();
  1499. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1500. if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0
  1501. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1502. }
  1503. }
  1504. BulkRebalanceStacks bulkRS;
  1505. for(const auto & move : moves)
  1506. {
  1507. RebalanceStacks rs;
  1508. rs.srcArmy = armySrc->id;
  1509. rs.dstArmy = armyDest->id;
  1510. rs.srcSlot = move.first;
  1511. rs.dstSlot = move.second.first;
  1512. rs.count = move.second.second;
  1513. bulkRS.moves.push_back(rs);
  1514. }
  1515. sendAndApply(bulkRS);
  1516. return true;
  1517. }
  1518. bool CGameHandler::bulkSplitAndRebalanceStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1519. {
  1520. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1521. return false;
  1522. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(srcOwner));
  1523. const CCreatureSet & creatureSet = *army;
  1524. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1525. return false;
  1526. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1527. if(actualAmount <= 1 && complain(complainNoCreatures))
  1528. return false;
  1529. auto freeSlot = creatureSet.getFreeSlot();
  1530. const auto * currentCreature = creatureSet.getCreature(slotSrc);
  1531. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1532. return true;
  1533. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc, 1); // Ignore slots where's only 1 creature
  1534. TQuantity totalCreatures = creatureSet.getStackCount(slotSrc);
  1535. for(auto slot : creatureSlots)
  1536. totalCreatures += creatureSet.getStackCount(slot);
  1537. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1538. return false;
  1539. BulkRebalanceStacks bulkSRS;
  1540. // 1) merge all but one creatures back into source slot
  1541. // single creature needs to be kept, to avoid stack artifact dropping to hero backpack
  1542. for(auto slot : creatureSlots)
  1543. {
  1544. RebalanceStacks rs;
  1545. rs.srcArmy = army->id;
  1546. rs.dstArmy = army->id;
  1547. rs.srcSlot = slot;
  1548. rs.dstSlot = slotSrc;
  1549. rs.count = creatureSet.getStackCount(slot) - 1;
  1550. if (rs.count > 0)
  1551. bulkSRS.moves.push_back(rs);
  1552. }
  1553. // 2) split off single creature into new slot, if any
  1554. // strictly speaking, not needed, but more convenient
  1555. if(freeSlot != SlotID())
  1556. {
  1557. RebalanceStacks rs;
  1558. rs.srcArmy = army->id;
  1559. rs.dstArmy = army->id;
  1560. rs.srcSlot = slotSrc;
  1561. rs.dstSlot = freeSlot;
  1562. rs.count = 1;
  1563. bulkSRS.moves.push_back(rs);
  1564. creatureSlots.push_back(freeSlot);
  1565. }
  1566. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1567. return false;
  1568. int slotsLeft = creatureSlots.size() + 1; // + srcSlot
  1569. TQuantity unitsToMove = totalCreatures - slotsLeft;
  1570. // 3) re-split creatures in a balanced way
  1571. for(auto slot : creatureSlots)
  1572. {
  1573. RebalanceStacks rs;
  1574. rs.srcArmy = army->id;
  1575. rs.dstArmy = army->id;
  1576. rs.srcSlot = slotSrc;
  1577. rs.dstSlot = slot;
  1578. rs.count = vstd::divideAndCeil(unitsToMove, slotsLeft);
  1579. bulkSRS.moves.push_back(rs);
  1580. unitsToMove -= rs.count;
  1581. slotsLeft -= 1;
  1582. }
  1583. sendAndApply(bulkSRS);
  1584. return true;
  1585. }
  1586. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1587. {
  1588. const auto * s1 = dynamic_cast<const CArmedInstance *>(gameInfo().getObj(id1));
  1589. const auto * s2 = dynamic_cast<const CArmedInstance *>(gameInfo().getObj(id2));
  1590. if (s1 == nullptr || s2 == nullptr)
  1591. {
  1592. complain("Cannot exchange stacks between non-existing objects!!\n");
  1593. return false;
  1594. }
  1595. const CCreatureSet & S1 = *s1;
  1596. const CCreatureSet & S2 = *s2;
  1597. StackLocation sl1(s1->id, p1);
  1598. StackLocation sl2(s2->id, p2);
  1599. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1600. {
  1601. complain(complainInvalidSlot);
  1602. return false;
  1603. }
  1604. if (!isAllowedExchange(id1,id2))
  1605. {
  1606. complain("Cannot exchange stacks between these two objects!\n");
  1607. return false;
  1608. }
  1609. // We can always put stacks into locked garrison, but not take them out of it
  1610. auto notRemovable = [&](const CArmedInstance * army)
  1611. {
  1612. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1613. {
  1614. const auto * g = dynamic_cast<const CGGarrison *>(army);
  1615. if (g && !g->removableUnits)
  1616. {
  1617. complain("Stacks in this garrison are not removable!\n");
  1618. return true;
  1619. }
  1620. }
  1621. return false;
  1622. };
  1623. if (what==1) //swap
  1624. {
  1625. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1626. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1627. {
  1628. complain("Can't take troops from another player!");
  1629. return false;
  1630. }
  1631. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1632. {
  1633. complain("Cannot swap stacks - slots are the same!");
  1634. return false;
  1635. }
  1636. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1637. {
  1638. if (notRemovable(s1) || notRemovable(s2))
  1639. return false;
  1640. }
  1641. if (s1->slotEmpty(p1) && notRemovable(s2))
  1642. return false;
  1643. else if (s2->slotEmpty(p2) && notRemovable(s1))
  1644. return false;
  1645. swapStacks(sl1, sl2);
  1646. }
  1647. else if (what==2)//merge
  1648. {
  1649. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1650. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1651. return false;
  1652. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1653. {
  1654. complain("Cannot merge empty stack!");
  1655. return false;
  1656. }
  1657. else if (notRemovable(s1))
  1658. return false;
  1659. moveStack(sl1, sl2);
  1660. }
  1661. else if (what==3) //split
  1662. {
  1663. const int countToMove = val - s2->getStackCount(p2);
  1664. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1665. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1666. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1667. {
  1668. complain("Can't move troops of another player!");
  1669. return false;
  1670. }
  1671. //general conditions checking
  1672. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1673. || (val<1 && complain(complainNoCreatures)) )
  1674. {
  1675. return false;
  1676. }
  1677. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1678. {
  1679. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1680. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1681. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1682. )
  1683. {
  1684. return false;
  1685. }
  1686. if (notRemovable(s1))
  1687. {
  1688. if (s1->getStackCount(p1) > countLeftOnSrc)
  1689. return false;
  1690. }
  1691. else if (notRemovable(s2))
  1692. {
  1693. if (s2->getStackCount(p1) < countLeftOnSrc)
  1694. return false;
  1695. }
  1696. moveStack(sl1, sl2, countToMove);
  1697. //S2.slots[p2]->count = val;
  1698. //S1.slots[p1]->count = total - val;
  1699. }
  1700. else //split one stack to the two
  1701. {
  1702. if (s1->getStackCount(p1) < val)//not enough creatures
  1703. {
  1704. complain(complainNotEnoughCreatures);
  1705. return false;
  1706. }
  1707. if (notRemovable(s1))
  1708. return false;
  1709. moveStack(sl1, sl2, val);
  1710. }
  1711. }
  1712. return true;
  1713. }
  1714. bool CGameHandler::hasPlayerAt(PlayerColor player, const std::shared_ptr<IGameConnection> & c) const
  1715. {
  1716. return gameServer().hasPlayerAt(player, c);
  1717. }
  1718. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1719. {
  1720. return gameServer().hasBothPlayersAtSameConnection(left, right);
  1721. }
  1722. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1723. {
  1724. const auto * s1 = dynamic_cast<const CArmedInstance *>(gameInfo().getObjInstance(id));
  1725. if (!vstd::contains(s1->stacks,pos))
  1726. {
  1727. complain("Illegal call to disbandCreature - no such stack in army!");
  1728. return false;
  1729. }
  1730. eraseStack(StackLocation(s1->id, pos));
  1731. return true;
  1732. }
  1733. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1734. {
  1735. const CGTownInstance * t = gameInfo().getTown(tid);
  1736. if(!t)
  1737. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1738. if(!t->getTown()->buildings.count(requestedID))
  1739. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->getFaction()->getNameTranslated() % requestedID);
  1740. if(t->hasBuilt(requestedID))
  1741. COMPLAIN_RETF("Building %s is already built in %s", t->getTown()->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1742. const auto & requestedBuilding = t->getTown()->buildings.at(requestedID);
  1743. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1744. std::vector<const CBuilding*> remainingAutoBuildings;
  1745. std::set<BuildingID> buildingsThatWillBe;
  1746. //Check validity of request
  1747. if(!force)
  1748. {
  1749. switch(requestedBuilding->mode)
  1750. {
  1751. case CBuilding::BUILD_NORMAL :
  1752. if (gameState().canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1753. COMPLAIN_RET("Cannot build that building!");
  1754. break;
  1755. case CBuilding::BUILD_AUTO :
  1756. case CBuilding::BUILD_SPECIAL:
  1757. COMPLAIN_RET("This building can not be constructed normally!");
  1758. case CBuilding::BUILD_GRAIL :
  1759. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1760. {
  1761. if(!t->getVisitingHero() || !t->getVisitingHero()->hasArt(ArtifactID::GRAIL))
  1762. COMPLAIN_RET("Cannot build this without grail!")
  1763. else
  1764. removeArtifact(ArtifactLocation(t->getVisitingHero()->id, t->getVisitingHero()->getArtPos(ArtifactID::GRAIL, false)));
  1765. }
  1766. break;
  1767. }
  1768. }
  1769. //Performs stuff that has to be done before new building is built
  1770. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1771. {
  1772. if(buildingID.isDwelling())
  1773. {
  1774. int level = BuildingID::getLevelFromDwelling(buildingID);
  1775. int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID);
  1776. if(upgradeNumber >= t->getTown()->creatures.at(level).size())
  1777. {
  1778. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  1779. "no creature found (upgrade number %d, level %d!")
  1780. % buildingID % upgradeNumber % level));
  1781. return;
  1782. }
  1783. const CCreature * crea = t->getTown()->creatures.at(level).at(upgradeNumber).toCreature();
  1784. SetAvailableCreatures ssi;
  1785. ssi.tid = t->id;
  1786. ssi.creatures = t->creatures;
  1787. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1788. ssi.creatures[level].first = crea->getGrowth();
  1789. ssi.creatures[level].second.push_back(crea->getId());
  1790. sendAndApply(ssi);
  1791. }
  1792. if(t->getTown()->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1793. {
  1794. setPortalDwelling(t);
  1795. }
  1796. };
  1797. //Performs stuff that has to be done after new building is built
  1798. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  1799. {
  1800. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  1801. auto isLibrary = isMageGuild ? false
  1802. : t->getTown()->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  1803. if(isMageGuild || isLibrary || (t->getFactionID() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  1804. {
  1805. if(t->getVisitingHero())
  1806. giveSpells(t,t->getVisitingHero());
  1807. if(t->getGarrisonHero())
  1808. giveSpells(t,t->getGarrisonHero());
  1809. }
  1810. };
  1811. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  1812. auto areRequirementsFulfilled = [&buildingsThatWillBe](const BuildingID & buildID)
  1813. {
  1814. return buildingsThatWillBe.count(buildID);
  1815. };
  1816. //Init the vectors
  1817. for(const auto & build : t->getTown()->buildings)
  1818. {
  1819. if(t->hasBuilt(build.first))
  1820. {
  1821. buildingsThatWillBe.insert(build.first);
  1822. }
  1823. else
  1824. {
  1825. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  1826. remainingAutoBuildings.push_back(build.second.get());
  1827. }
  1828. }
  1829. //Prepare structure (list of building ids will be filled later)
  1830. NewStructures ns;
  1831. ns.tid = tid;
  1832. ns.built = force ? t->built : (t->built+1);
  1833. std::queue<const CBuilding*> buildingsToAdd;
  1834. buildingsToAdd.push(requestedBuilding.get());
  1835. while(!buildingsToAdd.empty())
  1836. {
  1837. const auto * b = buildingsToAdd.front();
  1838. buildingsToAdd.pop();
  1839. ns.bid.insert(b->bid);
  1840. buildingsThatWillBe.insert(b->bid);
  1841. remainingAutoBuildings -= b;
  1842. for(const auto * autoBuilding : remainingAutoBuildings)
  1843. {
  1844. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  1845. if(actualRequirements.test(areRequirementsFulfilled))
  1846. buildingsToAdd.push(autoBuilding);
  1847. }
  1848. }
  1849. // 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.
  1850. for(auto builtID : ns.bid)
  1851. processBeforeBuiltStructure(builtID);
  1852. //Take cost
  1853. if(!force)
  1854. {
  1855. giveResources(t->tempOwner, -requestedBuilding->resources);
  1856. statistics->accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
  1857. }
  1858. //We know what has been built, apply changes. Do this as final step to properly update town window
  1859. sendAndApply(ns);
  1860. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  1861. for(auto builtID : ns.bid)
  1862. processAfterBuiltStructure(builtID);
  1863. // now when everything is built - reveal tiles for lookout tower
  1864. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  1865. if (!force)
  1866. {
  1867. //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  1868. std::vector<const CGHeroInstance *> visitors;
  1869. if (t->getGarrisonHero())
  1870. visitors.push_back(t->getGarrisonHero());
  1871. if (t->getVisitingHero())
  1872. visitors.push_back(t->getVisitingHero());
  1873. if (!visitors.empty())
  1874. visitCastleObjects(t, visitors);
  1875. }
  1876. checkVictoryLossConditionsForPlayer(t->tempOwner);
  1877. return true;
  1878. }
  1879. bool CGameHandler::visitTownBuilding(ObjectInstanceID tid, BuildingID bid)
  1880. {
  1881. const CGTownInstance * t = gameInfo().getTown(tid);
  1882. if(!t->hasBuilt(bid))
  1883. return false;
  1884. auto subID = t->getTown()->buildings.at(bid)->subId;
  1885. if(subID == BuildingSubID::EBuildingSubID::BANK)
  1886. {
  1887. TResources res;
  1888. res[EGameResID::GOLD] = 2500;
  1889. giveResources(t->getOwner(), res);
  1890. setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);
  1891. return true;
  1892. }
  1893. if (t->rewardableBuildings.count(bid) && t->getVisitingHero() && t->getTown()->buildings.at(bid)->manualHeroVisit)
  1894. {
  1895. std::vector<BuildingID> buildingsToVisit;
  1896. std::vector<const CGHeroInstance*> visitors;
  1897. buildingsToVisit.push_back(bid);
  1898. visitors.push_back(t->getVisitingHero());
  1899. auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
  1900. queries->addQuery(visitQuery);
  1901. return true;
  1902. }
  1903. return true;
  1904. }
  1905. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  1906. {
  1907. ///incomplete, simply erases target building
  1908. const CGTownInstance * t = gameInfo().getTown(tid);
  1909. if(!t->hasBuilt(bid))
  1910. return false;
  1911. RazeStructures rs;
  1912. rs.tid = tid;
  1913. rs.bid.insert(bid);
  1914. rs.destroyed = t->destroyed + 1;
  1915. sendAndApply(rs);
  1916. return true;
  1917. }
  1918. bool CGameHandler::spellResearch(ObjectInstanceID tid, SpellID spellAtSlot, bool accepted)
  1919. {
  1920. const CGTownInstance * t = gameState().getTown(tid);
  1921. if(!gameInfo().getSettings().getBoolean(EGameSettings::TOWNS_SPELL_RESEARCH) && complain("Spell research not allowed!"))
  1922. return false;
  1923. if (!t->spellResearchAllowed && complain("Spell research not allowed in this town!"))
  1924. return false;
  1925. int level = -1;
  1926. for(int i = 0; i < t->spells.size(); i++)
  1927. if(vstd::find_pos(t->spells[i], spellAtSlot) != -1)
  1928. level = i;
  1929. if(level == -1 && complain("Spell for replacement not found!"))
  1930. return false;
  1931. auto spells = t->spells.at(level);
  1932. bool researchLimitExceeded = t->spellResearchCounterDay >= gameInfo().getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_PER_DAY).Vector()[level].Float();
  1933. if(researchLimitExceeded && complain("Already researched today!"))
  1934. return false;
  1935. if(!accepted)
  1936. {
  1937. auto it = spells.begin() + t->spellsAtLevel(level, false);
  1938. std::rotate(it, it + 1, spells.end()); // move to end
  1939. setResearchedSpells(t, level, spells, accepted);
  1940. return true;
  1941. }
  1942. auto costBase = TResources(gameInfo().getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_COST).Vector()[level]);
  1943. auto costExponent = gameInfo().getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_COST_EXPONENT_PER_RESEARCH).Vector()[level].Float();
  1944. auto cost = costBase * std::pow(t->spellResearchAcceptedCounter + 1, costExponent);
  1945. if(!gameInfo().getPlayerState(t->getOwner())->resources.canAfford(cost) && complain("Spell replacement cannot be afforded!"))
  1946. return false;
  1947. giveResources(t->getOwner(), -cost);
  1948. std::swap(spells.at(t->spellsAtLevel(level, false)), spells.at(vstd::find_pos(spells, spellAtSlot)));
  1949. auto it = spells.begin() + t->spellsAtLevel(level, false);
  1950. std::rotate(it, it + 1, spells.end()); // move to end
  1951. setResearchedSpells(t, level, spells, accepted);
  1952. if(t->getVisitingHero())
  1953. giveSpells(t, t->getVisitingHero());
  1954. if(t->getGarrisonHero())
  1955. giveSpells(t, t->getGarrisonHero());
  1956. return true;
  1957. }
  1958. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, int32_t cram, int32_t fromLvl, PlayerColor player)
  1959. {
  1960. const auto * dwelling = dynamic_cast<const CGDwelling *>(gameInfo().getObj(objid));
  1961. const auto * town = dynamic_cast<const CGTownInstance *>(gameInfo().getObj(objid));
  1962. const auto * army = dynamic_cast<const CArmedInstance *>(gameInfo().getObj(dstid));
  1963. const auto * hero = dynamic_cast<const CGHeroInstance *>(gameInfo().getObj(dstid));
  1964. const auto * c = crid.toCreature();
  1965. const bool warMachine = c->warMachine != ArtifactID::NONE;
  1966. //TODO: check if hero is actually visiting object
  1967. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  1968. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  1969. if (town)
  1970. {
  1971. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  1972. COMPLAIN_RET_FALSE_IF(hero != town->getGarrisonHero() && hero != town->getVisitingHero(), "Cannot recruit: can only recruit to town or hero in town!!");
  1973. }
  1974. else
  1975. {
  1976. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  1977. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  1978. }
  1979. //verify
  1980. bool found = false;
  1981. int level = 0;
  1982. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  1983. {
  1984. if ((fromLvl != -1) && (level !=fromLvl))
  1985. continue;
  1986. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  1987. int i = 0;
  1988. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  1989. if (cur.second.at(i) == crid)
  1990. break;
  1991. if (i < cur.second.size())
  1992. {
  1993. found = true;
  1994. cram = std::min<int32_t>(cram, cur.first); //reduce recruited amount up to available amount
  1995. break;
  1996. }
  1997. }
  1998. SlotID slot = army->getSlotFor(crid);
  1999. if((!found && complain("Cannot recruit: no such creatures!"))
  2000. || (cram > LIBRARY->creh->objects.at(crid)->maxAmount(gameInfo().getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2001. || (cram <= 0 && complain("Cannot recruit: cram <= 0!"))
  2002. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2003. {
  2004. return false;
  2005. }
  2006. //recruit
  2007. TResources cost = (c->getFullRecruitCost() * cram);
  2008. giveResources(army->tempOwner, -cost);
  2009. statistics->accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
  2010. SetAvailableCreatures sac;
  2011. sac.tid = objid;
  2012. sac.creatures = dwelling->creatures;
  2013. sac.creatures[level].first -= cram;
  2014. sendAndApply(sac);
  2015. if (warMachine)
  2016. {
  2017. ArtifactID artId = c->warMachine;
  2018. const CArtifact * art = artId.toArtifact();
  2019. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2020. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2021. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2022. COMPLAIN_RET_FALSE_IF(hero->hasArt(artId),"Hero already has this machine!");
  2023. bool hasFreeSlot = false;
  2024. for(auto possibleSlot : art->getPossibleSlots().at(ArtBearer::HERO))
  2025. if (hero->getArt(possibleSlot) == nullptr)
  2026. hasFreeSlot = true;
  2027. if (!hasFreeSlot)
  2028. {
  2029. auto possibleSlot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  2030. removeArtifact(ArtifactLocation(hero->id, possibleSlot));
  2031. }
  2032. return giveHeroNewArtifact(hero, artId, ArtifactPosition::FIRST_AVAILABLE);
  2033. }
  2034. else
  2035. {
  2036. addToSlot(StackLocation(army->id, slot), c, cram);
  2037. }
  2038. return true;
  2039. }
  2040. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2041. {
  2042. const auto * obj = dynamic_cast<const CArmedInstance *>(gameInfo().getObjInstance(objid));
  2043. if (!obj->hasStackAtSlot(pos))
  2044. {
  2045. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2046. }
  2047. UpgradeInfo upgradeInfo(obj->getStackPtr(pos)->getId());
  2048. gameState().fillUpgradeInfo(obj, pos, upgradeInfo);
  2049. PlayerColor player = obj->tempOwner;
  2050. const PlayerState *p = gameInfo().getPlayerState(player);
  2051. int crQuantity = obj->stacks.at(pos)->getCount();
  2052. //check if upgrade is possible
  2053. if (!upgradeInfo.hasUpgrades() && complain("That upgrade is not possible!"))
  2054. {
  2055. return false;
  2056. }
  2057. TResources totalCost = upgradeInfo.getUpgradeCostsFor(upgID) * crQuantity;
  2058. //check if player has enough resources
  2059. if (!p->resources.canAfford(totalCost))
  2060. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2061. //take resources
  2062. giveResources(player, -totalCost);
  2063. statistics->accumulatedValues[player].spentResourcesForArmy += totalCost;
  2064. //upgrade creature
  2065. changeStackType(StackLocation(obj->id, pos), upgID.toCreature());
  2066. return true;
  2067. }
  2068. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2069. {
  2070. const auto * obj = dynamic_cast<const CArmedInstance *>(gameInfo().getObjInstance(sl.army));
  2071. if (!obj->hasStackAtSlot(sl.slot))
  2072. COMPLAIN_RET("Cannot find a stack to change type");
  2073. SetStackType sst;
  2074. sst.army = obj->id;
  2075. sst.slot = sl.slot;
  2076. sst.type = c->getId();
  2077. sendAndApply(sst);
  2078. return true;
  2079. }
  2080. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2081. {
  2082. assert(src->canBeMergedWith(*dst, allowMerging));
  2083. while(src->stacksCount())//while there are unmoved creatures
  2084. {
  2085. auto i = src->Slots().begin(); //iterator to stack to move
  2086. StackLocation sl(src->id, i->first); //location of stack to move
  2087. SlotID pos = dst->getSlotFor(i->second->getCreature());
  2088. if (!pos.validSlot())
  2089. {
  2090. //try to merge two other stacks to make place
  2091. std::pair<SlotID, SlotID> toMerge;
  2092. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  2093. {
  2094. moveStack(StackLocation(dst->id, toMerge.first), StackLocation(dst->id, toMerge.second)); //merge toMerge.first into toMerge.second
  2095. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2096. moveStack(sl, StackLocation(dst->id, toMerge.first)); //move stack to freed slot
  2097. }
  2098. else
  2099. {
  2100. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2101. return;
  2102. }
  2103. }
  2104. else
  2105. {
  2106. moveStack(sl, StackLocation(dst->id, pos));
  2107. }
  2108. }
  2109. }
  2110. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2111. {
  2112. const CGTownInstance * town = gameInfo().getTown(tid);
  2113. if (!town->getGarrisonHero() && town->getVisitingHero()) //visiting => garrison, merge armies: town army => hero army
  2114. {
  2115. if (!town->getVisitingHero()->canBeMergedWith(*town))
  2116. {
  2117. complain("Cannot make garrison swap, not enough free slots!");
  2118. return false;
  2119. }
  2120. moveArmy(town, town->getVisitingHero(), true);
  2121. SetHeroesInTown intown;
  2122. intown.tid = tid;
  2123. intown.visiting = ObjectInstanceID();
  2124. intown.garrison = town->getVisitingHero()->id;
  2125. sendAndApply(intown);
  2126. return true;
  2127. }
  2128. else if (town->getGarrisonHero() && !town->getVisitingHero()) //move hero out of the garrison
  2129. {
  2130. int mapCap = gameInfo().getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
  2131. //check if moving hero out of town will break wandering heroes limit
  2132. if (gameInfo().getHeroCount(town->getGarrisonHero()->tempOwner,false) >= mapCap)
  2133. {
  2134. complain("Cannot move hero out of the garrison, there are already " + std::to_string(mapCap) + " wandering heroes!");
  2135. return false;
  2136. }
  2137. SetHeroesInTown intown;
  2138. intown.tid = tid;
  2139. intown.garrison = ObjectInstanceID();
  2140. intown.visiting = town->getGarrisonHero()->id;
  2141. sendAndApply(intown);
  2142. return true;
  2143. }
  2144. else if (!!town->getGarrisonHero() && town->getVisitingHero()) //swap visiting and garrison hero
  2145. {
  2146. SetHeroesInTown intown;
  2147. intown.tid = tid;
  2148. intown.garrison = town->getVisitingHero()->id;
  2149. intown.visiting = town->getGarrisonHero()->id;
  2150. sendAndApply(intown);
  2151. return true;
  2152. }
  2153. else
  2154. {
  2155. complain("Cannot swap garrison hero!");
  2156. return false;
  2157. }
  2158. }
  2159. // With the amount of changes done to the function, it's more like transferArtifacts.
  2160. // 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.
  2161. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2162. {
  2163. const auto * srcArtSet = gameState().getArtSet(src);
  2164. const auto * dstArtSet = gameState().getArtSet(dst);
  2165. assert(srcArtSet);
  2166. assert(dstArtSet);
  2167. // Make sure exchange is even possible between the two heroes.
  2168. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2169. COMPLAIN_RET("That heroes cannot make any exchange!");
  2170. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2171. const auto * srcArtifact = srcArtSet->getArt(src.slot);
  2172. auto dstSlot = dst.slot;
  2173. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2174. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2175. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2176. return true;
  2177. const auto * dstArtifact = dstArtSet->getArt(dstSlot);
  2178. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2179. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2180. if(srcArtifact == nullptr)
  2181. COMPLAIN_RET("No artifact to move!");
  2182. if(isDstSlotOccupied && gameState().getOwner(src.artHolder) != gameState().getOwner(dst.artHolder) && !isDstSlotBackpack)
  2183. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2184. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2185. // Moving to the backpack is always allowed.
  2186. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2187. COMPLAIN_RET("Cannot move artifact!");
  2188. const auto * srcSlotInfo = srcArtSet->getSlot(src.slot);
  2189. const auto * dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2190. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2191. COMPLAIN_RET("Cannot move artifact locks.");
  2192. if(isDstSlotBackpack && srcArtifact->getType()->isBig())
  2193. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2194. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2195. COMPLAIN_RET("Cannot move catapult!");
  2196. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2197. COMPLAIN_RET("Backpack is full!");
  2198. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2199. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2200. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2201. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2202. ma.srcCreature = src.creature;
  2203. ma.dstCreature = dst.creature;
  2204. // Check if dst slot is occupied
  2205. if(!isDstSlotBackpack && isDstSlotOccupied)
  2206. {
  2207. // Previous artifact must be swapped
  2208. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2209. ma.artsPack1.emplace_back(dstSlot, src.slot);
  2210. }
  2211. const auto * hero = gameInfo().getHero(dst.artHolder);
  2212. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->getTypeId(), dstSlot))
  2213. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2214. ma.artsPack0.emplace_back(src.slot, dstSlot);
  2215. if(src.artHolder != dst.artHolder && !isDstSlotBackpack)
  2216. ma.artsPack0.back().askAssemble = true;
  2217. sendAndApply(ma);
  2218. return true;
  2219. }
  2220. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2221. {
  2222. // Make sure exchange is even possible between the two heroes.
  2223. if(!isAllowedExchange(srcId, dstId))
  2224. COMPLAIN_RET("That heroes cannot make any exchange!");
  2225. const auto * psrcSet = gameState().getArtSet(srcId);
  2226. const auto * pdstSet = gameState().getArtSet(dstId);
  2227. if((!psrcSet) || (!pdstSet))
  2228. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2229. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2230. auto & slotsSrcDst = ma.artsPack0;
  2231. auto & slotsDstSrc = ma.artsPack1;
  2232. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2233. CArtifactFittingSet artFittingSet(&gameInfo(), pdstSet->bearerType());
  2234. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2235. ArtifactPosition srcSlot, std::vector<MoveArtifactInfo> & slots) -> void
  2236. {
  2237. assert(artifact);
  2238. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2239. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2240. {
  2241. artFittingSet.putArtifact(dstSlot, artifact);
  2242. slots.emplace_back(srcSlot, dstSlot);
  2243. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2244. if(const auto * dstHero = gameInfo().getHero(dstId))
  2245. {
  2246. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2247. giveHeroNewArtifact(dstHero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2248. }
  2249. }
  2250. };
  2251. if(swap)
  2252. {
  2253. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<MoveArtifactInfo> & slots)
  2254. {
  2255. for(const auto & artifact : srcArtSet->artifactsWorn)
  2256. {
  2257. if(ArtifactUtils::isArtRemovable(artifact))
  2258. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2259. }
  2260. };
  2261. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2262. std::vector<MoveArtifactInfo> & slots) -> void
  2263. {
  2264. for(const auto & slotInfo : artSet->artifactsInBackpack)
  2265. {
  2266. auto slot = artSet->getArtPos(slotInfo.getArt());
  2267. slots.emplace_back(slot, slot);
  2268. }
  2269. };
  2270. if(equipped)
  2271. {
  2272. // Move over artifacts that are worn srcHero -> dstHero
  2273. moveArtsWorn(psrcSet, slotsSrcDst);
  2274. artFittingSet.artifactsWorn.clear();
  2275. // Move over artifacts that are worn dstHero -> srcHero
  2276. moveArtsWorn(pdstSet, slotsDstSrc);
  2277. }
  2278. if(backpack)
  2279. {
  2280. // Move over artifacts that are in backpack srcHero -> dstHero
  2281. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2282. // Move over artifacts that are in backpack dstHero -> srcHero
  2283. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2284. }
  2285. }
  2286. else
  2287. {
  2288. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2289. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2290. if(equipped)
  2291. {
  2292. // Move over artifacts that are worn
  2293. for(const auto & artInfo : psrcSet->artifactsWorn)
  2294. {
  2295. if(ArtifactUtils::isArtRemovable(artInfo))
  2296. {
  2297. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2298. }
  2299. }
  2300. }
  2301. if(backpack)
  2302. {
  2303. // Move over artifacts that are in backpack
  2304. for(const auto & slotInfo : psrcSet->artifactsInBackpack)
  2305. {
  2306. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.getArt())),
  2307. psrcSet->getArtPos(slotInfo.getArt()), slotsSrcDst);
  2308. }
  2309. }
  2310. }
  2311. sendAndApply(ma);
  2312. return true;
  2313. }
  2314. bool CGameHandler::manageBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID & heroID, const ManageBackpackArtifacts::ManageCmd & sortType)
  2315. {
  2316. const auto * artSet = gameState().getArtSet(heroID);
  2317. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "manageBackpackArtifacts: wrong hero's ID");
  2318. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2319. const auto makeSortBackpackRequest = [artSet, &bma](const std::function<int32_t(const ArtSlotInfo&)> & getSortId)
  2320. {
  2321. std::map<int32_t, std::vector<MoveArtifactInfo>> packsSorted;
  2322. ArtifactPosition backpackSlot = ArtifactPosition::BACKPACK_START;
  2323. for(const auto & backpackSlotInfo : artSet->artifactsInBackpack)
  2324. packsSorted.try_emplace(getSortId(backpackSlotInfo)).first->second.emplace_back(backpackSlot++, ArtifactPosition::PRE_FIRST);
  2325. for(auto & [sortId, pack] : packsSorted)
  2326. {
  2327. // Each pack of artifacts is also sorted by ArtifactID. Scrolls by SpellID
  2328. std::sort(pack.begin(), pack.end(), [artSet](const auto & slots0, const auto & slots1) -> bool
  2329. {
  2330. const auto art0 = artSet->getArt(slots0.srcPos);
  2331. const auto art1 = artSet->getArt(slots1.srcPos);
  2332. if(art0->isScroll() && art1->isScroll())
  2333. return art0->getScrollSpellID() > art1->getScrollSpellID();
  2334. return art0->getTypeId().num > art1->getTypeId().num;
  2335. });
  2336. bma.artsPack0.insert(bma.artsPack0.end(), pack.begin(), pack.end());
  2337. }
  2338. backpackSlot = ArtifactPosition::BACKPACK_START;
  2339. for(auto & slots : bma.artsPack0)
  2340. slots.dstPos = backpackSlot++;
  2341. };
  2342. if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_SLOT)
  2343. {
  2344. makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
  2345. {
  2346. auto possibleSlots = inf.getArt()->getType()->getPossibleSlots();
  2347. if (possibleSlots.find(ArtBearer::CREATURE) != possibleSlots.end() && !possibleSlots.at(ArtBearer::CREATURE).empty())
  2348. {
  2349. return -2;
  2350. }
  2351. else if (possibleSlots.find(ArtBearer::COMMANDER) != possibleSlots.end() && !possibleSlots.at(ArtBearer::COMMANDER).empty())
  2352. {
  2353. return -1;
  2354. }
  2355. else if (possibleSlots.find(ArtBearer::HERO) != possibleSlots.end() && !possibleSlots.at(ArtBearer::HERO).empty())
  2356. {
  2357. return inf.getArt()->getType()->getPossibleSlots().at(ArtBearer::HERO).front().num;
  2358. }
  2359. else
  2360. {
  2361. // for grail
  2362. return -3;
  2363. }
  2364. });
  2365. }
  2366. else if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_COST)
  2367. {
  2368. makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
  2369. {
  2370. return inf.getArt()->getType()->getPrice();
  2371. });
  2372. }
  2373. else if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_CLASS)
  2374. {
  2375. makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
  2376. {
  2377. return static_cast<int32_t>(inf.getArt()->getType()->aClass);
  2378. });
  2379. }
  2380. else
  2381. {
  2382. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2383. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2384. {
  2385. if(sortType == ManageBackpackArtifacts::ManageCmd::SCROLL_LEFT)
  2386. bma.artsPack0.emplace_back(backpackEnd, ArtifactPosition::BACKPACK_START);
  2387. else
  2388. bma.artsPack0.emplace_back(ArtifactPosition::BACKPACK_START, backpackEnd);
  2389. }
  2390. }
  2391. sendAndApply(bma);
  2392. return true;
  2393. }
  2394. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID & heroID, uint32_t costumeIdx)
  2395. {
  2396. const auto * artSet = gameState().getArtSet(heroID);
  2397. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2398. ChangeArtifactsCostume costume(player, costumeIdx);
  2399. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2400. {
  2401. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2402. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2403. }
  2404. sendAndApply(costume);
  2405. return true;
  2406. }
  2407. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID & heroID, uint32_t costumeIdx)
  2408. {
  2409. const auto * artSet = gameState().getArtSet(heroID);
  2410. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2411. const auto * playerState = gameInfo().getPlayerState(player);
  2412. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2413. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2414. {
  2415. CArtifactFittingSet artFittingSet(*artSet);
  2416. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2417. auto costumeArtMap = costume->second;
  2418. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2419. // First, find those artifacts that are already in place
  2420. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2421. {
  2422. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2423. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2424. {
  2425. costumeArtMap.erase(artPos);
  2426. artFittingSet.removeArtifact(slot);
  2427. }
  2428. }
  2429. // Second, find the necessary artifacts for the costume
  2430. for(const auto & artPos : costumeArtMap)
  2431. {
  2432. if(const auto slot = artFittingSet.getArtPos(artPos.second, false, false); slot != ArtifactPosition::PRE_FIRST)
  2433. {
  2434. bma.artsPack0.emplace_back(artSet->getArtPos(artFittingSet.getArt(slot)), artPos.first);
  2435. artFittingSet.removeArtifact(slot);
  2436. if(ArtifactUtils::isSlotBackpack(slot))
  2437. estimateBackpackSize--;
  2438. }
  2439. }
  2440. // Third, put unnecessary artifacts into backpack
  2441. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2442. if(artFittingSet.getArt(slot))
  2443. {
  2444. bma.artsPack0.emplace_back(slot, ArtifactPosition::BACKPACK_START);
  2445. estimateBackpackSize++;
  2446. }
  2447. const auto backpackCap = gameInfo().getSettings().getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2448. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2449. sendAndApply(bma);
  2450. }
  2451. return true;
  2452. }
  2453. /**
  2454. * Assembles or disassembles a combination artifact.
  2455. * @param heroID ID of hero holding the artifact(s).
  2456. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2457. * @param assemble True for assembly operation, false for disassembly.
  2458. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2459. * artifact to assemble to. Otherwise it's not used.
  2460. */
  2461. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2462. {
  2463. const CGHeroInstance * hero = gameInfo().getHero(heroID);
  2464. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2465. if(!destArtifact)
  2466. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2467. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2468. if(assemble)
  2469. {
  2470. const CArtifact * combinedArt = assembleTo.toArtifact();
  2471. if(!combinedArt->isCombined())
  2472. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2473. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2474. {
  2475. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2476. }
  2477. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2478. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2479. {
  2480. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2481. }
  2482. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2483. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2484. AssembledArtifact aa;
  2485. aa.al = dstLoc;
  2486. aa.artId = assembleTo;
  2487. sendAndApply(aa);
  2488. }
  2489. else
  2490. {
  2491. if(!destArtifact->isCombined())
  2492. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2493. if(!destArtifact->hasParts())
  2494. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is fused combined artifact!");
  2495. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2496. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->getType()->getConstituents().size() - 1))
  2497. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2498. DisassembledArtifact da;
  2499. da.al = dstLoc;
  2500. sendAndApply(da);
  2501. }
  2502. return true;
  2503. }
  2504. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2505. {
  2506. const auto * hero = gameInfo().getHero(al.artHolder);
  2507. if(hero == nullptr)
  2508. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2509. const auto * art = hero->getArt(al.slot);
  2510. if(art == nullptr)
  2511. COMPLAIN_RET("Cannot remove artifact!");
  2512. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2513. COMPLAIN_RET("Illegal artifact removal request");
  2514. removeArtifact(al);
  2515. return true;
  2516. }
  2517. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2518. {
  2519. const CGHeroInstance * hero = gameInfo().getHero(hid);
  2520. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2521. const CGTownInstance * town = hero->getVisitedTown();
  2522. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2523. if (aid==ArtifactID::SPELLBOOK)
  2524. {
  2525. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2526. || (gameInfo().getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2527. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2528. )
  2529. return false;
  2530. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2531. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2532. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2533. giveSpells(town,hero);
  2534. return true;
  2535. }
  2536. else
  2537. {
  2538. const CArtifact * art = aid.toArtifact();
  2539. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2540. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2541. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2542. const int price = art->getPrice();
  2543. COMPLAIN_RET_FALSE_IF(gameInfo().getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2544. if(town->isWarMachineAvailable(aid))
  2545. {
  2546. bool hasFreeSlot = false;
  2547. for(auto slot : art->getPossibleSlots().at(ArtBearer::HERO))
  2548. if (hero->getArt(slot) == nullptr)
  2549. hasFreeSlot = true;
  2550. if (!hasFreeSlot)
  2551. {
  2552. auto slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  2553. removeArtifact(ArtifactLocation(hero->id, slot));
  2554. }
  2555. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2556. return giveHeroNewArtifact(hero, aid, ArtifactPosition::FIRST_AVAILABLE);
  2557. }
  2558. else
  2559. COMPLAIN_RET("This machine is unavailable here!");
  2560. }
  2561. }
  2562. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2563. {
  2564. if(!h)
  2565. COMPLAIN_RET("Only hero can buy artifacts!");
  2566. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2567. COMPLAIN_RET("That artifact is unavailable!");
  2568. int b1;
  2569. int b2;
  2570. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2571. if (gameInfo().getResource(h->tempOwner, rid) < b1)
  2572. COMPLAIN_RET("You can't afford to buy this artifact!");
  2573. giveResource(h->tempOwner, rid, -b1);
  2574. SetAvailableArtifacts saa;
  2575. if(dynamic_cast<const CGTownInstance *>(m))
  2576. {
  2577. saa.id = ObjectInstanceID::NONE;
  2578. saa.arts = gameState().getMap().townMerchantArtifacts;
  2579. }
  2580. else if(const auto *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2581. {
  2582. saa.id = bm->id;
  2583. saa.arts = bm->artifacts;
  2584. }
  2585. else
  2586. COMPLAIN_RET("Wrong marktet...");
  2587. bool found = false;
  2588. for (ArtifactID & art : saa.arts)
  2589. {
  2590. if (art == aid)
  2591. {
  2592. art = ArtifactID();
  2593. found = true;
  2594. break;
  2595. }
  2596. }
  2597. if (!found)
  2598. COMPLAIN_RET("Cannot find selected artifact on the list");
  2599. sendAndApply(saa);
  2600. giveHeroNewArtifact(h, aid, ArtifactPosition::FIRST_AVAILABLE);
  2601. return true;
  2602. }
  2603. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2604. {
  2605. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2606. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2607. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2608. COMPLAIN_RET_FALSE_IF((!art->getType()->isTradable()), "Cannot sell a war machine or spellbook!");
  2609. int resVal = 0;
  2610. int dump = 1;
  2611. m->getOffer(art->getType()->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2612. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2613. giveResource(h->tempOwner, rid, resVal);
  2614. return true;
  2615. }
  2616. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2617. {
  2618. if (!h)
  2619. COMPLAIN_RET("You need hero to buy a skill!");
  2620. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2621. COMPLAIN_RET("Hero already know this skill");
  2622. if (!h->canLearnSkill())
  2623. COMPLAIN_RET("Hero can't learn any more skills");
  2624. if (!h->canLearnSkill(skill))
  2625. COMPLAIN_RET("The hero can't learn this skill!");
  2626. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2627. COMPLAIN_RET("That skill is unavailable!");
  2628. if (gameInfo().getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2629. COMPLAIN_RET("You can't afford to buy this skill");
  2630. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2631. changeSecSkill(h, skill, 1, ChangeValueMode::ABSOLUTE);
  2632. return true;
  2633. }
  2634. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2635. {
  2636. TResourceCap haveToSell = gameInfo().getPlayerState(player)->resources[toSell];
  2637. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2638. int b1; //base quantities for trade
  2639. int b2;
  2640. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2641. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2642. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2643. {
  2644. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2645. }
  2646. giveResource(player, toSell, -b1 * amountToBoy);
  2647. giveResource(player, toBuy, b2 * amountToBoy);
  2648. statistics->accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
  2649. statistics->accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
  2650. return true;
  2651. }
  2652. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2653. {
  2654. if(!hero)
  2655. COMPLAIN_RET("Only hero can sell creatures!");
  2656. if (!vstd::contains(hero->Slots(), slot))
  2657. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2658. const CStackInstance &s = hero->getStack(slot);
  2659. if (s.getCount() < static_cast<TQuantity>(count) //can't sell more creatures than have
  2660. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.getCount() == count)) //can't sell last stack
  2661. {
  2662. COMPLAIN_RET("Not enough creatures in army!");
  2663. }
  2664. int b1; //base quantities for trade
  2665. int b2;
  2666. market->getOffer(s.getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2667. int units = count / b1; //how many base quantities we trade
  2668. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2669. {
  2670. //TODO: complain?
  2671. assert(0);
  2672. }
  2673. changeStackCount(StackLocation(hero->id, slot), -static_cast<int>(count), ChangeValueMode::RELATIVE);
  2674. giveResource(hero->tempOwner, resourceID, b2 * units);
  2675. return true;
  2676. }
  2677. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2678. {
  2679. const CArmedInstance *army = nullptr;
  2680. if (hero)
  2681. army = hero;
  2682. else
  2683. army = dynamic_cast<const CGTownInstance *>(market);
  2684. if (!army)
  2685. COMPLAIN_RET("Incorrect call to transform in undead!");
  2686. if (!army->hasStackAtSlot(slot))
  2687. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2688. const CStackInstance &s = army->getStack(slot);
  2689. //resulting creature - bone dragons or skeletons
  2690. CreatureID resCreature = CreatureID::SKELETON;
  2691. auto customTargerBonus = s.getBonusesOfType(BonusType::SKELETON_TRANSFORMER_TARGET);
  2692. if (!customTargerBonus->empty())
  2693. resCreature = customTargerBonus->front()->subtype.as<CreatureID>();
  2694. changeStackType(StackLocation(army->id, slot), resCreature.toCreature());
  2695. return true;
  2696. }
  2697. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2698. {
  2699. const PlayerState *p2 = gameInfo().getPlayerState(r2, false);
  2700. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2701. {
  2702. complain("Dest player must be in game!");
  2703. return false;
  2704. }
  2705. TResourceCap curRes1 = gameInfo().getPlayerState(player)->resources[r1];
  2706. vstd::amin(val, curRes1);
  2707. giveResource(player, r1, -static_cast<int>(val));
  2708. giveResource(r2, r1, val);
  2709. return true;
  2710. }
  2711. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2712. {
  2713. const CGHeroInstance *h = gameInfo().getHero(hid);
  2714. if (!h)
  2715. {
  2716. logGlobal->error("Hero doesn't exist!");
  2717. return false;
  2718. }
  2719. ChangeFormation cf;
  2720. cf.hid = hid;
  2721. cf.formation = formation;
  2722. sendAndApply(cf);
  2723. return true;
  2724. }
  2725. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2726. {
  2727. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2728. if (answer)
  2729. logGlobal->trace("%d", *answer);
  2730. auto topQuery = queries->topQuery(player);
  2731. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2732. if(topQuery->queryID != qid)
  2733. {
  2734. auto currentQuery = queries->getQuery(qid);
  2735. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2736. currentQuery->setReply(answer);
  2737. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2738. }
  2739. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2740. topQuery->setReply(answer);
  2741. queries->popQuery(topQuery);
  2742. return true;
  2743. }
  2744. bool CGameHandler::complain(const std::string &problem)
  2745. {
  2746. #ifndef ENABLE_GOLDMASTER
  2747. MetaString str;
  2748. str.appendTextID("vcmi.broadcast.serverProblem");
  2749. str.appendRawString(": ");
  2750. str.appendRawString(problem);
  2751. playerMessages->broadcastSystemMessage(str);
  2752. #endif
  2753. logGlobal->error(problem);
  2754. return true;
  2755. }
  2756. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2757. {
  2758. const auto * upperArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(upobj));
  2759. const auto * lowerArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(hid));
  2760. assert(lowerArmy);
  2761. assert(upperArmy);
  2762. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2763. queries->addQuery(garrisonQuery);
  2764. GarrisonDialog gd;
  2765. gd.hid = hid;
  2766. gd.objid = upobj;
  2767. gd.removableUnits = removableUnits;
  2768. gd.queryID = garrisonQuery->queryID;
  2769. sendAndApply(gd);
  2770. }
  2771. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2772. {
  2773. OpenWindow pack;
  2774. pack.window = window;
  2775. pack.object = object->id;
  2776. pack.visitor = visitor->id;
  2777. if (addQuery)
  2778. {
  2779. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2780. pack.queryID = windowQuery->queryID;
  2781. queries->addQuery(windowQuery);
  2782. }
  2783. sendAndApply(pack);
  2784. }
  2785. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2786. {
  2787. if (id1 == id2)
  2788. return true;
  2789. const CGObjectInstance *o1 = gameInfo().getObj(id1);
  2790. const CGObjectInstance *o2 = gameInfo().getObj(id2);
  2791. if (!o1 || !o2)
  2792. return true; //arranging stacks within an object should be always allowed
  2793. if (o1 && o2)
  2794. {
  2795. if (o1->ID == Obj::TOWN)
  2796. {
  2797. const auto *t = dynamic_cast<const CGTownInstance*>(o1);
  2798. if (t->getVisitingHero() == o2 || t->getGarrisonHero() == o2)
  2799. return true;
  2800. }
  2801. if (o2->ID == Obj::TOWN)
  2802. {
  2803. const auto *t = dynamic_cast<const CGTownInstance*>(o2);
  2804. if (t->getVisitingHero() == o1 || t->getGarrisonHero() == o1)
  2805. return true;
  2806. }
  2807. const auto * market = gameState().getMarket(id1);
  2808. if(market == nullptr)
  2809. market = gameState().getMarket(id2);
  2810. if(market)
  2811. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  2812. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2813. {
  2814. const auto *h1 = dynamic_cast<const CGHeroInstance*>(o1);
  2815. const auto *h2 = dynamic_cast<const CGHeroInstance*>(o2);
  2816. // two heroes in same town (garrisoned and visiting)
  2817. if (h1->getVisitedTown() != nullptr && h2->getVisitedTown() != nullptr && h1->getVisitedTown() == h2->getVisitedTown())
  2818. return true;
  2819. }
  2820. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2821. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2822. if (!dialog)
  2823. {
  2824. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2825. }
  2826. if (dialog)
  2827. {
  2828. const auto * topArmy = dialog->exchangingArmies.at(0);
  2829. const auto * bottomArmy = dialog->exchangingArmies.at(1);
  2830. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2831. return true;
  2832. }
  2833. }
  2834. return false;
  2835. }
  2836. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2837. {
  2838. using events::ObjectVisitStarted;
  2839. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  2840. if (getVisitingHero(obj) != nullptr)
  2841. {
  2842. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  2843. throw std::runtime_error("Can not visit object that is being visited");
  2844. }
  2845. std::shared_ptr<MapObjectVisitQuery> visitQuery;
  2846. auto startVisit = [&](ObjectVisitStarted & event)
  2847. {
  2848. const auto * visitedObject = obj;
  2849. if(obj->ID == Obj::HERO)
  2850. {
  2851. const auto * visitedHero = dynamic_cast<const CGHeroInstance *>(obj);
  2852. const auto * visitedTown = visitedHero->getVisitedTown();
  2853. if(visitedTown)
  2854. {
  2855. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2856. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2857. visitedObject = visitedTown;
  2858. }
  2859. }
  2860. visitQuery = std::make_shared<MapObjectVisitQuery>(this, visitedObject, h);
  2861. queries->addQuery(visitQuery); //TODO real visit pos
  2862. HeroVisit hv;
  2863. hv.objId = obj->id;
  2864. hv.heroId = h->id;
  2865. hv.player = h->tempOwner;
  2866. hv.starting = true;
  2867. sendAndApply(hv);
  2868. obj->onHeroVisit(*this, h);
  2869. };
  2870. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2871. if(visitQuery)
  2872. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2873. }
  2874. void CGameHandler::objectVisitEnded(const ObjectInstanceID & heroObjectID, PlayerColor player)
  2875. {
  2876. using events::ObjectVisitEnded;
  2877. auto endVisit = [&](ObjectVisitEnded & event)
  2878. {
  2879. HeroVisit hv;
  2880. hv.player = event.getPlayer();
  2881. hv.heroId = event.getHero();
  2882. hv.starting = false;
  2883. sendAndApply(hv);
  2884. };
  2885. //TODO: ObjectVisitEnded should also have id of visited object,
  2886. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2887. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, player, heroObjectID);
  2888. }
  2889. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2890. {
  2891. const auto *obj = dynamic_cast<const IShipyard *>(gameInfo().getObj(objid));
  2892. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2893. {
  2894. complain("Cannot build boat in this shipyard!");
  2895. return false;
  2896. }
  2897. TResources boatCost;
  2898. obj->getBoatCost(boatCost);
  2899. TResources available = gameInfo().getPlayerState(playerID)->resources;
  2900. if (!available.canAfford(boatCost))
  2901. {
  2902. complain("Not enough resources to build a boat!");
  2903. return false;
  2904. }
  2905. int3 tile = obj->bestLocation();
  2906. if (!gameState().getMap().isInTheMap(tile))
  2907. {
  2908. complain("Cannot find appropriate tile for a boat!");
  2909. return false;
  2910. }
  2911. giveResources(playerID, -boatCost);
  2912. createBoat(tile, obj->getBoatType(), playerID);
  2913. return true;
  2914. }
  2915. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  2916. {
  2917. for (auto playerColor : playerColors)
  2918. {
  2919. if (gameInfo().getPlayerState(playerColor, false))
  2920. checkVictoryLossConditionsForPlayer(playerColor);
  2921. }
  2922. }
  2923. void CGameHandler::checkVictoryLossConditionsForAll()
  2924. {
  2925. std::set<PlayerColor> playerColors;
  2926. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  2927. {
  2928. playerColors.insert(PlayerColor(i));
  2929. }
  2930. checkVictoryLossConditions(playerColors);
  2931. }
  2932. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  2933. {
  2934. const PlayerState * p = gameInfo().getPlayerState(player);
  2935. if(!p || p->status != EPlayerStatus::INGAME) return;
  2936. auto victoryLossCheckResult = gameState().checkForVictoryAndLoss(player);
  2937. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  2938. {
  2939. InfoWindow iw;
  2940. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  2941. sendAndApply(iw);
  2942. PlayerEndsGame peg;
  2943. peg.player = player;
  2944. peg.victoryLossCheckResult = victoryLossCheckResult;
  2945. peg.statistic = *statistics;
  2946. addStatistics(peg.statistic); // add last turn befor win / loss
  2947. sendAndApply(peg);
  2948. if (victoryLossCheckResult.victory())
  2949. {
  2950. //one player won -> all enemies lost
  2951. for (const auto & playerIt : gameState().players)
  2952. {
  2953. if (playerIt.first != player && gameInfo().getPlayerState(playerIt.first)->status == EPlayerStatus::INGAME)
  2954. {
  2955. peg.player = playerIt.first;
  2956. peg.victoryLossCheckResult = gameInfo().getPlayerRelations(player, playerIt.first) == PlayerRelations::ALLIES ?
  2957. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  2958. InfoWindow iwOthers;
  2959. getVictoryLossMessage(player, peg.victoryLossCheckResult, iwOthers);
  2960. iwOthers.player = playerIt.first;
  2961. sendAndApply(iwOthers);
  2962. sendAndApply(peg);
  2963. }
  2964. }
  2965. if(p->human)
  2966. {
  2967. gameServer().setState(EServerState::SHUTDOWN);
  2968. }
  2969. }
  2970. else
  2971. {
  2972. // give turn to next player(s)
  2973. turnOrder->onPlayerEndsGame(player);
  2974. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  2975. auto hlp = p->getHeroes();
  2976. for (const auto * h : hlp) //eliminate heroes
  2977. {
  2978. if (h)
  2979. removeObject(h, player);
  2980. }
  2981. //player lost -> all his objects become unflagged (neutral)
  2982. for (const auto * obj : gameState().getMap().getObjects()) //unflag objs
  2983. {
  2984. if (obj && obj->tempOwner == player)
  2985. setOwner(obj, PlayerColor::NEUTRAL);
  2986. }
  2987. //eliminating one player may cause victory of another:
  2988. std::set<PlayerColor> playerColors;
  2989. //do not copy player state (CBonusSystemNode) by value
  2990. for (const auto &playerState : gameState().players) //players may have different colors, iterate over players and not integers
  2991. {
  2992. if (playerState.first != player)
  2993. playerColors.insert(playerState.first);
  2994. }
  2995. //notify all players
  2996. for (auto pc : playerColors)
  2997. {
  2998. if (gameInfo().getPlayerState(pc)->status == EPlayerStatus::INGAME)
  2999. {
  3000. InfoWindow iwOthers;
  3001. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iwOthers);
  3002. iwOthers.player = pc;
  3003. sendAndApply(iwOthers);
  3004. }
  3005. }
  3006. checkVictoryLossConditions(playerColors);
  3007. }
  3008. }
  3009. }
  3010. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3011. {
  3012. out.player = player;
  3013. out.text = victoryLossCheckResult.messageToSelf;
  3014. out.text.replaceName(player);
  3015. out.components.emplace_back(ComponentType::FLAG, player);
  3016. }
  3017. bool CGameHandler::dig(const CGHeroInstance *h)
  3018. {
  3019. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3020. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3021. createHole(h->visitablePos(), h->getOwner());
  3022. //take MPs
  3023. SetMovePoints smp;
  3024. smp.hid = h->id;
  3025. smp.val = 0;
  3026. sendAndApply(smp);
  3027. InfoWindow iw;
  3028. iw.type = EInfoWindowMode::AUTO;
  3029. iw.player = h->tempOwner;
  3030. if (gameState().getMap().grailPos == h->visitablePos())
  3031. {
  3032. ArtifactID grail = ArtifactID::GRAIL;
  3033. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  3034. iw.text.appendName(grail); // ... " The Grail"
  3035. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3036. giveHeroNewArtifact(h, grail, ArtifactPosition::FIRST_AVAILABLE); //give grail
  3037. sendAndApply(iw);
  3038. iw.soundID = soundBase::invalid;
  3039. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3040. iw.text.clear();
  3041. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3042. sendAndApply(iw);
  3043. }
  3044. else
  3045. {
  3046. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3047. iw.soundID = soundBase::Dig;
  3048. sendAndApply(iw);
  3049. }
  3050. return true;
  3051. }
  3052. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3053. {
  3054. if (!t.visitableObjects.empty())
  3055. {
  3056. //to prevent self-visiting heroes on space press
  3057. if (t.visitableObjects.back() != h->id)
  3058. objectVisited(gameState().getObjInstance(t.visitableObjects.back()), h);
  3059. else if (t.visitableObjects.size() > 1)
  3060. objectVisited(gameState().getObjInstance(*(t.visitableObjects.end()-2)),h);
  3061. }
  3062. }
  3063. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3064. {
  3065. if (!hero)
  3066. COMPLAIN_RET("You need hero to sacrifice creature!");
  3067. int expSum = 0;
  3068. auto finish = [this, &hero, &expSum]()
  3069. {
  3070. giveExperience(hero, hero->calculateXp(expSum));
  3071. };
  3072. for(int i = 0; i < slot.size(); ++i)
  3073. {
  3074. int oldCount = hero->getStackCount(slot[i]);
  3075. if(oldCount < static_cast<int>(count[i]))
  3076. {
  3077. finish();
  3078. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3079. }
  3080. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3081. {
  3082. finish();
  3083. COMPLAIN_RET("Cannot sacrifice last creature!");
  3084. }
  3085. int crid = hero->getStack(slot[i]).getId();
  3086. changeStackCount(StackLocation(hero->id, slot[i]), -(TQuantity)count[i], ChangeValueMode::RELATIVE);
  3087. int dump;
  3088. int exp;
  3089. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3090. exp *= count[i];
  3091. expSum += exp;
  3092. }
  3093. finish();
  3094. return true;
  3095. }
  3096. bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3097. {
  3098. if (!hero)
  3099. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3100. if(hero->getAlignment() == EAlignment::EVIL)
  3101. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3102. assert(market);
  3103. const auto * artSet = market->getArtifactsStorage();
  3104. int expSum = 0;
  3105. std::vector<ArtifactPosition> artPack;
  3106. auto finish = [this, &hero, &expSum, &artPack, market]()
  3107. {
  3108. removeArtifact(market->getObjInstanceID(), artPack);
  3109. giveExperience(hero, hero->calculateXp(expSum));
  3110. };
  3111. for(const auto & artInstId : arts)
  3112. {
  3113. if(const auto * art = artSet->getArtByInstanceId(artInstId))
  3114. {
  3115. if(art->getType()->isTradable())
  3116. {
  3117. int dmp;
  3118. int expToGive;
  3119. market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3120. expSum += expToGive;
  3121. artPack.push_back(artSet->getArtPos(art));
  3122. }
  3123. else
  3124. {
  3125. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3126. }
  3127. }
  3128. else
  3129. {
  3130. finish();
  3131. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3132. }
  3133. }
  3134. finish();
  3135. return true;
  3136. }
  3137. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3138. {
  3139. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
  3140. if (army->hasStackAtSlot(sl.slot))
  3141. COMPLAIN_RET("Slot is already taken!");
  3142. if (!sl.slot.validSlot())
  3143. COMPLAIN_RET("Cannot insert stack to that slot!");
  3144. InsertNewStack ins;
  3145. ins.army = army->id;
  3146. ins.slot = sl.slot;
  3147. ins.type = c->getId();
  3148. ins.count = count;
  3149. sendAndApply(ins);
  3150. return true;
  3151. }
  3152. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3153. {
  3154. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
  3155. if (!army->hasStackAtSlot(sl.slot))
  3156. COMPLAIN_RET("Cannot find a stack to erase");
  3157. if (army->stacksCount() == 1 //from the last stack
  3158. && army->needsLastStack() //that must be left
  3159. && !forceRemoval) //ignore above conditions if we are forcing removal
  3160. {
  3161. COMPLAIN_RET("Cannot erase the last stack!");
  3162. }
  3163. EraseStack es;
  3164. es.army = army->id;
  3165. es.slot = sl.slot;
  3166. sendAndApply(es);
  3167. return true;
  3168. }
  3169. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, ChangeValueMode mode)
  3170. {
  3171. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
  3172. TQuantity currentCount = army->getStackCount(sl.slot);
  3173. if ((mode == ChangeValueMode::ABSOLUTE && count < 0)
  3174. || (mode == ChangeValueMode::RELATIVE && -count > currentCount))
  3175. {
  3176. COMPLAIN_RET("Cannot take more stacks than present!");
  3177. }
  3178. if ((currentCount == -count && mode == ChangeValueMode::RELATIVE)
  3179. || (count == 0 && mode == ChangeValueMode::ABSOLUTE))
  3180. {
  3181. eraseStack(sl);
  3182. }
  3183. else
  3184. {
  3185. ChangeStackCount csc;
  3186. csc.army = army->id;
  3187. csc.slot = sl.slot;
  3188. csc.count = count;
  3189. csc.mode = mode;
  3190. sendAndApply(csc);
  3191. }
  3192. return true;
  3193. }
  3194. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3195. {
  3196. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
  3197. const CCreature *slotC = army->getCreature(sl.slot);
  3198. if (!slotC) //slot is empty
  3199. insertNewStack(sl, c, count);
  3200. else if (c == slotC)
  3201. changeStackCount(sl, count, ChangeValueMode::RELATIVE);
  3202. else
  3203. {
  3204. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3205. }
  3206. return true;
  3207. }
  3208. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3209. {
  3210. if (removeObjWhenFinished)
  3211. removeAfterVisit(src->id);
  3212. if (!src->canBeMergedWith(*dst, allowMerging))
  3213. {
  3214. if (allowMerging) //do that, add all matching creatures.
  3215. {
  3216. bool cont = true;
  3217. while (cont)
  3218. {
  3219. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3220. {
  3221. SlotID pos = dst->getSlotFor(i->second->getCreature());
  3222. if (pos.validSlot())
  3223. {
  3224. moveStack(StackLocation(src->id, i->first), StackLocation(dst->id, pos));
  3225. cont = true;
  3226. break; //or iterator crashes
  3227. }
  3228. cont = false;
  3229. }
  3230. }
  3231. }
  3232. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3233. }
  3234. else //merge
  3235. {
  3236. moveArmy(src, dst, allowMerging);
  3237. }
  3238. }
  3239. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3240. {
  3241. const auto * srcArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(src.army));
  3242. const auto * dstArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(dst.army));
  3243. if (!srcArmy->hasStackAtSlot(src.slot))
  3244. COMPLAIN_RET("No stack to move!");
  3245. if (dstArmy->hasStackAtSlot(dst.slot) && dstArmy->getCreature(dst.slot) != srcArmy->getCreature(src.slot))
  3246. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3247. if (!dst.slot.validSlot())
  3248. COMPLAIN_RET("Cannot move stack to that slot!");
  3249. if (count == -1)
  3250. {
  3251. count = srcArmy->getStackCount(src.slot);
  3252. }
  3253. if (srcArmy != dstArmy //moving away
  3254. && count == srcArmy->getStackCount(src.slot) //all creatures
  3255. && srcArmy->stacksCount() == 1 //from the last stack
  3256. && srcArmy->needsLastStack()) //that must be left
  3257. {
  3258. COMPLAIN_RET("Cannot move away the last creature!");
  3259. }
  3260. RebalanceStacks rs;
  3261. rs.srcArmy = srcArmy->id;
  3262. rs.dstArmy = dstArmy->id;
  3263. rs.srcSlot = src.slot;
  3264. rs.dstSlot = dst.slot;
  3265. rs.count = count;
  3266. sendAndApply(rs);
  3267. return true;
  3268. }
  3269. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3270. {
  3271. if (!spellID.hasValue())
  3272. return;
  3273. AdventureSpellCastParameters p;
  3274. p.caster = caster;
  3275. p.pos = pos;
  3276. const CSpell * s = spellID.toSpell();
  3277. s->adventureCast(spellEnv.get(), p);
  3278. if(const auto * hero = caster->getHeroCaster())
  3279. useChargeBasedSpell(hero->id, spellID);
  3280. }
  3281. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3282. {
  3283. const auto * army1 = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl1.army));
  3284. const auto * army2 = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl2.army));
  3285. if(!army1->hasStackAtSlot(sl1.slot))
  3286. {
  3287. return moveStack(sl2, sl1);
  3288. }
  3289. else if(!army2->hasStackAtSlot(sl2.slot))
  3290. {
  3291. return moveStack(sl1, sl2);
  3292. }
  3293. else
  3294. {
  3295. SwapStacks ss;
  3296. ss.srcArmy = army1->id;
  3297. ss.dstArmy = army2->id;
  3298. ss.srcSlot = sl1.slot;
  3299. ss.dstSlot = sl2.slot;
  3300. sendAndApply(ss);
  3301. return true;
  3302. }
  3303. }
  3304. bool CGameHandler::putArtifact(const ArtifactLocation & al, const ArtifactInstanceID & id, std::optional<bool> askAssemble)
  3305. {
  3306. const auto * artInst = gameInfo().getArtInstance(id);
  3307. assert(artInst && artInst->getType());
  3308. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3309. dst.creature = al.creature;
  3310. const auto * putTo = gameState().getArtSet(al);
  3311. assert(putTo);
  3312. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3313. {
  3314. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, artInst->getTypeId());
  3315. }
  3316. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3317. {
  3318. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, artInst->getTypeId());
  3319. }
  3320. else
  3321. {
  3322. dst.slot = al.slot;
  3323. }
  3324. if(!askAssemble.has_value())
  3325. {
  3326. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3327. askAssemble = true;
  3328. else
  3329. askAssemble = false;
  3330. }
  3331. if(artInst->canBePutAt(putTo, dst.slot))
  3332. {
  3333. PutArtifact pa(id, dst, askAssemble.value());
  3334. sendAndApply(pa);
  3335. return true;
  3336. }
  3337. else
  3338. {
  3339. return false;
  3340. }
  3341. }
  3342. bool CGameHandler::giveHeroNewArtifact(
  3343. const CGHeroInstance * h, const CArtifact * artType, const SpellID & spellId, const ArtifactPosition & pos)
  3344. {
  3345. assert(artType);
  3346. NewArtifact na;
  3347. na.artHolder = h->id;
  3348. na.artId = artType->getId();
  3349. na.spellId = spellId;
  3350. na.pos = pos;
  3351. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3352. {
  3353. na.pos = ArtifactUtils::getArtAnyPosition(h, artType->getId());
  3354. if(!artType->canBePutAt(h, na.pos))
  3355. COMPLAIN_RET("Cannot put artifact in that slot!");
  3356. }
  3357. else if(ArtifactUtils::isSlotBackpack(pos))
  3358. {
  3359. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3360. COMPLAIN_RET("Cannot put artifact in that slot!");
  3361. }
  3362. else
  3363. {
  3364. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3365. }
  3366. sendAndApply(na);
  3367. return true;
  3368. }
  3369. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos)
  3370. {
  3371. return giveHeroNewArtifact(h, artId.toArtifact(), SpellID::NONE, pos);
  3372. }
  3373. bool CGameHandler::giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos)
  3374. {
  3375. return giveHeroNewArtifact(h, ArtifactID(ArtifactID::SPELL_SCROLL).toArtifact(), spellId, pos);
  3376. }
  3377. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3378. {
  3379. std::vector<int3>::iterator tile;
  3380. std::vector<int3> tiles;
  3381. gameState().getFreeTiles(tiles);
  3382. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  3383. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3384. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3385. const CCreature *cre = creatureID.toCreature();
  3386. for (int i = 0; i < amount; ++i)
  3387. {
  3388. tile = tiles.begin();
  3389. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3390. auto count = cre->getRandomAmount(getRandomGenerator());
  3391. createWanderingMonster(*tile, creatureID, count);
  3392. tiles.erase(tile); //not use it again
  3393. }
  3394. }
  3395. bool CGameHandler::isBlockedByQueries(const CPackForServer *pack, PlayerColor player)
  3396. {
  3397. if (dynamic_cast<const PlayerMessage *>(pack) != nullptr)
  3398. return false;
  3399. if (dynamic_cast<const SaveLocalState *>(pack) != nullptr)
  3400. return false;
  3401. auto query = queries->topQuery(player);
  3402. if (query && query->blocksPack(pack))
  3403. {
  3404. complain(boost::str(boost::format(
  3405. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3406. % boost::to_upper_copy<std::string>(player.toString())
  3407. % query->toString()
  3408. ));
  3409. return true;
  3410. }
  3411. return false;
  3412. }
  3413. void CGameHandler::removeAfterVisit(const ObjectInstanceID & id)
  3414. {
  3415. //If the object is being visited, there must be a matching query
  3416. for (const auto &query : queries->allQueries())
  3417. {
  3418. if (auto someVistQuery = std::dynamic_pointer_cast<MapObjectVisitQuery>(query))
  3419. {
  3420. if (someVistQuery->visitedObject == id)
  3421. {
  3422. someVistQuery->removeObjectAfterVisit = true;
  3423. return;
  3424. }
  3425. }
  3426. }
  3427. //If we haven't returned so far, there is no query and no visit, call was wrong
  3428. throw std::runtime_error("This function needs to be called during the object visit!");
  3429. }
  3430. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3431. {
  3432. std::unordered_set<int3> tiles;
  3433. if (mode == ETileVisibility::HIDDEN)
  3434. {
  3435. gameInfo().getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3436. }
  3437. else
  3438. {
  3439. gameInfo().getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3440. }
  3441. changeFogOfWar(tiles, player, mode);
  3442. }
  3443. void CGameHandler::changeFogOfWar(const std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3444. {
  3445. if (tiles.empty())
  3446. return;
  3447. FoWChange fow;
  3448. fow.tiles = tiles;
  3449. fow.player = player;
  3450. fow.mode = mode;
  3451. if (mode == ETileVisibility::HIDDEN)
  3452. {
  3453. // do not hide tiles observed by owned objects. May lead to disastrous AI problems
  3454. std::unordered_set<int3> observedTiles;
  3455. const auto * p = gameInfo().getPlayerState(player);
  3456. for (const auto * obj : p->getOwnedObjects())
  3457. gameInfo().getTilesInRange(observedTiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::REVEALED, obj->getOwner());
  3458. for (auto tile : observedTiles)
  3459. vstd::erase_if_present (fow.tiles, tile);
  3460. }
  3461. if (!fow.tiles.empty())
  3462. sendAndApply(fow);
  3463. }
  3464. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3465. {
  3466. assert(obj);
  3467. for(const auto & query : queries->allQueries())
  3468. {
  3469. auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
  3470. if (visit && visit->visitedObject == obj->id)
  3471. return gameInfo().getHero(visit->visitingHero);
  3472. }
  3473. return nullptr;
  3474. }
  3475. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3476. {
  3477. assert(hero);
  3478. for(const auto & query : queries->allQueries())
  3479. {
  3480. auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
  3481. if (visit && visit->visitingHero == hero->id)
  3482. return gameInfo().getObjInstance(visit->visitedObject);
  3483. }
  3484. return nullptr;
  3485. }
  3486. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3487. {
  3488. assert(obj);
  3489. assert(hero);
  3490. assert(getVisitingHero(obj) == hero);
  3491. // Check top query of targeted player:
  3492. // If top query is NOT visit to targeted object then we assume that
  3493. // visitation query is covered by other query that must be answered first
  3494. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3495. if (auto visit = std::dynamic_pointer_cast<const VisitQuery>(topQuery))
  3496. return !(visit->visitedObject == obj->id && visit->visitingHero == hero->id);
  3497. return true;
  3498. }
  3499. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3500. {
  3501. SetObjectProperty sob;
  3502. sob.id = objid;
  3503. sob.what = prop;
  3504. sob.identifier = NumericID(value);
  3505. sendAndApply(sob);
  3506. }
  3507. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3508. {
  3509. SetObjectProperty sob;
  3510. sob.id = objid;
  3511. sob.what = prop;
  3512. sob.identifier = identifier;
  3513. sendAndApply(sob);
  3514. }
  3515. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
  3516. {
  3517. SetRewardableConfiguration srb;
  3518. srb.objectID = objid;
  3519. srb.configuration = configuration;
  3520. sendAndApply(srb);
  3521. }
  3522. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
  3523. {
  3524. SetRewardableConfiguration srb;
  3525. srb.objectID = townInstanceID;
  3526. srb.buildingID = buildingID;
  3527. srb.configuration = configuration;
  3528. sendAndApply(srb);
  3529. }
  3530. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3531. {
  3532. sendAndApply(*iw);
  3533. }
  3534. vstd::RNG & CGameHandler::getRandomGenerator()
  3535. {
  3536. return randomizer->getDefault();
  3537. }
  3538. //#if SCRIPTING_ENABLED
  3539. //scripting::Pool * CGameHandler::getGlobalContextPool() const
  3540. //{
  3541. // return serverScripts.get();
  3542. //}
  3543. //scripting::Pool * CGameHandler::getContextPool() const
  3544. //{
  3545. // return serverScripts.get();
  3546. //}
  3547. //#endif
  3548. std::shared_ptr<CGObjectInstance> CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
  3549. {
  3550. TerrainId terrainType = ETerrainId::NONE;
  3551. if (!gameState().isInTheMap(visitablePosition))
  3552. throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
  3553. const TerrainTile & t = gameState().getMap().getTile(visitablePosition);
  3554. terrainType = t.getTerrainID();
  3555. auto handler = LIBRARY->objtypeh->getHandlerFor(objectID, subID);
  3556. auto o = handler->create(&gameInfo(), nullptr);
  3557. handler->configureObject(o.get(), *randomizer);
  3558. assert(o->ID == objectID);
  3559. gs->getMap().generateUniqueInstanceName(o.get());
  3560. assert(!handler->getTemplates(terrainType).empty());
  3561. if (handler->getTemplates().empty())
  3562. throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
  3563. if (!handler->getTemplates(terrainType).empty())
  3564. o->appearance = handler->getTemplates(terrainType).front();
  3565. else
  3566. o->appearance = handler->getTemplates().front();
  3567. if (o->isVisitable())
  3568. o->setAnchorPos(visitablePosition + o->getVisitableOffset());
  3569. else
  3570. o->setAnchorPos(visitablePosition);
  3571. return o;
  3572. }
  3573. void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature, int unitSize)
  3574. {
  3575. auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
  3576. auto cre = std::dynamic_pointer_cast<CGCreature>(createdObject);
  3577. assert(cre);
  3578. cre->notGrowingTeam = cre->neverFlees = false;
  3579. cre->character = 2;
  3580. cre->gainedArtifact = ArtifactID::NONE;
  3581. cre->identifier = -1;
  3582. cre->temppower = static_cast<int64_t>(unitSize) * 1000;
  3583. cre->addToSlot(SlotID(0), std::make_unique<CStackInstance>(&gameInfo(), creature, unitSize));
  3584. newObject(createdObject, PlayerColor::NEUTRAL);
  3585. }
  3586. void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
  3587. {
  3588. auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
  3589. newObject(createdObject, initiator);
  3590. }
  3591. void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
  3592. {
  3593. auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
  3594. newObject(createdObject, initiator);
  3595. }
  3596. void CGameHandler::newObject(std::shared_ptr<CGObjectInstance> object, PlayerColor initiator)
  3597. {
  3598. object->initObj(*randomizer);
  3599. NewObject no;
  3600. no.newObject = object;
  3601. no.initiator = initiator;
  3602. sendAndApply(no);
  3603. }
  3604. void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
  3605. {
  3606. battles->startBattle(army1, army2, tile, hero1, hero2, layout, town);
  3607. }
  3608. void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2 )
  3609. {
  3610. battles->startBattle(army1, army2);
  3611. }
  3612. void CGameHandler::useChargeBasedSpell(const ObjectInstanceID & heroObjectID, const SpellID & spellID)
  3613. {
  3614. const auto * hero = gameInfo().getHero(heroObjectID);
  3615. assert(hero);
  3616. assert(hero->canCastThisSpell(spellID.toSpell()));
  3617. // Check if hero used charge based spell
  3618. // Try to find other sources of the spell besides the charged artifacts. If there are any, we use them.
  3619. std::optional<std::tuple<ArtifactPosition, ArtifactInstanceID, uint16_t>> chargedArt;
  3620. for(const auto & source : hero->getSourcesForSpell(spellID))
  3621. {
  3622. if(const auto * artInst = hero->getArtByInstanceId(source.as<ArtifactInstanceID>()))
  3623. {
  3624. const auto * artType = artInst->getType();
  3625. const auto spellCost = artType->getChargeCost(spellID);
  3626. if(spellCost.has_value() && spellCost.value() <= artInst->getCharges() && artType->getDischargeCondition() == DischargeArtifactCondition::SPELLCAST)
  3627. {
  3628. chargedArt.emplace(hero->getArtPos(artInst), artInst->getId(), spellCost.value());
  3629. }
  3630. else
  3631. {
  3632. return;
  3633. }
  3634. }
  3635. else
  3636. {
  3637. return;
  3638. }
  3639. }
  3640. assert(chargedArt.has_value());
  3641. DischargeArtifact msg(std::get<1>(chargedArt.value()), std::get<2>(chargedArt.value()));
  3642. msg.artLoc.emplace(hero->id, std::get<0>(chargedArt.value()));
  3643. sendAndApply(msg);
  3644. }