CGameHandler.cpp 206 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "HeroPoolProcessor.h"
  13. #include "ServerNetPackVisitors.h"
  14. #include "ServerSpellCastEnvironment.h"
  15. #include "CVCMIServer.h"
  16. #include "PlayerMessageProcessor.h"
  17. #include "../lib/filesystem/Filesystem.h"
  18. #include "../lib/filesystem/FileInfo.h"
  19. #include "../lib/int3.h"
  20. #include "../lib/ArtifactUtils.h"
  21. #include "../lib/StartInfo.h"
  22. #include "../lib/CModHandler.h"
  23. #include "../lib/CArtHandler.h"
  24. #include "../lib/CBuildingHandler.h"
  25. #include "../lib/CHeroHandler.h"
  26. #include "../lib/pathfinder/CPathfinder.h"
  27. #include "../lib/pathfinder/PathfinderOptions.h"
  28. #include "../lib/pathfinder/TurnInfo.h"
  29. #include "../lib/spells/AbilityCaster.h"
  30. #include "../lib/spells/BonusCaster.h"
  31. #include "../lib/spells/CSpellHandler.h"
  32. #include "../lib/spells/ISpellMechanics.h"
  33. #include "../lib/spells/ObstacleCasterProxy.h"
  34. #include "../lib/spells/Problem.h"
  35. #include "../lib/CGeneralTextHandler.h"
  36. #include "../lib/CTownHandler.h"
  37. #include "../lib/CCreatureHandler.h"
  38. #include "../lib/gameState/CGameState.h"
  39. #include "../lib/CStack.h"
  40. #include "../lib/GameSettings.h"
  41. #include "../lib/battle/BattleInfo.h"
  42. #include "../lib/CondSh.h"
  43. #include "../lib/VCMI_Lib.h"
  44. #include "../lib/mapping/CMap.h"
  45. #include "../lib/mapping/CMapService.h"
  46. #include "../lib/rmg/CMapGenOptions.h"
  47. #include "../lib/VCMIDirs.h"
  48. #include "../lib/ScopeGuard.h"
  49. #include "../lib/CSoundBase.h"
  50. #include "../lib/TerrainHandler.h"
  51. #include "../lib/CCreatureSet.h"
  52. #include "../lib/CThreadHelper.h"
  53. #include "../lib/GameConstants.h"
  54. #include "../lib/registerTypes/RegisterTypes.h"
  55. #include "../lib/serializer/CTypeList.h"
  56. #include "../lib/serializer/Connection.h"
  57. #include "../lib/serializer/Cast.h"
  58. #include "../lib/serializer/JsonSerializer.h"
  59. #include "../lib/ScriptHandler.h"
  60. #include "vstd/CLoggerBase.h"
  61. #include <memory>
  62. #include <vcmi/events/EventBus.h>
  63. #include <vcmi/events/GenericEvents.h>
  64. #include <vcmi/events/AdventureEvents.h>
  65. #ifndef _MSC_VER
  66. #include <boost/thread/xtime.hpp>
  67. #endif
  68. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  69. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  70. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  71. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  72. CondSh<bool> battleMadeAction(false);
  73. CondSh<BattleResult *> battleResult(nullptr);
  74. template <typename T> class CApplyOnGH;
  75. class CBaseForGHApply
  76. {
  77. public:
  78. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  79. virtual ~CBaseForGHApply(){}
  80. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  81. {
  82. return new CApplyOnGH<U>();
  83. }
  84. };
  85. template <typename T> class CApplyOnGH : public CBaseForGHApply
  86. {
  87. public:
  88. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  89. {
  90. T *ptr = static_cast<T*>(pack);
  91. try
  92. {
  93. ApplyGhNetPackVisitor applier(*gh, *gs);
  94. ptr->visit(applier);
  95. return applier.getResult();
  96. }
  97. catch(ExceptionNotAllowedAction & e)
  98. {
  99. (void)e;
  100. return false;
  101. }
  102. }
  103. };
  104. template <>
  105. class CApplyOnGH<CPack> : public CBaseForGHApply
  106. {
  107. public:
  108. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  109. {
  110. logGlobal->error("Cannot apply on GH plain CPack!");
  111. assert(0);
  112. return false;
  113. }
  114. };
  115. static inline double distance(int3 a, int3 b)
  116. {
  117. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  118. }
  119. static void giveExp(BattleResult &r)
  120. {
  121. if (r.winner > 1)
  122. {
  123. // draw
  124. return;
  125. }
  126. r.exp[0] = 0;
  127. r.exp[1] = 0;
  128. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  129. {
  130. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
  131. }
  132. }
  133. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  134. {
  135. int x = targetPosition.getX();
  136. int y = targetPosition.getY();
  137. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  138. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  139. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  140. else
  141. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  142. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  143. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  144. {
  145. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  146. {
  147. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  148. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  149. }
  150. else
  151. { //add back-side guardians for two-hex target, side guardians for one-hex
  152. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  153. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  154. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  155. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  156. else if (targetIsTwoHex)//front-side guardians for two-hex target
  157. {
  158. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  159. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  160. if (x > 3) //back guard for two-hex
  161. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  162. }
  163. }
  164. }
  165. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  166. {
  167. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  168. {
  169. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  170. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  171. }
  172. else
  173. {
  174. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  175. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  176. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  177. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  178. else if (targetIsTwoHex)
  179. {
  180. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  181. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  182. if (x < GameConstants::BFIELD_WIDTH - 4)
  183. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  184. }
  185. }
  186. }
  187. else if (!targetIsAttacker && y % 2 == 0)
  188. {
  189. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  190. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  191. }
  192. else if (targetIsAttacker && y % 2 == 1)
  193. {
  194. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  195. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  196. }
  197. }
  198. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  199. {
  200. boost::unique_lock<boost::mutex> l(mx);
  201. if (players.find(player) != players.end())
  202. {
  203. return players.at(player);
  204. }
  205. else
  206. {
  207. throw std::runtime_error("No such player!");
  208. }
  209. }
  210. void PlayerStatuses::addPlayer(PlayerColor player)
  211. {
  212. boost::unique_lock<boost::mutex> l(mx);
  213. players[player];
  214. }
  215. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  216. {
  217. boost::unique_lock<boost::mutex> l(mx);
  218. if (players.find(player) != players.end())
  219. {
  220. return players[player].*flag;
  221. }
  222. else
  223. {
  224. throw std::runtime_error("No such player!");
  225. }
  226. }
  227. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  228. {
  229. boost::unique_lock<boost::mutex> l(mx);
  230. if (players.find(player) != players.end())
  231. {
  232. players[player].*flag = val;
  233. }
  234. else
  235. {
  236. throw std::runtime_error("No such player!");
  237. }
  238. cv.notify_all();
  239. }
  240. template <typename T>
  241. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  242. {
  243. fun(args[which]);
  244. }
  245. const Services * CGameHandler::services() const
  246. {
  247. return VLC;
  248. }
  249. const CGameHandler::BattleCb * CGameHandler::battle() const
  250. {
  251. return this;
  252. }
  253. const CGameHandler::GameCb * CGameHandler::game() const
  254. {
  255. return this;
  256. }
  257. vstd::CLoggerBase * CGameHandler::logger() const
  258. {
  259. return logGlobal;
  260. }
  261. events::EventBus * CGameHandler::eventBus() const
  262. {
  263. return serverEventBus.get();
  264. }
  265. CVCMIServer * CGameHandler::gameLobby() const
  266. {
  267. return lobby;
  268. }
  269. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  270. {
  271. changeSecSkill(hero, skill, 1, 0);
  272. expGiven(hero);
  273. }
  274. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  275. {
  276. // required exp for at least 1 lvl-up hasn't been reached
  277. if (!hero->gainsLevel())
  278. {
  279. return;
  280. }
  281. // give primary skill
  282. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  283. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  284. SetPrimSkill sps;
  285. sps.id = hero->id;
  286. sps.which = primarySkill;
  287. sps.abs = false;
  288. sps.val = 1;
  289. sendAndApply(&sps);
  290. PrepareHeroLevelUp pre;
  291. pre.heroId = hero->id;
  292. sendAndApply(&pre);
  293. HeroLevelUp hlu;
  294. hlu.player = hero->tempOwner;
  295. hlu.heroId = hero->id;
  296. hlu.primskill = primarySkill;
  297. hlu.skills = pre.skills;
  298. if (hlu.skills.size() == 0)
  299. {
  300. sendAndApply(&hlu);
  301. levelUpHero(hero);
  302. }
  303. else if (hlu.skills.size() == 1)
  304. {
  305. sendAndApply(&hlu);
  306. levelUpHero(hero, pre.skills.front());
  307. }
  308. else if (hlu.skills.size() > 1)
  309. {
  310. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  311. hlu.queryID = levelUpQuery->queryID;
  312. queries.addQuery(levelUpQuery);
  313. sendAndApply(&hlu);
  314. //level up will be called on query reply
  315. }
  316. }
  317. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  318. {
  319. SetCommanderProperty scp;
  320. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  321. if (hero)
  322. scp.heroid = hero->id;
  323. else
  324. {
  325. complain ("Commander is not led by hero!");
  326. return;
  327. }
  328. scp.accumulatedBonus.subtype = 0;
  329. scp.accumulatedBonus.additionalInfo = 0;
  330. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  331. scp.accumulatedBonus.turnsRemain = 0;
  332. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  333. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  334. if (skill <= ECommander::SPELL_POWER)
  335. {
  336. scp.which = SetCommanderProperty::BONUS;
  337. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  338. {
  339. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  340. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  341. };
  342. switch (skill)
  343. {
  344. case ECommander::ATTACK:
  345. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  346. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  347. break;
  348. case ECommander::DEFENSE:
  349. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  350. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  351. break;
  352. case ECommander::HEALTH:
  353. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  354. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  355. break;
  356. case ECommander::DAMAGE:
  357. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  358. scp.accumulatedBonus.subtype = 0;
  359. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  360. break;
  361. case ECommander::SPEED:
  362. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  363. break;
  364. case ECommander::SPELL_POWER:
  365. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  366. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  367. sendAndApply (&scp); //additional pack
  368. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  369. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  370. sendAndApply (&scp); //additional pack
  371. scp.accumulatedBonus.type = BonusType::CASTS;
  372. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  373. sendAndApply (&scp); //additional pack
  374. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  375. break;
  376. }
  377. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  378. sendAndApply (&scp);
  379. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  380. scp.additionalInfo = skill;
  381. scp.amount = c->secondarySkills.at(skill) + 1;
  382. sendAndApply (&scp);
  383. }
  384. else if (skill >= 100)
  385. {
  386. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  387. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  388. scp.additionalInfo = skill; //unnormalized
  389. sendAndApply (&scp);
  390. }
  391. expGiven(hero);
  392. }
  393. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  394. {
  395. if (!c->gainsLevel())
  396. {
  397. return;
  398. }
  399. CommanderLevelUp clu;
  400. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  401. if(hero)
  402. {
  403. clu.heroId = hero->id;
  404. clu.player = hero->tempOwner;
  405. }
  406. else
  407. {
  408. complain ("Commander is not led by hero!");
  409. return;
  410. }
  411. //picking sec. skills for choice
  412. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  413. {
  414. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  415. clu.skills.push_back(i);
  416. }
  417. int i = 100;
  418. for (auto specialSkill : VLC->creh->skillRequirements)
  419. {
  420. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  421. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  422. && !vstd::contains (c->specialSKills, i))
  423. clu.skills.push_back (i);
  424. ++i;
  425. }
  426. int skillAmount = static_cast<int>(clu.skills.size());
  427. if (!skillAmount)
  428. {
  429. sendAndApply(&clu);
  430. levelUpCommander(c);
  431. }
  432. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  433. {
  434. sendAndApply(&clu);
  435. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  436. }
  437. else if (skillAmount > 1) //apply and ask for secondary skill
  438. {
  439. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  440. clu.queryID = commanderLevelUp->queryID;
  441. queries.addQuery(commanderLevelUp);
  442. sendAndApply(&clu);
  443. }
  444. }
  445. void CGameHandler::expGiven(const CGHeroInstance *hero)
  446. {
  447. if (hero->gainsLevel())
  448. levelUpHero(hero);
  449. else if (hero->commander && hero->commander->gainsLevel())
  450. levelUpCommander(hero->commander);
  451. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  452. // levelUpCommander(hero->commander);
  453. // else
  454. // levelUpHero(hero);
  455. }
  456. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  457. {
  458. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  459. {
  460. if (gs->map->levelLimit != 0)
  461. {
  462. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  463. TExpType resultingExp = abs ? val : hero->exp + val;
  464. if (resultingExp > expLimit)
  465. {
  466. // set given experience to max possible, but don't decrease if hero already over top
  467. abs = true;
  468. val = std::max(expLimit, hero->exp);
  469. InfoWindow iw;
  470. iw.player = hero->tempOwner;
  471. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  472. iw.text.replaceRawString(hero->getNameTranslated());
  473. sendAndApply(&iw);
  474. }
  475. }
  476. }
  477. SetPrimSkill sps;
  478. sps.id = hero->id;
  479. sps.which = which;
  480. sps.abs = abs;
  481. sps.val = val;
  482. sendAndApply(&sps);
  483. //only for exp - hero may level up
  484. if (which == PrimarySkill::EXPERIENCE)
  485. {
  486. if (hero->commander && hero->commander->alive)
  487. {
  488. //FIXME: trim experience according to map limit?
  489. SetCommanderProperty scp;
  490. scp.heroid = hero->id;
  491. scp.which = SetCommanderProperty::EXPERIENCE;
  492. scp.amount = val;
  493. sendAndApply (&scp);
  494. CBonusSystemNode::treeHasChanged();
  495. }
  496. expGiven(hero);
  497. }
  498. }
  499. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  500. {
  501. if(!hero)
  502. {
  503. logGlobal->error("changeSecSkill provided no hero");
  504. return;
  505. }
  506. SetSecSkill sss;
  507. sss.id = hero->id;
  508. sss.which = which;
  509. sss.val = val;
  510. sss.abs = abs;
  511. sendAndApply(&sss);
  512. if (hero->visitedTown)
  513. giveSpells(hero->visitedTown, hero);
  514. }
  515. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  516. {
  517. LOG_TRACE(logGlobal);
  518. //Fill BattleResult structure with exp info
  519. giveExp(*battleResult.data);
  520. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  521. {
  522. if(heroAttacker)
  523. battleResult.data->exp[1] += 500;
  524. if(heroDefender)
  525. battleResult.data->exp[0] += 500;
  526. }
  527. if(heroAttacker)
  528. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  529. if(heroDefender)
  530. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  531. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  532. if (!battleQuery)
  533. {
  534. logGlobal->error("Cannot find battle query!");
  535. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
  536. return;
  537. }
  538. battleQuery->result = std::make_optional(*battleResult.data);
  539. //Check how many battle queries were created (number of players blocked by battle)
  540. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  541. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  542. // in battles against neutrals, 1st player can ask to replay battle manually
  543. if (!gs->curB->sides[1].color.isValidPlayer())
  544. {
  545. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
  546. battleResult.data->queryID = battleDialogQuery->queryID;
  547. queries.addQuery(battleDialogQuery);
  548. }
  549. else
  550. battleResult.data->queryID = -1;
  551. //set same battle result for all queries
  552. for(auto q : queries.allQueries())
  553. {
  554. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  555. if(otherBattleQuery)
  556. otherBattleQuery->result = battleQuery->result;
  557. }
  558. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  559. if (battleResult.data->queryID == -1)
  560. endBattleConfirm(gs->curB);
  561. }
  562. void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
  563. {
  564. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
  565. if(!battleQuery)
  566. {
  567. logGlobal->trace("No battle query, battle end was confirmed by another player");
  568. return;
  569. }
  570. const BattleResult::EResult result = battleResult.get()->result;
  571. CasualtiesAfterBattle cab1(battleInfo->sides.at(0), battleInfo), cab2(battleInfo->sides.at(1), battleInfo); //calculate casualties before deleting battle
  572. ChangeSpells cs; //for Eagle Eye
  573. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  574. {
  575. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  576. {
  577. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
  578. for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
  579. {
  580. auto spell = spellId.toSpell(VLC->spells());
  581. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  582. cs.spells.insert(spell->getId());
  583. }
  584. }
  585. }
  586. std::vector<const CArtifactInstance *> arts; //display them in window
  587. if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  588. {
  589. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  590. {
  591. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  592. if(slot != ArtifactPosition::PRE_FIRST)
  593. {
  594. arts.push_back(art);
  595. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  596. if(ArtifactUtils::isSlotBackpack(slot))
  597. ma->askAssemble = false;
  598. sendAndApply(ma);
  599. }
  600. };
  601. if (finishingBattle->loserHero)
  602. {
  603. //TODO: wrap it into a function, somehow (std::variant -_-)
  604. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  605. for (auto artSlot : artifactsWorn)
  606. {
  607. MoveArtifact ma;
  608. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  609. const CArtifactInstance * art = ma.src.getArt();
  610. if (art && !art->artType->isBig() &&
  611. art->artType->getId() != ArtifactID::SPELLBOOK)
  612. // don't move war machines or locked arts (spellbook)
  613. {
  614. sendMoveArtifact(art, &ma);
  615. }
  616. }
  617. for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  618. {
  619. //we assume that no big artifacts can be found
  620. MoveArtifact ma;
  621. ma.src = ArtifactLocation(finishingBattle->loserHero,
  622. ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
  623. const CArtifactInstance * art = ma.src.getArt();
  624. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  625. {
  626. sendMoveArtifact(art, &ma);
  627. }
  628. }
  629. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  630. {
  631. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  632. for (auto artSlot : artifactsWorn)
  633. {
  634. MoveArtifact ma;
  635. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  636. const CArtifactInstance * art = ma.src.getArt();
  637. if (art && !art->artType->isBig())
  638. {
  639. sendMoveArtifact(art, &ma);
  640. }
  641. }
  642. }
  643. }
  644. for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
  645. {
  646. auto artifactsWorn = armySlot.second->artifactsWorn;
  647. for (auto artSlot : artifactsWorn)
  648. {
  649. MoveArtifact ma;
  650. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  651. const CArtifactInstance * art = ma.src.getArt();
  652. if (art && !art->artType->isBig())
  653. {
  654. sendMoveArtifact(art, &ma);
  655. }
  656. }
  657. }
  658. }
  659. if (arts.size()) //display loot
  660. {
  661. InfoWindow iw;
  662. iw.player = finishingBattle->winnerHero->tempOwner;
  663. iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
  664. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  665. {
  666. iw.components.emplace_back(
  667. Component::EComponentType::ARTIFACT, art->artType->getId(),
  668. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 0, 0);
  669. if (iw.components.size() >= 14)
  670. {
  671. sendAndApply(&iw);
  672. iw.components.clear();
  673. }
  674. }
  675. if (iw.components.size())
  676. {
  677. sendAndApply(&iw);
  678. }
  679. }
  680. //Eagle Eye secondary skill handling
  681. if (!cs.spells.empty())
  682. {
  683. cs.learn = 1;
  684. cs.hid = finishingBattle->winnerHero->id;
  685. InfoWindow iw;
  686. iw.player = finishingBattle->winnerHero->tempOwner;
  687. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  688. iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
  689. std::ostringstream names;
  690. for (int i = 0; i < cs.spells.size(); i++)
  691. {
  692. names << "%s";
  693. if (i < cs.spells.size() - 2)
  694. names << ", ";
  695. else if (i < cs.spells.size() - 1)
  696. names << "%s";
  697. }
  698. names << ".";
  699. iw.text.replaceRawString(names.str());
  700. auto it = cs.spells.begin();
  701. for (int i = 0; i < cs.spells.size(); i++, it++)
  702. {
  703. iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
  704. if (i == cs.spells.size() - 2) //we just added pre-last name
  705. iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
  706. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  707. }
  708. sendAndApply(&iw);
  709. sendAndApply(&cs);
  710. }
  711. cab1.updateArmy(this);
  712. cab2.updateArmy(this); //take casualties after battle is deleted
  713. if(finishingBattle->loserHero) //remove beaten hero
  714. {
  715. RemoveObject ro(finishingBattle->loserHero->id);
  716. sendAndApply(&ro);
  717. }
  718. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  719. {
  720. RemoveObject ro(finishingBattle->winnerHero->id);
  721. sendAndApply(&ro);
  722. }
  723. if(battleResult.data->winner == BattleSide::DEFENDER
  724. && finishingBattle->winnerHero
  725. && finishingBattle->winnerHero->visitedTown
  726. && !finishingBattle->winnerHero->inTownGarrison
  727. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  728. {
  729. swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  730. }
  731. //give exp
  732. if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  733. changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
  734. BattleResultAccepted raccepted;
  735. raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battleInfo->sides.at(0).armyObject);
  736. raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battleInfo->sides.at(1).armyObject);
  737. raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
  738. raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
  739. raccepted.heroResult[0].exp = battleResult.data->exp[0];
  740. raccepted.heroResult[1].exp = battleResult.data->exp[1];
  741. raccepted.winnerSide = finishingBattle->winnerSide;
  742. sendAndApply(&raccepted);
  743. queries.popIfTop(battleQuery);
  744. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query
  745. }
  746. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  747. {
  748. LOG_TRACE(logGlobal);
  749. if(!finishingBattle)
  750. return;
  751. finishingBattle->remainingBattleQueriesCount--;
  752. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  753. if (finishingBattle->remainingBattleQueriesCount > 0)
  754. //Battle results will be handled when all battle queries are closed
  755. return;
  756. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  757. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  758. // Still, it looks like a hole.
  759. // Necromancy if applicable.
  760. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  761. // Give raised units to winner and show dialog, if any were raised,
  762. // units will be given after casualties are taken
  763. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  764. if (necroSlot != SlotID())
  765. {
  766. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  767. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  768. }
  769. BattleResultsApplied resultsApplied;
  770. resultsApplied.player1 = finishingBattle->victor;
  771. resultsApplied.player2 = finishingBattle->loser;
  772. sendAndApply(&resultsApplied);
  773. setBattle(nullptr);
  774. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  775. {
  776. logGlobal->trace("post-victory visit");
  777. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  778. }
  779. visitObjectAfterVictory = false;
  780. //handle victory/loss of engaged players
  781. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  782. checkVictoryLossConditions(playerColors);
  783. if (result.result == BattleResult::SURRENDER)
  784. heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
  785. if (result.result == BattleResult::ESCAPE)
  786. heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
  787. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  788. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  789. {
  790. RemoveObject ro(finishingBattle->winnerHero->id);
  791. sendAndApply(&ro);
  792. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  793. heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
  794. }
  795. finishingBattle.reset();
  796. }
  797. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  798. {
  799. if(first && !counter)
  800. handleAttackBeforeCasting(ranged, attacker, defender);
  801. FireShieldInfo fireShield;
  802. BattleAttack bat;
  803. BattleLogMessage blm;
  804. bat.stackAttacking = attacker->unitId();
  805. bat.tile = targetHex;
  806. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  807. if(ranged)
  808. bat.flags |= BattleAttack::SHOT;
  809. if(counter)
  810. bat.flags |= BattleAttack::COUNTER;
  811. const int attackerLuck = attacker->luckVal();
  812. if(attackerLuck > 0)
  813. {
  814. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  815. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  816. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  817. bat.flags |= BattleAttack::LUCKY;
  818. }
  819. if(attackerLuck < 0)
  820. {
  821. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
  822. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
  823. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  824. bat.flags |= BattleAttack::UNLUCKY;
  825. }
  826. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
  827. {
  828. bat.flags |= BattleAttack::DEATH_BLOW;
  829. }
  830. const auto * owner = gs->curB->getHero(attacker->unitOwner());
  831. if(owner)
  832. {
  833. int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  834. if (chance > getRandomGenerator().nextInt(99))
  835. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  836. }
  837. int64_t drainedLife = 0;
  838. // only primary target
  839. if(defender->alive())
  840. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  841. //multiple-hex normal attack
  842. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  843. for(const CStack * stack : attackedCreatures)
  844. {
  845. if(stack != defender && stack->alive()) //do not hit same stack twice
  846. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  847. }
  848. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
  849. if(bonus && ranged) //TODO: make it work in melee?
  850. {
  851. //this is need for displaying hit animation
  852. bat.flags |= BattleAttack::SPELL_LIKE;
  853. bat.spellID = SpellID(bonus->subtype);
  854. //TODO: should spell override creature`s projectile?
  855. auto spell = bat.spellID.toSpell();
  856. battle::Target target;
  857. target.emplace_back(defender, targetHex);
  858. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  859. event.setSpellLevel(bonus->val);
  860. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  861. //TODO: get exact attacked hex for defender
  862. for(const CStack * stack : attackedCreatures)
  863. {
  864. if(stack != defender && stack->alive()) //do not hit same stack twice
  865. {
  866. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  867. }
  868. }
  869. //now add effect info for all attacked stacks
  870. for (BattleStackAttacked & bsa : bat.bsa)
  871. {
  872. if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
  873. {
  874. //this is need for displaying affect animation
  875. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  876. bsa.spellID = SpellID(bonus->subtype);
  877. }
  878. }
  879. }
  880. attackerState->afterAttack(ranged, counter);
  881. {
  882. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  883. attackerState->save(info.data);
  884. bat.attackerChanges.changedStacks.push_back(info);
  885. }
  886. if (drainedLife > 0)
  887. bat.flags |= BattleAttack::LIFE_DRAIN;
  888. sendAndApply(&bat);
  889. {
  890. const bool multipleTargets = bat.bsa.size() > 1;
  891. int64_t totalDamage = 0;
  892. int32_t totalKills = 0;
  893. for(const BattleStackAttacked & bsa : bat.bsa)
  894. {
  895. totalDamage += bsa.damageAmount;
  896. totalKills += bsa.killedAmount;
  897. }
  898. {
  899. MetaString text;
  900. attacker->addText(text, EMetaText::GENERAL_TXT, 376);
  901. attacker->addNameReplacement(text);
  902. text.replaceNumber(totalDamage);
  903. blm.lines.push_back(text);
  904. }
  905. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  906. }
  907. // drain life effect (as well as log entry) must be applied after the attack
  908. if(drainedLife > 0)
  909. {
  910. MetaString text;
  911. attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
  912. attackerState->addNameReplacement(text, false);
  913. text.replaceNumber(drainedLife);
  914. defender->addNameReplacement(text, true);
  915. blm.lines.push_back(std::move(text));
  916. }
  917. if(!fireShield.empty())
  918. {
  919. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  920. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  921. int64_t totalDamage = 0;
  922. for(const auto & item : fireShield)
  923. {
  924. const CStack * actor = item.first;
  925. int64_t rawDamage = item.second;
  926. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->unitOwner());
  927. if(actorOwner)
  928. {
  929. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  930. }
  931. else
  932. {
  933. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  934. }
  935. totalDamage+=rawDamage;
  936. //FIXME: add custom effect on actor
  937. }
  938. if (totalDamage > 0)
  939. {
  940. BattleStackAttacked bsa;
  941. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  942. bsa.stackAttacked = attacker->unitId(); //invert
  943. bsa.attackerID = defender->unitId();
  944. bsa.damageAmount = totalDamage;
  945. attacker->prepareAttacked(bsa, getRandomGenerator());
  946. StacksInjured pack;
  947. pack.stacks.push_back(bsa);
  948. sendAndApply(&pack);
  949. // TODO: this is already implemented in Damage::describeEffect()
  950. {
  951. MetaString text;
  952. text.appendLocalString(EMetaText::GENERAL_TXT, 376);
  953. text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);
  954. text.replaceNumber(totalDamage);
  955. blm.lines.push_back(std::move(text));
  956. }
  957. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  958. }
  959. }
  960. sendAndApply(&blm);
  961. handleAfterAttackCasting(ranged, attacker, defender);
  962. }
  963. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  964. {
  965. BattleStackAttacked bsa;
  966. if(secondary)
  967. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  968. bsa.attackerID = attackerState->unitId();
  969. bsa.stackAttacked = def->unitId();
  970. {
  971. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  972. bai.deathBlow = bat.deathBlow();
  973. bai.doubleDamage = bat.ballistaDoubleDmg();
  974. bai.luckyStrike = bat.lucky();
  975. bai.unluckyStrike = bat.unlucky();
  976. auto range = gs->curB->calculateDmgRange(bai);
  977. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  978. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  979. }
  980. int64_t drainedLife = 0;
  981. //life drain handling
  982. if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
  983. {
  984. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
  985. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  986. drainedLife += toHeal;
  987. }
  988. //soul steal handling
  989. if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
  990. {
  991. //we can have two bonuses - one with subtype 0 and another with subtype 1
  992. //try to use permanent first, use only one of two
  993. for(si32 subtype = 1; subtype >= 0; subtype--)
  994. {
  995. if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
  996. {
  997. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
  998. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  999. drainedLife += toHeal;
  1000. break;
  1001. }
  1002. }
  1003. }
  1004. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1005. //fire shield handling
  1006. if(!bat.shot() &&
  1007. !def->isClone() &&
  1008. def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
  1009. !attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
  1010. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1011. )
  1012. {
  1013. //TODO: use damage with bonus but without penalties
  1014. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
  1015. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1016. }
  1017. return drainedLife;
  1018. }
  1019. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1020. {
  1021. if(killed > 0)
  1022. {
  1023. BattleLogMessage blm;
  1024. addGenericKilledLog(blm, defender, killed, multiple);
  1025. sendAndApply(&blm);
  1026. }
  1027. }
  1028. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1029. {
  1030. if(killed > 0)
  1031. {
  1032. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1033. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1034. // these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
  1035. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1036. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1037. boost::algorithm::trim(formatString);
  1038. boost::format txt(formatString);
  1039. if(killed > 1)
  1040. {
  1041. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
  1042. }
  1043. else //killed == 1
  1044. {
  1045. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
  1046. }
  1047. MetaString line;
  1048. line.appendRawString(txt.str());
  1049. blm.lines.push_back(std::move(line));
  1050. }
  1051. }
  1052. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1053. {
  1054. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1055. return;
  1056. for(auto & playerConnections : connections)
  1057. {
  1058. PlayerColor playerId = playerConnections.first;
  1059. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1060. if(!playerSettings)
  1061. continue;
  1062. auto playerConnection = vstd::find(playerConnections.second, c);
  1063. if(playerConnection != playerConnections.second.end())
  1064. {
  1065. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1066. playerMessages->broadcastMessage(playerId, messageText);
  1067. }
  1068. }
  1069. }
  1070. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1071. {
  1072. //prepare struct informing that action was applied
  1073. auto sendPackageResponse = [&](bool succesfullyApplied)
  1074. {
  1075. PackageApplied applied;
  1076. applied.player = pack->player;
  1077. applied.result = succesfullyApplied;
  1078. applied.packType = typeList.getTypeID(pack);
  1079. applied.requestID = pack->requestID;
  1080. pack->c->sendPack(&applied);
  1081. };
  1082. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1083. if(isBlockedByQueries(pack, pack->player))
  1084. {
  1085. sendPackageResponse(false);
  1086. }
  1087. else if(apply)
  1088. {
  1089. const bool result = apply->applyOnGH(this, this->gs, pack);
  1090. if(result)
  1091. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1092. else
  1093. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1094. % typeid(*pack).name()).str());
  1095. sendPackageResponse(true);
  1096. }
  1097. else
  1098. {
  1099. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1100. sendPackageResponse(false);
  1101. }
  1102. vstd::clear_pointer(pack);
  1103. }
  1104. int CGameHandler::moveStack(int stack, BattleHex dest)
  1105. {
  1106. int ret = 0;
  1107. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1108. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1109. assert(curStack);
  1110. assert(dest < GameConstants::BFIELD_SIZE);
  1111. if (gs->curB->tacticDistance)
  1112. {
  1113. assert(gs->curB->isInTacticRange(dest));
  1114. }
  1115. auto start = curStack->getPosition();
  1116. if (start == dest)
  1117. return 0;
  1118. //initing necessary tables
  1119. auto accessibility = getAccesibility(curStack);
  1120. std::set<BattleHex> passed;
  1121. //Ignore obstacles on starting position
  1122. passed.insert(curStack->getPosition());
  1123. if(curStack->doubleWide())
  1124. passed.insert(curStack->occupiedHex());
  1125. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1126. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1127. {
  1128. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1129. if(accessibility.accessible(shifted, curStack))
  1130. dest = shifted;
  1131. }
  1132. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1133. {
  1134. complain("Given destination is not accessible!");
  1135. return 0;
  1136. }
  1137. bool canUseGate = false;
  1138. auto dbState = gs->curB->si.gateState;
  1139. if(battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
  1140. dbState != EGateState::DESTROYED &&
  1141. dbState != EGateState::BLOCKED)
  1142. {
  1143. canUseGate = true;
  1144. }
  1145. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1146. ret = path.second;
  1147. int creSpeed = curStack->speed(0, true);
  1148. if (gs->curB->tacticDistance > 0 && creSpeed > 0)
  1149. creSpeed = GameConstants::BFIELD_SIZE;
  1150. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  1151. {
  1152. return obst->obstacleType == CObstacleInstance::MOAT;
  1153. });
  1154. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1155. {
  1156. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1157. return true;
  1158. if (hex == ESiegeHex::GATE_OUTER)
  1159. return true;
  1160. if (hex == ESiegeHex::GATE_INNER)
  1161. return true;
  1162. return false;
  1163. };
  1164. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1165. {
  1166. if (isGateDrawbridgeHex(hex))
  1167. return true;
  1168. if (curStack->doubleWide())
  1169. {
  1170. BattleHex otherHex = curStack->occupiedHex(hex);
  1171. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1172. return true;
  1173. }
  1174. return false;
  1175. };
  1176. if (curStack->hasBonusOfType(BonusType::FLYING))
  1177. {
  1178. if (path.second <= creSpeed && path.first.size() > 0)
  1179. {
  1180. if (canUseGate && dbState != EGateState::OPENED &&
  1181. occupyGateDrawbridgeHex(dest))
  1182. {
  1183. BattleUpdateGateState db;
  1184. db.state = EGateState::OPENED;
  1185. sendAndApply(&db);
  1186. }
  1187. //inform clients about move
  1188. BattleStackMoved sm;
  1189. sm.stack = curStack->unitId();
  1190. std::vector<BattleHex> tiles;
  1191. tiles.push_back(path.first[0]);
  1192. sm.tilesToMove = tiles;
  1193. sm.distance = path.second;
  1194. sm.teleporting = false;
  1195. sendAndApply(&sm);
  1196. }
  1197. }
  1198. else //for non-flying creatures
  1199. {
  1200. std::vector<BattleHex> tiles;
  1201. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1202. int v = (int)path.first.size()-1;
  1203. path.first.push_back(start);
  1204. // check if gate need to be open or closed at some point
  1205. BattleHex openGateAtHex, gateMayCloseAtHex;
  1206. if (canUseGate)
  1207. {
  1208. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1209. {
  1210. auto needOpenGates = [&](BattleHex hex) -> bool
  1211. {
  1212. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1213. return true;
  1214. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1215. return true;
  1216. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1217. return true;
  1218. return false;
  1219. };
  1220. auto hex = path.first[i];
  1221. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1222. {
  1223. if (needOpenGates(hex))
  1224. openGateAtHex = path.first[i+1];
  1225. //TODO we need find batter way to handle double-wide stacks
  1226. //currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
  1227. if (curStack->doubleWide())
  1228. {
  1229. BattleHex otherHex = curStack->occupiedHex(hex);
  1230. if (otherHex.isValid() && needOpenGates(otherHex))
  1231. openGateAtHex = path.first[i+2];
  1232. }
  1233. //gate may be opened and then closed during stack movement, but not other way around
  1234. if (openGateAtHex.isValid())
  1235. dbState = EGateState::OPENED;
  1236. }
  1237. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1238. {
  1239. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1240. {
  1241. gateMayCloseAtHex = path.first[i-1];
  1242. }
  1243. if (hasWideMoat)
  1244. {
  1245. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1246. {
  1247. gateMayCloseAtHex = path.first[i-1];
  1248. }
  1249. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1250. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1251. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1252. {
  1253. gateMayCloseAtHex = path.first[i-1];
  1254. }
  1255. }
  1256. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1257. {
  1258. gateMayCloseAtHex = path.first[i-1];
  1259. }
  1260. }
  1261. }
  1262. }
  1263. bool stackIsMoving = true;
  1264. while(stackIsMoving)
  1265. {
  1266. if (v<tilesToMove)
  1267. {
  1268. logGlobal->error("Movement terminated abnormally");
  1269. break;
  1270. }
  1271. bool gateStateChanging = false;
  1272. //special handling for opening gate on from starting hex
  1273. if (openGateAtHex.isValid() && openGateAtHex == start)
  1274. gateStateChanging = true;
  1275. else
  1276. {
  1277. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1278. {
  1279. BattleHex hex = path.first[v];
  1280. tiles.push_back(hex);
  1281. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1282. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1283. {
  1284. gateStateChanging = true;
  1285. }
  1286. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1287. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1288. obstacleHit = true;
  1289. if (curStack->doubleWide())
  1290. {
  1291. BattleHex otherHex = curStack->occupiedHex(hex);
  1292. //two hex creature hit obstacle by backside
  1293. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1294. if(otherHex.isValid() && !obstacle2.empty())
  1295. obstacleHit = true;
  1296. }
  1297. if(!obstacleHit)
  1298. passed.insert(hex);
  1299. }
  1300. }
  1301. if (!tiles.empty())
  1302. {
  1303. //commit movement
  1304. BattleStackMoved sm;
  1305. sm.stack = curStack->unitId();
  1306. sm.distance = path.second;
  1307. sm.teleporting = false;
  1308. sm.tilesToMove = tiles;
  1309. sendAndApply(&sm);
  1310. tiles.clear();
  1311. }
  1312. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1313. if (curStack->getPosition() != dest)
  1314. {
  1315. if(stackIsMoving && start != curStack->getPosition())
  1316. {
  1317. stackIsMoving = handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1318. passed.insert(curStack->getPosition());
  1319. if(curStack->doubleWide())
  1320. passed.insert(curStack->occupiedHex());
  1321. }
  1322. if (gateStateChanging)
  1323. {
  1324. if (curStack->getPosition() == openGateAtHex)
  1325. {
  1326. openGateAtHex = BattleHex();
  1327. //only open gate if stack is still alive
  1328. if (curStack->alive())
  1329. {
  1330. BattleUpdateGateState db;
  1331. db.state = EGateState::OPENED;
  1332. sendAndApply(&db);
  1333. }
  1334. }
  1335. else if (curStack->getPosition() == gateMayCloseAtHex)
  1336. {
  1337. gateMayCloseAtHex = BattleHex();
  1338. updateGateState();
  1339. }
  1340. }
  1341. }
  1342. else
  1343. //movement finished normally: we reached destination
  1344. stackIsMoving = false;
  1345. }
  1346. }
  1347. //handle last hex separately for deviation
  1348. if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
  1349. {
  1350. if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
  1351. || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
  1352. passed.clear(); //Just empty passed, obstacles will handled automatically
  1353. }
  1354. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1355. handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1356. return ret;
  1357. }
  1358. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1359. : lobby(lobby)
  1360. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  1361. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  1362. , complainNoCreatures("No creatures to split")
  1363. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1364. , complainInvalidSlot("Invalid slot accessed!")
  1365. {
  1366. QID = 1;
  1367. IObjectInterface::cb = this;
  1368. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1369. registerTypesServerPacks(*applier);
  1370. visitObjectAfterVictory = false;
  1371. spellEnv = new ServerSpellCastEnvironment(this);
  1372. }
  1373. CGameHandler::~CGameHandler()
  1374. {
  1375. if (battleThread)
  1376. {
  1377. //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
  1378. battleMadeAction.setn(true);
  1379. battleThread->join();
  1380. }
  1381. delete spellEnv;
  1382. delete gs;
  1383. }
  1384. void CGameHandler::reinitScripting()
  1385. {
  1386. serverEventBus = std::make_unique<events::EventBus>();
  1387. #if SCRIPTING_ENABLED
  1388. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1389. #endif
  1390. }
  1391. void CGameHandler::init(StartInfo *si)
  1392. {
  1393. if (si->seedToBeUsed == 0)
  1394. {
  1395. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1396. }
  1397. CMapService mapService;
  1398. gs = new CGameState();
  1399. gs->preInit(VLC);
  1400. logGlobal->info("Gamestate created!");
  1401. gs->init(&mapService, si);
  1402. logGlobal->info("Gamestate initialized!");
  1403. // reset seed, so that clients can't predict any following random values
  1404. getRandomGenerator().resetSeed();
  1405. for (auto & elem : gs->players)
  1406. {
  1407. states.addPlayer(elem.first);
  1408. }
  1409. reinitScripting();
  1410. }
  1411. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1412. {
  1413. return a.earlierThan(b);
  1414. }
  1415. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1416. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1417. const PlayerState * p = getPlayerState(town->tempOwner);
  1418. if (!p)
  1419. {
  1420. assert(town->tempOwner == PlayerColor::NEUTRAL);
  1421. return;
  1422. }
  1423. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1424. {
  1425. SetAvailableCreatures ssi;
  1426. ssi.tid = town->id;
  1427. ssi.creatures = town->creatures;
  1428. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1429. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1430. if (dwellings.empty())//no dwellings - just remove
  1431. {
  1432. sendAndApply(&ssi);
  1433. return;
  1434. }
  1435. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1436. // for multi-creature dwellings like Golem Factory
  1437. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1438. if (clear)
  1439. {
  1440. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  1441. }
  1442. else
  1443. {
  1444. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  1445. }
  1446. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1447. sendAndApply(&ssi);
  1448. }
  1449. }
  1450. void CGameHandler::newTurn()
  1451. {
  1452. logGlobal->trace("Turn %d", gs->day+1);
  1453. NewTurn n;
  1454. n.specialWeek = NewTurn::NO_ACTION;
  1455. n.creatureid = CreatureID::NONE;
  1456. n.day = gs->day + 1;
  1457. bool firstTurn = !getDate(Date::DAY);
  1458. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1459. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1460. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1461. if (firstTurn)
  1462. {
  1463. for (auto obj : gs->map->objects)
  1464. {
  1465. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1466. {
  1467. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1468. }
  1469. }
  1470. }
  1471. if (newWeek && !firstTurn)
  1472. {
  1473. n.specialWeek = NewTurn::NORMAL;
  1474. bool deityOfFireBuilt = false;
  1475. for (const CGTownInstance *t : gs->map->towns)
  1476. {
  1477. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1478. {
  1479. deityOfFireBuilt = true;
  1480. break;
  1481. }
  1482. }
  1483. if (deityOfFireBuilt)
  1484. {
  1485. n.specialWeek = NewTurn::DEITYOFFIRE;
  1486. n.creatureid = CreatureID::IMP;
  1487. }
  1488. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1489. {
  1490. int monthType = getRandomGenerator().nextInt(99);
  1491. if (newMonth) //new month
  1492. {
  1493. if (monthType < 40) //double growth
  1494. {
  1495. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1496. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1497. {
  1498. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1499. }
  1500. else if (VLC->creh->doubledCreatures.size())
  1501. {
  1502. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1503. }
  1504. else
  1505. {
  1506. complain("Cannot find creature that can be spawned!");
  1507. n.specialWeek = NewTurn::NORMAL;
  1508. }
  1509. }
  1510. else if (monthType < 50)
  1511. n.specialWeek = NewTurn::PLAGUE;
  1512. }
  1513. else //it's a week, but not full month
  1514. {
  1515. if (monthType < 25)
  1516. {
  1517. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1518. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1519. do
  1520. {
  1521. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1522. } while (VLC->creh->objects[newMonster.second] &&
  1523. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  1524. n.creatureid = newMonster.second;
  1525. }
  1526. }
  1527. }
  1528. }
  1529. for (auto & elem : gs->players)
  1530. {
  1531. if (elem.first == PlayerColor::NEUTRAL)
  1532. continue;
  1533. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1534. assert(0); //illegal player number!
  1535. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  1536. hadGold.insert(playerGold);
  1537. if (newWeek) //new heroes in tavern
  1538. heroPool->onNewWeek(elem.first);
  1539. n.res[elem.first] = elem.second.resources;
  1540. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1541. {
  1542. bool hasCrystalGenCreature = false;
  1543. for(CGHeroInstance * hero : elem.second.heroes)
  1544. {
  1545. for(auto stack : hero->stacks)
  1546. {
  1547. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  1548. {
  1549. hasCrystalGenCreature = true;
  1550. break;
  1551. }
  1552. }
  1553. }
  1554. if(!hasCrystalGenCreature) //not found in armies, check towns
  1555. {
  1556. for(CGTownInstance * town : elem.second.towns)
  1557. {
  1558. for(auto stack : town->stacks)
  1559. {
  1560. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  1561. {
  1562. hasCrystalGenCreature = true;
  1563. break;
  1564. }
  1565. }
  1566. }
  1567. }
  1568. if(hasCrystalGenCreature)
  1569. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  1570. }
  1571. for (CGHeroInstance *h : (elem).second.heroes)
  1572. {
  1573. if (h->visitedTown)
  1574. giveSpells(h->visitedTown, h);
  1575. NewTurn::Hero hth;
  1576. hth.id = h->id;
  1577. auto ti = std::make_unique<TurnInfo>(h, 1);
  1578. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1579. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1580. hth.mana = h->getManaNewTurn();
  1581. n.heroes.insert(hth);
  1582. if (!firstTurn) //not first day
  1583. {
  1584. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1585. {
  1586. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
  1587. }
  1588. }
  1589. }
  1590. }
  1591. for (CGTownInstance *t : gs->map->towns)
  1592. {
  1593. PlayerColor player = t->tempOwner;
  1594. handleTownEvents(t, n);
  1595. if (newWeek) //first day of week
  1596. {
  1597. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1598. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1599. if (!firstTurn)
  1600. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1601. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1602. if (!vstd::contains(n.cres, t->id))
  1603. {
  1604. n.cres[t->id].tid = t->id;
  1605. n.cres[t->id].creatures = t->creatures;
  1606. }
  1607. auto & sac = n.cres.at(t->id);
  1608. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1609. {
  1610. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1611. {
  1612. ui32 &availableCount = sac.creatures.at(k).first;
  1613. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1614. if (n.specialWeek == NewTurn::PLAGUE)
  1615. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1616. else
  1617. {
  1618. if (firstTurn) //first day of game: use only basic growths
  1619. availableCount = cre->getGrowth();
  1620. else
  1621. availableCount += t->creatureGrowth(k);
  1622. //Deity of fire week - upgrade both imps and upgrades
  1623. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1624. availableCount += 15;
  1625. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  1626. {
  1627. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1628. availableCount *= 2;
  1629. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1630. availableCount += 5;
  1631. }
  1632. }
  1633. }
  1634. }
  1635. }
  1636. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1637. {
  1638. n.res[player] = n.res[player] + t->dailyIncome();
  1639. }
  1640. if(t->hasBuilt(BuildingID::GRAIL)
  1641. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1642. {
  1643. // Skyship, probably easier to handle same as Veil of darkness
  1644. //do it every new day after veils apply
  1645. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1646. {
  1647. FoWChange fw;
  1648. fw.mode = 1;
  1649. fw.player = player;
  1650. // find all hidden tiles
  1651. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1652. auto shape = fow->shape();
  1653. for(size_t z = 0; z < shape[0]; z++)
  1654. for(size_t x = 0; x < shape[1]; x++)
  1655. for(size_t y = 0; y < shape[2]; y++)
  1656. if (!(*fow)[z][x][y])
  1657. fw.tiles.insert(int3(x, y, z));
  1658. sendAndApply (&fw);
  1659. }
  1660. }
  1661. if (t->hasBonusOfType (BonusType::DARKNESS))
  1662. {
  1663. for (auto & player : gs->players)
  1664. {
  1665. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1666. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1667. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
  1668. }
  1669. }
  1670. }
  1671. if (newMonth)
  1672. {
  1673. SetAvailableArtifacts saa;
  1674. saa.id = -1;
  1675. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1676. sendAndApply(&saa);
  1677. }
  1678. sendAndApply(&n);
  1679. if (newWeek)
  1680. {
  1681. //spawn wandering monsters
  1682. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1683. {
  1684. spawnWanderingMonsters(n.creatureid);
  1685. }
  1686. //new week info popup
  1687. if (!firstTurn)
  1688. {
  1689. InfoWindow iw;
  1690. switch (n.specialWeek)
  1691. {
  1692. case NewTurn::DOUBLE_GROWTH:
  1693. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  1694. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1695. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1696. break;
  1697. case NewTurn::PLAGUE:
  1698. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  1699. break;
  1700. case NewTurn::BONUS_GROWTH:
  1701. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  1702. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1703. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1704. break;
  1705. case NewTurn::DEITYOFFIRE:
  1706. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  1707. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  1708. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  1709. iw.text.replacePositiveNumber(15); //%+d 15
  1710. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
  1711. iw.text.replacePositiveNumber(15); //%+d 15
  1712. break;
  1713. default:
  1714. if (newMonth)
  1715. {
  1716. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  1717. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1718. }
  1719. else
  1720. {
  1721. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  1722. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1723. }
  1724. }
  1725. for (auto & elem : gs->players)
  1726. {
  1727. iw.player = elem.first;
  1728. sendAndApply(&iw);
  1729. }
  1730. }
  1731. }
  1732. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1733. handleTimeEvents();
  1734. //call objects
  1735. for (auto & elem : gs->map->objects)
  1736. {
  1737. if (elem)
  1738. elem->newTurn(getRandomGenerator());
  1739. }
  1740. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1741. }
  1742. void CGameHandler::run(bool resume)
  1743. {
  1744. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1745. using namespace boost::posix_time;
  1746. for (auto cc : lobby->connections)
  1747. {
  1748. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1749. std::stringstream sbuffer;
  1750. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1751. for (PlayerColor color : players)
  1752. {
  1753. sbuffer << color << " ";
  1754. {
  1755. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1756. connections[color].insert(cc);
  1757. }
  1758. }
  1759. logGlobal->info(sbuffer.str());
  1760. }
  1761. #if SCRIPTING_ENABLED
  1762. services()->scripts()->run(serverScripts);
  1763. #endif
  1764. if(resume)
  1765. events::GameResumed::defaultExecute(serverEventBus.get());
  1766. auto playerTurnOrder = generatePlayerTurnOrder();
  1767. while(lobby->state == EServerState::GAMEPLAY)
  1768. {
  1769. if(!resume)
  1770. {
  1771. newTurn();
  1772. events::TurnStarted::defaultExecute(serverEventBus.get());
  1773. }
  1774. std::list<PlayerColor>::iterator it;
  1775. if (resume)
  1776. {
  1777. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1778. }
  1779. else
  1780. {
  1781. it = playerTurnOrder.begin();
  1782. }
  1783. resume = false;
  1784. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1785. {
  1786. auto playerColor = *it;
  1787. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1788. {
  1789. //if player runs out of time, he shouldn't get the turn (especially AI)
  1790. //pre-trigger may change anything, should check before each player
  1791. //TODO: is it enough to check only one player?
  1792. checkVictoryLossConditionsForAll();
  1793. auto player = event.getPlayer();
  1794. const PlayerState * playerState = &gs->players[player];
  1795. if(playerState->status != EPlayerStatus::INGAME)
  1796. {
  1797. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1798. }
  1799. else
  1800. {
  1801. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1802. YourTurn yt;
  1803. yt.player = player;
  1804. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1805. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1806. applyAndSend(&yt);
  1807. }
  1808. };
  1809. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1810. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1811. {
  1812. //wait till turn is done
  1813. boost::unique_lock<boost::mutex> lock(states.mx);
  1814. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1815. {
  1816. static time_duration p = milliseconds(100);
  1817. states.cv.timed_wait(lock, p);
  1818. }
  1819. }
  1820. }
  1821. //additional check that game is not finished
  1822. bool activePlayer = false;
  1823. for (auto player : playerTurnOrder)
  1824. {
  1825. if (gs->players[player].status == EPlayerStatus::INGAME)
  1826. activePlayer = true;
  1827. }
  1828. if(!activePlayer)
  1829. lobby->state = EServerState::GAMEPLAY_ENDED;
  1830. }
  1831. }
  1832. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1833. {
  1834. // Generate player turn order
  1835. std::list<PlayerColor> playerTurnOrder;
  1836. for (const auto & player : gs->players) // add human players first
  1837. {
  1838. if (player.second.human)
  1839. playerTurnOrder.push_back(player.first);
  1840. }
  1841. for (const auto & player : gs->players) // then add non-human players
  1842. {
  1843. if (!player.second.human)
  1844. playerTurnOrder.push_back(player.first);
  1845. }
  1846. return playerTurnOrder;
  1847. }
  1848. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1849. {
  1850. battleResult.set(nullptr);
  1851. const auto & t = *getTile(tile);
  1852. TerrainId terrain = t.terType->getId();
  1853. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1854. terrain = ETerrainId::SAND;
  1855. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1856. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1857. terType = BattleField(*VLC->modh->identifiers.getIdentifier("core", "battlefield.ship_to_ship"));
  1858. //send info about battles
  1859. BattleStart bs;
  1860. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1861. engageIntoBattle(bs.info->sides[0].color);
  1862. engageIntoBattle(bs.info->sides[1].color);
  1863. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(bs.info->sides[0].color));
  1864. bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
  1865. sendAndApply(&bs);
  1866. }
  1867. void CGameHandler::checkBattleStateChanges()
  1868. {
  1869. //check if drawbridge state need to be changes
  1870. if (battleGetSiegeLevel() > 0)
  1871. updateGateState();
  1872. //check if battle ended
  1873. if (auto result = battleIsFinished())
  1874. {
  1875. setBattleResult(BattleResult::NORMAL, *result);
  1876. }
  1877. }
  1878. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1879. {
  1880. if (!h->hasSpellbook())
  1881. return; //hero hasn't spellbook
  1882. ChangeSpells cs;
  1883. cs.hid = h->id;
  1884. cs.learn = true;
  1885. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1886. {
  1887. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1888. for (int i = 0; i < h->maxSpellLevel(); i++)
  1889. {
  1890. std::vector<SpellID> spells;
  1891. getAllowedSpells(spells, i+1);
  1892. for (auto & spell : spells)
  1893. cs.spells.insert(spell);
  1894. }
  1895. }
  1896. else
  1897. {
  1898. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1899. {
  1900. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1901. {
  1902. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1903. cs.spells.insert(t->spells.at(i).at(j));
  1904. }
  1905. }
  1906. }
  1907. if (!cs.spells.empty())
  1908. sendAndApply(&cs);
  1909. }
  1910. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1911. {
  1912. if (!obj || !getObj(obj->id))
  1913. {
  1914. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1915. return false;
  1916. }
  1917. RemoveObject ro;
  1918. ro.id = obj->id;
  1919. sendAndApply(&ro);
  1920. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1921. return true;
  1922. }
  1923. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1924. {
  1925. const CGHeroInstance *h = getHero(hid);
  1926. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1927. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1928. {
  1929. logGlobal->error("Illegal call to move hero!");
  1930. return false;
  1931. }
  1932. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1933. const int3 hmpos = h->convertToVisitablePos(dst);
  1934. if (!gs->map->isInTheMap(hmpos))
  1935. {
  1936. logGlobal->error("Destination tile is outside the map!");
  1937. return false;
  1938. }
  1939. const TerrainTile t = *getTile(hmpos);
  1940. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1941. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1942. const bool disembarking = h->boat
  1943. && t.terType->isLand()
  1944. && (dst == h->pos
  1945. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  1946. //result structure for start - movement failed, no move points used
  1947. TryMoveHero tmh;
  1948. tmh.id = hid;
  1949. tmh.start = h->pos;
  1950. tmh.end = dst;
  1951. tmh.result = TryMoveHero::FAILED;
  1952. tmh.movePoints = h->movementPointsRemaining();
  1953. //check if destination tile is available
  1954. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1955. auto ti = pathfinderHelper->getTurnInfo();
  1956. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  1957. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  1958. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  1959. //it's a rock or blocked and not visitable tile
  1960. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1961. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  1962. && complain("Cannot move hero, destination tile is blocked!"))
  1963. || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || !t.visitableObjects.back()->isCoastVisitable())) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1964. && complain("Cannot move hero, destination tile is on water!"))
  1965. || ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1966. && complain("Cannot disembark hero, tile is blocked!"))
  1967. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1968. && complain("Tiles are not neighboring!"))
  1969. || ((h->inTownGarrison)
  1970. && complain("Can not move garrisoned hero!"))
  1971. || (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  1972. && complain("Hero doesn't have any movement points left!"))
  1973. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1974. && complain("Hero cannot transit over this tile!"))
  1975. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1976. && complain("Cannot move hero during the battle"))*/)
  1977. {
  1978. //send info about movement failure
  1979. sendAndApply(&tmh);
  1980. return false;
  1981. }
  1982. //several generic blocks of code
  1983. // should be called if hero changes tile but before applying TryMoveHero package
  1984. auto leaveTile = [&]()
  1985. {
  1986. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1987. {
  1988. obj->onHeroLeave(h);
  1989. }
  1990. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1991. };
  1992. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1993. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1994. {
  1995. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1996. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1997. queries.addQuery(moveQuery);
  1998. if (leavingTile == LEAVING_TILE)
  1999. leaveTile();
  2000. if (isInTheMap(guardPos))
  2001. tmh.attackedFrom = std::make_optional(guardPos);
  2002. tmh.result = result;
  2003. sendAndApply(&tmh);
  2004. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2005. { // Hero should be always able to visit any object he staying on even if there guards around
  2006. visitObjectOnTile(t, h);
  2007. }
  2008. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  2009. {
  2010. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2011. objectVisited(guardTile.visitableObjects.back(), h);
  2012. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2013. }
  2014. else if (visitDest == VISIT_DEST)
  2015. {
  2016. visitObjectOnTile(t, h);
  2017. }
  2018. queries.popIfTop(moveQuery);
  2019. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2020. return result != TryMoveHero::FAILED;
  2021. };
  2022. //interaction with blocking object (like resources)
  2023. auto blockingVisit = [&]() -> bool
  2024. {
  2025. for (CGObjectInstance *obj : t.visitableObjects)
  2026. {
  2027. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  2028. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  2029. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  2030. {
  2031. EVisitDest visitDest = VISIT_DEST;
  2032. if(h->boat && !h->boat->onboardVisitAllowed)
  2033. visitDest = DONT_VISIT_DEST;
  2034. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  2035. }
  2036. }
  2037. return false;
  2038. };
  2039. if (!transit && embarking)
  2040. {
  2041. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  2042. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2043. // In H3 embark ignore guards
  2044. }
  2045. if (disembarking)
  2046. {
  2047. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  2048. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2049. }
  2050. if (teleporting)
  2051. {
  2052. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2053. return true;
  2054. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2055. // visit town for town portal \ castle gates
  2056. // do not use generic visitObjectOnTile to avoid double-teleporting
  2057. // if this moveHero call was triggered by teleporter
  2058. if (!t.visitableObjects.empty())
  2059. {
  2060. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2061. town->onHeroVisit(h);
  2062. }
  2063. return true;
  2064. }
  2065. //still here? it is standard movement!
  2066. {
  2067. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  2068. ? h->movementPointsRemaining() - cost
  2069. : 0;
  2070. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2071. EVisitDest visitDest = VISIT_DEST;
  2072. if (transit)
  2073. {
  2074. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2075. visitDest = DONT_VISIT_DEST;
  2076. if (canFly)
  2077. {
  2078. lookForGuards = IGNORE_GUARDS;
  2079. visitDest = DONT_VISIT_DEST;
  2080. }
  2081. }
  2082. else if (blockingVisit())
  2083. return true;
  2084. if(h->boat && !h->boat->onboardAssaultAllowed)
  2085. lookForGuards = IGNORE_GUARDS;
  2086. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2087. return true;
  2088. }
  2089. }
  2090. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2091. {
  2092. const CGHeroInstance *h = getHero(hid);
  2093. const CGTownInstance *t = getTown(dstid);
  2094. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2095. COMPLAIN_RET("Invalid call to teleportHero!");
  2096. const CGTownInstance *from = h->visitedTown;
  2097. if (((h->getOwner() != t->getOwner())
  2098. && complain("Cannot teleport hero to another player"))
  2099. || (from->town->faction->getId() != t->town->faction->getId()
  2100. && complain("Source town and destination town should belong to the same faction"))
  2101. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2102. && complain("Hero must be in town with Castle gate for teleporting"))
  2103. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2104. && complain("Cannot teleport hero to town without Castle gate in it")))
  2105. return false;
  2106. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2107. moveHero(hid,pos,1);
  2108. return true;
  2109. }
  2110. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2111. {
  2112. PlayerColor oldOwner = getOwner(obj->id);
  2113. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2114. sendAndApply(&sop);
  2115. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2116. checkVictoryLossConditions(playerColors);
  2117. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2118. if (town) //town captured
  2119. {
  2120. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2121. {
  2122. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2123. setPortalDwelling(town, true, false);
  2124. }
  2125. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2126. {
  2127. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2128. {
  2129. InfoWindow iw;
  2130. iw.player = oldOwner;
  2131. 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.
  2132. iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
  2133. sendAndApply(&iw);
  2134. }
  2135. }
  2136. }
  2137. const PlayerState * p = getPlayerState(owner);
  2138. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2139. {
  2140. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2141. {
  2142. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2143. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2144. }
  2145. }
  2146. }
  2147. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2148. {
  2149. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2150. queries.addQuery(dialogQuery);
  2151. iw->queryID = dialogQuery->queryID;
  2152. sendToAllClients(iw);
  2153. }
  2154. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2155. {
  2156. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2157. queries.addQuery(dialogQuery);
  2158. iw->queryID = dialogQuery->queryID;
  2159. sendToAllClients(iw);
  2160. }
  2161. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  2162. {
  2163. if (!val) return; //don't waste time on empty call
  2164. TResources resources;
  2165. resources[which] = val;
  2166. giveResources(player, resources);
  2167. }
  2168. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2169. {
  2170. SetResources sr;
  2171. sr.abs = false;
  2172. sr.player = player;
  2173. sr.res = resources;
  2174. sendAndApply(&sr);
  2175. }
  2176. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2177. {
  2178. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2179. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2180. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2181. //first we move creatures to give to make them army of object-source
  2182. for (auto & elem : creatures.Slots())
  2183. {
  2184. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2185. }
  2186. tryJoiningArmy(obj, h, remove, true);
  2187. }
  2188. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2189. {
  2190. std::vector<CStackBasicDescriptor> cres = creatures;
  2191. if (cres.size() <= 0)
  2192. return;
  2193. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2194. for (CStackBasicDescriptor &sbd : cres)
  2195. {
  2196. TQuantity collected = 0;
  2197. while(collected < sbd.count)
  2198. {
  2199. bool foundSth = false;
  2200. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2201. {
  2202. if (i->second->type == sbd.type)
  2203. {
  2204. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2205. changeStackCount(StackLocation(obj, i->first), -take, false);
  2206. collected += take;
  2207. foundSth = true;
  2208. break;
  2209. }
  2210. }
  2211. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2212. {
  2213. complain("Unexpected failure during taking creatures!");
  2214. return;
  2215. }
  2216. }
  2217. }
  2218. }
  2219. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2220. {
  2221. HeroVisitCastle vc;
  2222. vc.hid = hero->id;
  2223. vc.tid = obj->id;
  2224. vc.flags |= 1;
  2225. sendAndApply(&vc);
  2226. visitCastleObjects(obj, hero);
  2227. giveSpells (obj, hero);
  2228. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2229. }
  2230. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2231. {
  2232. for (auto building : t->bonusingBuildings)
  2233. building->onHeroVisit(h);
  2234. }
  2235. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2236. {
  2237. HeroVisitCastle vc;
  2238. vc.hid = hero->id;
  2239. vc.tid = obj->id;
  2240. sendAndApply(&vc);
  2241. }
  2242. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2243. {
  2244. EraseArtifact ea;
  2245. ea.al = al;
  2246. sendAndApply(&ea);
  2247. }
  2248. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2249. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2250. const CGTownInstance *town) //use hero=nullptr for no hero
  2251. {
  2252. if(gs->curB)
  2253. gs->curB.dellNull();
  2254. static const CArmedInstance *armies[2];
  2255. armies[0] = army1;
  2256. armies[1] = army2;
  2257. static const CGHeroInstance*heroes[2];
  2258. heroes[0] = hero1;
  2259. heroes[1] = hero2;
  2260. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2261. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  2262. //existing battle query for retying auto-combat
  2263. if(lastBattleQuery)
  2264. {
  2265. for(int i : {0, 1})
  2266. {
  2267. if(heroes[i])
  2268. {
  2269. SetMana restoreInitialMana;
  2270. restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
  2271. restoreInitialMana.hid = heroes[i]->id;
  2272. sendAndApply(&restoreInitialMana);
  2273. }
  2274. }
  2275. lastBattleQuery->bi = gs->curB;
  2276. lastBattleQuery->result = std::nullopt;
  2277. lastBattleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
  2278. lastBattleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
  2279. }
  2280. auto nextBattleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2281. for(int i : {0, 1})
  2282. {
  2283. if(heroes[i])
  2284. {
  2285. nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
  2286. }
  2287. }
  2288. queries.addQuery(nextBattleQuery);
  2289. this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
  2290. }
  2291. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2292. {
  2293. startBattlePrimary(army1, army2, tile,
  2294. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2295. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2296. creatureBank);
  2297. }
  2298. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2299. {
  2300. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2301. }
  2302. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2303. {
  2304. ChangeSpells cs;
  2305. cs.hid = hero->id;
  2306. cs.spells = spells;
  2307. cs.learn = give;
  2308. sendAndApply(&cs);
  2309. }
  2310. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2311. {
  2312. sendAndApply(bonus);
  2313. }
  2314. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2315. {
  2316. sendAndApply(smp);
  2317. }
  2318. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2319. {
  2320. SetMana sm;
  2321. sm.hid = hid;
  2322. sm.val = val;
  2323. sm.absolute = true;
  2324. sendAndApply(&sm);
  2325. }
  2326. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  2327. {
  2328. GiveHero gh;
  2329. gh.id = id;
  2330. gh.player = player;
  2331. gh.boatId = boatId;
  2332. sendAndApply(&gh);
  2333. //Reveal fow around new hero, especially released from Prison
  2334. auto h = getHero(id);
  2335. changeFogOfWar(h->pos, h->getSightRadius(), player, false);
  2336. }
  2337. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2338. {
  2339. ChangeObjPos cop;
  2340. cop.objid = objid;
  2341. cop.nPos = newPos;
  2342. sendAndApply(&cop);
  2343. }
  2344. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2345. {
  2346. const CGHeroInstance * h1 = getHero(fromHero);
  2347. const CGHeroInstance * h2 = getHero(toHero);
  2348. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  2349. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  2350. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2351. {
  2352. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2353. std::swap(fromHero, toHero);
  2354. }
  2355. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2356. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2357. return;//no scholar skill or no spellbook
  2358. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2359. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2360. ChangeSpells cs1;
  2361. cs1.learn = true;
  2362. cs1.hid = toHero;//giving spells to first hero
  2363. for (auto it : h1->getSpellsInSpellbook())
  2364. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2365. cs1.spells.insert(it);//spell to learn
  2366. ChangeSpells cs2;
  2367. cs2.learn = true;
  2368. cs2.hid = fromHero;
  2369. for (auto it : h2->getSpellsInSpellbook())
  2370. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2371. cs2.spells.insert(it);
  2372. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2373. {
  2374. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2375. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2376. InfoWindow iw;
  2377. iw.player = h1->tempOwner;
  2378. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2379. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2380. iw.text.replaceRawString(h1->getNameTranslated());
  2381. if (!cs2.spells.empty())//if found new spell - apply
  2382. {
  2383. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  2384. int size = static_cast<int>(cs2.spells.size());
  2385. for (auto it : cs2.spells)
  2386. {
  2387. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2388. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  2389. switch (size--)
  2390. {
  2391. case 2:
  2392. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  2393. case 1:
  2394. break;
  2395. default:
  2396. iw.text.appendRawString(", ");
  2397. }
  2398. }
  2399. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  2400. iw.text.replaceRawString(h2->getNameTranslated());
  2401. sendAndApply(&cs2);
  2402. }
  2403. if (!cs1.spells.empty() && !cs2.spells.empty())
  2404. {
  2405. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  2406. }
  2407. if (!cs1.spells.empty())
  2408. {
  2409. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  2410. int size = static_cast<int>(cs1.spells.size());
  2411. for (auto it : cs1.spells)
  2412. {
  2413. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2414. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  2415. switch (size--)
  2416. {
  2417. case 2:
  2418. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  2419. case 1:
  2420. break;
  2421. default:
  2422. iw.text.appendRawString(", ");
  2423. }
  2424. }
  2425. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  2426. iw.text.replaceRawString(h2->getNameTranslated());
  2427. sendAndApply(&cs1);
  2428. }
  2429. sendAndApply(&iw);
  2430. }
  2431. }
  2432. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2433. {
  2434. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2435. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2436. {
  2437. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2438. ExchangeDialog hex;
  2439. hex.queryID = exchange->queryID;
  2440. hex.player = h1->getOwner();
  2441. hex.hero1 = hero1;
  2442. hex.hero2 = hero2;
  2443. sendAndApply(&hex);
  2444. useScholarSkill(hero1,hero2);
  2445. queries.addQuery(exchange);
  2446. }
  2447. }
  2448. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2449. {
  2450. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2451. for (auto c : lobby->connections)
  2452. {
  2453. if(!c->isOpen())
  2454. continue;
  2455. c->sendPack(pack);
  2456. }
  2457. }
  2458. void CGameHandler::sendAndApply(CPackForClient * pack)
  2459. {
  2460. sendToAllClients(pack);
  2461. gs->apply(pack);
  2462. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2463. }
  2464. void CGameHandler::applyAndSend(CPackForClient * pack)
  2465. {
  2466. gs->apply(pack);
  2467. sendToAllClients(pack);
  2468. }
  2469. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2470. {
  2471. sendAndApply(static_cast<CPackForClient *>(pack));
  2472. checkVictoryLossConditionsForAll();
  2473. }
  2474. void CGameHandler::sendAndApply(SetResources * pack)
  2475. {
  2476. sendAndApply(static_cast<CPackForClient *>(pack));
  2477. checkVictoryLossConditionsForPlayer(pack->player);
  2478. }
  2479. void CGameHandler::sendAndApply(NewStructures * pack)
  2480. {
  2481. sendAndApply(static_cast<CPackForClient *>(pack));
  2482. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2483. }
  2484. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2485. {
  2486. return getPlayerAt(pack->c) == getOwner(id);
  2487. }
  2488. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2489. {
  2490. if(pack->c)
  2491. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  2492. logNetwork->error("Player is not allowed to perform this action!");
  2493. throw ExceptionNotAllowedAction();
  2494. }
  2495. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2496. {
  2497. std::ostringstream oss;
  2498. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2499. logNetwork->error(oss.str());
  2500. if(pack->c)
  2501. playerMessages->sendSystemMessage(pack->c, oss.str());
  2502. }
  2503. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2504. {
  2505. if(!isPlayerOwns(pack, id))
  2506. {
  2507. wrongPlayerMessage(pack, getOwner(id));
  2508. throwNotAllowedAction(pack);
  2509. }
  2510. }
  2511. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2512. {
  2513. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2514. {
  2515. wrongPlayerMessage(pack, player);
  2516. throwNotAllowedAction(pack);
  2517. }
  2518. }
  2519. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2520. {
  2521. complain(txt);
  2522. throwNotAllowedAction(pack);
  2523. }
  2524. void CGameHandler::save(const std::string & filename)
  2525. {
  2526. logGlobal->info("Saving to %s", filename);
  2527. const auto stem = FileInfo::GetPathStem(filename);
  2528. const auto savefname = stem.to_string() + ".vsgm1";
  2529. CResourceHandler::get("local")->createResource(savefname);
  2530. try
  2531. {
  2532. {
  2533. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)));
  2534. saveCommonState(save);
  2535. logGlobal->info("Saving server state");
  2536. save << *this;
  2537. }
  2538. logGlobal->info("Game has been successfully saved!");
  2539. }
  2540. catch(std::exception &e)
  2541. {
  2542. logGlobal->error("Failed to save game: %s", e.what());
  2543. }
  2544. }
  2545. bool CGameHandler::load(const std::string & filename)
  2546. {
  2547. logGlobal->info("Loading from %s", filename);
  2548. const auto stem = FileInfo::GetPathStem(filename);
  2549. reinitScripting();
  2550. try
  2551. {
  2552. {
  2553. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2554. loadCommonState(lf);
  2555. logGlobal->info("Loading server state");
  2556. lf >> *this;
  2557. }
  2558. logGlobal->info("Game has been successfully loaded!");
  2559. }
  2560. catch(const CModHandler::Incompatibility & e)
  2561. {
  2562. logGlobal->error("Failed to load game: %s", e.what());
  2563. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2564. errorMsg += e.what();
  2565. lobby->announceMessage(errorMsg);
  2566. return false;
  2567. }
  2568. catch(const std::exception & e)
  2569. {
  2570. logGlobal->error("Failed to load game: %s", e.what());
  2571. return false;
  2572. }
  2573. gs->preInit(VLC);
  2574. gs->updateOnLoad(lobby->si.get());
  2575. return true;
  2576. }
  2577. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2578. {
  2579. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2580. return false;
  2581. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2582. const CCreatureSet & creatureSet = *army;
  2583. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2584. || (howMany < 1 && complain("Invalid split parameter!")))
  2585. {
  2586. return false;
  2587. }
  2588. auto actualAmount = army->getStackCount(slotSrc);
  2589. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2590. return false;
  2591. auto freeSlots = creatureSet.getFreeSlots();
  2592. if(freeSlots.empty() && complain("No empty stacks"))
  2593. return false;
  2594. BulkRebalanceStacks bulkRS;
  2595. for(auto slot : freeSlots)
  2596. {
  2597. RebalanceStacks rs;
  2598. rs.srcArmy = army->id;
  2599. rs.dstArmy = army->id;
  2600. rs.srcSlot = slotSrc;
  2601. rs.dstSlot = slot;
  2602. rs.count = howMany;
  2603. bulkRS.moves.push_back(rs);
  2604. actualAmount -= howMany;
  2605. if(actualAmount <= howMany)
  2606. break;
  2607. }
  2608. sendAndApply(&bulkRS);
  2609. return true;
  2610. }
  2611. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2612. {
  2613. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2614. return false;
  2615. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2616. const CCreatureSet & creatureSet = *army;
  2617. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2618. return false;
  2619. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2620. if(actualAmount < 1 && complain(complainNoCreatures))
  2621. return false;
  2622. auto currentCreature = creatureSet.getCreature(slotSrc);
  2623. if(!currentCreature && complain(complainNoCreatures))
  2624. return false;
  2625. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2626. if(!creatureSlots.size())
  2627. return false;
  2628. BulkRebalanceStacks bulkRS;
  2629. for(auto slot : creatureSlots)
  2630. {
  2631. RebalanceStacks rs;
  2632. rs.srcArmy = army->id;
  2633. rs.dstArmy = army->id;
  2634. rs.srcSlot = slot;
  2635. rs.dstSlot = slotSrc;
  2636. rs.count = creatureSet.getStackCount(slot);
  2637. bulkRS.moves.push_back(rs);
  2638. }
  2639. sendAndApply(&bulkRS);
  2640. return true;
  2641. }
  2642. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2643. {
  2644. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2645. return false;
  2646. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2647. const CCreatureSet & setSrc = *armySrc;
  2648. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2649. return false;
  2650. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2651. const CCreatureSet & setDest = *armyDest;
  2652. auto freeSlots = setDest.getFreeSlotsQueue();
  2653. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2654. TRebalanceMap moves;
  2655. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2656. auto slotsLeft = setSrc.stacksCount();
  2657. auto destMap = setDest.getCreatureMap();
  2658. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2659. while(!srcQueue.empty())
  2660. {
  2661. auto pair = srcQueue.top();
  2662. srcQueue.pop();
  2663. auto currCreature = pair.first;
  2664. auto currSlot = pair.second;
  2665. const auto quantity = setSrc.getStackCount(currSlot);
  2666. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2667. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2668. if(!alreadyExists)
  2669. {
  2670. if(freeSlots.empty())
  2671. continue;
  2672. auto currFreeSlot = freeSlots.front();
  2673. freeSlots.pop();
  2674. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2675. }
  2676. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2677. slotsLeft--;
  2678. }
  2679. if(slotsLeft == 1)
  2680. {
  2681. auto lastCreature = setSrc.getCreature(srcSlot);
  2682. auto slotToMove = SlotID();
  2683. // Try to find a slot for last creature
  2684. if(destMap.find(lastCreature) == destMap.end())
  2685. {
  2686. if(!freeSlots.empty())
  2687. slotToMove = freeSlots.front();
  2688. }
  2689. else
  2690. {
  2691. slotToMove = destMap[lastCreature];
  2692. }
  2693. if(slotToMove != SlotID())
  2694. {
  2695. const bool needsLastStack = armySrc->needsLastStack();
  2696. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2697. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2698. }
  2699. }
  2700. BulkRebalanceStacks bulkRS;
  2701. for(auto & move : moves)
  2702. {
  2703. RebalanceStacks rs;
  2704. rs.srcArmy = armySrc->id;
  2705. rs.dstArmy = armyDest->id;
  2706. rs.srcSlot = move.first;
  2707. rs.dstSlot = move.second.first;
  2708. rs.count = move.second.second;
  2709. bulkRS.moves.push_back(rs);
  2710. }
  2711. sendAndApply(&bulkRS);
  2712. return true;
  2713. }
  2714. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2715. {
  2716. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2717. return false;
  2718. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2719. const CCreatureSet & creatureSet = *army;
  2720. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2721. return false;
  2722. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2723. if(actualAmount <= 1 && complain(complainNoCreatures))
  2724. return false;
  2725. auto freeSlot = creatureSet.getFreeSlot();
  2726. auto currentCreature = creatureSet.getCreature(slotSrc);
  2727. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2728. return true;
  2729. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2730. TQuantity totalCreatures = 0;
  2731. for(auto slot : creatureSlots)
  2732. totalCreatures += creatureSet.getStackCount(slot);
  2733. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2734. return false;
  2735. if(freeSlot != SlotID())
  2736. creatureSlots.push_back(freeSlot);
  2737. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2738. return false;
  2739. const auto totalCreatureSlots = creatureSlots.size();
  2740. const auto rem = totalCreatures % totalCreatureSlots;
  2741. const auto quotient = totalCreatures / totalCreatureSlots;
  2742. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2743. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2744. BulkSmartRebalanceStacks bulkSRS;
  2745. if(freeSlot != SlotID())
  2746. {
  2747. RebalanceStacks rs;
  2748. rs.srcArmy = rs.dstArmy = army->id;
  2749. rs.srcSlot = slotSrc;
  2750. rs.dstSlot = freeSlot;
  2751. rs.count = 1;
  2752. bulkSRS.moves.push_back(rs);
  2753. }
  2754. auto currSlot = 0;
  2755. auto check = 0;
  2756. for(auto slot : creatureSlots)
  2757. {
  2758. ChangeStackCount csc;
  2759. csc.army = army->id;
  2760. csc.slot = slot;
  2761. csc.count = (currSlot < rem)
  2762. ? quotient + 1
  2763. : quotient;
  2764. csc.absoluteValue = true;
  2765. bulkSRS.changes.push_back(csc);
  2766. currSlot++;
  2767. check += csc.count;
  2768. }
  2769. if(check != totalCreatures)
  2770. {
  2771. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2772. return false;
  2773. }
  2774. sendAndApply(&bulkSRS);
  2775. return true;
  2776. }
  2777. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2778. {
  2779. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2780. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2781. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2782. StackLocation sl1(s1, p1), sl2(s2, p2);
  2783. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2784. {
  2785. complain(complainInvalidSlot);
  2786. return false;
  2787. }
  2788. if (!isAllowedExchange(id1,id2))
  2789. {
  2790. complain("Cannot exchange stacks between these two objects!\n");
  2791. return false;
  2792. }
  2793. // We can always put stacks into locked garrison, but not take them out of it
  2794. auto notRemovable = [&](const CArmedInstance * army)
  2795. {
  2796. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2797. {
  2798. auto g = dynamic_cast<const CGGarrison *>(army);
  2799. if (g && !g->removableUnits)
  2800. {
  2801. complain("Stacks in this garrison are not removable!\n");
  2802. return true;
  2803. }
  2804. }
  2805. return false;
  2806. };
  2807. if (what==1) //swap
  2808. {
  2809. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2810. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2811. {
  2812. complain("Can't take troops from another player!");
  2813. return false;
  2814. }
  2815. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2816. {
  2817. complain("Cannot swap stacks - slots are the same!");
  2818. return false;
  2819. }
  2820. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2821. {
  2822. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2823. return false;
  2824. }
  2825. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2826. return false;
  2827. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2828. return false;
  2829. swapStacks(sl1, sl2);
  2830. }
  2831. else if (what==2)//merge
  2832. {
  2833. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2834. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2835. return false;
  2836. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2837. {
  2838. complain("Cannot merge empty stack!");
  2839. return false;
  2840. }
  2841. else if (notRemovable(sl1.army))
  2842. return false;
  2843. moveStack(sl1, sl2);
  2844. }
  2845. else if (what==3) //split
  2846. {
  2847. const int countToMove = val - s2->getStackCount(p2);
  2848. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2849. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2850. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2851. {
  2852. complain("Can't move troops of another player!");
  2853. return false;
  2854. }
  2855. //general conditions checking
  2856. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2857. || (val<1 && complain(complainNoCreatures)) )
  2858. {
  2859. return false;
  2860. }
  2861. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2862. {
  2863. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2864. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2865. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2866. )
  2867. {
  2868. return false;
  2869. }
  2870. if (notRemovable(sl1.army))
  2871. {
  2872. if (s1->getStackCount(p1) > countLeftOnSrc)
  2873. return false;
  2874. }
  2875. else if (notRemovable(sl2.army))
  2876. {
  2877. if (s2->getStackCount(p1) < countLeftOnSrc)
  2878. return false;
  2879. }
  2880. moveStack(sl1, sl2, countToMove);
  2881. //S2.slots[p2]->count = val;
  2882. //S1.slots[p1]->count = total - val;
  2883. }
  2884. else //split one stack to the two
  2885. {
  2886. if (s1->getStackCount(p1) < val)//not enough creatures
  2887. {
  2888. complain(complainNotEnoughCreatures);
  2889. return false;
  2890. }
  2891. if (notRemovable(sl1.army))
  2892. return false;
  2893. moveStack(sl1, sl2, val);
  2894. }
  2895. }
  2896. return true;
  2897. }
  2898. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2899. {
  2900. return connections.at(player).count(c);
  2901. }
  2902. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2903. {
  2904. std::set<PlayerColor> all;
  2905. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2906. if(vstd::contains(i->second, c))
  2907. all.insert(i->first);
  2908. switch(all.size())
  2909. {
  2910. case 0:
  2911. return PlayerColor::NEUTRAL;
  2912. case 1:
  2913. return *all.begin();
  2914. default:
  2915. {
  2916. //if we have more than one player at this connection, try to pick active one
  2917. if (vstd::contains(all, gs->currentPlayer))
  2918. return gs->currentPlayer;
  2919. else
  2920. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2921. }
  2922. }
  2923. }
  2924. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2925. {
  2926. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2927. if (!vstd::contains(s1->stacks,pos))
  2928. {
  2929. complain("Illegal call to disbandCreature - no such stack in army!");
  2930. return false;
  2931. }
  2932. eraseStack(StackLocation(s1, pos));
  2933. return true;
  2934. }
  2935. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2936. {
  2937. const CGTownInstance * t = getTown(tid);
  2938. if(!t)
  2939. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2940. if(!t->town->buildings.count(requestedID))
  2941. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  2942. if(t->hasBuilt(requestedID))
  2943. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  2944. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2945. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2946. std::vector<const CBuilding*> remainingAutoBuildings;
  2947. std::set<BuildingID> buildingsThatWillBe;
  2948. //Check validity of request
  2949. if(!force)
  2950. {
  2951. switch(requestedBuilding->mode)
  2952. {
  2953. case CBuilding::BUILD_NORMAL :
  2954. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2955. COMPLAIN_RET("Cannot build that building!");
  2956. break;
  2957. case CBuilding::BUILD_AUTO :
  2958. case CBuilding::BUILD_SPECIAL:
  2959. COMPLAIN_RET("This building can not be constructed normally!");
  2960. case CBuilding::BUILD_GRAIL :
  2961. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2962. {
  2963. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2964. COMPLAIN_RET("Cannot build this without grail!")
  2965. else
  2966. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2967. }
  2968. break;
  2969. }
  2970. }
  2971. //Performs stuff that has to be done before new building is built
  2972. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2973. {
  2974. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2975. {
  2976. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2977. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2978. if(upgradeNumber >= t->town->creatures.at(level).size())
  2979. {
  2980. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2981. "no creature found (upgrade number %d, level %d!")
  2982. % buildingID % upgradeNumber % level));
  2983. return;
  2984. }
  2985. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  2986. SetAvailableCreatures ssi;
  2987. ssi.tid = t->id;
  2988. ssi.creatures = t->creatures;
  2989. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2990. ssi.creatures[level].first = crea->getGrowth();
  2991. ssi.creatures[level].second.push_back(crea->getId());
  2992. sendAndApply(&ssi);
  2993. }
  2994. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2995. {
  2996. setPortalDwelling(t);
  2997. }
  2998. };
  2999. //Performs stuff that has to be done after new building is built
  3000. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3001. {
  3002. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3003. auto isLibrary = isMageGuild ? false
  3004. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3005. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3006. {
  3007. if(t->visitingHero)
  3008. giveSpells(t,t->visitingHero);
  3009. if(t->garrisonHero)
  3010. giveSpells(t,t->garrisonHero);
  3011. }
  3012. };
  3013. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3014. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3015. {
  3016. return buildingsThatWillBe.count(buildID);
  3017. };
  3018. //Init the vectors
  3019. for(auto & build : t->town->buildings)
  3020. {
  3021. if(t->hasBuilt(build.first))
  3022. {
  3023. buildingsThatWillBe.insert(build.first);
  3024. }
  3025. else
  3026. {
  3027. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3028. remainingAutoBuildings.push_back(build.second);
  3029. }
  3030. }
  3031. //Prepare structure (list of building ids will be filled later)
  3032. NewStructures ns;
  3033. ns.tid = tid;
  3034. ns.builded = force ? t->builded : (t->builded+1);
  3035. std::queue<const CBuilding*> buildingsToAdd;
  3036. buildingsToAdd.push(requestedBuilding);
  3037. while(!buildingsToAdd.empty())
  3038. {
  3039. auto b = buildingsToAdd.front();
  3040. buildingsToAdd.pop();
  3041. ns.bid.insert(b->bid);
  3042. buildingsThatWillBe.insert(b->bid);
  3043. remainingAutoBuildings -= b;
  3044. for(auto autoBuilding : remainingAutoBuildings)
  3045. {
  3046. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3047. if(actualRequirements.test(areRequirementsFullfilled))
  3048. buildingsToAdd.push(autoBuilding);
  3049. }
  3050. }
  3051. // 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.
  3052. for(auto builtID : ns.bid)
  3053. processBeforeBuiltStructure(builtID);
  3054. //Take cost
  3055. if(!force)
  3056. giveResources(t->tempOwner, -requestedBuilding->resources);
  3057. //We know what has been built, apply changes. Do this as final step to properly update town window
  3058. sendAndApply(&ns);
  3059. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3060. for(auto builtID : ns.bid)
  3061. processAfterBuiltStructure(builtID);
  3062. // now when everything is built - reveal tiles for lookout tower
  3063. FoWChange fw;
  3064. fw.player = t->tempOwner;
  3065. fw.mode = 1;
  3066. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3067. sendAndApply(&fw);
  3068. if(t->visitingHero)
  3069. visitCastleObjects(t, t->visitingHero);
  3070. if(t->garrisonHero)
  3071. visitCastleObjects(t, t->garrisonHero);
  3072. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3073. return true;
  3074. }
  3075. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3076. {
  3077. ///incomplete, simply erases target building
  3078. const CGTownInstance * t = getTown(tid);
  3079. if (!vstd::contains(t->builtBuildings, bid))
  3080. return false;
  3081. RazeStructures rs;
  3082. rs.tid = tid;
  3083. rs.bid.insert(bid);
  3084. rs.destroyed = t->destroyed + 1;
  3085. sendAndApply(&rs);
  3086. //TODO: Remove dwellers
  3087. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3088. // {
  3089. // RemoveBonus rb(RemoveBonus::TOWN);
  3090. // rb.whoID = t->id;
  3091. // rb.source = BonusSource::TOWN_STRUCTURE;
  3092. // rb.id = 17;
  3093. // sendAndApply(&rb);
  3094. // }
  3095. return true;
  3096. }
  3097. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3098. {
  3099. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3100. const CArmedInstance *dst = nullptr;
  3101. const CCreature *c = VLC->creh->objects.at(crid);
  3102. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3103. //TODO: test for owning
  3104. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3105. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3106. assert(dw && dst);
  3107. //verify
  3108. bool found = false;
  3109. int level = 0;
  3110. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3111. {
  3112. if ((fromLvl != -1) && (level !=fromLvl))
  3113. continue;
  3114. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3115. int i = 0;
  3116. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3117. if (cur.second.at(i) == crid)
  3118. break;
  3119. if (i < cur.second.size())
  3120. {
  3121. found = true;
  3122. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3123. break;
  3124. }
  3125. }
  3126. SlotID slot = dst->getSlotFor(crid);
  3127. if ((!found && complain("Cannot recruit: no such creatures!"))
  3128. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3129. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3130. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3131. {
  3132. return false;
  3133. }
  3134. //recruit
  3135. giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
  3136. SetAvailableCreatures sac;
  3137. sac.tid = objid;
  3138. sac.creatures = dw->creatures;
  3139. sac.creatures[level].first -= cram;
  3140. sendAndApply(&sac);
  3141. if (warMachine)
  3142. {
  3143. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3144. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3145. ArtifactID artId = c->warMachine;
  3146. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3147. const CArtifact * art = artId.toArtifact();
  3148. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3149. return giveHeroNewArtifact(h, art);
  3150. }
  3151. else
  3152. {
  3153. addToSlot(StackLocation(dst, slot), c, cram);
  3154. }
  3155. return true;
  3156. }
  3157. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3158. {
  3159. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3160. if (!obj->hasStackAtSlot(pos))
  3161. {
  3162. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3163. }
  3164. UpgradeInfo ui;
  3165. fillUpgradeInfo(obj, pos, ui);
  3166. PlayerColor player = obj->tempOwner;
  3167. const PlayerState *p = getPlayerState(player);
  3168. int crQuantity = obj->stacks.at(pos)->count;
  3169. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3170. //check if upgrade is possible
  3171. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3172. {
  3173. return false;
  3174. }
  3175. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3176. //check if player has enough resources
  3177. if (!p->resources.canAfford(totalCost))
  3178. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3179. //take resources
  3180. giveResources(player, -totalCost);
  3181. //upgrade creature
  3182. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3183. return true;
  3184. }
  3185. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3186. {
  3187. if (!sl.army->hasStackAtSlot(sl.slot))
  3188. COMPLAIN_RET("Cannot find a stack to change type");
  3189. SetStackType sst;
  3190. sst.army = sl.army->id;
  3191. sst.slot = sl.slot;
  3192. sst.type = c->getId();
  3193. sendAndApply(&sst);
  3194. return true;
  3195. }
  3196. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3197. {
  3198. assert(src->canBeMergedWith(*dst, allowMerging));
  3199. while(src->stacksCount())//while there are unmoved creatures
  3200. {
  3201. auto i = src->Slots().begin(); //iterator to stack to move
  3202. StackLocation sl(src, i->first); //location of stack to move
  3203. SlotID pos = dst->getSlotFor(i->second->type);
  3204. if (!pos.validSlot())
  3205. {
  3206. //try to merge two other stacks to make place
  3207. std::pair<SlotID, SlotID> toMerge;
  3208. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3209. {
  3210. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3211. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3212. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3213. }
  3214. else
  3215. {
  3216. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3217. return;
  3218. }
  3219. }
  3220. else
  3221. {
  3222. moveStack(sl, StackLocation(dst, pos));
  3223. }
  3224. }
  3225. }
  3226. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3227. {
  3228. const CGTownInstance * town = getTown(tid);
  3229. if(!town->garrisonHero == !town->visitingHero)
  3230. return false;
  3231. SetHeroesInTown intown;
  3232. intown.tid = tid;
  3233. if(town->garrisonHero) //garrison -> vising
  3234. {
  3235. intown.garrison = ObjectInstanceID();
  3236. intown.visiting = town->garrisonHero->id;
  3237. }
  3238. else //visiting -> garrison
  3239. {
  3240. if(town->armedGarrison())
  3241. town->mergeGarrisonOnSiege();
  3242. intown.visiting = ObjectInstanceID();
  3243. intown.garrison = town->visitingHero->id;
  3244. }
  3245. sendAndApply(&intown);
  3246. return true;
  3247. }
  3248. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3249. {
  3250. const CGTownInstance * town = getTown(tid);
  3251. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3252. {
  3253. if (!town->visitingHero->canBeMergedWith(*town))
  3254. {
  3255. complain("Cannot make garrison swap, not enough free slots!");
  3256. return false;
  3257. }
  3258. moveArmy(town, town->visitingHero, true);
  3259. SetHeroesInTown intown;
  3260. intown.tid = tid;
  3261. intown.visiting = ObjectInstanceID();
  3262. intown.garrison = town->visitingHero->id;
  3263. sendAndApply(&intown);
  3264. return true;
  3265. }
  3266. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3267. {
  3268. //check if moving hero out of town will break 8 wandering heroes limit
  3269. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3270. {
  3271. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3272. return false;
  3273. }
  3274. SetHeroesInTown intown;
  3275. intown.tid = tid;
  3276. intown.garrison = ObjectInstanceID();
  3277. intown.visiting = town->garrisonHero->id;
  3278. sendAndApply(&intown);
  3279. return true;
  3280. }
  3281. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3282. {
  3283. SetHeroesInTown intown;
  3284. intown.tid = tid;
  3285. intown.garrison = town->visitingHero->id;
  3286. intown.visiting = town->garrisonHero->id;
  3287. sendAndApply(&intown);
  3288. return true;
  3289. }
  3290. else
  3291. {
  3292. complain("Cannot swap garrison hero!");
  3293. return false;
  3294. }
  3295. }
  3296. // With the amount of changes done to the function, it's more like transferArtifacts.
  3297. // 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.
  3298. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3299. {
  3300. ArtifactLocation src = al1, dst = al2;
  3301. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3302. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3303. // Make sure exchange is even possible between the two heroes.
  3304. if(!isAllowedExchange(srcObj->id, dstObj->id))
  3305. COMPLAIN_RET("That heroes cannot make any exchange!");
  3306. const CArtifactInstance *srcArtifact = src.getArt();
  3307. const CArtifactInstance *destArtifact = dst.getArt();
  3308. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  3309. if(srcArtifact == nullptr)
  3310. COMPLAIN_RET("No artifact to move!");
  3311. if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
  3312. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3313. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3314. // Moving to the backpack is always allowed.
  3315. if((!srcArtifact || !isDstSlotBackpack)
  3316. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3317. COMPLAIN_RET("Cannot move artifact!");
  3318. auto srcSlot = src.getSlot();
  3319. auto dstSlot = dst.getSlot();
  3320. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3321. COMPLAIN_RET("Cannot move artifact locks.");
  3322. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  3323. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3324. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3325. COMPLAIN_RET("Cannot move catapult!");
  3326. if(isDstSlotBackpack)
  3327. {
  3328. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  3329. COMPLAIN_RET("Backpack is full!");
  3330. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  3331. }
  3332. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3333. {
  3334. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3335. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3336. // Check if dst slot is occupied
  3337. if(!isDstSlotBackpack && destArtifact)
  3338. {
  3339. // Previous artifact must be removed first
  3340. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3341. }
  3342. try
  3343. {
  3344. auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3345. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3346. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3347. }
  3348. catch(const std::bad_variant_access &)
  3349. {
  3350. // object other than hero received an art - ignore
  3351. }
  3352. MoveArtifact ma(&src, &dst);
  3353. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3354. ma.askAssemble = false;
  3355. sendAndApply(&ma);
  3356. }
  3357. return true;
  3358. }
  3359. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3360. {
  3361. // Make sure exchange is even possible between the two heroes.
  3362. if(!isAllowedExchange(srcHero, dstHero))
  3363. COMPLAIN_RET("That heroes cannot make any exchange!");
  3364. auto psrcHero = getHero(srcHero);
  3365. auto pdstHero = getHero(dstHero);
  3366. if((!psrcHero) || (!pdstHero))
  3367. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3368. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3369. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3370. auto & slotsSrcDst = ma.artsPack0;
  3371. auto & slotsDstSrc = ma.artsPack1;
  3372. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3373. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3374. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3375. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3376. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3377. {
  3378. assert(artifact);
  3379. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  3380. if(dstSlot != ArtifactPosition::PRE_FIRST)
  3381. {
  3382. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3383. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3384. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  3385. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3386. }
  3387. };
  3388. if(swap)
  3389. {
  3390. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3391. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3392. {
  3393. for(auto & artifact : srcHero->artifactsWorn)
  3394. {
  3395. if(ArtifactUtils::isArtRemovable(artifact))
  3396. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3397. }
  3398. };
  3399. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3400. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3401. {
  3402. for(auto & slotInfo : artSet->artifactsInBackpack)
  3403. {
  3404. auto slot = artSet->getArtPos(slotInfo.artifact);
  3405. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3406. }
  3407. };
  3408. // Move over artifacts that are worn srcHero -> dstHero
  3409. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3410. artFittingSet.artifactsWorn.clear();
  3411. // Move over artifacts that are worn dstHero -> srcHero
  3412. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3413. // Move over artifacts that are in backpack srcHero -> dstHero
  3414. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3415. // Move over artifacts that are in backpack dstHero -> srcHero
  3416. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3417. }
  3418. else
  3419. {
  3420. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3421. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3422. // Move over artifacts that are worn
  3423. for(auto & artInfo : psrcHero->artifactsWorn)
  3424. {
  3425. if(ArtifactUtils::isArtRemovable(artInfo))
  3426. {
  3427. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3428. }
  3429. }
  3430. // Move over artifacts that are in backpack
  3431. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3432. {
  3433. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3434. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3435. }
  3436. }
  3437. sendAndApply(&ma);
  3438. return true;
  3439. }
  3440. /**
  3441. * Assembles or disassembles a combination artifact.
  3442. * @param heroID ID of hero holding the artifact(s).
  3443. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3444. * @param assemble True for assembly operation, false for disassembly.
  3445. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3446. * artifact to assemble to. Otherwise it's not used.
  3447. */
  3448. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3449. {
  3450. const CGHeroInstance * hero = getHero(heroID);
  3451. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  3452. if(!destArtifact)
  3453. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3454. if(assemble)
  3455. {
  3456. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  3457. if(!combinedArt->isCombined())
  3458. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3459. if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
  3460. ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  3461. {
  3462. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3463. }
  3464. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3465. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3466. AssembledArtifact aa;
  3467. aa.al = ArtifactLocation(hero, artifactSlot);
  3468. aa.builtArt = combinedArt;
  3469. sendAndApply(&aa);
  3470. }
  3471. else
  3472. {
  3473. if(!destArtifact->isCombined())
  3474. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3475. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  3476. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  3477. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  3478. DisassembledArtifact da;
  3479. da.al = ArtifactLocation(hero, artifactSlot);
  3480. sendAndApply(&da);
  3481. }
  3482. return true;
  3483. }
  3484. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  3485. {
  3486. const auto * hero = getHero(al.relatedObj()->id);
  3487. if(hero == nullptr)
  3488. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  3489. const auto * art = al.getArt();
  3490. if(art == nullptr)
  3491. COMPLAIN_RET("Cannot remove artifact!");
  3492. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  3493. COMPLAIN_RET("Illegal artifact removal request");
  3494. removeArtifact(al);
  3495. return true;
  3496. }
  3497. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3498. {
  3499. const CGHeroInstance * hero = getHero(hid);
  3500. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3501. const CGTownInstance * town = hero->visitedTown;
  3502. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3503. if (aid==ArtifactID::SPELLBOOK)
  3504. {
  3505. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3506. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3507. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3508. )
  3509. return false;
  3510. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3511. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3512. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3513. giveSpells(town,hero);
  3514. return true;
  3515. }
  3516. else
  3517. {
  3518. const CArtifact * art = aid.toArtifact();
  3519. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3520. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  3521. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3522. const int price = art->getPrice();
  3523. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  3524. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3525. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3526. {
  3527. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  3528. return giveHeroNewArtifact(hero, art);
  3529. }
  3530. else
  3531. COMPLAIN_RET("This machine is unavailable here!");
  3532. }
  3533. }
  3534. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  3535. {
  3536. if(!h)
  3537. COMPLAIN_RET("Only hero can buy artifacts!");
  3538. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3539. COMPLAIN_RET("That artifact is unavailable!");
  3540. int b1, b2;
  3541. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3542. if (getResource(h->tempOwner, rid) < b1)
  3543. COMPLAIN_RET("You can't afford to buy this artifact!");
  3544. giveResource(h->tempOwner, rid, -b1);
  3545. SetAvailableArtifacts saa;
  3546. if(dynamic_cast<const CGTownInstance *>(m))
  3547. {
  3548. saa.id = -1;
  3549. saa.arts = CGTownInstance::merchantArtifacts;
  3550. }
  3551. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  3552. {
  3553. saa.id = bm->id.getNum();
  3554. saa.arts = bm->artifacts;
  3555. }
  3556. else
  3557. COMPLAIN_RET("Wrong marktet...");
  3558. bool found = false;
  3559. for (const CArtifact *&art : saa.arts)
  3560. {
  3561. if (art && art->getId() == aid)
  3562. {
  3563. art = nullptr;
  3564. found = true;
  3565. break;
  3566. }
  3567. }
  3568. if (!found)
  3569. COMPLAIN_RET("Cannot find selected artifact on the list");
  3570. sendAndApply(&saa);
  3571. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3572. return true;
  3573. }
  3574. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  3575. {
  3576. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3577. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3578. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3579. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3580. int resVal = 0, dump = 1;
  3581. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3582. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3583. giveResource(h->tempOwner, rid, resVal);
  3584. return true;
  3585. }
  3586. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3587. {
  3588. if (!h)
  3589. COMPLAIN_RET("You need hero to buy a skill!");
  3590. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3591. COMPLAIN_RET("Hero already know this skill");
  3592. if (!h->canLearnSkill())
  3593. COMPLAIN_RET("Hero can't learn any more skills");
  3594. if (!h->canLearnSkill(skill))
  3595. COMPLAIN_RET("The hero can't learn this skill!");
  3596. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3597. COMPLAIN_RET("That skill is unavailable!");
  3598. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3599. COMPLAIN_RET("You can't afford to buy this skill");
  3600. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  3601. changeSecSkill(h, skill, 1, true);
  3602. return true;
  3603. }
  3604. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3605. {
  3606. TResourceCap r1 = getPlayerState(player)->resources[id1];
  3607. vstd::amin(val, r1); //can't trade more resources than have
  3608. int b1, b2; //base quantities for trade
  3609. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3610. int units = val / b1; //how many base quantities we trade
  3611. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3612. {
  3613. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3614. }
  3615. giveResource(player, GameResID(id1), - b1 * units);
  3616. giveResource(player, GameResID(id2), b2 * units);
  3617. return true;
  3618. }
  3619. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  3620. {
  3621. if(!hero)
  3622. COMPLAIN_RET("Only hero can sell creatures!");
  3623. if (!vstd::contains(hero->Slots(), slot))
  3624. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3625. const CStackInstance &s = hero->getStack(slot);
  3626. if (s.count < (TQuantity)count //can't sell more creatures than have
  3627. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3628. {
  3629. COMPLAIN_RET("Not enough creatures in army!");
  3630. }
  3631. int b1, b2; //base quantities for trade
  3632. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3633. int units = count / b1; //how many base quantities we trade
  3634. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3635. {
  3636. //TODO: complain?
  3637. assert(0);
  3638. }
  3639. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3640. giveResource(hero->tempOwner, resourceID, b2 * units);
  3641. return true;
  3642. }
  3643. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3644. {
  3645. const CArmedInstance *army = nullptr;
  3646. if (hero)
  3647. army = hero;
  3648. else
  3649. army = dynamic_cast<const CGTownInstance *>(market);
  3650. if (!army)
  3651. COMPLAIN_RET("Incorrect call to transform in undead!");
  3652. if (!army->hasStackAtSlot(slot))
  3653. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3654. const CStackInstance &s = army->getStack(slot);
  3655. //resulting creature - bone dragons or skeletons
  3656. CreatureID resCreature = CreatureID::SKELETON;
  3657. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  3658. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  3659. || (s.getCreatureID() == CreatureID::HYDRA)
  3660. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3661. resCreature = CreatureID::BONE_DRAGON;
  3662. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3663. return true;
  3664. }
  3665. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  3666. {
  3667. const PlayerState *p2 = getPlayerState(r2, false);
  3668. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3669. {
  3670. complain("Dest player must be in game!");
  3671. return false;
  3672. }
  3673. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  3674. vstd::amin(val, curRes1);
  3675. giveResource(player, r1, -(int)val);
  3676. giveResource(r2, r1, val);
  3677. return true;
  3678. }
  3679. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3680. {
  3681. const CGHeroInstance *h = getHero(hid);
  3682. if (!h)
  3683. {
  3684. logGlobal->error("Hero doesn't exist!");
  3685. return false;
  3686. }
  3687. ChangeFormation cf;
  3688. cf.hid = hid;
  3689. cf.formation = formation;
  3690. sendAndApply(&cf);
  3691. return true;
  3692. }
  3693. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3694. {
  3695. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3696. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3697. logGlobal->trace(answer.toJson());
  3698. auto topQuery = queries.topQuery(player);
  3699. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3700. if(topQuery->queryID != qid)
  3701. {
  3702. auto currentQuery = queries.getQuery(qid);
  3703. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3704. currentQuery->setReply(answer);
  3705. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3706. }
  3707. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3708. topQuery->setReply(answer);
  3709. queries.popQuery(topQuery);
  3710. return true;
  3711. }
  3712. static EndAction end_action;
  3713. void CGameHandler::updateGateState()
  3714. {
  3715. // GATE_BRIDGE - leftmost tile, located over moat
  3716. // GATE_OUTER - central tile, mostly covered by gate image
  3717. // GATE_INNER - rightmost tile, inside the walls
  3718. // GATE_OUTER or GATE_INNER:
  3719. // - if defender moves unit on these tiles, bridge will open
  3720. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3721. // - blocked to attacker if bridge is closed
  3722. // GATE_BRIDGE
  3723. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3724. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3725. // - deals moat damage to attacker if bridge is closed (fortress only)
  3726. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3727. bool hasStackAtGateInner = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3728. bool hasStackAtGateOuter = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3729. bool hasStackAtGateBridge = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3730. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  3731. {
  3732. return obst->obstacleType == CObstacleInstance::MOAT;
  3733. });
  3734. BattleUpdateGateState db;
  3735. db.state = gs->curB->si.gateState;
  3736. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3737. {
  3738. db.state = EGateState::DESTROYED;
  3739. }
  3740. else if (db.state == EGateState::OPENED)
  3741. {
  3742. bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
  3743. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3744. if (gateCanClose)
  3745. db.state = EGateState::CLOSED;
  3746. else
  3747. db.state = EGateState::OPENED;
  3748. }
  3749. else // CLOSED or BLOCKED
  3750. {
  3751. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3752. if (gateBlocked)
  3753. db.state = EGateState::BLOCKED;
  3754. else
  3755. db.state = EGateState::CLOSED;
  3756. }
  3757. if (db.state != gs->curB->si.gateState)
  3758. sendAndApply(&db);
  3759. }
  3760. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3761. {
  3762. bool ok = true;
  3763. battle::Target target = ba.getTarget(gs->curB);
  3764. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3765. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3766. logGlobal->trace("Making action: %s", ba.toString());
  3767. switch(ba.actionType)
  3768. {
  3769. case EActionType::WALK: //walk
  3770. case EActionType::DEFEND: //defend
  3771. case EActionType::WAIT: //wait
  3772. case EActionType::WALK_AND_ATTACK: //walk or attack
  3773. case EActionType::SHOOT: //shoot
  3774. case EActionType::CATAPULT: //catapult
  3775. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3776. case EActionType::MONSTER_SPELL:
  3777. if (!stack)
  3778. {
  3779. complain("No such stack!");
  3780. return false;
  3781. }
  3782. if (!stack->alive())
  3783. {
  3784. complain("This stack is dead: " + stack->nodeName());
  3785. return false;
  3786. }
  3787. if (battleTacticDist())
  3788. {
  3789. if (stack && stack->unitSide() != battleGetTacticsSide())
  3790. {
  3791. complain("This is not a stack of side that has tactics!");
  3792. return false;
  3793. }
  3794. }
  3795. else if (!isAboutActiveStack)
  3796. {
  3797. complain("Action has to be about active stack!");
  3798. return false;
  3799. }
  3800. }
  3801. auto wrapAction = [this](BattleAction &ba)
  3802. {
  3803. StartAction startAction(ba);
  3804. sendAndApply(&startAction);
  3805. return vstd::makeScopeGuard([&]()
  3806. {
  3807. sendAndApply(&end_action);
  3808. });
  3809. };
  3810. switch(ba.actionType)
  3811. {
  3812. case EActionType::END_TACTIC_PHASE: //wait
  3813. case EActionType::BAD_MORALE:
  3814. case EActionType::NO_ACTION:
  3815. {
  3816. auto wrapper = wrapAction(ba);
  3817. break;
  3818. }
  3819. case EActionType::WALK:
  3820. {
  3821. auto wrapper = wrapAction(ba);
  3822. if(target.size() < 1)
  3823. {
  3824. complain("Destination required for move action.");
  3825. ok = false;
  3826. break;
  3827. }
  3828. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3829. if (!walkedTiles)
  3830. complain("Stack failed movement!");
  3831. break;
  3832. }
  3833. case EActionType::DEFEND:
  3834. {
  3835. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3836. SetStackEffect sse;
  3837. Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
  3838. Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),
  3839. -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
  3840. Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
  3841. BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3842. int oldDefenceValue = defence.totalValue();
  3843. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3844. defence.push_back(std::make_shared<Bonus>(bonus2));
  3845. int difference = defence.totalValue() - oldDefenceValue;
  3846. std::vector<Bonus> buffer;
  3847. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3848. {
  3849. difference = 1;
  3850. buffer.push_back(alternativeWeakCreatureBonus);
  3851. }
  3852. else
  3853. {
  3854. buffer.push_back(defenseBonusToAdd);
  3855. }
  3856. buffer.push_back(bonus2);
  3857. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3858. sendAndApply(&sse);
  3859. BattleLogMessage message;
  3860. MetaString text;
  3861. stack->addText(text, EMetaText::GENERAL_TXT, 120);
  3862. stack->addNameReplacement(text);
  3863. text.replaceNumber(difference);
  3864. message.lines.push_back(text);
  3865. sendAndApply(&message);
  3866. //don't break - we share code with next case
  3867. }
  3868. [[fallthrough]];
  3869. case EActionType::WAIT:
  3870. {
  3871. auto wrapper = wrapAction(ba);
  3872. break;
  3873. }
  3874. case EActionType::RETREAT: //retreat/flee
  3875. {
  3876. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3877. complain("Cannot retreat!");
  3878. else
  3879. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3880. break;
  3881. }
  3882. case EActionType::SURRENDER:
  3883. {
  3884. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3885. int cost = gs->curB->battleGetSurrenderCost(player);
  3886. if (cost < 0)
  3887. complain("Cannot surrender!");
  3888. else if (getResource(player, EGameResID::GOLD) < cost)
  3889. complain("Not enough gold to surrender!");
  3890. else
  3891. {
  3892. giveResource(player, EGameResID::GOLD, -cost);
  3893. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3894. }
  3895. break;
  3896. }
  3897. case EActionType::WALK_AND_ATTACK: //walk or attack
  3898. {
  3899. auto wrapper = wrapAction(ba);
  3900. if(!stack)
  3901. {
  3902. complain("No attacker");
  3903. ok = false;
  3904. break;
  3905. }
  3906. if(target.size() < 2)
  3907. {
  3908. complain("Two destinations required for attack action.");
  3909. ok = false;
  3910. break;
  3911. }
  3912. BattleHex attackPos = target.at(0).hexValue;
  3913. BattleHex destinationTile = target.at(1).hexValue;
  3914. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3915. if(!destinationStack)
  3916. {
  3917. complain("Invalid target to attack");
  3918. ok = false;
  3919. break;
  3920. }
  3921. BattleHex startingPos = stack->getPosition();
  3922. int distance = moveStack(ba.stackNumber, attackPos);
  3923. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3924. if(stack->getPosition() != attackPos
  3925. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  3926. )
  3927. {
  3928. // we were not able to reach destination tile, nor occupy specified hex
  3929. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  3930. break;
  3931. }
  3932. if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
  3933. {
  3934. destinationStack = nullptr;
  3935. }
  3936. if(!destinationStack)
  3937. {
  3938. complain("Unit can not attack itself");
  3939. ok = false;
  3940. break;
  3941. }
  3942. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3943. {
  3944. complain("Attack cannot be performed!");
  3945. ok = false;
  3946. break;
  3947. }
  3948. //attack
  3949. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3950. //TODO: move to CUnitState
  3951. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3952. if(attackingHero)
  3953. {
  3954. totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  3955. }
  3956. const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
  3957. const bool retaliation = destinationStack->ableToRetaliate();
  3958. for (int i = 0; i < totalAttacks; ++i)
  3959. {
  3960. //first strike
  3961. if(i == 0 && firstStrike && retaliation)
  3962. {
  3963. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3964. }
  3965. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  3966. if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
  3967. {
  3968. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3969. }
  3970. //counterattack
  3971. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3972. if(stack->alive()
  3973. && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
  3974. && (i == 0 && !firstStrike)
  3975. && retaliation && destinationStack->ableToRetaliate())
  3976. {
  3977. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3978. }
  3979. }
  3980. //return
  3981. if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
  3982. && target.size() == 3
  3983. && startingPos != stack->getPosition()
  3984. && startingPos == target.at(2).hexValue
  3985. && stack->alive())
  3986. {
  3987. moveStack(ba.stackNumber, startingPos);
  3988. //NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
  3989. }
  3990. break;
  3991. }
  3992. case EActionType::SHOOT:
  3993. {
  3994. if(target.size() < 1)
  3995. {
  3996. complain("Destination required for shot action.");
  3997. ok = false;
  3998. break;
  3999. }
  4000. auto destination = target.at(0).hexValue;
  4001. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4002. if (!gs->curB->battleCanShoot(stack, destination))
  4003. {
  4004. complain("Cannot shoot!");
  4005. break;
  4006. }
  4007. if (!destinationStack)
  4008. {
  4009. complain("No target to shoot!");
  4010. break;
  4011. }
  4012. auto wrapper = wrapAction(ba);
  4013. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4014. //ranged counterattack
  4015. if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
  4016. && !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
  4017. && destinationStack->ableToRetaliate()
  4018. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4019. && stack->alive()) //attacker may have died (fire shield)
  4020. {
  4021. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4022. }
  4023. //allow more than one additional attack
  4024. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4025. //TODO: move to CUnitState
  4026. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4027. if(attackingHero)
  4028. {
  4029. totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4030. }
  4031. for(int i = 1; i < totalRangedAttacks; ++i)
  4032. {
  4033. if(
  4034. stack->alive()
  4035. && destinationStack->alive()
  4036. && stack->shots.canUse()
  4037. )
  4038. {
  4039. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4040. }
  4041. }
  4042. break;
  4043. }
  4044. case EActionType::CATAPULT:
  4045. {
  4046. auto wrapper = wrapAction(ba);
  4047. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4048. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
  4049. if(!catapultAbility || catapultAbility->subtype < 0)
  4050. {
  4051. complain("We do not know how to shoot :P");
  4052. }
  4053. else
  4054. {
  4055. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4056. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4057. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4058. parameters.setSpellLevel(shotLevel);
  4059. parameters.cast(spellEnv, target);
  4060. }
  4061. //finish by scope guard
  4062. break;
  4063. }
  4064. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4065. {
  4066. auto wrapper = wrapAction(ba);
  4067. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4068. if(target.size() < 1)
  4069. {
  4070. complain("Destination required for heal action.");
  4071. ok = false;
  4072. break;
  4073. }
  4074. const battle::Unit * destStack = nullptr;
  4075. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
  4076. if(target.at(0).unitValue)
  4077. destStack = target.at(0).unitValue;
  4078. else
  4079. destStack = gs->curB->battleGetUnitByPos(target.at(0).hexValue);
  4080. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4081. {
  4082. complain("There is either no healer, no destination, or healer cannot heal :P");
  4083. }
  4084. else
  4085. {
  4086. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4087. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4088. auto dest = battle::Destination(destStack, target.at(0).hexValue);
  4089. parameters.setSpellLevel(0);
  4090. parameters.cast(spellEnv, {dest});
  4091. }
  4092. break;
  4093. }
  4094. case EActionType::MONSTER_SPELL:
  4095. {
  4096. auto wrapper = wrapAction(ba);
  4097. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4098. SpellID spellID = SpellID(ba.actionSubtype);
  4099. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
  4100. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
  4101. //TODO special bonus for genies ability
  4102. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4103. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4104. if (spellID < 0)
  4105. complain("That stack can't cast spells!");
  4106. else
  4107. {
  4108. const CSpell * spell = SpellID(spellID).toSpell();
  4109. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4110. int32_t spellLvl = 0;
  4111. if(spellcaster)
  4112. vstd::amax(spellLvl, spellcaster->val);
  4113. if(randSpellcaster)
  4114. vstd::amax(spellLvl, randSpellcaster->val);
  4115. parameters.setSpellLevel(spellLvl);
  4116. parameters.cast(spellEnv, target);
  4117. }
  4118. break;
  4119. }
  4120. }
  4121. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4122. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4123. handleObstacleTriggersForUnit(*spellEnv, *stack);
  4124. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4125. battleMadeAction.setn(true);
  4126. return ok;
  4127. }
  4128. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4129. {
  4130. switch(ba.actionType)
  4131. {
  4132. case EActionType::HERO_SPELL:
  4133. {
  4134. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4135. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4136. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4137. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4138. if (!s)
  4139. {
  4140. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4141. return false;
  4142. }
  4143. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4144. spells::detail::ProblemImpl problem;
  4145. auto m = s->battleMechanics(&parameters);
  4146. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4147. {
  4148. logGlobal->warn("Spell cannot be cast!");
  4149. std::vector<std::string> texts;
  4150. problem.getAll(texts);
  4151. for(auto s : texts)
  4152. logGlobal->warn(s);
  4153. return false;
  4154. }
  4155. StartAction start_action(ba);
  4156. sendAndApply(&start_action); //start spell casting
  4157. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4158. sendAndApply(&end_action);
  4159. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4160. {
  4161. battleMadeAction.setn(true);
  4162. }
  4163. checkBattleStateChanges();
  4164. if (battleResult.get())
  4165. {
  4166. battleMadeAction.setn(true);
  4167. //battle will be ended by startBattle function
  4168. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4169. }
  4170. return true;
  4171. }
  4172. }
  4173. return false;
  4174. }
  4175. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4176. {
  4177. auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
  4178. for(auto b : bl)
  4179. {
  4180. const CSpell * sp = SpellID(b->subtype).toSpell();
  4181. if(!sp)
  4182. continue;
  4183. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4184. const int32_t level = ((val > 3) ? (val - 3) : val);
  4185. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4186. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4187. battleCast.setEffectDuration(50);
  4188. battleCast.setSpellLevel(level);
  4189. spells::Target target;
  4190. if(val > 3)
  4191. {
  4192. for(auto s : gs->curB->battleGetAllStacks())
  4193. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4194. target.emplace_back(s);
  4195. }
  4196. else
  4197. {
  4198. target.emplace_back(st);
  4199. }
  4200. battleCast.applyEffects(spellEnv, target, false, true);
  4201. }
  4202. }
  4203. void CGameHandler::stackTurnTrigger(const CStack *st)
  4204. {
  4205. BattleTriggerEffect bte;
  4206. bte.stackID = st->unitId();
  4207. bte.effect = -1;
  4208. bte.val = 0;
  4209. bte.additionalInfo = 0;
  4210. if (st->alive())
  4211. {
  4212. //unbind
  4213. if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
  4214. {
  4215. bool unbind = true;
  4216. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
  4217. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4218. for (auto b : bl)
  4219. {
  4220. if(b->additionalInfo != CAddInfo::NONE)
  4221. {
  4222. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4223. if(stack)
  4224. {
  4225. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4226. unbind = false;
  4227. }
  4228. }
  4229. else
  4230. {
  4231. unbind = false;
  4232. }
  4233. }
  4234. if (unbind)
  4235. {
  4236. BattleSetStackProperty ssp;
  4237. ssp.which = BattleSetStackProperty::UNBIND;
  4238. ssp.stackID = st->unitId();
  4239. sendAndApply(&ssp);
  4240. }
  4241. }
  4242. if (st->hasBonusOfType(BonusType::POISON))
  4243. {
  4244. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
  4245. if (b) //TODO: what if not?...
  4246. {
  4247. bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
  4248. if (bte.val < b->val) //(negative) poison effect increases - update it
  4249. {
  4250. bte.effect = vstd::to_underlying(BonusType::POISON);
  4251. sendAndApply(&bte);
  4252. }
  4253. }
  4254. }
  4255. if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
  4256. {
  4257. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4258. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4259. if(opponentHero)
  4260. {
  4261. ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
  4262. vstd::amin(manaDrained, opponentHero->mana);
  4263. if(manaDrained)
  4264. {
  4265. bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
  4266. bte.val = manaDrained;
  4267. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4268. sendAndApply(&bte);
  4269. }
  4270. }
  4271. }
  4272. if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
  4273. {
  4274. bool fearsomeCreature = false;
  4275. for (CStack * stack : gs->curB->stacks)
  4276. {
  4277. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
  4278. {
  4279. fearsomeCreature = true;
  4280. break;
  4281. }
  4282. }
  4283. if (fearsomeCreature)
  4284. {
  4285. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4286. {
  4287. bte.effect = vstd::to_underlying(BonusType::FEAR);
  4288. sendAndApply(&bte);
  4289. }
  4290. }
  4291. }
  4292. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
  4293. int side = gs->curB->whatSide(st->unitOwner());
  4294. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4295. {
  4296. bool cast = false;
  4297. while(!bl.empty() && !cast)
  4298. {
  4299. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4300. auto spellID = SpellID(bonus->subtype);
  4301. const CSpell * spell = SpellID(spellID).toSpell();
  4302. bl.remove_if([&bonus](const Bonus * b)
  4303. {
  4304. return b == bonus.get();
  4305. });
  4306. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4307. parameters.setSpellLevel(bonus->val);
  4308. parameters.massive = true;
  4309. parameters.smart = true;
  4310. //todo: recheck effect level
  4311. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4312. {
  4313. cast = true;
  4314. int cooldown = bonus->additionalInfo[0];
  4315. BattleSetStackProperty ssp;
  4316. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4317. ssp.absolute = false;
  4318. ssp.val = cooldown;
  4319. ssp.stackID = st->unitId();
  4320. sendAndApply(&ssp);
  4321. }
  4322. }
  4323. }
  4324. }
  4325. }
  4326. void CGameHandler::handleTimeEvents()
  4327. {
  4328. gs->map->events.sort(evntCmp);
  4329. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4330. {
  4331. CMapEvent ev = gs->map->events.front();
  4332. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4333. {
  4334. auto color = PlayerColor(player);
  4335. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4336. if (pinfo //player exists
  4337. && (ev.players & 1<<player) //event is enabled to this player
  4338. && ((ev.computerAffected && !pinfo->human)
  4339. || (ev.humanAffected && pinfo->human)
  4340. )
  4341. )
  4342. {
  4343. //give resources
  4344. giveResources(color, ev.resources);
  4345. //prepare dialog
  4346. InfoWindow iw;
  4347. iw.player = color;
  4348. iw.text.appendRawString(ev.message);
  4349. for (int i=0; i<ev.resources.size(); i++)
  4350. {
  4351. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  4352. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  4353. }
  4354. sendAndApply(&iw); //show dialog
  4355. }
  4356. } //PLAYERS LOOP
  4357. if (ev.nextOccurence)
  4358. {
  4359. gs->map->events.pop_front();
  4360. ev.firstOccurence += ev.nextOccurence;
  4361. auto it = gs->map->events.begin();
  4362. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4363. it++;
  4364. gs->map->events.insert(it, ev);
  4365. }
  4366. else
  4367. {
  4368. gs->map->events.pop_front();
  4369. }
  4370. }
  4371. //TODO send only if changed
  4372. UpdateMapEvents ume;
  4373. ume.events = gs->map->events;
  4374. sendAndApply(&ume);
  4375. }
  4376. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4377. {
  4378. town->events.sort(evntCmp);
  4379. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4380. {
  4381. PlayerColor player = town->tempOwner;
  4382. CCastleEvent ev = town->events.front();
  4383. const PlayerState * pinfo = getPlayerState(player, false);
  4384. if (pinfo //player exists
  4385. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4386. && ((ev.computerAffected && !pinfo->human)
  4387. || (ev.humanAffected && pinfo->human)))
  4388. {
  4389. // dialog
  4390. InfoWindow iw;
  4391. iw.player = player;
  4392. iw.text.appendRawString(ev.message);
  4393. if (ev.resources.nonZero())
  4394. {
  4395. TResources was = n.res[player];
  4396. n.res[player] += ev.resources;
  4397. n.res[player].amax(0);
  4398. for (int i=0; i<ev.resources.size(); i++)
  4399. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  4400. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  4401. }
  4402. for (auto & i : ev.buildings)
  4403. {
  4404. if (!town->hasBuilt(i))
  4405. {
  4406. buildStructure(town->id, i, true);
  4407. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4408. }
  4409. }
  4410. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4411. {
  4412. n.cres[town->id].tid = town->id;
  4413. n.cres[town->id].creatures = town->creatures;
  4414. }
  4415. auto & sac = n.cres[town->id];
  4416. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4417. {
  4418. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4419. {
  4420. sac.creatures[i].first += ev.creatures.at(i);
  4421. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4422. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4423. }
  4424. }
  4425. sendAndApply(&iw); //show dialog
  4426. }
  4427. if (ev.nextOccurence)
  4428. {
  4429. town->events.pop_front();
  4430. ev.firstOccurence += ev.nextOccurence;
  4431. auto it = town->events.begin();
  4432. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4433. it++;
  4434. town->events.insert(it, ev);
  4435. }
  4436. else
  4437. {
  4438. town->events.pop_front();
  4439. }
  4440. }
  4441. //TODO send only if changed
  4442. UpdateCastleEvents uce;
  4443. uce.town = town->id;
  4444. uce.events = town->events;
  4445. sendAndApply(&uce);
  4446. }
  4447. bool CGameHandler::complain(const std::string &problem)
  4448. {
  4449. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  4450. logGlobal->error(problem);
  4451. return true;
  4452. }
  4453. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4454. {
  4455. //PlayerColor player = getOwner(hid);
  4456. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4457. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4458. assert(lowerArmy);
  4459. assert(upperArmy);
  4460. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4461. queries.addQuery(garrisonQuery);
  4462. GarrisonDialog gd;
  4463. gd.hid = hid;
  4464. gd.objid = upobj;
  4465. gd.removableUnits = removableUnits;
  4466. gd.queryID = garrisonQuery->queryID;
  4467. sendAndApply(&gd);
  4468. }
  4469. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4470. {
  4471. OpenWindow ow;
  4472. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4473. ow.id1 = player.getNum();
  4474. ow.id2 = requestingObjId.getNum();
  4475. sendAndApply(&ow);
  4476. }
  4477. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4478. {
  4479. if (id1 == id2)
  4480. return true;
  4481. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4482. if (!o1 || !o2)
  4483. return true; //arranging stacks within an object should be always allowed
  4484. if (o1 && o2)
  4485. {
  4486. if (o1->ID == Obj::TOWN)
  4487. {
  4488. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4489. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4490. return true;
  4491. }
  4492. if (o2->ID == Obj::TOWN)
  4493. {
  4494. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4495. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4496. return true;
  4497. }
  4498. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4499. {
  4500. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4501. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4502. // two heroes in same town (garrisoned and visiting)
  4503. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4504. return true;
  4505. }
  4506. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4507. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4508. if (!dialog)
  4509. {
  4510. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4511. }
  4512. if (dialog)
  4513. {
  4514. auto topArmy = dialog->exchangingArmies.at(0);
  4515. auto bottomArmy = dialog->exchangingArmies.at(1);
  4516. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4517. return true;
  4518. }
  4519. }
  4520. return false;
  4521. }
  4522. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4523. {
  4524. using events::ObjectVisitStarted;
  4525. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4526. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4527. auto startVisit = [&](ObjectVisitStarted & event)
  4528. {
  4529. auto visitedObject = obj;
  4530. if(obj->ID == Obj::HERO)
  4531. {
  4532. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4533. const auto visitedTown = visitedHero->visitedTown;
  4534. if(visitedTown)
  4535. {
  4536. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4537. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4538. visitedObject = visitedTown;
  4539. }
  4540. }
  4541. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4542. queries.addQuery(visitQuery); //TODO real visit pos
  4543. HeroVisit hv;
  4544. hv.objId = obj->id;
  4545. hv.heroId = h->id;
  4546. hv.player = h->tempOwner;
  4547. hv.starting = true;
  4548. sendAndApply(&hv);
  4549. obj->onHeroVisit(h);
  4550. };
  4551. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4552. if(visitQuery)
  4553. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4554. }
  4555. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4556. {
  4557. using events::ObjectVisitEnded;
  4558. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4559. auto endVisit = [&](ObjectVisitEnded & event)
  4560. {
  4561. HeroVisit hv;
  4562. hv.player = event.getPlayer();
  4563. hv.heroId = event.getHero();
  4564. hv.starting = false;
  4565. sendAndApply(&hv);
  4566. };
  4567. //TODO: ObjectVisitEnded should also have id of visited object,
  4568. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4569. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4570. }
  4571. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  4572. {
  4573. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4574. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4575. {
  4576. complain("Cannot build boat in this shipyard!");
  4577. return false;
  4578. }
  4579. TResources boatCost;
  4580. obj->getBoatCost(boatCost);
  4581. TResources aviable = getPlayerState(playerID)->resources;
  4582. if (!aviable.canAfford(boatCost))
  4583. {
  4584. complain("Not enough resources to build a boat!");
  4585. return false;
  4586. }
  4587. int3 tile = obj->bestLocation();
  4588. if (!gs->map->isInTheMap(tile))
  4589. {
  4590. complain("Cannot find appropriate tile for a boat!");
  4591. return false;
  4592. }
  4593. giveResources(playerID, -boatCost);
  4594. createObject(tile, Obj::BOAT, obj->getBoatType().getNum());
  4595. return true;
  4596. }
  4597. void CGameHandler::engageIntoBattle(PlayerColor player)
  4598. {
  4599. //notify interfaces
  4600. PlayerBlocked pb;
  4601. pb.player = player;
  4602. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4603. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4604. sendAndApply(&pb);
  4605. }
  4606. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4607. {
  4608. for (auto playerColor : playerColors)
  4609. {
  4610. if (getPlayerState(playerColor, false))
  4611. checkVictoryLossConditionsForPlayer(playerColor);
  4612. }
  4613. }
  4614. void CGameHandler::checkVictoryLossConditionsForAll()
  4615. {
  4616. std::set<PlayerColor> playerColors;
  4617. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4618. {
  4619. playerColors.insert(PlayerColor(i));
  4620. }
  4621. checkVictoryLossConditions(playerColors);
  4622. }
  4623. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4624. {
  4625. const PlayerState * p = getPlayerState(player);
  4626. if(!p || p->status != EPlayerStatus::INGAME) return;
  4627. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4628. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4629. {
  4630. InfoWindow iw;
  4631. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4632. sendAndApply(&iw);
  4633. PlayerEndsGame peg;
  4634. peg.player = player;
  4635. peg.victoryLossCheckResult = victoryLossCheckResult;
  4636. sendAndApply(&peg);
  4637. if (victoryLossCheckResult.victory())
  4638. {
  4639. //one player won -> all enemies lost
  4640. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4641. {
  4642. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4643. {
  4644. peg.player = i->first;
  4645. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4646. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4647. InfoWindow iw;
  4648. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4649. iw.player = i->first;
  4650. sendAndApply(&iw);
  4651. sendAndApply(&peg);
  4652. }
  4653. }
  4654. if(p->human)
  4655. {
  4656. lobby->state = EServerState::GAMEPLAY_ENDED;
  4657. }
  4658. }
  4659. else
  4660. {
  4661. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4662. auto hlp = p->heroes;
  4663. for (auto h : hlp) //eliminate heroes
  4664. {
  4665. if (h.get())
  4666. removeObject(h);
  4667. }
  4668. //player lost -> all his objects become unflagged (neutral)
  4669. for (auto obj : gs->map->objects) //unflag objs
  4670. {
  4671. if (obj.get() && obj->tempOwner == player)
  4672. setOwner(obj, PlayerColor::NEUTRAL);
  4673. }
  4674. //eliminating one player may cause victory of another:
  4675. std::set<PlayerColor> playerColors;
  4676. //do not copy player state (CBonusSystemNode) by value
  4677. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4678. {
  4679. if (p.first != player)
  4680. playerColors.insert(p.first);
  4681. }
  4682. //notify all players
  4683. for (auto pc : playerColors)
  4684. {
  4685. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4686. {
  4687. InfoWindow iw;
  4688. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4689. iw.player = pc;
  4690. sendAndApply(&iw);
  4691. }
  4692. }
  4693. checkVictoryLossConditions(playerColors);
  4694. }
  4695. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  4696. // If we are called before the actual game start, there might be no current player
  4697. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4698. {
  4699. // If player making turn has lost his turn must be over as well
  4700. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4701. }
  4702. }
  4703. }
  4704. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4705. {
  4706. out.player = player;
  4707. out.text = victoryLossCheckResult.messageToSelf;
  4708. out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
  4709. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  4710. }
  4711. bool CGameHandler::dig(const CGHeroInstance *h)
  4712. {
  4713. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4714. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4715. createObject(h->visitablePos(), Obj::HOLE, 0 );
  4716. //take MPs
  4717. SetMovePoints smp;
  4718. smp.hid = h->id;
  4719. smp.val = 0;
  4720. sendAndApply(&smp);
  4721. InfoWindow iw;
  4722. iw.type = EInfoWindowMode::AUTO;
  4723. iw.player = h->tempOwner;
  4724. if (gs->map->grailPos == h->visitablePos())
  4725. {
  4726. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4727. iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
  4728. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4729. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
  4730. sendAndApply(&iw);
  4731. iw.soundID = soundBase::invalid;
  4732. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  4733. iw.text.clear();
  4734. iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
  4735. sendAndApply(&iw);
  4736. }
  4737. else
  4738. {
  4739. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4740. iw.soundID = soundBase::Dig;
  4741. sendAndApply(&iw);
  4742. }
  4743. return true;
  4744. }
  4745. void CGameHandler::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  4746. {
  4747. if(attacker->hasBonusOfType(attackMode))
  4748. {
  4749. std::set<SpellID> spellsToCast;
  4750. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  4751. for(const auto & sf : *spells)
  4752. {
  4753. spellsToCast.insert(SpellID(sf->subtype));
  4754. }
  4755. for(SpellID spellID : spellsToCast)
  4756. {
  4757. bool castMe = false;
  4758. if(!defender->alive())
  4759. {
  4760. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4761. return;
  4762. }
  4763. int32_t spellLevel = 0;
  4764. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4765. for(const auto & sf : *spellsByType)
  4766. {
  4767. int meleeRanged;
  4768. if(sf->additionalInfo.size() < 2)
  4769. {
  4770. // legacy format
  4771. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  4772. meleeRanged = sf->additionalInfo[0] / 1000;
  4773. }
  4774. else
  4775. {
  4776. vstd::amax(spellLevel, sf->additionalInfo[0]);
  4777. meleeRanged = sf->additionalInfo[1];
  4778. }
  4779. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  4780. castMe = true;
  4781. }
  4782. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4783. vstd::amin(chance, 100);
  4784. const CSpell * spell = SpellID(spellID).toSpell();
  4785. spells::AbilityCaster caster(attacker, spellLevel);
  4786. spells::Target target;
  4787. target.emplace_back(defender);
  4788. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4789. auto m = spell->battleMechanics(&parameters);
  4790. spells::detail::ProblemImpl ignored;
  4791. if(!m->canBeCastAt(target, ignored))
  4792. continue;
  4793. //check if spell should be cast (probability handling)
  4794. if(getRandomGenerator().nextInt(99) >= chance)
  4795. continue;
  4796. //casting
  4797. if(castMe)
  4798. {
  4799. parameters.cast(spellEnv, target);
  4800. }
  4801. }
  4802. }
  4803. }
  4804. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4805. {
  4806. attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  4807. }
  4808. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4809. {
  4810. if(!attacker->alive() || !defender->alive()) // can be already dead
  4811. return;
  4812. attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
  4813. if(!defender->alive())
  4814. {
  4815. //don't try death stare or acid breath on dead stack (crash!)
  4816. return;
  4817. }
  4818. if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
  4819. {
  4820. // mechanics of Death Stare as in H3:
  4821. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4822. //original formula x = min(x, (gorgons_count + 9)/10);
  4823. double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
  4824. vstd::amin(chanceToKill, 1); //cap at 100%
  4825. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4826. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4827. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4828. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  4829. vstd::amin(staredCreatures, maxToKill);
  4830. staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
  4831. if(staredCreatures)
  4832. {
  4833. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4834. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  4835. spells::AbilityCaster caster(attacker, 0);
  4836. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4837. spells::Target target;
  4838. target.emplace_back(defender);
  4839. parameters.setEffectValue(staredCreatures);
  4840. parameters.cast(spellEnv, target);
  4841. }
  4842. }
  4843. if(!defender->alive())
  4844. return;
  4845. int64_t acidDamage = 0;
  4846. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
  4847. for(const auto & b : *acidBreath)
  4848. {
  4849. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  4850. acidDamage += b->val;
  4851. }
  4852. if(acidDamage > 0)
  4853. {
  4854. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  4855. spells::AbilityCaster caster(attacker, 0);
  4856. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4857. spells::Target target;
  4858. target.emplace_back(defender);
  4859. parameters.setEffectValue(acidDamage * attacker->getCount());
  4860. parameters.cast(spellEnv, target);
  4861. }
  4862. if(!defender->alive())
  4863. return;
  4864. if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4865. {
  4866. double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
  4867. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4868. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4869. return;
  4870. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
  4871. if(defender->unitType()->getId() == bonusAdditionalInfo ||
  4872. (bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
  4873. return;
  4874. battle::UnitInfo resurrectInfo;
  4875. resurrectInfo.id = gs->curB->battleNextUnitId();
  4876. resurrectInfo.summoned = false;
  4877. resurrectInfo.position = defender->getPosition();
  4878. resurrectInfo.side = defender->unitSide();
  4879. if(bonusAdditionalInfo != CAddInfo::NONE)
  4880. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  4881. else
  4882. resurrectInfo.type = attacker->creatureId();
  4883. if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
  4884. resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
  4885. else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
  4886. resurrectInfo.count = defender->getCount();
  4887. else
  4888. return; //wrong subtype
  4889. BattleUnitsChanged addUnits;
  4890. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  4891. resurrectInfo.save(addUnits.changedStacks.back().data);
  4892. BattleUnitsChanged removeUnits;
  4893. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  4894. sendAndApply(&removeUnits);
  4895. sendAndApply(&addUnits);
  4896. }
  4897. if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
  4898. {
  4899. double chanceToTrigger = 0;
  4900. int amountToDie = 0;
  4901. if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
  4902. {
  4903. chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
  4904. int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  4905. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  4906. }
  4907. else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
  4908. {
  4909. chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
  4910. amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  4911. }
  4912. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  4913. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4914. return;
  4915. BattleStackAttacked bsa;
  4916. bsa.attackerID = -1;
  4917. bsa.stackAttacked = defender->unitId();
  4918. bsa.damageAmount = amountToDie * defender->getMaxHealth();
  4919. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  4920. bsa.spellID = SpellID::SLAYER;
  4921. defender->prepareAttacked(bsa, getRandomGenerator());
  4922. StacksInjured si;
  4923. si.stacks.push_back(bsa);
  4924. sendAndApply(&si);
  4925. sendGenericKilledLog(defender, bsa.killedAmount, false);
  4926. }
  4927. }
  4928. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4929. {
  4930. if (!t.visitableObjects.empty())
  4931. {
  4932. //to prevent self-visiting heroes on space press
  4933. if (t.visitableObjects.back() != h)
  4934. objectVisited(t.visitableObjects.back(), h);
  4935. else if (t.visitableObjects.size() > 1)
  4936. objectVisited(*(t.visitableObjects.end()-2),h);
  4937. }
  4938. }
  4939. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  4940. {
  4941. if (!hero)
  4942. COMPLAIN_RET("You need hero to sacrifice creature!");
  4943. int expSum = 0;
  4944. auto finish = [this, &hero, &expSum]()
  4945. {
  4946. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4947. };
  4948. for(int i = 0; i < slot.size(); ++i)
  4949. {
  4950. int oldCount = hero->getStackCount(slot[i]);
  4951. if(oldCount < (int)count[i])
  4952. {
  4953. finish();
  4954. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4955. }
  4956. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  4957. {
  4958. finish();
  4959. COMPLAIN_RET("Cannot sacrifice last creature!");
  4960. }
  4961. int crid = hero->getStack(slot[i]).type->getId();
  4962. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  4963. int dump, exp;
  4964. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4965. exp *= count[i];
  4966. expSum += exp;
  4967. }
  4968. finish();
  4969. return true;
  4970. }
  4971. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  4972. {
  4973. if (!hero)
  4974. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4975. int expSum = 0;
  4976. auto finish = [this, &hero, &expSum]()
  4977. {
  4978. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4979. };
  4980. for(int i = 0; i < slot.size(); ++i)
  4981. {
  4982. ArtifactLocation al(hero, slot[i]);
  4983. const CArtifactInstance * a = al.getArt();
  4984. if(!a)
  4985. {
  4986. finish();
  4987. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4988. }
  4989. const CArtifactInstance * art = hero->getArt(slot[i]);
  4990. if(!art)
  4991. {
  4992. finish();
  4993. COMPLAIN_RET("No artifact at position to sacrifice!");
  4994. }
  4995. si32 typId = art->artType->getId();
  4996. int dmp, expToGive;
  4997. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  4998. expSum += expToGive;
  4999. removeArtifact(al);
  5000. }
  5001. finish();
  5002. return true;
  5003. }
  5004. void CGameHandler::makeStackDoNothing(const CStack * next)
  5005. {
  5006. BattleAction doNothing;
  5007. doNothing.actionType = EActionType::NO_ACTION;
  5008. doNothing.side = next->unitSide();
  5009. doNothing.stackNumber = next->unitId();
  5010. makeAutomaticAction(next, doNothing);
  5011. }
  5012. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5013. {
  5014. if (sl.army->hasStackAtSlot(sl.slot))
  5015. COMPLAIN_RET("Slot is already taken!");
  5016. if (!sl.slot.validSlot())
  5017. COMPLAIN_RET("Cannot insert stack to that slot!");
  5018. InsertNewStack ins;
  5019. ins.army = sl.army->id;
  5020. ins.slot = sl.slot;
  5021. ins.type = c->getId();
  5022. ins.count = count;
  5023. sendAndApply(&ins);
  5024. return true;
  5025. }
  5026. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5027. {
  5028. if (!sl.army->hasStackAtSlot(sl.slot))
  5029. COMPLAIN_RET("Cannot find a stack to erase");
  5030. if (sl.army->stacksCount() == 1 //from the last stack
  5031. && sl.army->needsLastStack() //that must be left
  5032. && !forceRemoval) //ignore above conditions if we are forcing removal
  5033. {
  5034. COMPLAIN_RET("Cannot erase the last stack!");
  5035. }
  5036. EraseStack es;
  5037. es.army = sl.army->id;
  5038. es.slot = sl.slot;
  5039. sendAndApply(&es);
  5040. return true;
  5041. }
  5042. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5043. {
  5044. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5045. if ((absoluteValue && count < 0)
  5046. || (!absoluteValue && -count > currentCount))
  5047. {
  5048. COMPLAIN_RET("Cannot take more stacks than present!");
  5049. }
  5050. if ((currentCount == -count && !absoluteValue)
  5051. || (!count && absoluteValue))
  5052. {
  5053. eraseStack(sl);
  5054. }
  5055. else
  5056. {
  5057. ChangeStackCount csc;
  5058. csc.army = sl.army->id;
  5059. csc.slot = sl.slot;
  5060. csc.count = count;
  5061. csc.absoluteValue = absoluteValue;
  5062. sendAndApply(&csc);
  5063. }
  5064. return true;
  5065. }
  5066. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5067. {
  5068. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5069. if (!slotC) //slot is empty
  5070. insertNewStack(sl, c, count);
  5071. else if (c == slotC)
  5072. changeStackCount(sl, count);
  5073. else
  5074. {
  5075. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5076. }
  5077. return true;
  5078. }
  5079. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5080. {
  5081. if (removeObjWhenFinished)
  5082. removeAfterVisit(src);
  5083. if (!src->canBeMergedWith(*dst, allowMerging))
  5084. {
  5085. if (allowMerging) //do that, add all matching creatures.
  5086. {
  5087. bool cont = true;
  5088. while (cont)
  5089. {
  5090. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5091. {
  5092. SlotID pos = dst->getSlotFor(i->second->type);
  5093. if (pos.validSlot())
  5094. {
  5095. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5096. cont = true;
  5097. break; //or iterator crashes
  5098. }
  5099. cont = false;
  5100. }
  5101. }
  5102. }
  5103. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5104. }
  5105. else //merge
  5106. {
  5107. moveArmy(src, dst, allowMerging);
  5108. }
  5109. }
  5110. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5111. {
  5112. if (!src.army->hasStackAtSlot(src.slot))
  5113. COMPLAIN_RET("No stack to move!");
  5114. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5115. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5116. if (!dst.slot.validSlot())
  5117. COMPLAIN_RET("Cannot move stack to that slot!");
  5118. if (count == -1)
  5119. {
  5120. count = src.army->getStackCount(src.slot);
  5121. }
  5122. if (src.army != dst.army //moving away
  5123. && count == src.army->getStackCount(src.slot) //all creatures
  5124. && src.army->stacksCount() == 1 //from the last stack
  5125. && src.army->needsLastStack()) //that must be left
  5126. {
  5127. COMPLAIN_RET("Cannot move away the last creature!");
  5128. }
  5129. RebalanceStacks rs;
  5130. rs.srcArmy = src.army->id;
  5131. rs.dstArmy = dst.army->id;
  5132. rs.srcSlot = src.slot;
  5133. rs.dstSlot = dst.slot;
  5134. rs.count = count;
  5135. sendAndApply(&rs);
  5136. return true;
  5137. }
  5138. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  5139. {
  5140. const CSpell * s = spellID.toSpell();
  5141. if(!s)
  5142. return;
  5143. AdventureSpellCastParameters p;
  5144. p.caster = caster;
  5145. p.pos = pos;
  5146. s->adventureCast(spellEnv, p);
  5147. }
  5148. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5149. {
  5150. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5151. {
  5152. return moveStack(sl2, sl1);
  5153. }
  5154. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5155. {
  5156. return moveStack(sl1, sl2);
  5157. }
  5158. else
  5159. {
  5160. SwapStacks ss;
  5161. ss.srcArmy = sl1.army->id;
  5162. ss.dstArmy = sl2.army->id;
  5163. ss.srcSlot = sl1.slot;
  5164. ss.dstSlot = sl2.slot;
  5165. sendAndApply(&ss);
  5166. return true;
  5167. }
  5168. }
  5169. void CGameHandler::runBattle()
  5170. {
  5171. setBattle(gs->curB);
  5172. assert(gs->curB);
  5173. //TODO: pre-tactic stuff, call scripts etc.
  5174. //Moat should be initialized here, because only here we can use spellcasting
  5175. if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
  5176. {
  5177. const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
  5178. const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
  5179. auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
  5180. auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
  5181. auto target = spells::Target();
  5182. cast.cast(spellEnv, target);
  5183. }
  5184. //tactic round
  5185. {
  5186. while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
  5187. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5188. }
  5189. //initial stacks appearance triggers, e.g. built-in bonus spells
  5190. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5191. for (CStack * stack : initialStacks)
  5192. {
  5193. if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
  5194. {
  5195. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
  5196. auto accessibility = getAccesibility();
  5197. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5198. std::vector<BattleHex> targetHexes;
  5199. const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
  5200. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5201. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5202. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5203. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5204. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5205. if (!guardianIsBig)
  5206. targetHexes = stack->getSurroundingHexes();
  5207. else
  5208. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
  5209. for(auto hex : targetHexes)
  5210. {
  5211. if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
  5212. {
  5213. battle::UnitInfo info;
  5214. info.id = gs->curB->battleNextUnitId();
  5215. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5216. info.type = creatureData;
  5217. info.side = stack->unitSide();
  5218. info.position = hex;
  5219. info.summoned = true;
  5220. BattleUnitsChanged pack;
  5221. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5222. info.save(pack.changedStacks.back().data);
  5223. sendAndApply(&pack);
  5224. }
  5225. }
  5226. }
  5227. stackEnchantedTrigger(stack);
  5228. }
  5229. //spells opening battle
  5230. for (int i = 0; i < 2; ++i)
  5231. {
  5232. auto h = gs->curB->battleGetFightingHero(i);
  5233. if (h)
  5234. {
  5235. TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
  5236. for (auto b : *bl)
  5237. {
  5238. spells::BonusCaster caster(h, b);
  5239. const CSpell * spell = SpellID(b->subtype).toSpell();
  5240. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5241. parameters.setSpellLevel(3);
  5242. parameters.setEffectDuration(b->val);
  5243. parameters.massive = true;
  5244. parameters.castIfPossible(spellEnv, spells::Target());
  5245. }
  5246. }
  5247. }
  5248. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5249. checkBattleStateChanges();
  5250. bool firstRound = true;//FIXME: why first round is -1?
  5251. //main loop
  5252. while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
  5253. {
  5254. BattleNextRound bnr;
  5255. bnr.round = gs->curB->round + 1;
  5256. logGlobal->debug("Round %d", bnr.round);
  5257. sendAndApply(&bnr);
  5258. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5259. for (auto &obstPtr : obstacles)
  5260. {
  5261. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5262. if (sco->turnsRemaining == 0)
  5263. removeObstacle(*obstPtr);
  5264. }
  5265. const BattleInfo & curB = *gs->curB;
  5266. for(auto stack : curB.stacks)
  5267. {
  5268. if(stack->alive() && !firstRound)
  5269. stackEnchantedTrigger(stack);
  5270. }
  5271. //stack loop
  5272. auto getNextStack = [this]() -> const CStack *
  5273. {
  5274. if(battleResult.get())
  5275. return nullptr;
  5276. std::vector<battle::Units> q;
  5277. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5278. if(!q.empty())
  5279. {
  5280. if(!q.front().empty())
  5281. {
  5282. auto next = q.front().front();
  5283. const auto stack = dynamic_cast<const CStack *>(next);
  5284. // regeneration takes place before everything else but only during first turn attempt in each round
  5285. // also works under blind and similar effects
  5286. if(stack && stack->alive() && !stack->waiting)
  5287. {
  5288. BattleTriggerEffect bte;
  5289. bte.stackID = stack->unitId();
  5290. bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
  5291. const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
  5292. if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
  5293. bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
  5294. if(bte.val) // anything to heal
  5295. sendAndApply(&bte);
  5296. }
  5297. if(next->willMove())
  5298. return stack;
  5299. }
  5300. }
  5301. return nullptr;
  5302. };
  5303. const CStack * next = nullptr;
  5304. while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
  5305. {
  5306. BattleUnitsChanged removeGhosts;
  5307. for(auto stack : curB.stacks)
  5308. {
  5309. if(stack->ghostPending)
  5310. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5311. }
  5312. if(!removeGhosts.changedStacks.empty())
  5313. sendAndApply(&removeGhosts);
  5314. // check for bad morale => freeze
  5315. int nextStackMorale = next->moraleVal();
  5316. if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
  5317. {
  5318. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5319. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5320. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5321. {
  5322. //unit loses its turn - empty freeze action
  5323. BattleAction ba;
  5324. ba.actionType = EActionType::BAD_MORALE;
  5325. ba.side = next->unitSide();
  5326. ba.stackNumber = next->unitId();
  5327. makeAutomaticAction(next, ba);
  5328. continue;
  5329. }
  5330. }
  5331. if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5332. {
  5333. logGlobal->trace("Handle Berserk effect");
  5334. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5335. if (attackInfo.first != nullptr)
  5336. {
  5337. BattleAction attack;
  5338. attack.actionType = EActionType::WALK_AND_ATTACK;
  5339. attack.side = next->unitSide();
  5340. attack.stackNumber = next->unitId();
  5341. attack.aimToHex(attackInfo.second);
  5342. attack.aimToUnit(attackInfo.first);
  5343. makeAutomaticAction(next, attack);
  5344. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5345. }
  5346. else
  5347. {
  5348. makeStackDoNothing(next);
  5349. logGlobal->trace("No target found");
  5350. }
  5351. continue;
  5352. }
  5353. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5354. const int stackCreatureId = next->unitType()->getId();
  5355. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5356. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
  5357. {
  5358. BattleAction attack;
  5359. attack.actionType = EActionType::SHOOT;
  5360. attack.side = next->unitSide();
  5361. attack.stackNumber = next->unitId();
  5362. //TODO: select target by priority
  5363. const battle::Unit * target = nullptr;
  5364. for(auto & elem : gs->curB->stacks)
  5365. {
  5366. if(elem->unitType()->getId() != CreatureID::CATAPULT
  5367. && elem->unitOwner() != next->unitOwner()
  5368. && elem->isValidTarget()
  5369. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5370. {
  5371. target = elem;
  5372. break;
  5373. }
  5374. }
  5375. if(target == nullptr)
  5376. {
  5377. makeStackDoNothing(next);
  5378. }
  5379. else
  5380. {
  5381. attack.aimToUnit(target);
  5382. makeAutomaticAction(next, attack);
  5383. }
  5384. continue;
  5385. }
  5386. if (next->unitType()->getId() == CreatureID::CATAPULT)
  5387. {
  5388. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5389. if (attackableBattleHexes.empty())
  5390. {
  5391. makeStackDoNothing(next);
  5392. continue;
  5393. }
  5394. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
  5395. {
  5396. BattleAction attack;
  5397. attack.actionType = EActionType::CATAPULT;
  5398. attack.side = next->unitSide();
  5399. attack.stackNumber = next->unitId();
  5400. makeAutomaticAction(next, attack);
  5401. continue;
  5402. }
  5403. }
  5404. if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
  5405. {
  5406. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5407. {
  5408. return s->unitOwner() == next->unitOwner() && s->canBeHealed();
  5409. });
  5410. if (!possibleStacks.size())
  5411. {
  5412. makeStackDoNothing(next);
  5413. continue;
  5414. }
  5415. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5416. {
  5417. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5418. const CStack * toBeHealed = possibleStacks.front();
  5419. BattleAction heal;
  5420. heal.actionType = EActionType::STACK_HEAL;
  5421. heal.aimToUnit(toBeHealed);
  5422. heal.side = next->unitSide();
  5423. heal.stackNumber = next->unitId();
  5424. makeAutomaticAction(next, heal);
  5425. continue;
  5426. }
  5427. }
  5428. int numberOfAsks = 1;
  5429. bool breakOuter = false;
  5430. do
  5431. {//ask interface and wait for answer
  5432. if (!battleResult.get())
  5433. {
  5434. stackTurnTrigger(next); //various effects
  5435. if(next->fear)
  5436. {
  5437. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5438. }
  5439. else
  5440. {
  5441. logGlobal->trace("Activating %s", next->nodeName());
  5442. auto nextId = next->unitId();
  5443. BattleSetActiveStack sas;
  5444. sas.stack = nextId;
  5445. sendAndApply(&sas);
  5446. auto actionWasMade = [&]() -> bool
  5447. {
  5448. if (battleMadeAction.data)//active stack has made its action
  5449. return true;
  5450. if (battleResult.get())// battle is finished
  5451. return true;
  5452. if (next == nullptr)//active stack was been removed
  5453. return true;
  5454. return !next->alive();//active stack is dead
  5455. };
  5456. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5457. battleMadeAction.data = false;
  5458. while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
  5459. {
  5460. battleMadeAction.cond.wait(lock);
  5461. if (battleGetStackByID(nextId, false) != next)
  5462. next = nullptr; //it may be removed, while we wait
  5463. }
  5464. }
  5465. }
  5466. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5467. {
  5468. breakOuter = true;
  5469. break;
  5470. }
  5471. //we're after action, all results applied
  5472. checkBattleStateChanges(); //check if this action ended the battle
  5473. if(next != nullptr)
  5474. {
  5475. //check for good morale
  5476. nextStackMorale = next->moraleVal();
  5477. if( !battleResult.get()
  5478. && !next->hadMorale
  5479. && !next->defending
  5480. && !next->waited()
  5481. && !next->fear
  5482. && next->alive()
  5483. && nextStackMorale > 0)
  5484. {
  5485. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5486. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5487. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5488. {
  5489. BattleTriggerEffect bte;
  5490. bte.stackID = next->unitId();
  5491. bte.effect = vstd::to_underlying(BonusType::MORALE);
  5492. bte.val = 1;
  5493. bte.additionalInfo = 0;
  5494. sendAndApply(&bte); //play animation
  5495. ++numberOfAsks; //move this stack once more
  5496. }
  5497. }
  5498. }
  5499. --numberOfAsks;
  5500. } while (numberOfAsks > 0);
  5501. if (breakOuter)
  5502. {
  5503. break;
  5504. }
  5505. }
  5506. firstRound = false;
  5507. }
  5508. if (lobby->state != EServerState::SHUTDOWN)
  5509. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5510. }
  5511. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5512. {
  5513. BattleSetActiveStack bsa;
  5514. bsa.stack = stack->unitId();
  5515. bsa.askPlayerInterface = false;
  5516. sendAndApply(&bsa);
  5517. bool ret = makeBattleAction(ba);
  5518. checkBattleStateChanges();
  5519. return ret;
  5520. }
  5521. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  5522. {
  5523. assert(a->artType);
  5524. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  5525. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5526. {
  5527. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  5528. }
  5529. else if(ArtifactUtils::isSlotBackpack(pos))
  5530. {
  5531. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  5532. }
  5533. else
  5534. {
  5535. al.slot = pos;
  5536. }
  5537. if(a->canBePutAt(al))
  5538. putArtifact(al, a);
  5539. else
  5540. return false;
  5541. return true;
  5542. }
  5543. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5544. {
  5545. PutArtifact pa;
  5546. pa.art = a;
  5547. pa.al = al;
  5548. sendAndApply(&pa);
  5549. }
  5550. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  5551. {
  5552. assert(artType);
  5553. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5554. {
  5555. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  5556. COMPLAIN_RET("Cannot put artifact in that slot!");
  5557. }
  5558. else if(ArtifactUtils::isSlotBackpack(pos))
  5559. {
  5560. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  5561. COMPLAIN_RET("Cannot put artifact in that slot!");
  5562. }
  5563. else
  5564. {
  5565. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  5566. }
  5567. auto * newArtInst = new CArtifactInstance();
  5568. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5569. NewArtifact na;
  5570. na.art = newArtInst;
  5571. sendAndApply(&na); // -> updates newArtInst!!!
  5572. if(giveHeroArtifact(h, newArtInst, pos))
  5573. return true;
  5574. else
  5575. return false;
  5576. }
  5577. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5578. {
  5579. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5580. if (battleResult.data)
  5581. {
  5582. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5583. % battleResult.data->result % resultType).str());
  5584. return;
  5585. }
  5586. auto br = new BattleResult();
  5587. br->result = resultType;
  5588. br->winner = victoriusSide; //surrendering side loses
  5589. gs->curB->calculateCasualties(br->casualties);
  5590. battleResult.data = br;
  5591. }
  5592. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5593. {
  5594. std::vector<int3>::iterator tile;
  5595. std::vector<int3> tiles;
  5596. getFreeTiles(tiles);
  5597. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5598. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5599. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5600. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5601. for (int i = 0; i < (int)amount; ++i)
  5602. {
  5603. tile = tiles.begin();
  5604. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5605. {
  5606. auto count = cre->getRandomAmount(std::rand);
  5607. createObject(*tile, Obj::MONSTER, creatureID);
  5608. auto monsterId = getTopObj(*tile)->id;
  5609. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5610. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5611. }
  5612. tiles.erase(tile); //not use it again
  5613. }
  5614. }
  5615. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  5616. {
  5617. BattleObstaclesChanged obsRem;
  5618. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  5619. sendAndApply(&obsRem);
  5620. }
  5621. void CGameHandler::synchronizeArtifactHandlerLists()
  5622. {
  5623. UpdateArtHandlerLists uahl;
  5624. uahl.treasures = VLC->arth->treasures;
  5625. uahl.minors = VLC->arth->minors;
  5626. uahl.majors = VLC->arth->majors;
  5627. uahl.relics = VLC->arth->relics;
  5628. sendAndApply(&uahl);
  5629. }
  5630. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5631. {
  5632. return vstd::contains(gs->map->objects, obj);
  5633. }
  5634. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5635. {
  5636. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5637. return false;
  5638. auto query = queries.topQuery(player);
  5639. if (query && query->blocksPack(pack))
  5640. {
  5641. complain(boost::str(boost::format(
  5642. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  5643. % boost::to_upper_copy<std::string>(player.getStr())
  5644. % query->toString()
  5645. ));
  5646. return true;
  5647. }
  5648. return false;
  5649. }
  5650. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5651. {
  5652. //If the object is being visited, there must be a matching query
  5653. for (const auto &query : queries.allQueries())
  5654. {
  5655. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5656. {
  5657. if (someVistQuery->visitedObject == object)
  5658. {
  5659. someVistQuery->removeObjectAfterVisit = true;
  5660. return;
  5661. }
  5662. }
  5663. }
  5664. //If we haven't returned so far, there is no query and no visit, call was wrong
  5665. assert("This function needs to be called during the object visit!");
  5666. }
  5667. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5668. {
  5669. std::unordered_set<int3> tiles;
  5670. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5671. if (hide)
  5672. {
  5673. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5674. auto p = getPlayerState(player);
  5675. for (auto h : p->heroes)
  5676. {
  5677. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5678. }
  5679. for (auto t : p->towns)
  5680. {
  5681. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5682. }
  5683. for (auto tile : observedTiles)
  5684. vstd::erase_if_present (tiles, tile);
  5685. }
  5686. changeFogOfWar(tiles, player, hide);
  5687. }
  5688. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
  5689. {
  5690. FoWChange fow;
  5691. fow.tiles = tiles;
  5692. fow.player = player;
  5693. fow.mode = hide? 0 : 1;
  5694. sendAndApply(&fow);
  5695. }
  5696. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5697. {
  5698. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5699. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5700. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5701. return true;
  5702. }
  5703. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  5704. {
  5705. SetObjectProperty sob;
  5706. sob.id = objid;
  5707. sob.what = prop;
  5708. sob.val = static_cast<ui32>(val);
  5709. sendAndApply(&sob);
  5710. }
  5711. void CGameHandler::showInfoDialog(InfoWindow * iw)
  5712. {
  5713. sendAndApply(iw);
  5714. }
  5715. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  5716. {
  5717. InfoWindow iw;
  5718. iw.player = player;
  5719. iw.text.appendRawString(msg);
  5720. showInfoDialog(&iw);
  5721. }
  5722. CasualtiesAfterBattle::CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat):
  5723. army(battleSide.armyObject)
  5724. {
  5725. heroWithDeadCommander = ObjectInstanceID();
  5726. PlayerColor color = battleSide.color;
  5727. for(CStack * st : bat->stacks)
  5728. {
  5729. if(st->summoned) //don't take into account temporary summoned stacks
  5730. continue;
  5731. if(st->unitOwner() != color) //remove only our stacks
  5732. continue;
  5733. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5734. st->health.takeResurrected();
  5735. if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
  5736. {
  5737. logGlobal->debug("Ignored arrow towers stack.");
  5738. }
  5739. else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
  5740. {
  5741. auto warMachine = st->unitType()->warMachine;
  5742. if(warMachine == ArtifactID::NONE)
  5743. {
  5744. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5745. }
  5746. //catapult artifact remain even if "creature" killed in siege
  5747. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5748. {
  5749. logGlobal->debug("War machine has been destroyed");
  5750. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5751. if (hero)
  5752. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5753. else
  5754. logGlobal->error("War machine in army without hero");
  5755. }
  5756. }
  5757. else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5758. {
  5759. if(st->alive() && st->getCount() > 0)
  5760. {
  5761. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5762. const CreatureID summonedType = st->creatureId();
  5763. summoned[summonedType] += st->getCount();
  5764. }
  5765. }
  5766. else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5767. {
  5768. if (nullptr == st->base)
  5769. {
  5770. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5771. }
  5772. else
  5773. {
  5774. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5775. if(c)
  5776. {
  5777. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5778. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5779. {
  5780. logGlobal->debug("Commander is dead.");
  5781. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5782. }
  5783. }
  5784. else
  5785. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5786. }
  5787. }
  5788. else if(st->base && !army->slotEmpty(st->unitSlot()))
  5789. {
  5790. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
  5791. if(st->getCount() == 0 || !st->alive())
  5792. {
  5793. logGlobal->debug("Stack has been destroyed.");
  5794. StackLocation sl(army, st->unitSlot());
  5795. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5796. }
  5797. else if(st->getCount() < army->getStackCount(st->unitSlot()))
  5798. {
  5799. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
  5800. StackLocation sl(army, st->unitSlot());
  5801. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5802. }
  5803. else if(st->getCount() > army->getStackCount(st->unitSlot()))
  5804. {
  5805. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
  5806. StackLocation sl(army, st->unitSlot());
  5807. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5808. }
  5809. }
  5810. else
  5811. {
  5812. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5813. }
  5814. }
  5815. }
  5816. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5817. {
  5818. for (TStackAndItsNewCount &ncount : newStackCounts)
  5819. {
  5820. if (ncount.second > 0)
  5821. gh->changeStackCount(ncount.first, ncount.second, true);
  5822. else
  5823. gh->eraseStack(ncount.first, true);
  5824. }
  5825. for (auto summoned_iter : summoned)
  5826. {
  5827. SlotID slot = army->getSlotFor(summoned_iter.first);
  5828. if (slot.validSlot())
  5829. {
  5830. StackLocation location(army, slot);
  5831. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5832. }
  5833. else
  5834. {
  5835. //even if it will be possible to summon anything permanently it should be checked for free slot
  5836. //necromancy is handled separately
  5837. gh->complain("No free slot to put summoned creature");
  5838. }
  5839. }
  5840. for (auto al : removedWarMachines)
  5841. {
  5842. gh->removeArtifact(al);
  5843. }
  5844. if (heroWithDeadCommander != ObjectInstanceID())
  5845. {
  5846. SetCommanderProperty scp;
  5847. scp.heroid = heroWithDeadCommander;
  5848. scp.which = SetCommanderProperty::ALIVE;
  5849. scp.amount = 0;
  5850. gh->sendAndApply(&scp);
  5851. }
  5852. }
  5853. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5854. {
  5855. assert(Query->result);
  5856. assert(Query->bi);
  5857. auto &result = *Query->result;
  5858. auto &info = *Query->bi;
  5859. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5860. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5861. victor = info.sides[result.winner].color;
  5862. loser = info.sides[!result.winner].color;
  5863. winnerSide = result.winner;
  5864. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5865. }
  5866. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5867. {
  5868. winnerHero = loserHero = nullptr;
  5869. winnerSide = 0;
  5870. remainingBattleQueriesCount = 0;
  5871. }
  5872. CRandomGenerator & CGameHandler::getRandomGenerator()
  5873. {
  5874. return CRandomGenerator::getDefault();
  5875. }
  5876. #if SCRIPTING_ENABLED
  5877. scripting::Pool * CGameHandler::getGlobalContextPool() const
  5878. {
  5879. return serverScripts.get();
  5880. }
  5881. scripting::Pool * CGameHandler::getContextPool() const
  5882. {
  5883. return serverScripts.get();
  5884. }
  5885. #endif
  5886. void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_t subtype)
  5887. {
  5888. NewObject no;
  5889. no.ID = type;
  5890. no.subID= subtype;
  5891. no.targetPos = visitablePosition;
  5892. sendAndApply(&no);
  5893. }
  5894. void CGameHandler::deserializationFix()
  5895. {
  5896. //FIXME: pointer to GameHandler itself can't be deserialized at the moment since GameHandler is top-level entity in serialization
  5897. // restore any places that requires such pointer manually
  5898. heroPool->gameHandler = this;
  5899. playerMessages->gameHandler = this;
  5900. }