CGameHandler.cpp 130 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/PlayerMessageProcessor.h"
  19. #include "processors/TurnOrderProcessor.h"
  20. #include "queries/QueriesProcessor.h"
  21. #include "queries/MapQueries.h"
  22. #include "../lib/ArtifactUtils.h"
  23. #include "../lib/CArtHandler.h"
  24. #include "../lib/CBuildingHandler.h"
  25. #include "../lib/CCreatureHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/CGeneralTextHandler.h"
  28. #include "../lib/CHeroHandler.h"
  29. #include "../lib/CPlayerState.h"
  30. #include "../lib/CSoundBase.h"
  31. #include "../lib/CThreadHelper.h"
  32. #include "../lib/CTownHandler.h"
  33. #include "../lib/GameConstants.h"
  34. #include "../lib/UnlockGuard.h"
  35. #include "../lib/GameSettings.h"
  36. #include "../lib/ScriptHandler.h"
  37. #include "../lib/StartInfo.h"
  38. #include "../lib/TerrainHandler.h"
  39. #include "../lib/VCMIDirs.h"
  40. #include "../lib/VCMI_Lib.h"
  41. #include "../lib/int3.h"
  42. #include "../lib/battle/BattleInfo.h"
  43. #include "../lib/filesystem/FileInfo.h"
  44. #include "../lib/filesystem/Filesystem.h"
  45. #include "../lib/gameState/CGameState.h"
  46. #include "../lib/mapping/CMap.h"
  47. #include "../lib/mapping/CMapService.h"
  48. #include "../lib/mapObjects/CGMarket.h"
  49. #include "../lib/mapObjects/CGTownInstance.h"
  50. #include "../lib/mapObjects/MiscObjects.h"
  51. #include "../lib/modding/ModIncompatibility.h"
  52. #include "../lib/networkPacks/StackLocation.h"
  53. #include "../lib/pathfinder/CPathfinder.h"
  54. #include "../lib/pathfinder/PathfinderOptions.h"
  55. #include "../lib/pathfinder/TurnInfo.h"
  56. #include "../lib/registerTypes/RegisterTypesServerPacks.h"
  57. #include "../lib/rmg/CMapGenOptions.h"
  58. #include "../lib/serializer/CSaveFile.h"
  59. #include "../lib/serializer/CLoadFile.h"
  60. #include "../lib/serializer/Connection.h"
  61. #include "../lib/spells/CSpellHandler.h"
  62. #include "vstd/CLoggerBase.h"
  63. #include <vcmi/events/EventBus.h>
  64. #include <vcmi/events/GenericEvents.h>
  65. #include <vcmi/events/AdventureEvents.h>
  66. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  67. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  68. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  69. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  70. template <typename T> class CApplyOnGH;
  71. class CBaseForGHApply
  72. {
  73. public:
  74. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const =0;
  75. virtual ~CBaseForGHApply(){}
  76. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  77. {
  78. return new CApplyOnGH<U>();
  79. }
  80. };
  81. template <typename T> class CApplyOnGH : public CBaseForGHApply
  82. {
  83. public:
  84. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  85. {
  86. T *ptr = static_cast<T*>(pack);
  87. try
  88. {
  89. ApplyGhNetPackVisitor applier(*gh);
  90. ptr->visit(applier);
  91. return applier.getResult();
  92. }
  93. catch(ExceptionNotAllowedAction & e)
  94. {
  95. (void)e;
  96. return false;
  97. }
  98. }
  99. };
  100. template <>
  101. class CApplyOnGH<CPack> : public CBaseForGHApply
  102. {
  103. public:
  104. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  105. {
  106. logGlobal->error("Cannot apply on GH plain CPack!");
  107. assert(0);
  108. return false;
  109. }
  110. };
  111. static inline double distance(int3 a, int3 b)
  112. {
  113. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  114. }
  115. template <typename T>
  116. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  117. {
  118. fun(args[which]);
  119. }
  120. const Services * CGameHandler::services() const
  121. {
  122. return VLC;
  123. }
  124. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  125. {
  126. return gs->getBattle(battleID);
  127. }
  128. const CGameHandler::GameCb * CGameHandler::game() const
  129. {
  130. return this;
  131. }
  132. vstd::CLoggerBase * CGameHandler::logger() const
  133. {
  134. return logGlobal;
  135. }
  136. events::EventBus * CGameHandler::eventBus() const
  137. {
  138. return serverEventBus.get();
  139. }
  140. CVCMIServer * CGameHandler::gameLobby() const
  141. {
  142. return lobby;
  143. }
  144. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  145. {
  146. changeSecSkill(hero, skill, 1, 0);
  147. expGiven(hero);
  148. }
  149. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  150. {
  151. // required exp for at least 1 lvl-up hasn't been reached
  152. if (!hero->gainsLevel())
  153. {
  154. return;
  155. }
  156. // give primary skill
  157. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  158. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  159. SetPrimSkill sps;
  160. sps.id = hero->id;
  161. sps.which = primarySkill;
  162. sps.abs = false;
  163. sps.val = 1;
  164. sendAndApply(&sps);
  165. HeroLevelUp hlu;
  166. hlu.player = hero->tempOwner;
  167. hlu.heroId = hero->id;
  168. hlu.primskill = primarySkill;
  169. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  170. if (hlu.skills.size() == 0)
  171. {
  172. sendAndApply(&hlu);
  173. levelUpHero(hero);
  174. }
  175. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  176. {
  177. sendAndApply(&hlu);
  178. levelUpHero(hero, hlu.skills.front());
  179. }
  180. else if (hlu.skills.size() > 1)
  181. {
  182. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  183. hlu.queryID = levelUpQuery->queryID;
  184. queries->addQuery(levelUpQuery);
  185. sendAndApply(&hlu);
  186. //level up will be called on query reply
  187. }
  188. }
  189. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  190. {
  191. SetCommanderProperty scp;
  192. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  193. if (hero)
  194. scp.heroid = hero->id;
  195. else
  196. {
  197. complain ("Commander is not led by hero!");
  198. return;
  199. }
  200. scp.accumulatedBonus.additionalInfo = 0;
  201. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  202. scp.accumulatedBonus.turnsRemain = 0;
  203. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  204. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  205. if (skill <= ECommander::SPELL_POWER)
  206. {
  207. scp.which = SetCommanderProperty::BONUS;
  208. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  209. {
  210. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  211. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  212. };
  213. switch (skill)
  214. {
  215. case ECommander::ATTACK:
  216. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  217. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  218. break;
  219. case ECommander::DEFENSE:
  220. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  221. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  222. break;
  223. case ECommander::HEALTH:
  224. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  225. 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.
  226. break;
  227. case ECommander::DAMAGE:
  228. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  229. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  230. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  231. break;
  232. case ECommander::SPEED:
  233. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  234. break;
  235. case ECommander::SPELL_POWER:
  236. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  237. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  238. sendAndApply (&scp); //additional pack
  239. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  240. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  241. sendAndApply (&scp); //additional pack
  242. scp.accumulatedBonus.type = BonusType::CASTS;
  243. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  244. sendAndApply (&scp); //additional pack
  245. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  246. break;
  247. }
  248. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  249. sendAndApply (&scp);
  250. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  251. scp.additionalInfo = skill;
  252. scp.amount = c->secondarySkills.at(skill) + 1;
  253. sendAndApply (&scp);
  254. }
  255. else if (skill >= 100)
  256. {
  257. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  258. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  259. scp.additionalInfo = skill; //unnormalized
  260. sendAndApply (&scp);
  261. }
  262. expGiven(hero);
  263. }
  264. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  265. {
  266. if (!c->gainsLevel())
  267. {
  268. return;
  269. }
  270. CommanderLevelUp clu;
  271. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  272. if(hero)
  273. {
  274. clu.heroId = hero->id;
  275. clu.player = hero->tempOwner;
  276. }
  277. else
  278. {
  279. complain ("Commander is not led by hero!");
  280. return;
  281. }
  282. //picking sec. skills for choice
  283. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  284. {
  285. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  286. clu.skills.push_back(i);
  287. }
  288. int i = 100;
  289. for (auto specialSkill : VLC->creh->skillRequirements)
  290. {
  291. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  292. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  293. && !vstd::contains (c->specialSkills, i))
  294. clu.skills.push_back (i);
  295. ++i;
  296. }
  297. int skillAmount = static_cast<int>(clu.skills.size());
  298. if (!skillAmount)
  299. {
  300. sendAndApply(&clu);
  301. levelUpCommander(c);
  302. }
  303. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  304. {
  305. sendAndApply(&clu);
  306. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  307. }
  308. else if (skillAmount > 1) //apply and ask for secondary skill
  309. {
  310. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  311. clu.queryID = commanderLevelUp->queryID;
  312. queries->addQuery(commanderLevelUp);
  313. sendAndApply(&clu);
  314. }
  315. }
  316. void CGameHandler::expGiven(const CGHeroInstance *hero)
  317. {
  318. if (hero->gainsLevel())
  319. levelUpHero(hero);
  320. else if (hero->commander && hero->commander->gainsLevel())
  321. levelUpCommander(hero->commander);
  322. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  323. // levelUpCommander(hero->commander);
  324. // else
  325. // levelUpHero(hero);
  326. }
  327. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  328. {
  329. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  330. TExpType currExp = hero->exp;
  331. if (gs->map->levelLimit != 0)
  332. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  333. TExpType canGainExp = 0;
  334. if (maxExp > currExp)
  335. canGainExp = maxExp - currExp;
  336. if (amountToGain > canGainExp)
  337. {
  338. // set given experience to max possible, but don't decrease if hero already over top
  339. amountToGain = canGainExp;
  340. InfoWindow iw;
  341. iw.player = hero->tempOwner;
  342. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  343. iw.text.replaceTextID(hero->getNameTextID());
  344. sendAndApply(&iw);
  345. }
  346. SetPrimSkill sps;
  347. sps.id = hero->id;
  348. sps.which = PrimarySkill::EXPERIENCE;
  349. sps.abs = false;
  350. sps.val = amountToGain;
  351. sendAndApply(&sps);
  352. //hero may level up
  353. if (hero->commander && hero->commander->alive)
  354. {
  355. //FIXME: trim experience according to map limit?
  356. SetCommanderProperty scp;
  357. scp.heroid = hero->id;
  358. scp.which = SetCommanderProperty::EXPERIENCE;
  359. scp.amount = amountToGain;
  360. sendAndApply (&scp);
  361. CBonusSystemNode::treeHasChanged();
  362. }
  363. expGiven(hero);
  364. }
  365. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  366. {
  367. SetPrimSkill sps;
  368. sps.id = hero->id;
  369. sps.which = which;
  370. sps.abs = abs;
  371. sps.val = val;
  372. sendAndApply(&sps);
  373. }
  374. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  375. {
  376. if(!hero)
  377. {
  378. logGlobal->error("changeSecSkill provided no hero");
  379. return;
  380. }
  381. SetSecSkill sss;
  382. sss.id = hero->id;
  383. sss.which = which;
  384. sss.val = val;
  385. sss.abs = abs;
  386. sendAndApply(&sss);
  387. if (hero->visitedTown)
  388. giveSpells(hero->visitedTown, hero);
  389. // Our scouting range may have changed - update it
  390. if (hero->getOwner().isValidPlayer())
  391. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  392. }
  393. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  394. {
  395. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  396. {
  397. assert(0); // game should have shut down before reaching this point!
  398. return;
  399. }
  400. for(auto & playerConnections : connections)
  401. {
  402. PlayerColor playerId = playerConnections.first;
  403. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  404. if(!playerSettings)
  405. continue;
  406. auto playerConnection = vstd::find(playerConnections.second, c);
  407. if(playerConnection != playerConnections.second.end())
  408. {
  409. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  410. playerMessages->broadcastMessage(playerId, messageText);
  411. }
  412. }
  413. }
  414. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  415. {
  416. //prepare struct informing that action was applied
  417. auto sendPackageResponse = [&](bool successfullyApplied)
  418. {
  419. PackageApplied applied;
  420. applied.player = pack->player;
  421. applied.result = successfullyApplied;
  422. applied.packType = CTypeList::getInstance().getTypeID(pack);
  423. applied.requestID = pack->requestID;
  424. pack->c->sendPack(&applied);
  425. };
  426. CBaseForGHApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //and appropriate applier object
  427. if(isBlockedByQueries(pack, pack->player))
  428. {
  429. sendPackageResponse(false);
  430. }
  431. else if(apply)
  432. {
  433. const bool result = apply->applyOnGH(this, this->gs, pack);
  434. if(result)
  435. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  436. else
  437. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  438. % typeid(*pack).name()).str());
  439. sendPackageResponse(true);
  440. }
  441. else
  442. {
  443. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  444. sendPackageResponse(false);
  445. }
  446. vstd::clear_pointer(pack);
  447. }
  448. CGameHandler::CGameHandler(CVCMIServer * lobby)
  449. : lobby(lobby)
  450. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  451. , battles(std::make_unique<BattleProcessor>(this))
  452. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  453. , queries(std::make_unique<QueriesProcessor>())
  454. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  455. , complainNoCreatures("No creatures to split")
  456. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  457. , complainInvalidSlot("Invalid slot accessed!")
  458. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  459. {
  460. QID = 1;
  461. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  462. registerTypesServerPacks(*applier);
  463. spellEnv = new ServerSpellCastEnvironment(this);
  464. }
  465. CGameHandler::~CGameHandler()
  466. {
  467. delete spellEnv;
  468. delete gs;
  469. gs = nullptr;
  470. }
  471. void CGameHandler::reinitScripting()
  472. {
  473. serverEventBus = std::make_unique<events::EventBus>();
  474. #if SCRIPTING_ENABLED
  475. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  476. #endif
  477. }
  478. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  479. {
  480. if (si->seedToBeUsed == 0)
  481. {
  482. si->seedToBeUsed = CRandomGenerator::getDefault().nextInt();
  483. }
  484. CMapService mapService;
  485. gs = new CGameState();
  486. gs->preInit(VLC, this);
  487. logGlobal->info("Gamestate created!");
  488. gs->init(&mapService, si, progressTracking);
  489. logGlobal->info("Gamestate initialized!");
  490. // reset seed, so that clients can't predict any following random values
  491. getRandomGenerator().resetSeed();
  492. for (auto & elem : gs->players)
  493. turnOrder->addPlayer(elem.first);
  494. for (auto & elem : gs->map->allHeroes)
  495. {
  496. if(elem)
  497. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  498. }
  499. reinitScripting();
  500. }
  501. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  502. {
  503. return a.earlierThan(b);
  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 = getPlayerState(town->tempOwner);
  508. if (!p)
  509. {
  510. assert(town->tempOwner == PlayerColor::NEUTRAL);
  511. return;
  512. }
  513. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  514. {
  515. SetAvailableCreatures ssi;
  516. ssi.tid = town->id;
  517. ssi.creatures = town->creatures;
  518. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  519. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  520. if (dwellings.empty())//no dwellings - just remove
  521. {
  522. sendAndApply(&ssi);
  523. return;
  524. }
  525. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  526. // for multi-creature dwellings like Golem Factory
  527. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  528. if (clear)
  529. {
  530. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  531. }
  532. else
  533. {
  534. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  535. }
  536. ssi.creatures[GameConstants::CREATURES_PER_TOWN].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. }
  545. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  546. {
  547. const auto * playerState = gs->getPlayerState(which);
  548. assert(playerState->status == EPlayerStatus::INGAME);
  549. if (playerState->towns.empty())
  550. {
  551. DaysWithoutTown pack;
  552. pack.player = which;
  553. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  554. sendAndApply(&pack);
  555. }
  556. else
  557. {
  558. if (playerState->daysWithoutCastle.has_value())
  559. {
  560. DaysWithoutTown pack;
  561. pack.player = which;
  562. pack.daysWithoutCastle = std::nullopt;
  563. sendAndApply(&pack);
  564. }
  565. }
  566. // check for 7 days without castle
  567. checkVictoryLossConditionsForPlayer(which);
  568. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  569. if (newWeek) //new heroes in tavern
  570. heroPool->onNewWeek(which);
  571. }
  572. void CGameHandler::onNewTurn()
  573. {
  574. logGlobal->trace("Turn %d", gs->day+1);
  575. NewTurn n;
  576. n.specialWeek = NewTurn::NO_ACTION;
  577. n.creatureid = CreatureID::NONE;
  578. n.day = gs->day + 1;
  579. bool firstTurn = !getDate(Date::DAY);
  580. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  581. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  582. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  583. if (firstTurn)
  584. {
  585. for (auto obj : gs->map->objects)
  586. {
  587. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  588. {
  589. giveExperience(getHero(obj->id), 0);
  590. }
  591. }
  592. }
  593. if (newWeek && !firstTurn)
  594. {
  595. n.specialWeek = NewTurn::NORMAL;
  596. bool deityOfFireBuilt = false;
  597. for (const CGTownInstance *t : gs->map->towns)
  598. {
  599. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  600. {
  601. deityOfFireBuilt = true;
  602. break;
  603. }
  604. }
  605. if (deityOfFireBuilt)
  606. {
  607. n.specialWeek = NewTurn::DEITYOFFIRE;
  608. n.creatureid = CreatureID::IMP;
  609. }
  610. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  611. {
  612. int monthType = getRandomGenerator().nextInt(99);
  613. if (newMonth) //new month
  614. {
  615. if (monthType < 40) //double growth
  616. {
  617. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  618. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  619. {
  620. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  621. }
  622. else if (VLC->creh->doubledCreatures.size())
  623. {
  624. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  625. }
  626. else
  627. {
  628. complain("Cannot find creature that can be spawned!");
  629. n.specialWeek = NewTurn::NORMAL;
  630. }
  631. }
  632. else if (monthType < 50)
  633. n.specialWeek = NewTurn::PLAGUE;
  634. }
  635. else //it's a week, but not full month
  636. {
  637. if (monthType < 25)
  638. {
  639. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  640. std::pair<int, CreatureID> newMonster(54, CreatureID());
  641. do
  642. {
  643. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  644. } while (VLC->creh->objects[newMonster.second] &&
  645. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  646. n.creatureid = newMonster.second;
  647. }
  648. }
  649. }
  650. }
  651. for (auto & elem : gs->players)
  652. {
  653. if (elem.first == PlayerColor::NEUTRAL)
  654. continue;
  655. assert(elem.first.isValidPlayer());//illegal player number!
  656. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  657. hadGold.insert(playerGold);
  658. if (firstTurn)
  659. heroPool->onNewWeek(elem.first);
  660. n.res[elem.first] = elem.second.resources;
  661. if(!firstTurn)
  662. {
  663. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  664. {
  665. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
  666. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * elem.second.towns.size();
  667. }
  668. if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  669. {
  670. bool hasCrystalGenCreature = false;
  671. for(CGHeroInstance * hero : elem.second.heroes)
  672. {
  673. for(auto stack : hero->stacks)
  674. {
  675. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  676. {
  677. hasCrystalGenCreature = true;
  678. break;
  679. }
  680. }
  681. }
  682. if(!hasCrystalGenCreature) //not found in armies, check towns
  683. {
  684. for(CGTownInstance * town : elem.second.towns)
  685. {
  686. for(auto stack : town->stacks)
  687. {
  688. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  689. {
  690. hasCrystalGenCreature = true;
  691. break;
  692. }
  693. }
  694. }
  695. }
  696. if(hasCrystalGenCreature)
  697. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  698. }
  699. }
  700. for (CGHeroInstance *h : (elem).second.heroes)
  701. {
  702. if (h->visitedTown)
  703. giveSpells(h->visitedTown, h);
  704. NewTurn::Hero hth;
  705. hth.id = h->id;
  706. auto ti = std::make_unique<TurnInfo>(h, 1);
  707. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  708. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  709. hth.mana = h->getManaNewTurn();
  710. n.heroes.insert(hth);
  711. if (!firstTurn) //not first day
  712. {
  713. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  714. {
  715. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  716. }
  717. }
  718. }
  719. }
  720. for (CGTownInstance *t : gs->map->towns)
  721. {
  722. PlayerColor player = t->tempOwner;
  723. handleTownEvents(t, n);
  724. if (newWeek) //first day of week
  725. {
  726. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  727. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  728. if (!firstTurn)
  729. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  730. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  731. if (!vstd::contains(n.cres, t->id))
  732. {
  733. n.cres[t->id].tid = t->id;
  734. n.cres[t->id].creatures = t->creatures;
  735. }
  736. auto & sac = n.cres.at(t->id);
  737. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  738. {
  739. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  740. {
  741. ui32 &availableCount = sac.creatures.at(k).first;
  742. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  743. if (n.specialWeek == NewTurn::PLAGUE)
  744. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  745. else
  746. {
  747. if (firstTurn) //first day of game: use only basic growths
  748. availableCount = cre->getGrowth();
  749. else
  750. availableCount += t->creatureGrowth(k);
  751. //Deity of fire week - upgrade both imps and upgrades
  752. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  753. availableCount += 15;
  754. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  755. {
  756. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  757. availableCount *= 2;
  758. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  759. availableCount += 5;
  760. }
  761. }
  762. }
  763. }
  764. }
  765. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  766. {
  767. n.res[player] = n.res[player] + t->dailyIncome();
  768. }
  769. if(t->hasBuilt(BuildingID::GRAIL)
  770. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  771. {
  772. // Skyship, probably easier to handle same as Veil of darkness
  773. //do it every new day after veils apply
  774. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  775. {
  776. FoWChange fw;
  777. fw.mode = ETileVisibility::REVEALED;
  778. fw.player = player;
  779. // find all hidden tiles
  780. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  781. auto shape = fow.shape();
  782. for(size_t z = 0; z < shape[0]; z++)
  783. for(size_t x = 0; x < shape[1]; x++)
  784. for(size_t y = 0; y < shape[2]; y++)
  785. if (!fow[z][x][y])
  786. fw.tiles.insert(int3(x, y, z));
  787. sendAndApply (&fw);
  788. }
  789. }
  790. if (t->hasBonusOfType (BonusType::DARKNESS))
  791. {
  792. for (auto & player : gs->players)
  793. {
  794. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  795. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  796. changeFogOfWar(t->getSightCenter(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  797. }
  798. }
  799. }
  800. if (newMonth)
  801. {
  802. SetAvailableArtifacts saa;
  803. saa.id = ObjectInstanceID::NONE;
  804. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  805. sendAndApply(&saa);
  806. }
  807. sendAndApply(&n);
  808. if (newWeek)
  809. {
  810. //spawn wandering monsters
  811. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  812. {
  813. spawnWanderingMonsters(n.creatureid);
  814. }
  815. //new week info popup
  816. if (!firstTurn)
  817. {
  818. InfoWindow iw;
  819. switch (n.specialWeek)
  820. {
  821. case NewTurn::DOUBLE_GROWTH:
  822. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  823. iw.text.replaceNameSingular(n.creatureid);
  824. iw.text.replaceNameSingular(n.creatureid);
  825. break;
  826. case NewTurn::PLAGUE:
  827. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  828. break;
  829. case NewTurn::BONUS_GROWTH:
  830. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  831. iw.text.replaceNameSingular(n.creatureid);
  832. iw.text.replaceNameSingular(n.creatureid);
  833. break;
  834. case NewTurn::DEITYOFFIRE:
  835. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  836. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  837. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  838. iw.text.replacePositiveNumber(15);//%+d 15
  839. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  840. iw.text.replacePositiveNumber(15);//%+d 15
  841. break;
  842. default:
  843. if (newMonth)
  844. {
  845. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  846. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  847. }
  848. else
  849. {
  850. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  851. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  852. }
  853. }
  854. for (auto & elem : gs->players)
  855. {
  856. iw.player = elem.first;
  857. sendAndApply(&iw);
  858. }
  859. }
  860. }
  861. if (!firstTurn)
  862. checkVictoryLossConditionsForAll(); // check for map turn limit
  863. logGlobal->trace("Info about turn %d has been sent!", n.day);
  864. handleTimeEvents();
  865. //call objects
  866. for (auto & elem : gs->map->objects)
  867. {
  868. if (elem)
  869. elem->newTurn(getRandomGenerator());
  870. }
  871. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  872. }
  873. void CGameHandler::start(bool resume)
  874. {
  875. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  876. for (auto cc : lobby->activeConnections)
  877. {
  878. auto players = lobby->getAllClientPlayers(cc->connectionID);
  879. std::stringstream sbuffer;
  880. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  881. for (PlayerColor color : players)
  882. {
  883. sbuffer << color << " ";
  884. connections[color].insert(cc);
  885. }
  886. logGlobal->info(sbuffer.str());
  887. }
  888. #if SCRIPTING_ENABLED
  889. services()->scripts()->run(serverScripts);
  890. #endif
  891. if (!resume)
  892. {
  893. onNewTurn();
  894. events::TurnStarted::defaultExecute(serverEventBus.get());
  895. for(auto & player : gs->players)
  896. turnTimerHandler->onGameplayStart(player.first);
  897. }
  898. else
  899. events::GameResumed::defaultExecute(serverEventBus.get());
  900. turnOrder->onGameStarted();
  901. }
  902. void CGameHandler::tick(int millisecondsPassed)
  903. {
  904. turnTimerHandler->update(millisecondsPassed);
  905. }
  906. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  907. {
  908. if (!h->hasSpellbook())
  909. return; //hero hasn't spellbook
  910. ChangeSpells cs;
  911. cs.hid = h->id;
  912. cs.learn = true;
  913. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  914. {
  915. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  916. for (int i = 0; i < h->maxSpellLevel(); i++)
  917. {
  918. std::vector<SpellID> spells;
  919. getAllowedSpells(spells, i+1);
  920. for (auto & spell : spells)
  921. cs.spells.insert(spell);
  922. }
  923. }
  924. else
  925. {
  926. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  927. {
  928. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  929. {
  930. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  931. cs.spells.insert(t->spells.at(i).at(j));
  932. }
  933. }
  934. }
  935. if (!cs.spells.empty())
  936. sendAndApply(&cs);
  937. }
  938. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  939. {
  940. if (!obj || !getObj(obj->id))
  941. {
  942. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  943. return false;
  944. }
  945. RemoveObject ro;
  946. ro.objectID = obj->id;
  947. ro.initiator = initiator;
  948. sendAndApply(&ro);
  949. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  950. return true;
  951. }
  952. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  953. {
  954. const CGHeroInstance *h = getHero(hid);
  955. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  956. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  957. {
  958. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  959. return true; //timer expired, no error
  960. logGlobal->error("Illegal call to move hero!");
  961. return false;
  962. }
  963. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  964. const int3 hmpos = h->convertToVisitablePos(dst);
  965. if (!gs->map->isInTheMap(hmpos))
  966. {
  967. logGlobal->error("Destination tile is outside the map!");
  968. return false;
  969. }
  970. const TerrainTile t = *getTile(hmpos);
  971. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  972. CGObjectInstance * objectToVisit = nullptr;
  973. CGObjectInstance * guardian = nullptr;
  974. if (!t.visitableObjects.empty())
  975. objectToVisit = t.visitableObjects.back();
  976. if (isInTheMap(guardPos))
  977. {
  978. for (auto const & object : getTile(guardPos)->visitableObjects)
  979. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  980. guardian = object;
  981. }
  982. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  983. const bool disembarking = h->boat
  984. && t.terType->isLand()
  985. && (dst == h->pos
  986. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  987. //result structure for start - movement failed, no move points used
  988. TryMoveHero tmh;
  989. tmh.id = hid;
  990. tmh.start = h->pos;
  991. tmh.end = dst;
  992. tmh.result = TryMoveHero::FAILED;
  993. tmh.movePoints = h->movementPointsRemaining();
  994. //check if destination tile is available
  995. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  996. auto ti = pathfinderHelper->getTurnInfo();
  997. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  998. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  999. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  1000. const bool movingOntoObstacle = t.blocked && !t.visitable;
  1001. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  1002. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  1003. const auto complainRet = [&](const std::string & message)
  1004. {
  1005. //send info about movement failure
  1006. complain(message);
  1007. sendAndApply(&tmh);
  1008. return false;
  1009. };
  1010. if (guardian && getVisitingHero(guardian) != nullptr)
  1011. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  1012. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  1013. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  1014. if (objectToVisit &&
  1015. objectToVisit->getOwner().isValidPlayer() &&
  1016. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  1017. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1018. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  1019. //it's a rock or blocked and not visitable tile
  1020. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1021. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1022. return complainRet("Cannot move hero, destination tile is blocked!");
  1023. //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)
  1024. if(movingOntoWater && !canFly && !canWalkOnSea)
  1025. return complainRet("Cannot move hero, destination tile is on water!");
  1026. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1027. return complainRet("Cannot disembark hero, tile is blocked!");
  1028. if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
  1029. return complainRet("Tiles are not neighboring!");
  1030. if(h->inTownGarrison)
  1031. return complainRet("Can not move garrisoned hero!");
  1032. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  1033. return complainRet("Hero doesn't have any movement points left!");
  1034. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1035. return complainRet("Hero cannot transit over this tile!");
  1036. //several generic blocks of code
  1037. // should be called if hero changes tile but before applying TryMoveHero package
  1038. auto leaveTile = [&]()
  1039. {
  1040. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1041. {
  1042. obj->onHeroLeave(h);
  1043. }
  1044. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  1045. };
  1046. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1047. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1048. {
  1049. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1050. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1051. queries->addQuery(moveQuery);
  1052. if (leavingTile == LEAVING_TILE)
  1053. leaveTile();
  1054. if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1055. tmh.attackedFrom = std::make_optional(guardPos);
  1056. tmh.result = result;
  1057. sendAndApply(&tmh);
  1058. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1059. { // Hero should be always able to visit any object he is staying on even if there are guards around
  1060. visitObjectOnTile(t, h);
  1061. }
  1062. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1063. {
  1064. objectVisited(guardian, h);
  1065. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1066. }
  1067. else if (visitDest == VISIT_DEST)
  1068. {
  1069. visitObjectOnTile(t, h);
  1070. }
  1071. queries->popIfTop(moveQuery);
  1072. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1073. return result != TryMoveHero::FAILED;
  1074. };
  1075. //interaction with blocking object (like resources)
  1076. auto blockingVisit = [&]() -> bool
  1077. {
  1078. for (CGObjectInstance *obj : t.visitableObjects)
  1079. {
  1080. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1081. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1082. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1083. {
  1084. EVisitDest visitDest = VISIT_DEST;
  1085. if(h->boat && !h->boat->onboardVisitAllowed)
  1086. visitDest = DONT_VISIT_DEST;
  1087. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1088. }
  1089. }
  1090. return false;
  1091. };
  1092. if (!transit && embarking)
  1093. {
  1094. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1095. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1096. // In H3 embark ignore guards
  1097. }
  1098. if (disembarking)
  1099. {
  1100. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1101. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1102. }
  1103. if (movementMode != EMovementMode::STANDARD)
  1104. {
  1105. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1106. return true;
  1107. EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  1108. ? CHECK_FOR_GUARDS
  1109. : IGNORE_GUARDS;
  1110. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  1111. // visit town for town portal \ castle gates
  1112. // do not use generic visitObjectOnTile to avoid double-teleporting
  1113. // if this moveHero call was triggered by teleporter
  1114. if (objectToVisit)
  1115. {
  1116. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1117. town->onHeroVisit(h);
  1118. }
  1119. return true;
  1120. }
  1121. //still here? it is standard movement!
  1122. {
  1123. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1124. ? h->movementPointsRemaining() - cost
  1125. : 0;
  1126. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1127. EVisitDest visitDest = VISIT_DEST;
  1128. if (transit)
  1129. {
  1130. if (CGTeleport::isTeleport(objectToVisit))
  1131. visitDest = DONT_VISIT_DEST;
  1132. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1133. {
  1134. lookForGuards = IGNORE_GUARDS;
  1135. visitDest = DONT_VISIT_DEST;
  1136. }
  1137. }
  1138. else if (blockingVisit())
  1139. return true;
  1140. if(h->boat && !h->boat->onboardAssaultAllowed)
  1141. lookForGuards = IGNORE_GUARDS;
  1142. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1143. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1144. return true;
  1145. }
  1146. }
  1147. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1148. {
  1149. const CGHeroInstance *h = getHero(hid);
  1150. const CGTownInstance *t = getTown(dstid);
  1151. if (!h || !t)
  1152. COMPLAIN_RET("Invalid call to teleportHero!");
  1153. const CGTownInstance *from = h->visitedTown;
  1154. if (((h->getOwner() != t->getOwner())
  1155. && complain("Cannot teleport hero to another player"))
  1156. || (from->town->faction->getId() != t->town->faction->getId()
  1157. && complain("Source town and destination town should belong to the same faction"))
  1158. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1159. && complain("Hero must be in town with Castle gate for teleporting"))
  1160. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1161. && complain("Cannot teleport hero to town without Castle gate in it")))
  1162. return false;
  1163. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1164. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  1165. return true;
  1166. }
  1167. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1168. {
  1169. PlayerColor oldOwner = getOwner(obj->id);
  1170. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  1171. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1172. checkVictoryLossConditions(playerColors);
  1173. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1174. if (town) //town captured
  1175. {
  1176. if (owner.isValidPlayer()) //new owner is real player
  1177. {
  1178. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1179. setPortalDwelling(town, true, false);
  1180. }
  1181. if (oldOwner.isValidPlayer()) //old owner is real player
  1182. {
  1183. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last town
  1184. {
  1185. InfoWindow iw;
  1186. iw.player = oldOwner;
  1187. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  1188. iw.text.replaceName(oldOwner);
  1189. sendAndApply(&iw);
  1190. }
  1191. }
  1192. }
  1193. const PlayerState * p = getPlayerState(owner);
  1194. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1195. {
  1196. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1197. {
  1198. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1199. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1200. }
  1201. }
  1202. }
  1203. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1204. {
  1205. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1206. queries->addQuery(dialogQuery);
  1207. iw->queryID = dialogQuery->queryID;
  1208. sendToAllClients(iw);
  1209. }
  1210. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1211. {
  1212. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1213. queries->addQuery(dialogQuery);
  1214. iw->queryID = dialogQuery->queryID;
  1215. sendToAllClients(iw);
  1216. }
  1217. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1218. {
  1219. if (!val) return; //don't waste time on empty call
  1220. TResources resources;
  1221. resources[which] = val;
  1222. giveResources(player, resources);
  1223. }
  1224. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1225. {
  1226. SetResources sr;
  1227. sr.abs = false;
  1228. sr.player = player;
  1229. sr.res = resources;
  1230. sendAndApply(&sr);
  1231. }
  1232. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1233. {
  1234. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1235. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1236. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1237. //first we move creatures to give to make them army of object-source
  1238. for (auto & elem : creatures.Slots())
  1239. {
  1240. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1241. }
  1242. tryJoiningArmy(obj, h, remove, true);
  1243. }
  1244. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1245. {
  1246. std::vector<CStackBasicDescriptor> cres = creatures;
  1247. if (cres.size() <= 0)
  1248. return;
  1249. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1250. for (CStackBasicDescriptor &sbd : cres)
  1251. {
  1252. TQuantity collected = 0;
  1253. while(collected < sbd.count)
  1254. {
  1255. bool foundSth = false;
  1256. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1257. {
  1258. if (i->second->type == sbd.type)
  1259. {
  1260. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1261. changeStackCount(StackLocation(obj, i->first), -take, false);
  1262. collected += take;
  1263. foundSth = true;
  1264. break;
  1265. }
  1266. }
  1267. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1268. {
  1269. complain("Unexpected failure during taking creatures!");
  1270. return;
  1271. }
  1272. }
  1273. }
  1274. }
  1275. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1276. {
  1277. HeroVisitCastle vc;
  1278. vc.hid = hero->id;
  1279. vc.tid = obj->id;
  1280. vc.flags |= 1;
  1281. sendAndApply(&vc);
  1282. visitCastleObjects(obj, hero);
  1283. giveSpells (obj, hero);
  1284. if (obj->visitingHero && obj->garrisonHero)
  1285. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  1286. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1287. }
  1288. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1289. {
  1290. for (auto building : t->bonusingBuildings)
  1291. building->onHeroVisit(h);
  1292. }
  1293. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1294. {
  1295. HeroVisitCastle vc;
  1296. vc.hid = hero->id;
  1297. vc.tid = obj->id;
  1298. sendAndApply(&vc);
  1299. }
  1300. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1301. {
  1302. EraseArtifact ea;
  1303. ea.al = al;
  1304. sendAndApply(&ea);
  1305. }
  1306. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1307. {
  1308. ChangeSpells cs;
  1309. cs.hid = hero->id;
  1310. cs.spells = spells;
  1311. cs.learn = give;
  1312. sendAndApply(&cs);
  1313. }
  1314. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1315. {
  1316. sendAndApply(bonus);
  1317. }
  1318. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1319. {
  1320. sendAndApply(smp);
  1321. }
  1322. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1323. {
  1324. SetMovePoints smp;
  1325. smp.hid = hid;
  1326. smp.val = val;
  1327. smp.absolute = absolute;
  1328. sendAndApply(&smp);
  1329. }
  1330. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1331. {
  1332. SetMana sm;
  1333. sm.hid = hid;
  1334. sm.val = val;
  1335. sm.absolute = true;
  1336. sendAndApply(&sm);
  1337. }
  1338. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1339. {
  1340. GiveHero gh;
  1341. gh.id = id;
  1342. gh.player = player;
  1343. gh.boatId = boatId;
  1344. sendAndApply(&gh);
  1345. //Reveal fow around new hero, especially released from Prison
  1346. auto h = getHero(id);
  1347. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1348. }
  1349. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1350. {
  1351. ChangeObjPos cop;
  1352. cop.objid = objid;
  1353. cop.nPos = newPos;
  1354. cop.initiator = initiator;
  1355. sendAndApply(&cop);
  1356. }
  1357. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1358. {
  1359. const CGHeroInstance * h1 = getHero(fromHero);
  1360. const CGHeroInstance * h2 = getHero(toHero);
  1361. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1362. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1363. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1364. {
  1365. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1366. std::swap(fromHero, toHero);
  1367. }
  1368. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1369. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1370. return;//no scholar skill or no spellbook
  1371. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1372. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1373. ChangeSpells cs1;
  1374. cs1.learn = true;
  1375. cs1.hid = toHero;//giving spells to first hero
  1376. for (auto it : h1->getSpellsInSpellbook())
  1377. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1378. cs1.spells.insert(it);//spell to learn
  1379. ChangeSpells cs2;
  1380. cs2.learn = true;
  1381. cs2.hid = fromHero;
  1382. for (auto it : h2->getSpellsInSpellbook())
  1383. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1384. cs2.spells.insert(it);
  1385. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1386. {
  1387. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1388. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1389. InfoWindow iw;
  1390. iw.player = h1->tempOwner;
  1391. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1392. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1393. iw.text.replaceTextID(h1->getNameTextID());
  1394. if (!cs2.spells.empty())//if found new spell - apply
  1395. {
  1396. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1397. int size = static_cast<int>(cs2.spells.size());
  1398. for (auto it : cs2.spells)
  1399. {
  1400. iw.components.emplace_back(ComponentType::SPELL, it);
  1401. iw.text.appendName(it);
  1402. switch (size--)
  1403. {
  1404. case 2:
  1405. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1406. case 1:
  1407. break;
  1408. default:
  1409. iw.text.appendRawString(", ");
  1410. }
  1411. }
  1412. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1413. iw.text.replaceTextID(h2->getNameTextID());
  1414. sendAndApply(&cs2);
  1415. }
  1416. if (!cs1.spells.empty() && !cs2.spells.empty())
  1417. {
  1418. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1419. }
  1420. if (!cs1.spells.empty())
  1421. {
  1422. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1423. int size = static_cast<int>(cs1.spells.size());
  1424. for (auto it : cs1.spells)
  1425. {
  1426. iw.components.emplace_back(ComponentType::SPELL, it);
  1427. iw.text.appendName(it);
  1428. switch (size--)
  1429. {
  1430. case 2:
  1431. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1432. case 1:
  1433. break;
  1434. default:
  1435. iw.text.appendRawString(", ");
  1436. }
  1437. }
  1438. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1439. iw.text.replaceTextID(h2->getNameTextID());
  1440. sendAndApply(&cs1);
  1441. }
  1442. sendAndApply(&iw);
  1443. }
  1444. }
  1445. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1446. {
  1447. auto h1 = getHero(hero1);
  1448. auto h2 = getHero(hero2);
  1449. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1450. {
  1451. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1452. ExchangeDialog hex;
  1453. hex.queryID = exchange->queryID;
  1454. hex.player = h1->getOwner();
  1455. hex.hero1 = hero1;
  1456. hex.hero2 = hero2;
  1457. sendAndApply(&hex);
  1458. useScholarSkill(hero1,hero2);
  1459. queries->addQuery(exchange);
  1460. }
  1461. }
  1462. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1463. {
  1464. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1465. for (auto c : lobby->activeConnections)
  1466. c->sendPack(pack);
  1467. }
  1468. void CGameHandler::sendAndApply(CPackForClient * pack)
  1469. {
  1470. sendToAllClients(pack);
  1471. gs->apply(pack);
  1472. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1473. }
  1474. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1475. {
  1476. sendAndApply(static_cast<CPackForClient *>(pack));
  1477. checkVictoryLossConditionsForAll();
  1478. }
  1479. void CGameHandler::sendAndApply(SetResources * pack)
  1480. {
  1481. sendAndApply(static_cast<CPackForClient *>(pack));
  1482. checkVictoryLossConditionsForPlayer(pack->player);
  1483. }
  1484. void CGameHandler::sendAndApply(NewStructures * pack)
  1485. {
  1486. sendAndApply(static_cast<CPackForClient *>(pack));
  1487. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1488. }
  1489. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1490. {
  1491. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1492. }
  1493. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1494. {
  1495. if(pack->c)
  1496. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1497. logNetwork->error("Player is not allowed to perform this action!");
  1498. throw ExceptionNotAllowedAction();
  1499. }
  1500. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1501. {
  1502. std::ostringstream oss;
  1503. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1504. logNetwork->error(oss.str());
  1505. if(pack->c)
  1506. playerMessages->sendSystemMessage(pack->c, oss.str());
  1507. }
  1508. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1509. {
  1510. if(!isPlayerOwns(pack, id))
  1511. {
  1512. wrongPlayerMessage(pack, getOwner(id));
  1513. throwNotAllowedAction(pack);
  1514. }
  1515. }
  1516. void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
  1517. {
  1518. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1519. throwNotAllowedAction(pack);
  1520. }
  1521. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1522. {
  1523. throwIfWrongPlayer(pack, pack->player);
  1524. }
  1525. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1526. {
  1527. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1528. {
  1529. wrongPlayerMessage(pack, player);
  1530. throwNotAllowedAction(pack);
  1531. }
  1532. }
  1533. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1534. {
  1535. complain(txt);
  1536. throwNotAllowedAction(pack);
  1537. }
  1538. void CGameHandler::save(const std::string & filename)
  1539. {
  1540. logGlobal->info("Saving to %s", filename);
  1541. const auto stem = FileInfo::GetPathStem(filename);
  1542. const auto savefname = stem.to_string() + ".vsgm1";
  1543. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1544. CResourceHandler::get("local")->createResource(savefname);
  1545. try
  1546. {
  1547. {
  1548. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1549. saveCommonState(save);
  1550. logGlobal->info("Saving server state");
  1551. save << *this;
  1552. }
  1553. logGlobal->info("Game has been successfully saved!");
  1554. }
  1555. catch(std::exception &e)
  1556. {
  1557. logGlobal->error("Failed to save game: %s", e.what());
  1558. }
  1559. }
  1560. bool CGameHandler::load(const std::string & filename)
  1561. {
  1562. logGlobal->info("Loading from %s", filename);
  1563. const auto stem = FileInfo::GetPathStem(filename);
  1564. reinitScripting();
  1565. try
  1566. {
  1567. {
  1568. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1569. lf.serializer.cb = this;
  1570. loadCommonState(lf);
  1571. logGlobal->info("Loading server state");
  1572. lf >> *this;
  1573. }
  1574. logGlobal->info("Game has been successfully loaded!");
  1575. }
  1576. catch(const ModIncompatibility & e)
  1577. {
  1578. logGlobal->error("Failed to load game: %s", e.what());
  1579. std::string errorMsg;
  1580. if(!e.whatMissing().empty())
  1581. {
  1582. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1583. errorMsg += e.whatMissing();
  1584. }
  1585. if(!e.whatExcessive().empty())
  1586. {
  1587. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1588. errorMsg += e.whatExcessive();
  1589. }
  1590. lobby->announceMessage(errorMsg);
  1591. return false;
  1592. }
  1593. catch(const IdentifierResolutionException & e)
  1594. {
  1595. logGlobal->error("Failed to load game: %s", e.what());
  1596. MetaString errorMsg;
  1597. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1598. errorMsg.replaceRawString(e.identifierName);
  1599. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1600. return false;
  1601. }
  1602. catch(const std::exception & e)
  1603. {
  1604. logGlobal->error("Failed to load game: %s", e.what());
  1605. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1606. return false;
  1607. }
  1608. gs->preInit(VLC, this);
  1609. gs->updateOnLoad(lobby->si.get());
  1610. return true;
  1611. }
  1612. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1613. {
  1614. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1615. return false;
  1616. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1617. const CCreatureSet & creatureSet = *army;
  1618. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1619. || (howMany < 1 && complain("Invalid split parameter!")))
  1620. {
  1621. return false;
  1622. }
  1623. auto actualAmount = army->getStackCount(slotSrc);
  1624. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1625. return false;
  1626. auto freeSlots = creatureSet.getFreeSlots();
  1627. if(freeSlots.empty() && complain("No empty stacks"))
  1628. return false;
  1629. BulkRebalanceStacks bulkRS;
  1630. for(auto slot : freeSlots)
  1631. {
  1632. RebalanceStacks rs;
  1633. rs.srcArmy = army->id;
  1634. rs.dstArmy = army->id;
  1635. rs.srcSlot = slotSrc;
  1636. rs.dstSlot = slot;
  1637. rs.count = howMany;
  1638. bulkRS.moves.push_back(rs);
  1639. actualAmount -= howMany;
  1640. if(actualAmount <= howMany)
  1641. break;
  1642. }
  1643. sendAndApply(&bulkRS);
  1644. return true;
  1645. }
  1646. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1647. {
  1648. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1649. return false;
  1650. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1651. const CCreatureSet & creatureSet = *army;
  1652. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1653. return false;
  1654. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1655. if(actualAmount < 1 && complain(complainNoCreatures))
  1656. return false;
  1657. auto currentCreature = creatureSet.getCreature(slotSrc);
  1658. if(!currentCreature && complain(complainNoCreatures))
  1659. return false;
  1660. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1661. if(!creatureSlots.size())
  1662. return false;
  1663. BulkRebalanceStacks bulkRS;
  1664. for(auto slot : creatureSlots)
  1665. {
  1666. RebalanceStacks rs;
  1667. rs.srcArmy = army->id;
  1668. rs.dstArmy = army->id;
  1669. rs.srcSlot = slot;
  1670. rs.dstSlot = slotSrc;
  1671. rs.count = creatureSet.getStackCount(slot);
  1672. bulkRS.moves.push_back(rs);
  1673. }
  1674. sendAndApply(&bulkRS);
  1675. return true;
  1676. }
  1677. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1678. {
  1679. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1680. return false;
  1681. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1682. const CCreatureSet & setSrc = *armySrc;
  1683. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1684. return false;
  1685. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1686. const CCreatureSet & setDest = *armyDest;
  1687. auto freeSlots = setDest.getFreeSlotsQueue();
  1688. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1689. TRebalanceMap moves;
  1690. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1691. auto slotsLeft = setSrc.stacksCount();
  1692. auto destMap = setDest.getCreatureMap();
  1693. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1694. while(!srcQueue.empty())
  1695. {
  1696. auto pair = srcQueue.top();
  1697. srcQueue.pop();
  1698. auto currCreature = pair.first;
  1699. auto currSlot = pair.second;
  1700. const auto quantity = setSrc.getStackCount(currSlot);
  1701. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1702. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1703. if(!alreadyExists)
  1704. {
  1705. if(freeSlots.empty())
  1706. continue;
  1707. auto currFreeSlot = freeSlots.front();
  1708. freeSlots.pop();
  1709. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1710. }
  1711. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1712. slotsLeft--;
  1713. }
  1714. if(slotsLeft == 1)
  1715. {
  1716. auto lastCreature = setSrc.getCreature(srcSlot);
  1717. auto slotToMove = SlotID();
  1718. // Try to find a slot for last creature
  1719. if(destMap.find(lastCreature) == destMap.end())
  1720. {
  1721. if(!freeSlots.empty())
  1722. slotToMove = freeSlots.front();
  1723. }
  1724. else
  1725. {
  1726. slotToMove = destMap[lastCreature];
  1727. }
  1728. if(slotToMove != SlotID())
  1729. {
  1730. const bool needsLastStack = armySrc->needsLastStack();
  1731. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1732. 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
  1733. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1734. }
  1735. }
  1736. BulkRebalanceStacks bulkRS;
  1737. for(auto & move : moves)
  1738. {
  1739. RebalanceStacks rs;
  1740. rs.srcArmy = armySrc->id;
  1741. rs.dstArmy = armyDest->id;
  1742. rs.srcSlot = move.first;
  1743. rs.dstSlot = move.second.first;
  1744. rs.count = move.second.second;
  1745. bulkRS.moves.push_back(rs);
  1746. }
  1747. sendAndApply(&bulkRS);
  1748. return true;
  1749. }
  1750. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1751. {
  1752. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1753. return false;
  1754. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1755. const CCreatureSet & creatureSet = *army;
  1756. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1757. return false;
  1758. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1759. if(actualAmount <= 1 && complain(complainNoCreatures))
  1760. return false;
  1761. auto freeSlot = creatureSet.getFreeSlot();
  1762. auto currentCreature = creatureSet.getCreature(slotSrc);
  1763. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1764. return true;
  1765. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1766. TQuantity totalCreatures = 0;
  1767. for(auto slot : creatureSlots)
  1768. totalCreatures += creatureSet.getStackCount(slot);
  1769. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1770. return false;
  1771. if(freeSlot != SlotID())
  1772. creatureSlots.push_back(freeSlot);
  1773. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1774. return false;
  1775. const auto totalCreatureSlots = creatureSlots.size();
  1776. const auto rem = totalCreatures % totalCreatureSlots;
  1777. const auto quotient = totalCreatures / totalCreatureSlots;
  1778. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1779. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1780. BulkSmartRebalanceStacks bulkSRS;
  1781. if(freeSlot != SlotID())
  1782. {
  1783. RebalanceStacks rs;
  1784. rs.srcArmy = rs.dstArmy = army->id;
  1785. rs.srcSlot = slotSrc;
  1786. rs.dstSlot = freeSlot;
  1787. rs.count = 1;
  1788. bulkSRS.moves.push_back(rs);
  1789. }
  1790. auto currSlot = 0;
  1791. auto check = 0;
  1792. for(auto slot : creatureSlots)
  1793. {
  1794. ChangeStackCount csc;
  1795. csc.army = army->id;
  1796. csc.slot = slot;
  1797. csc.count = (currSlot < rem)
  1798. ? quotient + 1
  1799. : quotient;
  1800. csc.absoluteValue = true;
  1801. bulkSRS.changes.push_back(csc);
  1802. currSlot++;
  1803. check += csc.count;
  1804. }
  1805. if(check != totalCreatures)
  1806. {
  1807. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1808. return false;
  1809. }
  1810. sendAndApply(&bulkSRS);
  1811. return true;
  1812. }
  1813. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1814. {
  1815. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1816. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1817. const CCreatureSet & S1 = *s1;
  1818. const CCreatureSet & S2 = *s2;
  1819. StackLocation sl1(s1, p1);
  1820. StackLocation sl2(s2, p2);
  1821. if (s1 == nullptr || s2 == nullptr)
  1822. {
  1823. complain("Cannot exchange stacks between non-existing objects!!\n");
  1824. return false;
  1825. }
  1826. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1827. {
  1828. complain(complainInvalidSlot);
  1829. return false;
  1830. }
  1831. if (!isAllowedExchange(id1,id2))
  1832. {
  1833. complain("Cannot exchange stacks between these two objects!\n");
  1834. return false;
  1835. }
  1836. // We can always put stacks into locked garrison, but not take them out of it
  1837. auto notRemovable = [&](const CArmedInstance * army)
  1838. {
  1839. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1840. {
  1841. auto g = dynamic_cast<const CGGarrison *>(army);
  1842. if (g && !g->removableUnits)
  1843. {
  1844. complain("Stacks in this garrison are not removable!\n");
  1845. return true;
  1846. }
  1847. }
  1848. return false;
  1849. };
  1850. if (what==1) //swap
  1851. {
  1852. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1853. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1854. {
  1855. complain("Can't take troops from another player!");
  1856. return false;
  1857. }
  1858. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1859. {
  1860. complain("Cannot swap stacks - slots are the same!");
  1861. return false;
  1862. }
  1863. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1864. {
  1865. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1866. return false;
  1867. }
  1868. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1869. return false;
  1870. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1871. return false;
  1872. swapStacks(sl1, sl2);
  1873. }
  1874. else if (what==2)//merge
  1875. {
  1876. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1877. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1878. return false;
  1879. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1880. {
  1881. complain("Cannot merge empty stack!");
  1882. return false;
  1883. }
  1884. else if (notRemovable(sl1.army))
  1885. return false;
  1886. moveStack(sl1, sl2);
  1887. }
  1888. else if (what==3) //split
  1889. {
  1890. const int countToMove = val - s2->getStackCount(p2);
  1891. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1892. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1893. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1894. {
  1895. complain("Can't move troops of another player!");
  1896. return false;
  1897. }
  1898. //general conditions checking
  1899. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1900. || (val<1 && complain(complainNoCreatures)) )
  1901. {
  1902. return false;
  1903. }
  1904. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1905. {
  1906. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1907. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1908. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1909. )
  1910. {
  1911. return false;
  1912. }
  1913. if (notRemovable(sl1.army))
  1914. {
  1915. if (s1->getStackCount(p1) > countLeftOnSrc)
  1916. return false;
  1917. }
  1918. else if (notRemovable(sl2.army))
  1919. {
  1920. if (s2->getStackCount(p1) < countLeftOnSrc)
  1921. return false;
  1922. }
  1923. moveStack(sl1, sl2, countToMove);
  1924. //S2.slots[p2]->count = val;
  1925. //S1.slots[p1]->count = total - val;
  1926. }
  1927. else //split one stack to the two
  1928. {
  1929. if (s1->getStackCount(p1) < val)//not enough creatures
  1930. {
  1931. complain(complainNotEnoughCreatures);
  1932. return false;
  1933. }
  1934. if (notRemovable(sl1.army))
  1935. return false;
  1936. moveStack(sl1, sl2, val);
  1937. }
  1938. }
  1939. return true;
  1940. }
  1941. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1942. {
  1943. return connections.count(player) && connections.at(player).count(c);
  1944. }
  1945. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1946. {
  1947. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1948. }
  1949. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1950. {
  1951. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1952. if (!vstd::contains(s1->stacks,pos))
  1953. {
  1954. complain("Illegal call to disbandCreature - no such stack in army!");
  1955. return false;
  1956. }
  1957. eraseStack(StackLocation(s1, pos));
  1958. return true;
  1959. }
  1960. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1961. {
  1962. const CGTownInstance * t = getTown(tid);
  1963. if(!t)
  1964. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1965. if(!t->town->buildings.count(requestedID))
  1966. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1967. if(t->hasBuilt(requestedID))
  1968. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1969. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1970. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1971. std::vector<const CBuilding*> remainingAutoBuildings;
  1972. std::set<BuildingID> buildingsThatWillBe;
  1973. //Check validity of request
  1974. if(!force)
  1975. {
  1976. switch(requestedBuilding->mode)
  1977. {
  1978. case CBuilding::BUILD_NORMAL :
  1979. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1980. COMPLAIN_RET("Cannot build that building!");
  1981. break;
  1982. case CBuilding::BUILD_AUTO :
  1983. case CBuilding::BUILD_SPECIAL:
  1984. COMPLAIN_RET("This building can not be constructed normally!");
  1985. case CBuilding::BUILD_GRAIL :
  1986. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1987. {
  1988. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1989. COMPLAIN_RET("Cannot build this without grail!")
  1990. else
  1991. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1992. }
  1993. break;
  1994. }
  1995. }
  1996. //Performs stuff that has to be done before new building is built
  1997. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1998. {
  1999. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2000. {
  2001. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2002. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2003. if(upgradeNumber >= t->town->creatures.at(level).size())
  2004. {
  2005. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  2006. "no creature found (upgrade number %d, level %d!")
  2007. % buildingID % upgradeNumber % level));
  2008. return;
  2009. }
  2010. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  2011. SetAvailableCreatures ssi;
  2012. ssi.tid = t->id;
  2013. ssi.creatures = t->creatures;
  2014. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2015. ssi.creatures[level].first = crea->getGrowth();
  2016. ssi.creatures[level].second.push_back(crea->getId());
  2017. sendAndApply(&ssi);
  2018. }
  2019. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2020. {
  2021. setPortalDwelling(t);
  2022. }
  2023. };
  2024. //Performs stuff that has to be done after new building is built
  2025. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2026. {
  2027. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  2028. auto isLibrary = isMageGuild ? false
  2029. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  2030. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2031. {
  2032. if(t->visitingHero)
  2033. giveSpells(t,t->visitingHero);
  2034. if(t->garrisonHero)
  2035. giveSpells(t,t->garrisonHero);
  2036. }
  2037. };
  2038. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2039. auto areRequirementsFulfilled = [&](const BuildingID & buildID)
  2040. {
  2041. return buildingsThatWillBe.count(buildID);
  2042. };
  2043. //Init the vectors
  2044. for(auto & build : t->town->buildings)
  2045. {
  2046. if(t->hasBuilt(build.first))
  2047. {
  2048. buildingsThatWillBe.insert(build.first);
  2049. }
  2050. else
  2051. {
  2052. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2053. remainingAutoBuildings.push_back(build.second);
  2054. }
  2055. }
  2056. //Prepare structure (list of building ids will be filled later)
  2057. NewStructures ns;
  2058. ns.tid = tid;
  2059. ns.built = force ? t->built : (t->built+1);
  2060. std::queue<const CBuilding*> buildingsToAdd;
  2061. buildingsToAdd.push(requestedBuilding);
  2062. while(!buildingsToAdd.empty())
  2063. {
  2064. auto b = buildingsToAdd.front();
  2065. buildingsToAdd.pop();
  2066. ns.bid.insert(b->bid);
  2067. buildingsThatWillBe.insert(b->bid);
  2068. remainingAutoBuildings -= b;
  2069. for(auto autoBuilding : remainingAutoBuildings)
  2070. {
  2071. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2072. if(actualRequirements.test(areRequirementsFulfilled))
  2073. buildingsToAdd.push(autoBuilding);
  2074. }
  2075. }
  2076. // 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.
  2077. for(auto builtID : ns.bid)
  2078. processBeforeBuiltStructure(builtID);
  2079. //Take cost
  2080. if(!force)
  2081. giveResources(t->tempOwner, -requestedBuilding->resources);
  2082. //We know what has been built, apply changes. Do this as final step to properly update town window
  2083. sendAndApply(&ns);
  2084. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2085. for(auto builtID : ns.bid)
  2086. processAfterBuiltStructure(builtID);
  2087. // now when everything is built - reveal tiles for lookout tower
  2088. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  2089. if(t->garrisonHero) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  2090. visitCastleObjects(t, t->garrisonHero);
  2091. if(t->visitingHero)
  2092. visitCastleObjects(t, t->visitingHero);
  2093. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2094. return true;
  2095. }
  2096. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2097. {
  2098. ///incomplete, simply erases target building
  2099. const CGTownInstance * t = getTown(tid);
  2100. if (!vstd::contains(t->builtBuildings, bid))
  2101. return false;
  2102. RazeStructures rs;
  2103. rs.tid = tid;
  2104. rs.bid.insert(bid);
  2105. rs.destroyed = t->destroyed + 1;
  2106. sendAndApply(&rs);
  2107. //TODO: Remove dwellers
  2108. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2109. // {
  2110. // RemoveBonus rb(RemoveBonus::TOWN);
  2111. // rb.whoID = t->id;
  2112. // rb.source = BonusSource::TOWN_STRUCTURE;
  2113. // rb.id = 17;
  2114. // sendAndApply(&rb);
  2115. // }
  2116. return true;
  2117. }
  2118. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2119. {
  2120. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2121. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2122. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2123. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2124. const CCreature * c = crid.toCreature();
  2125. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2126. //TODO: check if hero is actually visiting object
  2127. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2128. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2129. if (town)
  2130. {
  2131. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2132. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2133. }
  2134. else
  2135. {
  2136. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2137. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2138. }
  2139. //verify
  2140. bool found = false;
  2141. int level = 0;
  2142. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2143. {
  2144. if ((fromLvl != -1) && (level !=fromLvl))
  2145. continue;
  2146. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2147. int i = 0;
  2148. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2149. if (cur.second.at(i) == crid)
  2150. break;
  2151. if (i < cur.second.size())
  2152. {
  2153. found = true;
  2154. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2155. break;
  2156. }
  2157. }
  2158. SlotID slot = army->getSlotFor(crid);
  2159. if ((!found && complain("Cannot recruit: no such creatures!"))
  2160. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2161. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2162. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2163. {
  2164. return false;
  2165. }
  2166. //recruit
  2167. giveResources(army->tempOwner, -(c->getFullRecruitCost() * cram));
  2168. SetAvailableCreatures sac;
  2169. sac.tid = objid;
  2170. sac.creatures = dwelling->creatures;
  2171. sac.creatures[level].first -= cram;
  2172. sendAndApply(&sac);
  2173. if (warMachine)
  2174. {
  2175. ArtifactID artId = c->warMachine;
  2176. const CArtifact * art = artId.toArtifact();
  2177. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2178. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2179. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2180. return giveHeroNewArtifact(hero, art);
  2181. }
  2182. else
  2183. {
  2184. addToSlot(StackLocation(army, slot), c, cram);
  2185. }
  2186. return true;
  2187. }
  2188. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2189. {
  2190. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2191. if (!obj->hasStackAtSlot(pos))
  2192. {
  2193. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2194. }
  2195. UpgradeInfo ui;
  2196. fillUpgradeInfo(obj, pos, ui);
  2197. PlayerColor player = obj->tempOwner;
  2198. const PlayerState *p = getPlayerState(player);
  2199. int crQuantity = obj->stacks.at(pos)->count;
  2200. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2201. //check if upgrade is possible
  2202. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2203. {
  2204. return false;
  2205. }
  2206. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2207. //check if player has enough resources
  2208. if (!p->resources.canAfford(totalCost))
  2209. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2210. //take resources
  2211. giveResources(player, -totalCost);
  2212. //upgrade creature
  2213. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  2214. return true;
  2215. }
  2216. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2217. {
  2218. if (!sl.army->hasStackAtSlot(sl.slot))
  2219. COMPLAIN_RET("Cannot find a stack to change type");
  2220. SetStackType sst;
  2221. sst.army = sl.army->id;
  2222. sst.slot = sl.slot;
  2223. sst.type = c->getId();
  2224. sendAndApply(&sst);
  2225. return true;
  2226. }
  2227. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2228. {
  2229. assert(src->canBeMergedWith(*dst, allowMerging));
  2230. while(src->stacksCount())//while there are unmoved creatures
  2231. {
  2232. auto i = src->Slots().begin(); //iterator to stack to move
  2233. StackLocation sl(src, i->first); //location of stack to move
  2234. SlotID pos = dst->getSlotFor(i->second->type);
  2235. if (!pos.validSlot())
  2236. {
  2237. //try to merge two other stacks to make place
  2238. std::pair<SlotID, SlotID> toMerge;
  2239. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  2240. {
  2241. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2242. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2243. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2244. }
  2245. else
  2246. {
  2247. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2248. return;
  2249. }
  2250. }
  2251. else
  2252. {
  2253. moveStack(sl, StackLocation(dst, pos));
  2254. }
  2255. }
  2256. }
  2257. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2258. {
  2259. const CGTownInstance * town = getTown(tid);
  2260. if(!town->garrisonHero == !town->visitingHero)
  2261. return false;
  2262. SetHeroesInTown intown;
  2263. intown.tid = tid;
  2264. if(town->garrisonHero) //garrison -> vising
  2265. {
  2266. intown.garrison = ObjectInstanceID();
  2267. intown.visiting = town->garrisonHero->id;
  2268. }
  2269. else //visiting -> garrison
  2270. {
  2271. if(town->armedGarrison())
  2272. town->mergeGarrisonOnSiege();
  2273. intown.visiting = ObjectInstanceID();
  2274. intown.garrison = town->visitingHero->id;
  2275. }
  2276. sendAndApply(&intown);
  2277. return true;
  2278. }
  2279. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2280. {
  2281. const CGTownInstance * town = getTown(tid);
  2282. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2283. {
  2284. if (!town->visitingHero->canBeMergedWith(*town))
  2285. {
  2286. complain("Cannot make garrison swap, not enough free slots!");
  2287. return false;
  2288. }
  2289. moveArmy(town, town->visitingHero, true);
  2290. SetHeroesInTown intown;
  2291. intown.tid = tid;
  2292. intown.visiting = ObjectInstanceID();
  2293. intown.garrison = town->visitingHero->id;
  2294. sendAndApply(&intown);
  2295. return true;
  2296. }
  2297. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2298. {
  2299. //check if moving hero out of town will break 8 wandering heroes limit
  2300. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2301. {
  2302. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2303. return false;
  2304. }
  2305. SetHeroesInTown intown;
  2306. intown.tid = tid;
  2307. intown.garrison = ObjectInstanceID();
  2308. intown.visiting = town->garrisonHero->id;
  2309. sendAndApply(&intown);
  2310. return true;
  2311. }
  2312. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2313. {
  2314. SetHeroesInTown intown;
  2315. intown.tid = tid;
  2316. intown.garrison = town->visitingHero->id;
  2317. intown.visiting = town->garrisonHero->id;
  2318. sendAndApply(&intown);
  2319. return true;
  2320. }
  2321. else
  2322. {
  2323. complain("Cannot swap garrison hero!");
  2324. return false;
  2325. }
  2326. }
  2327. // With the amount of changes done to the function, it's more like transferArtifacts.
  2328. // 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.
  2329. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2330. {
  2331. const auto srcArtSet = getArtSet(src);
  2332. const auto dstArtSet = getArtSet(dst);
  2333. assert(srcArtSet);
  2334. assert(dstArtSet);
  2335. // Make sure exchange is even possible between the two heroes.
  2336. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2337. COMPLAIN_RET("That heroes cannot make any exchange!");
  2338. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2339. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2340. auto dstSlot = dst.slot;
  2341. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2342. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2343. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2344. return true;
  2345. const auto dstArtifact = dstArtSet->getArt(dstSlot);
  2346. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2347. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2348. if(srcArtifact == nullptr)
  2349. COMPLAIN_RET("No artifact to move!");
  2350. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2351. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2352. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2353. // Moving to the backpack is always allowed.
  2354. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2355. COMPLAIN_RET("Cannot move artifact!");
  2356. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2357. auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2358. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2359. COMPLAIN_RET("Cannot move artifact locks.");
  2360. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2361. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2362. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2363. COMPLAIN_RET("Cannot move catapult!");
  2364. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2365. COMPLAIN_RET("Backpack is full!");
  2366. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2367. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2368. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2369. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2370. ma.srcCreature = src.creature;
  2371. ma.dstCreature = dst.creature;
  2372. // Check if dst slot is occupied
  2373. if(!isDstSlotBackpack && isDstSlotOccupied)
  2374. {
  2375. // Previous artifact must be swapped
  2376. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2377. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2378. ma.swap = true;
  2379. }
  2380. auto hero = getHero(dst.artHolder);
  2381. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2382. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2383. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2384. if(src.artHolder != dst.artHolder)
  2385. ma.askAssemble = true;
  2386. sendAndApply(&ma);
  2387. return true;
  2388. }
  2389. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2390. {
  2391. // Make sure exchange is even possible between the two heroes.
  2392. if(!isAllowedExchange(srcId, dstId))
  2393. COMPLAIN_RET("That heroes cannot make any exchange!");
  2394. auto psrcSet = getArtSet(srcId);
  2395. auto pdstSet = getArtSet(dstId);
  2396. if((!psrcSet) || (!pdstSet))
  2397. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2398. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2399. auto & slotsSrcDst = ma.artsPack0;
  2400. auto & slotsDstSrc = ma.artsPack1;
  2401. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2402. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2403. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2404. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2405. {
  2406. assert(artifact);
  2407. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2408. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2409. {
  2410. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2411. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2412. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2413. if(auto dstHero = getHero(dstId))
  2414. {
  2415. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2416. giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2417. }
  2418. }
  2419. };
  2420. if(swap)
  2421. {
  2422. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2423. {
  2424. for(auto & artifact : srcArtSet->artifactsWorn)
  2425. {
  2426. if(ArtifactUtils::isArtRemovable(artifact))
  2427. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2428. }
  2429. };
  2430. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2431. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2432. {
  2433. for(auto & slotInfo : artSet->artifactsInBackpack)
  2434. {
  2435. auto slot = artSet->getArtPos(slotInfo.artifact);
  2436. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2437. }
  2438. };
  2439. if(equipped)
  2440. {
  2441. // Move over artifacts that are worn srcHero -> dstHero
  2442. moveArtsWorn(psrcSet, slotsSrcDst);
  2443. artFittingSet.artifactsWorn.clear();
  2444. // Move over artifacts that are worn dstHero -> srcHero
  2445. moveArtsWorn(pdstSet, slotsDstSrc);
  2446. }
  2447. if(backpack)
  2448. {
  2449. // Move over artifacts that are in backpack srcHero -> dstHero
  2450. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2451. // Move over artifacts that are in backpack dstHero -> srcHero
  2452. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2453. }
  2454. }
  2455. else
  2456. {
  2457. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2458. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2459. if(equipped)
  2460. {
  2461. // Move over artifacts that are worn
  2462. for(auto & artInfo : psrcSet->artifactsWorn)
  2463. {
  2464. if(ArtifactUtils::isArtRemovable(artInfo))
  2465. {
  2466. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2467. }
  2468. }
  2469. }
  2470. if(backpack)
  2471. {
  2472. // Move over artifacts that are in backpack
  2473. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2474. {
  2475. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2476. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2477. }
  2478. }
  2479. }
  2480. sendAndApply(&ma);
  2481. return true;
  2482. }
  2483. bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
  2484. {
  2485. auto artSet = getArtSet(heroID);
  2486. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
  2487. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2488. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2489. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2490. {
  2491. if(left)
  2492. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
  2493. else
  2494. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
  2495. sendAndApply(&bma);
  2496. }
  2497. return true;
  2498. }
  2499. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2500. {
  2501. auto artSet = getArtSet(heroID);
  2502. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2503. ChangeArtifactsCostume costume(player, costumeIdx);
  2504. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2505. {
  2506. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2507. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2508. }
  2509. sendAndApply(&costume);
  2510. return true;
  2511. }
  2512. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2513. {
  2514. const auto artSet = getArtSet(heroID);
  2515. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2516. const auto playerState = getPlayerState(player);
  2517. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2518. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2519. {
  2520. CArtifactFittingSet artFittingSet(*artSet);
  2521. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2522. auto costumeArtMap = costume->second;
  2523. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2524. // First, find those artifacts that are already in place
  2525. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2526. {
  2527. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2528. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2529. {
  2530. costumeArtMap.erase(artPos);
  2531. artFittingSet.removeArtifact(slot);
  2532. }
  2533. }
  2534. // Second, find the necessary artifacts for the costume
  2535. for(const auto & artPos : costumeArtMap)
  2536. {
  2537. if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
  2538. {
  2539. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
  2540. {
  2541. artSet->getSlotByInstance(artFittingSet.getArt(availableArts.front())),
  2542. artPos.first
  2543. });
  2544. artFittingSet.removeArtifact(availableArts.front());
  2545. if(ArtifactUtils::isSlotBackpack(availableArts.front()))
  2546. estimateBackpackSize--;
  2547. }
  2548. }
  2549. // Third, put unnecessary artifacts into backpack
  2550. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2551. if(artFittingSet.getArt(slot))
  2552. {
  2553. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
  2554. estimateBackpackSize++;
  2555. }
  2556. const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2557. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2558. sendAndApply(&bma);
  2559. }
  2560. return true;
  2561. }
  2562. /**
  2563. * Assembles or disassembles a combination artifact.
  2564. * @param heroID ID of hero holding the artifact(s).
  2565. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2566. * @param assemble True for assembly operation, false for disassembly.
  2567. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2568. * artifact to assemble to. Otherwise it's not used.
  2569. */
  2570. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2571. {
  2572. const CGHeroInstance * hero = getHero(heroID);
  2573. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2574. if(!destArtifact)
  2575. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2576. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2577. if(assemble)
  2578. {
  2579. const CArtifact * combinedArt = assembleTo.toArtifact();
  2580. if(!combinedArt->isCombined())
  2581. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2582. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2583. {
  2584. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2585. }
  2586. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2587. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2588. {
  2589. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2590. }
  2591. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2592. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2593. AssembledArtifact aa;
  2594. aa.al = dstLoc;
  2595. aa.builtArt = combinedArt;
  2596. sendAndApply(&aa);
  2597. }
  2598. else
  2599. {
  2600. if(!destArtifact->isCombined())
  2601. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2602. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2603. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2604. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2605. DisassembledArtifact da;
  2606. da.al = dstLoc;
  2607. sendAndApply(&da);
  2608. }
  2609. return true;
  2610. }
  2611. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2612. {
  2613. const auto * hero = getHero(al.artHolder);
  2614. if(hero == nullptr)
  2615. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2616. const auto * art = hero->getArt(al.slot);
  2617. if(art == nullptr)
  2618. COMPLAIN_RET("Cannot remove artifact!");
  2619. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2620. COMPLAIN_RET("Illegal artifact removal request");
  2621. removeArtifact(al);
  2622. return true;
  2623. }
  2624. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2625. {
  2626. const CGHeroInstance * hero = getHero(hid);
  2627. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2628. const CGTownInstance * town = hero->visitedTown;
  2629. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2630. if (aid==ArtifactID::SPELLBOOK)
  2631. {
  2632. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2633. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2634. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2635. )
  2636. return false;
  2637. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2638. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2639. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2640. giveSpells(town,hero);
  2641. return true;
  2642. }
  2643. else
  2644. {
  2645. const CArtifact * art = aid.toArtifact();
  2646. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2647. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2648. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2649. const int price = art->getPrice();
  2650. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2651. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2652. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2653. {
  2654. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2655. return giveHeroNewArtifact(hero, art);
  2656. }
  2657. else
  2658. COMPLAIN_RET("This machine is unavailable here!");
  2659. }
  2660. }
  2661. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2662. {
  2663. if(!h)
  2664. COMPLAIN_RET("Only hero can buy artifacts!");
  2665. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2666. COMPLAIN_RET("That artifact is unavailable!");
  2667. int b1;
  2668. int b2;
  2669. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2670. if (getResource(h->tempOwner, rid) < b1)
  2671. COMPLAIN_RET("You can't afford to buy this artifact!");
  2672. giveResource(h->tempOwner, rid, -b1);
  2673. SetAvailableArtifacts saa;
  2674. if(dynamic_cast<const CGTownInstance *>(m))
  2675. {
  2676. saa.id = ObjectInstanceID::NONE;
  2677. saa.arts = gs->map->townMerchantArtifacts;
  2678. }
  2679. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2680. {
  2681. saa.id = bm->id;
  2682. saa.arts = bm->artifacts;
  2683. }
  2684. else
  2685. COMPLAIN_RET("Wrong marktet...");
  2686. bool found = false;
  2687. for (const CArtifact *&art : saa.arts)
  2688. {
  2689. if (art && art->getId() == aid)
  2690. {
  2691. art = nullptr;
  2692. found = true;
  2693. break;
  2694. }
  2695. }
  2696. if (!found)
  2697. COMPLAIN_RET("Cannot find selected artifact on the list");
  2698. sendAndApply(&saa);
  2699. giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  2700. return true;
  2701. }
  2702. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2703. {
  2704. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2705. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2706. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2707. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2708. int resVal = 0;
  2709. int dump = 1;
  2710. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2711. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2712. giveResource(h->tempOwner, rid, resVal);
  2713. return true;
  2714. }
  2715. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2716. {
  2717. if (!h)
  2718. COMPLAIN_RET("You need hero to buy a skill!");
  2719. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2720. COMPLAIN_RET("Hero already know this skill");
  2721. if (!h->canLearnSkill())
  2722. COMPLAIN_RET("Hero can't learn any more skills");
  2723. if (!h->canLearnSkill(skill))
  2724. COMPLAIN_RET("The hero can't learn this skill!");
  2725. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2726. COMPLAIN_RET("That skill is unavailable!");
  2727. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2728. COMPLAIN_RET("You can't afford to buy this skill");
  2729. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2730. changeSecSkill(h, skill, 1, true);
  2731. return true;
  2732. }
  2733. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2734. {
  2735. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2736. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2737. int b1; //base quantities for trade
  2738. int b2;
  2739. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2740. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2741. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2742. {
  2743. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2744. }
  2745. giveResource(player, toSell, -b1 * amountToBoy);
  2746. giveResource(player, toBuy, b2 * amountToBoy);
  2747. return true;
  2748. }
  2749. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2750. {
  2751. if(!hero)
  2752. COMPLAIN_RET("Only hero can sell creatures!");
  2753. if (!vstd::contains(hero->Slots(), slot))
  2754. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2755. const CStackInstance &s = hero->getStack(slot);
  2756. if (s.count < (TQuantity)count //can't sell more creatures than have
  2757. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2758. {
  2759. COMPLAIN_RET("Not enough creatures in army!");
  2760. }
  2761. int b1; //base quantities for trade
  2762. int b2;
  2763. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2764. int units = count / b1; //how many base quantities we trade
  2765. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2766. {
  2767. //TODO: complain?
  2768. assert(0);
  2769. }
  2770. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2771. giveResource(hero->tempOwner, resourceID, b2 * units);
  2772. return true;
  2773. }
  2774. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2775. {
  2776. const CArmedInstance *army = nullptr;
  2777. if (hero)
  2778. army = hero;
  2779. else
  2780. army = dynamic_cast<const CGTownInstance *>(market);
  2781. if (!army)
  2782. COMPLAIN_RET("Incorrect call to transform in undead!");
  2783. if (!army->hasStackAtSlot(slot))
  2784. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2785. const CStackInstance &s = army->getStack(slot);
  2786. //resulting creature - bone dragons or skeletons
  2787. CreatureID resCreature = CreatureID::SKELETON;
  2788. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2789. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2790. || (s.getCreatureID() == CreatureID::HYDRA)
  2791. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2792. resCreature = CreatureID::BONE_DRAGON;
  2793. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2794. return true;
  2795. }
  2796. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2797. {
  2798. const PlayerState *p2 = getPlayerState(r2, false);
  2799. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2800. {
  2801. complain("Dest player must be in game!");
  2802. return false;
  2803. }
  2804. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2805. vstd::amin(val, curRes1);
  2806. giveResource(player, r1, -(int)val);
  2807. giveResource(r2, r1, val);
  2808. return true;
  2809. }
  2810. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2811. {
  2812. const CGHeroInstance *h = getHero(hid);
  2813. if (!h)
  2814. {
  2815. logGlobal->error("Hero doesn't exist!");
  2816. return false;
  2817. }
  2818. ChangeFormation cf;
  2819. cf.hid = hid;
  2820. cf.formation = formation;
  2821. sendAndApply(&cf);
  2822. return true;
  2823. }
  2824. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2825. {
  2826. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2827. if (answer)
  2828. logGlobal->trace("%d", *answer);
  2829. auto topQuery = queries->topQuery(player);
  2830. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2831. if(topQuery->queryID != qid)
  2832. {
  2833. auto currentQuery = queries->getQuery(qid);
  2834. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2835. currentQuery->setReply(answer);
  2836. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2837. }
  2838. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2839. topQuery->setReply(answer);
  2840. queries->popQuery(topQuery);
  2841. return true;
  2842. }
  2843. void CGameHandler::handleTimeEvents()
  2844. {
  2845. gs->map->events.sort(evntCmp);
  2846. while(gs->map->events.size() && gs->map->events.front().firstOccurrence+1 == gs->day)
  2847. {
  2848. CMapEvent ev = gs->map->events.front();
  2849. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2850. {
  2851. auto color = PlayerColor(player);
  2852. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2853. if (pinfo //player exists
  2854. && (ev.players & 1<<player) //event is enabled to this player
  2855. && ((ev.computerAffected && !pinfo->human)
  2856. || (ev.humanAffected && pinfo->human)
  2857. )
  2858. )
  2859. {
  2860. //give resources
  2861. giveResources(color, ev.resources);
  2862. //prepare dialog
  2863. InfoWindow iw;
  2864. iw.player = color;
  2865. iw.text = ev.message;
  2866. for (GameResID i : GameResID::ALL_RESOURCES())
  2867. {
  2868. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2869. iw.components.emplace_back(ComponentType::RESOURCE, i, ev.resources[i]);
  2870. }
  2871. sendAndApply(&iw); //show dialog
  2872. }
  2873. } //PLAYERS LOOP
  2874. if (ev.nextOccurrence)
  2875. {
  2876. gs->map->events.pop_front();
  2877. ev.firstOccurrence += ev.nextOccurrence;
  2878. auto it = gs->map->events.begin();
  2879. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2880. it++;
  2881. gs->map->events.insert(it, ev);
  2882. }
  2883. else
  2884. {
  2885. gs->map->events.pop_front();
  2886. }
  2887. }
  2888. //TODO send only if changed
  2889. UpdateMapEvents ume;
  2890. ume.events = gs->map->events;
  2891. sendAndApply(&ume);
  2892. }
  2893. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2894. {
  2895. town->events.sort(evntCmp);
  2896. while(town->events.size() && town->events.front().firstOccurrence == gs->day)
  2897. {
  2898. PlayerColor player = town->tempOwner;
  2899. CCastleEvent ev = town->events.front();
  2900. const PlayerState * pinfo = getPlayerState(player, false);
  2901. if (pinfo //player exists
  2902. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2903. && ((ev.computerAffected && !pinfo->human)
  2904. || (ev.humanAffected && pinfo->human)))
  2905. {
  2906. // dialog
  2907. InfoWindow iw;
  2908. iw.player = player;
  2909. iw.text = ev.message;
  2910. if (ev.resources.nonZero())
  2911. {
  2912. TResources was = n.res[player];
  2913. n.res[player] += ev.resources;
  2914. n.res[player].amax(0);
  2915. for (GameResID i : GameResID::ALL_RESOURCES())
  2916. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2917. iw.components.emplace_back(ComponentType::RESOURCE, i, n.res.at(player)[i] - was[i]);
  2918. }
  2919. for (auto & i : ev.buildings)
  2920. {
  2921. // Only perform action if:
  2922. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  2923. // 2. Building was not built yet
  2924. // othervice, silently ignore / skip it
  2925. if (town->town->buildings.count(i) && !town->hasBuilt(i))
  2926. {
  2927. buildStructure(town->id, i, true);
  2928. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2929. }
  2930. }
  2931. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2932. {
  2933. n.cres[town->id].tid = town->id;
  2934. n.cres[town->id].creatures = town->creatures;
  2935. }
  2936. auto & sac = n.cres[town->id];
  2937. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2938. {
  2939. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2940. {
  2941. sac.creatures[i].first += ev.creatures.at(i);
  2942. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), ev.creatures.at(i));
  2943. }
  2944. }
  2945. sendAndApply(&iw); //show dialog
  2946. }
  2947. if (ev.nextOccurrence)
  2948. {
  2949. town->events.pop_front();
  2950. ev.firstOccurrence += ev.nextOccurrence;
  2951. auto it = town->events.begin();
  2952. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2953. it++;
  2954. town->events.insert(it, ev);
  2955. }
  2956. else
  2957. {
  2958. town->events.pop_front();
  2959. }
  2960. }
  2961. //TODO send only if changed
  2962. UpdateCastleEvents uce;
  2963. uce.town = town->id;
  2964. uce.events = town->events;
  2965. sendAndApply(&uce);
  2966. }
  2967. bool CGameHandler::complain(const std::string &problem)
  2968. {
  2969. #ifndef ENABLE_GOLDMASTER
  2970. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2971. #endif
  2972. logGlobal->error(problem);
  2973. return true;
  2974. }
  2975. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2976. {
  2977. //PlayerColor player = getOwner(hid);
  2978. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2979. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2980. assert(lowerArmy);
  2981. assert(upperArmy);
  2982. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2983. queries->addQuery(garrisonQuery);
  2984. GarrisonDialog gd;
  2985. gd.hid = hid;
  2986. gd.objid = upobj;
  2987. gd.removableUnits = removableUnits;
  2988. gd.queryID = garrisonQuery->queryID;
  2989. sendAndApply(&gd);
  2990. }
  2991. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2992. {
  2993. OpenWindow pack;
  2994. pack.window = window;
  2995. pack.object = object->id;
  2996. pack.visitor = visitor->id;
  2997. if (addQuery)
  2998. {
  2999. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  3000. pack.queryID = windowQuery->queryID;
  3001. queries->addQuery(windowQuery);
  3002. }
  3003. sendAndApply(&pack);
  3004. }
  3005. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  3006. {
  3007. if (id1 == id2)
  3008. return true;
  3009. const CGObjectInstance *o1 = getObj(id1);
  3010. const CGObjectInstance *o2 = getObj(id2);
  3011. if (!o1 || !o2)
  3012. return true; //arranging stacks within an object should be always allowed
  3013. if (o1 && o2)
  3014. {
  3015. if (o1->ID == Obj::TOWN)
  3016. {
  3017. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3018. if (t->visitingHero == o2 || t->garrisonHero == o2)
  3019. return true;
  3020. }
  3021. if (o2->ID == Obj::TOWN)
  3022. {
  3023. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3024. if (t->visitingHero == o1 || t->garrisonHero == o1)
  3025. return true;
  3026. }
  3027. auto market = dynamic_cast<const IMarket*>(o1);
  3028. if(market == nullptr)
  3029. market = dynamic_cast<const IMarket*>(o2);
  3030. if(market)
  3031. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  3032. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  3033. {
  3034. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  3035. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  3036. // two heroes in same town (garrisoned and visiting)
  3037. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  3038. return true;
  3039. }
  3040. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  3041. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  3042. if (!dialog)
  3043. {
  3044. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  3045. }
  3046. if (dialog)
  3047. {
  3048. auto topArmy = dialog->exchangingArmies.at(0);
  3049. auto bottomArmy = dialog->exchangingArmies.at(1);
  3050. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  3051. return true;
  3052. }
  3053. }
  3054. return false;
  3055. }
  3056. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  3057. {
  3058. using events::ObjectVisitStarted;
  3059. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  3060. if (getVisitingHero(obj) != nullptr)
  3061. {
  3062. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  3063. throw std::runtime_error("Can not visit object that is being visited");
  3064. }
  3065. std::shared_ptr<CObjectVisitQuery> visitQuery;
  3066. auto startVisit = [&](ObjectVisitStarted & event)
  3067. {
  3068. auto visitedObject = obj;
  3069. if(obj->ID == Obj::HERO)
  3070. {
  3071. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  3072. const auto visitedTown = visitedHero->visitedTown;
  3073. if(visitedTown)
  3074. {
  3075. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  3076. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  3077. visitedObject = visitedTown;
  3078. }
  3079. }
  3080. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  3081. queries->addQuery(visitQuery); //TODO real visit pos
  3082. HeroVisit hv;
  3083. hv.objId = obj->id;
  3084. hv.heroId = h->id;
  3085. hv.player = h->tempOwner;
  3086. hv.starting = true;
  3087. sendAndApply(&hv);
  3088. obj->onHeroVisit(h);
  3089. };
  3090. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  3091. if(visitQuery)
  3092. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  3093. }
  3094. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  3095. {
  3096. using events::ObjectVisitEnded;
  3097. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  3098. auto endVisit = [&](ObjectVisitEnded & event)
  3099. {
  3100. HeroVisit hv;
  3101. hv.player = event.getPlayer();
  3102. hv.heroId = event.getHero();
  3103. hv.starting = false;
  3104. sendAndApply(&hv);
  3105. };
  3106. //TODO: ObjectVisitEnded should also have id of visited object,
  3107. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  3108. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  3109. }
  3110. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  3111. {
  3112. const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
  3113. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  3114. {
  3115. complain("Cannot build boat in this shipyard!");
  3116. return false;
  3117. }
  3118. TResources boatCost;
  3119. obj->getBoatCost(boatCost);
  3120. TResources available = getPlayerState(playerID)->resources;
  3121. if (!available.canAfford(boatCost))
  3122. {
  3123. complain("Not enough resources to build a boat!");
  3124. return false;
  3125. }
  3126. int3 tile = obj->bestLocation();
  3127. if (!gs->map->isInTheMap(tile))
  3128. {
  3129. complain("Cannot find appropriate tile for a boat!");
  3130. return false;
  3131. }
  3132. giveResources(playerID, -boatCost);
  3133. createObject(tile, playerID, Obj::BOAT, obj->getBoatType().getNum());
  3134. return true;
  3135. }
  3136. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3137. {
  3138. for (auto playerColor : playerColors)
  3139. {
  3140. if (getPlayerState(playerColor, false))
  3141. checkVictoryLossConditionsForPlayer(playerColor);
  3142. }
  3143. }
  3144. void CGameHandler::checkVictoryLossConditionsForAll()
  3145. {
  3146. std::set<PlayerColor> playerColors;
  3147. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3148. {
  3149. playerColors.insert(PlayerColor(i));
  3150. }
  3151. checkVictoryLossConditions(playerColors);
  3152. }
  3153. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3154. {
  3155. const PlayerState * p = getPlayerState(player);
  3156. if(!p || p->status != EPlayerStatus::INGAME) return;
  3157. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3158. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3159. {
  3160. InfoWindow iw;
  3161. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3162. sendAndApply(&iw);
  3163. PlayerEndsGame peg;
  3164. peg.player = player;
  3165. peg.victoryLossCheckResult = victoryLossCheckResult;
  3166. sendAndApply(&peg);
  3167. turnOrder->onPlayerEndsGame(player);
  3168. if (victoryLossCheckResult.victory())
  3169. {
  3170. //one player won -> all enemies lost
  3171. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3172. {
  3173. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3174. {
  3175. peg.player = i->first;
  3176. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3177. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3178. InfoWindow iw;
  3179. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3180. iw.player = i->first;
  3181. sendAndApply(&iw);
  3182. sendAndApply(&peg);
  3183. }
  3184. }
  3185. if(p->human)
  3186. {
  3187. lobby->setState(EServerState::SHUTDOWN);
  3188. }
  3189. }
  3190. else
  3191. {
  3192. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3193. auto hlp = p->heroes;
  3194. for (auto h : hlp) //eliminate heroes
  3195. {
  3196. if (h.get())
  3197. removeObject(h, player);
  3198. }
  3199. //player lost -> all his objects become unflagged (neutral)
  3200. for (auto obj : gs->map->objects) //unflag objs
  3201. {
  3202. if (obj.get() && obj->tempOwner == player)
  3203. setOwner(obj, PlayerColor::NEUTRAL);
  3204. }
  3205. //eliminating one player may cause victory of another:
  3206. std::set<PlayerColor> playerColors;
  3207. //do not copy player state (CBonusSystemNode) by value
  3208. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3209. {
  3210. if (p.first != player)
  3211. playerColors.insert(p.first);
  3212. }
  3213. //notify all players
  3214. for (auto pc : playerColors)
  3215. {
  3216. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3217. {
  3218. InfoWindow iw;
  3219. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3220. iw.player = pc;
  3221. sendAndApply(&iw);
  3222. }
  3223. }
  3224. checkVictoryLossConditions(playerColors);
  3225. }
  3226. }
  3227. }
  3228. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3229. {
  3230. out.player = player;
  3231. out.text = victoryLossCheckResult.messageToSelf;
  3232. out.text.replaceName(player);
  3233. out.components.emplace_back(ComponentType::FLAG, player);
  3234. }
  3235. bool CGameHandler::dig(const CGHeroInstance *h)
  3236. {
  3237. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3238. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3239. createObject(h->visitablePos(), h->getOwner(), Obj::HOLE, 0 );
  3240. //take MPs
  3241. SetMovePoints smp;
  3242. smp.hid = h->id;
  3243. smp.val = 0;
  3244. sendAndApply(&smp);
  3245. InfoWindow iw;
  3246. iw.type = EInfoWindowMode::AUTO;
  3247. iw.player = h->tempOwner;
  3248. if (gs->map->grailPos == h->visitablePos())
  3249. {
  3250. ArtifactID grail = ArtifactID::GRAIL;
  3251. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  3252. iw.text.appendName(grail); // ... " The Grail"
  3253. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3254. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  3255. sendAndApply(&iw);
  3256. iw.soundID = soundBase::invalid;
  3257. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3258. iw.text.clear();
  3259. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3260. sendAndApply(&iw);
  3261. }
  3262. else
  3263. {
  3264. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3265. iw.soundID = soundBase::Dig;
  3266. sendAndApply(&iw);
  3267. }
  3268. return true;
  3269. }
  3270. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3271. {
  3272. if (!t.visitableObjects.empty())
  3273. {
  3274. //to prevent self-visiting heroes on space press
  3275. if (t.visitableObjects.back() != h)
  3276. objectVisited(t.visitableObjects.back(), h);
  3277. else if (t.visitableObjects.size() > 1)
  3278. objectVisited(*(t.visitableObjects.end()-2),h);
  3279. }
  3280. }
  3281. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3282. {
  3283. if (!hero)
  3284. COMPLAIN_RET("You need hero to sacrifice creature!");
  3285. int expSum = 0;
  3286. auto finish = [this, &hero, &expSum]()
  3287. {
  3288. giveExperience(hero, hero->calculateXp(expSum));
  3289. };
  3290. for(int i = 0; i < slot.size(); ++i)
  3291. {
  3292. int oldCount = hero->getStackCount(slot[i]);
  3293. if(oldCount < (int)count[i])
  3294. {
  3295. finish();
  3296. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3297. }
  3298. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3299. {
  3300. finish();
  3301. COMPLAIN_RET("Cannot sacrifice last creature!");
  3302. }
  3303. int crid = hero->getStack(slot[i]).type->getId();
  3304. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3305. int dump;
  3306. int exp;
  3307. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3308. exp *= count[i];
  3309. expSum += exp;
  3310. }
  3311. finish();
  3312. return true;
  3313. }
  3314. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3315. {
  3316. if (!hero)
  3317. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3318. if(hero->getAlignment() == EAlignment::EVIL)
  3319. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3320. assert(m);
  3321. auto altarObj = dynamic_cast<const CGArtifactsAltar*>(m);
  3322. int expSum = 0;
  3323. auto finish = [this, &hero, &expSum]()
  3324. {
  3325. giveExperience(hero, hero->calculateXp(expSum));
  3326. };
  3327. for(const auto & artInstId : arts)
  3328. {
  3329. if(auto art = altarObj->getArtByInstanceId(artInstId))
  3330. {
  3331. if(art->artType->isTradable())
  3332. {
  3333. int dmp;
  3334. int expToGive;
  3335. m->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3336. expSum += expToGive;
  3337. removeArtifact(ArtifactLocation(altarObj->id, altarObj->getSlotByInstance(art)));
  3338. }
  3339. else
  3340. {
  3341. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3342. }
  3343. }
  3344. else
  3345. {
  3346. finish();
  3347. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3348. }
  3349. }
  3350. finish();
  3351. return true;
  3352. }
  3353. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3354. {
  3355. if (sl.army->hasStackAtSlot(sl.slot))
  3356. COMPLAIN_RET("Slot is already taken!");
  3357. if (!sl.slot.validSlot())
  3358. COMPLAIN_RET("Cannot insert stack to that slot!");
  3359. InsertNewStack ins;
  3360. ins.army = sl.army->id;
  3361. ins.slot = sl.slot;
  3362. ins.type = c->getId();
  3363. ins.count = count;
  3364. sendAndApply(&ins);
  3365. return true;
  3366. }
  3367. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3368. {
  3369. if (!sl.army->hasStackAtSlot(sl.slot))
  3370. COMPLAIN_RET("Cannot find a stack to erase");
  3371. if (sl.army->stacksCount() == 1 //from the last stack
  3372. && sl.army->needsLastStack() //that must be left
  3373. && !forceRemoval) //ignore above conditions if we are forcing removal
  3374. {
  3375. COMPLAIN_RET("Cannot erase the last stack!");
  3376. }
  3377. EraseStack es;
  3378. es.army = sl.army->id;
  3379. es.slot = sl.slot;
  3380. sendAndApply(&es);
  3381. return true;
  3382. }
  3383. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3384. {
  3385. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3386. if ((absoluteValue && count < 0)
  3387. || (!absoluteValue && -count > currentCount))
  3388. {
  3389. COMPLAIN_RET("Cannot take more stacks than present!");
  3390. }
  3391. if ((currentCount == -count && !absoluteValue)
  3392. || (!count && absoluteValue))
  3393. {
  3394. eraseStack(sl);
  3395. }
  3396. else
  3397. {
  3398. ChangeStackCount csc;
  3399. csc.army = sl.army->id;
  3400. csc.slot = sl.slot;
  3401. csc.count = count;
  3402. csc.absoluteValue = absoluteValue;
  3403. sendAndApply(&csc);
  3404. }
  3405. return true;
  3406. }
  3407. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3408. {
  3409. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3410. if (!slotC) //slot is empty
  3411. insertNewStack(sl, c, count);
  3412. else if (c == slotC)
  3413. changeStackCount(sl, count);
  3414. else
  3415. {
  3416. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3417. }
  3418. return true;
  3419. }
  3420. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3421. {
  3422. if (removeObjWhenFinished)
  3423. removeAfterVisit(src);
  3424. if (!src->canBeMergedWith(*dst, allowMerging))
  3425. {
  3426. if (allowMerging) //do that, add all matching creatures.
  3427. {
  3428. bool cont = true;
  3429. while (cont)
  3430. {
  3431. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3432. {
  3433. SlotID pos = dst->getSlotFor(i->second->type);
  3434. if (pos.validSlot())
  3435. {
  3436. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3437. cont = true;
  3438. break; //or iterator crashes
  3439. }
  3440. cont = false;
  3441. }
  3442. }
  3443. }
  3444. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3445. }
  3446. else //merge
  3447. {
  3448. moveArmy(src, dst, allowMerging);
  3449. }
  3450. }
  3451. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3452. {
  3453. if (!src.army->hasStackAtSlot(src.slot))
  3454. COMPLAIN_RET("No stack to move!");
  3455. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3456. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3457. if (!dst.slot.validSlot())
  3458. COMPLAIN_RET("Cannot move stack to that slot!");
  3459. if (count == -1)
  3460. {
  3461. count = src.army->getStackCount(src.slot);
  3462. }
  3463. if (src.army != dst.army //moving away
  3464. && count == src.army->getStackCount(src.slot) //all creatures
  3465. && src.army->stacksCount() == 1 //from the last stack
  3466. && src.army->needsLastStack()) //that must be left
  3467. {
  3468. COMPLAIN_RET("Cannot move away the last creature!");
  3469. }
  3470. RebalanceStacks rs;
  3471. rs.srcArmy = src.army->id;
  3472. rs.dstArmy = dst.army->id;
  3473. rs.srcSlot = src.slot;
  3474. rs.dstSlot = dst.slot;
  3475. rs.count = count;
  3476. sendAndApply(&rs);
  3477. return true;
  3478. }
  3479. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3480. {
  3481. if (!spellID.hasValue())
  3482. return;
  3483. AdventureSpellCastParameters p;
  3484. p.caster = caster;
  3485. p.pos = pos;
  3486. const CSpell * s = spellID.toSpell();
  3487. s->adventureCast(spellEnv, p);
  3488. }
  3489. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3490. {
  3491. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3492. {
  3493. return moveStack(sl2, sl1);
  3494. }
  3495. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3496. {
  3497. return moveStack(sl1, sl2);
  3498. }
  3499. else
  3500. {
  3501. SwapStacks ss;
  3502. ss.srcArmy = sl1.army->id;
  3503. ss.dstArmy = sl2.army->id;
  3504. ss.srcSlot = sl1.slot;
  3505. ss.dstSlot = sl2.slot;
  3506. sendAndApply(&ss);
  3507. return true;
  3508. }
  3509. }
  3510. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3511. {
  3512. assert(art && art->artType);
  3513. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3514. dst.creature = al.creature;
  3515. auto putTo = getArtSet(al);
  3516. assert(putTo);
  3517. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3518. {
  3519. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3520. }
  3521. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3522. {
  3523. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3524. }
  3525. else
  3526. {
  3527. dst.slot = al.slot;
  3528. }
  3529. if(!askAssemble.has_value())
  3530. {
  3531. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3532. askAssemble = true;
  3533. else
  3534. askAssemble = false;
  3535. }
  3536. if(art->canBePutAt(putTo, dst.slot))
  3537. {
  3538. PutArtifact pa(dst, askAssemble.value());
  3539. pa.art = art;
  3540. sendAndApply(&pa);
  3541. return true;
  3542. }
  3543. else
  3544. {
  3545. return false;
  3546. }
  3547. }
  3548. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3549. {
  3550. assert(artType);
  3551. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3552. {
  3553. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3554. COMPLAIN_RET("Cannot put artifact in that slot!");
  3555. }
  3556. else if(ArtifactUtils::isSlotBackpack(pos))
  3557. {
  3558. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3559. COMPLAIN_RET("Cannot put artifact in that slot!");
  3560. }
  3561. else
  3562. {
  3563. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3564. }
  3565. auto * newArtInst = new CArtifactInstance();
  3566. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3567. NewArtifact na;
  3568. na.art = newArtInst;
  3569. sendAndApply(&na); // -> updates newArtInst!!!
  3570. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3571. return true;
  3572. else
  3573. return false;
  3574. }
  3575. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3576. {
  3577. std::vector<int3>::iterator tile;
  3578. std::vector<int3> tiles;
  3579. getFreeTiles(tiles);
  3580. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3581. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3582. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3583. const CCreature *cre = creatureID.toCreature();
  3584. for (int i = 0; i < (int)amount; ++i)
  3585. {
  3586. tile = tiles.begin();
  3587. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3588. {
  3589. auto count = cre->getRandomAmount(std::rand);
  3590. createObject(*tile, PlayerColor::NEUTRAL, Obj::MONSTER, creatureID);
  3591. auto monsterId = getTopObj(*tile)->id;
  3592. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3593. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3594. }
  3595. tiles.erase(tile); //not use it again
  3596. }
  3597. }
  3598. void CGameHandler::synchronizeArtifactHandlerLists()
  3599. {
  3600. UpdateArtHandlerLists uahl;
  3601. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3602. sendAndApply(&uahl);
  3603. }
  3604. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3605. {
  3606. return vstd::contains(gs->map->objects, obj);
  3607. }
  3608. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3609. {
  3610. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3611. return false;
  3612. auto query = queries->topQuery(player);
  3613. if (query && query->blocksPack(pack))
  3614. {
  3615. complain(boost::str(boost::format(
  3616. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3617. % boost::to_upper_copy<std::string>(player.toString())
  3618. % query->toString()
  3619. ));
  3620. return true;
  3621. }
  3622. return false;
  3623. }
  3624. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3625. {
  3626. //If the object is being visited, there must be a matching query
  3627. for (const auto &query : queries->allQueries())
  3628. {
  3629. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3630. {
  3631. if (someVistQuery->visitedObject == object)
  3632. {
  3633. someVistQuery->removeObjectAfterVisit = true;
  3634. return;
  3635. }
  3636. }
  3637. }
  3638. //If we haven't returned so far, there is no query and no visit, call was wrong
  3639. assert("This function needs to be called during the object visit!");
  3640. }
  3641. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3642. {
  3643. std::unordered_set<int3> tiles;
  3644. if (mode == ETileVisibility::HIDDEN)
  3645. {
  3646. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3647. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3648. auto p = getPlayerState(player);
  3649. for (auto h : p->heroes)
  3650. {
  3651. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3652. }
  3653. for (auto t : p->towns)
  3654. {
  3655. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3656. }
  3657. for (auto tile : observedTiles)
  3658. vstd::erase_if_present (tiles, tile);
  3659. }
  3660. else
  3661. {
  3662. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3663. }
  3664. changeFogOfWar(tiles, player, mode);
  3665. }
  3666. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3667. {
  3668. if (tiles.empty())
  3669. return;
  3670. FoWChange fow;
  3671. fow.tiles = tiles;
  3672. fow.player = player;
  3673. fow.mode = mode;
  3674. sendAndApply(&fow);
  3675. }
  3676. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3677. {
  3678. assert(obj);
  3679. for(const auto & query : queries->allQueries())
  3680. {
  3681. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3682. if (visit && visit->visitedObject == obj)
  3683. return visit->visitingHero;
  3684. }
  3685. return nullptr;
  3686. }
  3687. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3688. {
  3689. assert(hero);
  3690. for(const auto & query : queries->allQueries())
  3691. {
  3692. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3693. if (visit && visit->visitingHero == hero)
  3694. return visit->visitedObject;
  3695. }
  3696. return nullptr;
  3697. }
  3698. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3699. {
  3700. assert(obj);
  3701. assert(hero);
  3702. assert(getVisitingHero(obj) == hero);
  3703. // Check top query of targeted player:
  3704. // If top query is NOT visit to targeted object then we assume that
  3705. // visitation query is covered by other query that must be answered first
  3706. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3707. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3708. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3709. return true;
  3710. }
  3711. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3712. {
  3713. SetObjectProperty sob;
  3714. sob.id = objid;
  3715. sob.what = prop;
  3716. sob.identifier = NumericID(value);
  3717. sendAndApply(&sob);
  3718. }
  3719. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3720. {
  3721. SetObjectProperty sob;
  3722. sob.id = objid;
  3723. sob.what = prop;
  3724. sob.identifier = identifier;
  3725. sendAndApply(&sob);
  3726. }
  3727. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3728. {
  3729. sendAndApply(iw);
  3730. }
  3731. CRandomGenerator & CGameHandler::getRandomGenerator()
  3732. {
  3733. return CRandomGenerator::getDefault();
  3734. }
  3735. #if SCRIPTING_ENABLED
  3736. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3737. {
  3738. return serverScripts.get();
  3739. }
  3740. //scripting::Pool * CGameHandler::getContextPool() const
  3741. //{
  3742. // return serverScripts.get();
  3743. //}
  3744. #endif
  3745. void CGameHandler::createObject(const int3 & visitablePosition, const PlayerColor & initiator, MapObjectID type, MapObjectSubID subtype)
  3746. {
  3747. NewObject no;
  3748. no.ID = type;
  3749. no.subID = subtype;
  3750. no.initiator = initiator;
  3751. no.targetPos = visitablePosition;
  3752. sendAndApply(&no);
  3753. }
  3754. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3755. {
  3756. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3757. }
  3758. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3759. {
  3760. battles->startBattleI(army1, army2, tile, creatureBank);
  3761. }
  3762. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3763. {
  3764. battles->startBattleI(army1, army2, creatureBank);
  3765. }