CGameHandler.cpp 217 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 "../lib/filesystem/Filesystem.h"
  17. #include "../lib/filesystem/FileInfo.h"
  18. #include "../lib/int3.h"
  19. #include "../lib/ArtifactUtils.h"
  20. #include "../lib/StartInfo.h"
  21. #include "../lib/CModHandler.h"
  22. #include "../lib/CArtHandler.h"
  23. #include "../lib/CBuildingHandler.h"
  24. #include "../lib/CHeroHandler.h"
  25. #include "../lib/pathfinder/CPathfinder.h"
  26. #include "../lib/pathfinder/PathfinderOptions.h"
  27. #include "../lib/pathfinder/TurnInfo.h"
  28. #include "../lib/spells/AbilityCaster.h"
  29. #include "../lib/spells/BonusCaster.h"
  30. #include "../lib/spells/CSpellHandler.h"
  31. #include "../lib/spells/ISpellMechanics.h"
  32. #include "../lib/spells/ObstacleCasterProxy.h"
  33. #include "../lib/spells/Problem.h"
  34. #include "../lib/CGeneralTextHandler.h"
  35. #include "../lib/CTownHandler.h"
  36. #include "../lib/CCreatureHandler.h"
  37. #include "../lib/gameState/CGameState.h"
  38. #include "../lib/CStack.h"
  39. #include "../lib/GameSettings.h"
  40. #include "../lib/battle/BattleInfo.h"
  41. #include "../lib/CondSh.h"
  42. #include "../lib/VCMI_Lib.h"
  43. #include "../lib/mapping/CMap.h"
  44. #include "../lib/mapping/CMapService.h"
  45. #include "../lib/rmg/CMapGenOptions.h"
  46. #include "../lib/VCMIDirs.h"
  47. #include "../lib/ScopeGuard.h"
  48. #include "../lib/CSoundBase.h"
  49. #include "../lib/TerrainHandler.h"
  50. #include "../lib/CCreatureSet.h"
  51. #include "../lib/CThreadHelper.h"
  52. #include "../lib/GameConstants.h"
  53. #include "../lib/registerTypes/RegisterTypes.h"
  54. #include "../lib/serializer/CTypeList.h"
  55. #include "../lib/serializer/Connection.h"
  56. #include "../lib/serializer/Cast.h"
  57. #include "../lib/serializer/JsonSerializer.h"
  58. #include "../lib/ScriptHandler.h"
  59. #include "vstd/CLoggerBase.h"
  60. #include <memory>
  61. #include <vcmi/events/EventBus.h>
  62. #include <vcmi/events/GenericEvents.h>
  63. #include <vcmi/events/AdventureEvents.h>
  64. #ifndef _MSC_VER
  65. #include <boost/thread/xtime.hpp>
  66. #endif
  67. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  68. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  69. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  70. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  71. CondSh<bool> battleMadeAction(false);
  72. CondSh<BattleResult *> battleResult(nullptr);
  73. template <typename T> class CApplyOnGH;
  74. class CBaseForGHApply
  75. {
  76. public:
  77. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  78. virtual ~CBaseForGHApply(){}
  79. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  80. {
  81. return new CApplyOnGH<U>();
  82. }
  83. };
  84. template <typename T> class CApplyOnGH : public CBaseForGHApply
  85. {
  86. public:
  87. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  88. {
  89. T *ptr = static_cast<T*>(pack);
  90. try
  91. {
  92. ApplyGhNetPackVisitor applier(*gh, *gs);
  93. ptr->visit(applier);
  94. return applier.getResult();
  95. }
  96. catch(ExceptionNotAllowedAction & e)
  97. {
  98. (void)e;
  99. return false;
  100. }
  101. catch(...)
  102. {
  103. throw;
  104. }
  105. }
  106. };
  107. template <>
  108. class CApplyOnGH<CPack> : public CBaseForGHApply
  109. {
  110. public:
  111. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  112. {
  113. logGlobal->error("Cannot apply on GH plain CPack!");
  114. assert(0);
  115. return false;
  116. }
  117. };
  118. static inline double distance(int3 a, int3 b)
  119. {
  120. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  121. }
  122. static void giveExp(BattleResult &r)
  123. {
  124. if (r.winner > 1)
  125. {
  126. // draw
  127. return;
  128. }
  129. r.exp[0] = 0;
  130. r.exp[1] = 0;
  131. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  132. {
  133. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
  134. }
  135. }
  136. 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
  137. {
  138. int x = targetPosition.getX();
  139. int y = targetPosition.getY();
  140. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  141. 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...
  142. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  143. else
  144. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  145. //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
  146. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  147. {
  148. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  149. {
  150. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  151. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  152. }
  153. else
  154. { //add back-side guardians for two-hex target, side guardians for one-hex
  155. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  156. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  157. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  158. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  159. else if (targetIsTwoHex)//front-side guardians for two-hex target
  160. {
  161. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  162. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  163. if (x > 3) //back guard for two-hex
  164. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  165. }
  166. }
  167. }
  168. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  169. {
  170. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  171. {
  172. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  173. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  174. }
  175. else
  176. {
  177. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  178. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  179. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  180. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  181. else if (targetIsTwoHex)
  182. {
  183. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  184. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  185. if (x < GameConstants::BFIELD_WIDTH - 4)
  186. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  187. }
  188. }
  189. }
  190. else if (!targetIsAttacker && y % 2 == 0)
  191. {
  192. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  193. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  194. }
  195. else if (targetIsAttacker && y % 2 == 1)
  196. {
  197. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  198. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  199. }
  200. }
  201. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  202. {
  203. boost::unique_lock<boost::mutex> l(mx);
  204. if (players.find(player) != players.end())
  205. {
  206. return players.at(player);
  207. }
  208. else
  209. {
  210. throw std::runtime_error("No such player!");
  211. }
  212. }
  213. void PlayerStatuses::addPlayer(PlayerColor player)
  214. {
  215. boost::unique_lock<boost::mutex> l(mx);
  216. players[player];
  217. }
  218. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  219. {
  220. boost::unique_lock<boost::mutex> l(mx);
  221. if (players.find(player) != players.end())
  222. {
  223. return players[player].*flag;
  224. }
  225. else
  226. {
  227. throw std::runtime_error("No such player!");
  228. }
  229. }
  230. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  231. {
  232. boost::unique_lock<boost::mutex> l(mx);
  233. if (players.find(player) != players.end())
  234. {
  235. players[player].*flag = val;
  236. }
  237. else
  238. {
  239. throw std::runtime_error("No such player!");
  240. }
  241. cv.notify_all();
  242. }
  243. template <typename T>
  244. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  245. {
  246. fun(args[which]);
  247. }
  248. const Services * CGameHandler::services() const
  249. {
  250. return VLC;
  251. }
  252. const CGameHandler::BattleCb * CGameHandler::battle() const
  253. {
  254. return this;
  255. }
  256. const CGameHandler::GameCb * CGameHandler::game() const
  257. {
  258. return this;
  259. }
  260. vstd::CLoggerBase * CGameHandler::logger() const
  261. {
  262. return logGlobal;
  263. }
  264. events::EventBus * CGameHandler::eventBus() const
  265. {
  266. return serverEventBus.get();
  267. }
  268. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  269. {
  270. changeSecSkill(hero, skill, 1, 0);
  271. expGiven(hero);
  272. }
  273. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  274. {
  275. // required exp for at least 1 lvl-up hasn't been reached
  276. if (!hero->gainsLevel())
  277. {
  278. return;
  279. }
  280. // give primary skill
  281. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  282. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  283. SetPrimSkill sps;
  284. sps.id = hero->id;
  285. sps.which = primarySkill;
  286. sps.abs = false;
  287. sps.val = 1;
  288. sendAndApply(&sps);
  289. PrepareHeroLevelUp pre;
  290. pre.heroId = hero->id;
  291. sendAndApply(&pre);
  292. HeroLevelUp hlu;
  293. hlu.player = hero->tempOwner;
  294. hlu.heroId = hero->id;
  295. hlu.primskill = primarySkill;
  296. hlu.skills = pre.skills;
  297. if (hlu.skills.size() == 0)
  298. {
  299. sendAndApply(&hlu);
  300. levelUpHero(hero);
  301. }
  302. else if (hlu.skills.size() == 1)
  303. {
  304. sendAndApply(&hlu);
  305. levelUpHero(hero, pre.skills.front());
  306. }
  307. else if (hlu.skills.size() > 1)
  308. {
  309. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  310. hlu.queryID = levelUpQuery->queryID;
  311. queries.addQuery(levelUpQuery);
  312. sendAndApply(&hlu);
  313. //level up will be called on query reply
  314. }
  315. }
  316. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  317. {
  318. SetCommanderProperty scp;
  319. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  320. if (hero)
  321. scp.heroid = hero->id;
  322. else
  323. {
  324. complain ("Commander is not led by hero!");
  325. return;
  326. }
  327. scp.accumulatedBonus.subtype = 0;
  328. scp.accumulatedBonus.additionalInfo = 0;
  329. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  330. scp.accumulatedBonus.turnsRemain = 0;
  331. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  332. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  333. if (skill <= ECommander::SPELL_POWER)
  334. {
  335. scp.which = SetCommanderProperty::BONUS;
  336. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  337. {
  338. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  339. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  340. };
  341. switch (skill)
  342. {
  343. case ECommander::ATTACK:
  344. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  345. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  346. break;
  347. case ECommander::DEFENSE:
  348. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  349. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  350. break;
  351. case ECommander::HEALTH:
  352. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  353. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  354. break;
  355. case ECommander::DAMAGE:
  356. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  357. scp.accumulatedBonus.subtype = 0;
  358. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  359. break;
  360. case ECommander::SPEED:
  361. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  362. break;
  363. case ECommander::SPELL_POWER:
  364. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  365. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  366. sendAndApply (&scp); //additional pack
  367. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  368. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  369. sendAndApply (&scp); //additional pack
  370. scp.accumulatedBonus.type = BonusType::CASTS;
  371. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  372. sendAndApply (&scp); //additional pack
  373. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  374. break;
  375. }
  376. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  377. sendAndApply (&scp);
  378. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  379. scp.additionalInfo = skill;
  380. scp.amount = c->secondarySkills.at(skill) + 1;
  381. sendAndApply (&scp);
  382. }
  383. else if (skill >= 100)
  384. {
  385. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  386. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  387. scp.additionalInfo = skill; //unnormalized
  388. sendAndApply (&scp);
  389. }
  390. expGiven(hero);
  391. }
  392. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  393. {
  394. if (!c->gainsLevel())
  395. {
  396. return;
  397. }
  398. CommanderLevelUp clu;
  399. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  400. if(hero)
  401. {
  402. clu.heroId = hero->id;
  403. clu.player = hero->tempOwner;
  404. }
  405. else
  406. {
  407. complain ("Commander is not led by hero!");
  408. return;
  409. }
  410. //picking sec. skills for choice
  411. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  412. {
  413. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  414. clu.skills.push_back(i);
  415. }
  416. int i = 100;
  417. for (auto specialSkill : VLC->creh->skillRequirements)
  418. {
  419. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  420. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  421. && !vstd::contains (c->specialSKills, i))
  422. clu.skills.push_back (i);
  423. ++i;
  424. }
  425. int skillAmount = static_cast<int>(clu.skills.size());
  426. if (!skillAmount)
  427. {
  428. sendAndApply(&clu);
  429. levelUpCommander(c);
  430. }
  431. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  432. {
  433. sendAndApply(&clu);
  434. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  435. }
  436. else if (skillAmount > 1) //apply and ask for secondary skill
  437. {
  438. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  439. clu.queryID = commanderLevelUp->queryID;
  440. queries.addQuery(commanderLevelUp);
  441. sendAndApply(&clu);
  442. }
  443. }
  444. void CGameHandler::expGiven(const CGHeroInstance *hero)
  445. {
  446. if (hero->gainsLevel())
  447. levelUpHero(hero);
  448. else if (hero->commander && hero->commander->gainsLevel())
  449. levelUpCommander(hero->commander);
  450. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  451. // levelUpCommander(hero->commander);
  452. // else
  453. // levelUpHero(hero);
  454. }
  455. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  456. {
  457. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  458. {
  459. if (gs->map->levelLimit != 0)
  460. {
  461. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  462. TExpType resultingExp = abs ? val : hero->exp + val;
  463. if (resultingExp > expLimit)
  464. {
  465. // set given experience to max possible, but don't decrease if hero already over top
  466. abs = true;
  467. val = std::max(expLimit, hero->exp);
  468. InfoWindow iw;
  469. iw.player = hero->tempOwner;
  470. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  471. iw.text.replaceRawString(hero->getNameTranslated());
  472. sendAndApply(&iw);
  473. }
  474. }
  475. }
  476. SetPrimSkill sps;
  477. sps.id = hero->id;
  478. sps.which = which;
  479. sps.abs = abs;
  480. sps.val = val;
  481. sendAndApply(&sps);
  482. //only for exp - hero may level up
  483. if (which == PrimarySkill::EXPERIENCE)
  484. {
  485. if (hero->commander && hero->commander->alive)
  486. {
  487. //FIXME: trim experience according to map limit?
  488. SetCommanderProperty scp;
  489. scp.heroid = hero->id;
  490. scp.which = SetCommanderProperty::EXPERIENCE;
  491. scp.amount = val;
  492. sendAndApply (&scp);
  493. CBonusSystemNode::treeHasChanged();
  494. }
  495. expGiven(hero);
  496. }
  497. }
  498. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  499. {
  500. if(!hero)
  501. {
  502. logGlobal->error("changeSecSkill provided no hero");
  503. return;
  504. }
  505. SetSecSkill sss;
  506. sss.id = hero->id;
  507. sss.which = which;
  508. sss.val = val;
  509. sss.abs = abs;
  510. sendAndApply(&sss);
  511. if (hero->visitedTown)
  512. giveSpells(hero->visitedTown, hero);
  513. }
  514. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  515. {
  516. LOG_TRACE(logGlobal);
  517. //Fill BattleResult structure with exp info
  518. giveExp(*battleResult.data);
  519. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  520. {
  521. if(heroAttacker)
  522. battleResult.data->exp[1] += 500;
  523. if(heroDefender)
  524. battleResult.data->exp[0] += 500;
  525. }
  526. if(heroAttacker)
  527. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  528. if(heroDefender)
  529. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  530. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  531. if (!battleQuery)
  532. {
  533. logGlobal->error("Cannot find battle query!");
  534. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
  535. return;
  536. }
  537. battleQuery->result = std::make_optional(*battleResult.data);
  538. //Check how many battle queries were created (number of players blocked by battle)
  539. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  540. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  541. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
  542. battleResult.data->queryID = battleDialogQuery->queryID;
  543. queries.addQuery(battleDialogQuery);
  544. //set same battle result for all queries
  545. for(auto q : queries.allQueries())
  546. {
  547. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  548. if(otherBattleQuery)
  549. otherBattleQuery->result = battleQuery->result;
  550. }
  551. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  552. }
  553. void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
  554. {
  555. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
  556. if(!battleQuery)
  557. {
  558. logGlobal->trace("No battle query, battle end was confirmed by another player");
  559. return;
  560. }
  561. const CArmedInstance *bEndArmy1 = battleInfo->sides.at(0).armyObject;
  562. const CArmedInstance *bEndArmy2 = battleInfo->sides.at(1).armyObject;
  563. const BattleResult::EResult result = battleResult.get()->result;
  564. CasualtiesAfterBattle cab1(bEndArmy1, battleInfo), cab2(bEndArmy2, battleInfo); //calculate casualties before deleting battle
  565. ChangeSpells cs; //for Eagle Eye
  566. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  567. {
  568. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  569. {
  570. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
  571. for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
  572. {
  573. auto spell = spellId.toSpell(VLC->spells());
  574. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  575. cs.spells.insert(spell->getId());
  576. }
  577. }
  578. }
  579. std::vector<const CArtifactInstance *> arts; //display them in window
  580. if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  581. {
  582. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  583. {
  584. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  585. if(slot != ArtifactPosition::PRE_FIRST)
  586. {
  587. arts.push_back(art);
  588. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  589. if(ArtifactUtils::isSlotBackpack(slot))
  590. ma->askAssemble = false;
  591. sendAndApply(ma);
  592. }
  593. };
  594. if (finishingBattle->loserHero)
  595. {
  596. //TODO: wrap it into a function, somehow (std::variant -_-)
  597. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  598. for (auto artSlot : artifactsWorn)
  599. {
  600. MoveArtifact ma;
  601. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  602. const CArtifactInstance * art = ma.src.getArt();
  603. if (art && !art->artType->isBig() &&
  604. art->artType->getId() != ArtifactID::SPELLBOOK)
  605. // don't move war machines or locked arts (spellbook)
  606. {
  607. sendMoveArtifact(art, &ma);
  608. }
  609. }
  610. for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  611. {
  612. //we assume that no big artifacts can be found
  613. MoveArtifact ma;
  614. ma.src = ArtifactLocation(finishingBattle->loserHero,
  615. ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
  616. const CArtifactInstance * art = ma.src.getArt();
  617. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  618. {
  619. sendMoveArtifact(art, &ma);
  620. }
  621. }
  622. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  623. {
  624. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  625. for (auto artSlot : artifactsWorn)
  626. {
  627. MoveArtifact ma;
  628. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  629. const CArtifactInstance * art = ma.src.getArt();
  630. if (art && !art->artType->isBig())
  631. {
  632. sendMoveArtifact(art, &ma);
  633. }
  634. }
  635. }
  636. }
  637. for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
  638. {
  639. auto artifactsWorn = armySlot.second->artifactsWorn;
  640. for (auto artSlot : artifactsWorn)
  641. {
  642. MoveArtifact ma;
  643. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  644. const CArtifactInstance * art = ma.src.getArt();
  645. if (art && !art->artType->isBig())
  646. {
  647. sendMoveArtifact(art, &ma);
  648. }
  649. }
  650. }
  651. }
  652. if (arts.size()) //display loot
  653. {
  654. InfoWindow iw;
  655. iw.player = finishingBattle->winnerHero->tempOwner;
  656. iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
  657. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  658. {
  659. iw.components.emplace_back(
  660. Component::EComponentType::ARTIFACT, art->artType->getId(),
  661. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 0, 0);
  662. if (iw.components.size() >= 14)
  663. {
  664. sendAndApply(&iw);
  665. iw.components.clear();
  666. }
  667. }
  668. if (iw.components.size())
  669. {
  670. sendAndApply(&iw);
  671. }
  672. }
  673. //Eagle Eye secondary skill handling
  674. if (!cs.spells.empty())
  675. {
  676. cs.learn = 1;
  677. cs.hid = finishingBattle->winnerHero->id;
  678. InfoWindow iw;
  679. iw.player = finishingBattle->winnerHero->tempOwner;
  680. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  681. iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
  682. std::ostringstream names;
  683. for (int i = 0; i < cs.spells.size(); i++)
  684. {
  685. names << "%s";
  686. if (i < cs.spells.size() - 2)
  687. names << ", ";
  688. else if (i < cs.spells.size() - 1)
  689. names << "%s";
  690. }
  691. names << ".";
  692. iw.text.replaceRawString(names.str());
  693. auto it = cs.spells.begin();
  694. for (int i = 0; i < cs.spells.size(); i++, it++)
  695. {
  696. iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
  697. if (i == cs.spells.size() - 2) //we just added pre-last name
  698. iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
  699. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  700. }
  701. sendAndApply(&iw);
  702. sendAndApply(&cs);
  703. }
  704. cab1.updateArmy(this);
  705. cab2.updateArmy(this); //take casualties after battle is deleted
  706. if(finishingBattle->loserHero) //remove beaten hero
  707. {
  708. RemoveObject ro(finishingBattle->loserHero->id);
  709. sendAndApply(&ro);
  710. }
  711. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  712. {
  713. RemoveObject ro(finishingBattle->winnerHero->id);
  714. sendAndApply(&ro);
  715. }
  716. if(battleResult.data->winner == BattleSide::DEFENDER
  717. && finishingBattle->winnerHero
  718. && finishingBattle->winnerHero->visitedTown
  719. && !finishingBattle->winnerHero->inTownGarrison
  720. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  721. {
  722. swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  723. }
  724. //give exp
  725. if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  726. changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
  727. BattleResultAccepted raccepted;
  728. raccepted.heroResult[0].army = const_cast<CArmedInstance*>(bEndArmy1);
  729. raccepted.heroResult[1].army = const_cast<CArmedInstance*>(bEndArmy2);
  730. raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
  731. raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
  732. raccepted.heroResult[0].exp = battleResult.data->exp[0];
  733. raccepted.heroResult[1].exp = battleResult.data->exp[1];
  734. raccepted.winnerSide = finishingBattle->winnerSide;
  735. sendAndApply(&raccepted);
  736. queries.popIfTop(battleQuery);
  737. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query
  738. }
  739. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  740. {
  741. LOG_TRACE(logGlobal);
  742. if(!finishingBattle)
  743. return;
  744. finishingBattle->remainingBattleQueriesCount--;
  745. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  746. if (finishingBattle->remainingBattleQueriesCount > 0)
  747. //Battle results will be handled when all battle queries are closed
  748. return;
  749. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  750. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  751. // Still, it looks like a hole.
  752. // Necromancy if applicable.
  753. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  754. // Give raised units to winner and show dialog, if any were raised,
  755. // units will be given after casualties are taken
  756. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  757. if (necroSlot != SlotID())
  758. {
  759. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  760. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  761. }
  762. BattleResultsApplied resultsApplied;
  763. resultsApplied.player1 = finishingBattle->victor;
  764. resultsApplied.player2 = finishingBattle->loser;
  765. sendAndApply(&resultsApplied);
  766. setBattle(nullptr);
  767. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  768. {
  769. logGlobal->trace("post-victory visit");
  770. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  771. }
  772. visitObjectAfterVictory = false;
  773. //handle victory/loss of engaged players
  774. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  775. checkVictoryLossConditions(playerColors);
  776. if (result.result == BattleResult::SURRENDER)
  777. heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
  778. if (result.result == BattleResult::ESCAPE)
  779. heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
  780. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  781. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  782. {
  783. RemoveObject ro(finishingBattle->winnerHero->id);
  784. sendAndApply(&ro);
  785. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  786. heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
  787. }
  788. finishingBattle.reset();
  789. }
  790. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  791. {
  792. if(first && !counter)
  793. handleAttackBeforeCasting(ranged, attacker, defender);
  794. FireShieldInfo fireShield;
  795. BattleAttack bat;
  796. BattleLogMessage blm;
  797. bat.stackAttacking = attacker->unitId();
  798. bat.tile = targetHex;
  799. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  800. if(ranged)
  801. bat.flags |= BattleAttack::SHOT;
  802. if(counter)
  803. bat.flags |= BattleAttack::COUNTER;
  804. const int attackerLuck = attacker->luckVal();
  805. if(attackerLuck > 0)
  806. {
  807. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  808. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  809. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  810. bat.flags |= BattleAttack::LUCKY;
  811. }
  812. if(attackerLuck < 0)
  813. {
  814. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_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::UNLUCKY;
  818. }
  819. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
  820. {
  821. bat.flags |= BattleAttack::DEATH_BLOW;
  822. }
  823. const auto * owner = gs->curB->getHero(attacker->unitOwner());
  824. if(owner)
  825. {
  826. int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  827. if (chance > getRandomGenerator().nextInt(99))
  828. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  829. }
  830. int64_t drainedLife = 0;
  831. // only primary target
  832. if(defender->alive())
  833. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  834. //multiple-hex normal attack
  835. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  836. for(const CStack * stack : attackedCreatures)
  837. {
  838. if(stack != defender && stack->alive()) //do not hit same stack twice
  839. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  840. }
  841. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
  842. if(bonus && ranged) //TODO: make it work in melee?
  843. {
  844. //this is need for displaying hit animation
  845. bat.flags |= BattleAttack::SPELL_LIKE;
  846. bat.spellID = SpellID(bonus->subtype);
  847. //TODO: should spell override creature`s projectile?
  848. auto spell = bat.spellID.toSpell();
  849. battle::Target target;
  850. target.emplace_back(defender, targetHex);
  851. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  852. event.setSpellLevel(bonus->val);
  853. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  854. //TODO: get exact attacked hex for defender
  855. for(const CStack * stack : attackedCreatures)
  856. {
  857. if(stack != defender && stack->alive()) //do not hit same stack twice
  858. {
  859. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  860. }
  861. }
  862. //now add effect info for all attacked stacks
  863. for (BattleStackAttacked & bsa : bat.bsa)
  864. {
  865. if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
  866. {
  867. //this is need for displaying affect animation
  868. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  869. bsa.spellID = SpellID(bonus->subtype);
  870. }
  871. }
  872. }
  873. attackerState->afterAttack(ranged, counter);
  874. {
  875. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  876. attackerState->save(info.data);
  877. bat.attackerChanges.changedStacks.push_back(info);
  878. }
  879. if (drainedLife > 0)
  880. bat.flags |= BattleAttack::LIFE_DRAIN;
  881. sendAndApply(&bat);
  882. {
  883. const bool multipleTargets = bat.bsa.size() > 1;
  884. int64_t totalDamage = 0;
  885. int32_t totalKills = 0;
  886. for(const BattleStackAttacked & bsa : bat.bsa)
  887. {
  888. totalDamage += bsa.damageAmount;
  889. totalKills += bsa.killedAmount;
  890. }
  891. {
  892. MetaString text;
  893. attacker->addText(text, EMetaText::GENERAL_TXT, 376);
  894. attacker->addNameReplacement(text);
  895. text.replaceNumber(totalDamage);
  896. blm.lines.push_back(text);
  897. }
  898. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  899. }
  900. // drain life effect (as well as log entry) must be applied after the attack
  901. if(drainedLife > 0)
  902. {
  903. MetaString text;
  904. attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
  905. attackerState->addNameReplacement(text, false);
  906. text.replaceNumber(drainedLife);
  907. defender->addNameReplacement(text, true);
  908. blm.lines.push_back(std::move(text));
  909. }
  910. if(!fireShield.empty())
  911. {
  912. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  913. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  914. int64_t totalDamage = 0;
  915. for(const auto & item : fireShield)
  916. {
  917. const CStack * actor = item.first;
  918. int64_t rawDamage = item.second;
  919. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->unitOwner());
  920. if(actorOwner)
  921. {
  922. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  923. }
  924. else
  925. {
  926. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  927. }
  928. totalDamage+=rawDamage;
  929. //FIXME: add custom effect on actor
  930. }
  931. if (totalDamage > 0)
  932. {
  933. BattleStackAttacked bsa;
  934. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  935. bsa.stackAttacked = attacker->unitId(); //invert
  936. bsa.attackerID = defender->unitId();
  937. bsa.damageAmount = totalDamage;
  938. attacker->prepareAttacked(bsa, getRandomGenerator());
  939. StacksInjured pack;
  940. pack.stacks.push_back(bsa);
  941. sendAndApply(&pack);
  942. // TODO: this is already implemented in Damage::describeEffect()
  943. {
  944. MetaString text;
  945. text.appendLocalString(EMetaText::GENERAL_TXT, 376);
  946. text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);
  947. text.replaceNumber(totalDamage);
  948. blm.lines.push_back(std::move(text));
  949. }
  950. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  951. }
  952. }
  953. sendAndApply(&blm);
  954. handleAfterAttackCasting(ranged, attacker, defender);
  955. }
  956. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  957. {
  958. BattleStackAttacked bsa;
  959. if(secondary)
  960. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  961. bsa.attackerID = attackerState->unitId();
  962. bsa.stackAttacked = def->unitId();
  963. {
  964. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  965. bai.deathBlow = bat.deathBlow();
  966. bai.doubleDamage = bat.ballistaDoubleDmg();
  967. bai.luckyStrike = bat.lucky();
  968. bai.unluckyStrike = bat.unlucky();
  969. auto range = gs->curB->calculateDmgRange(bai);
  970. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  971. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  972. }
  973. int64_t drainedLife = 0;
  974. //life drain handling
  975. if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
  976. {
  977. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
  978. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  979. drainedLife += toHeal;
  980. }
  981. //soul steal handling
  982. if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
  983. {
  984. //we can have two bonuses - one with subtype 0 and another with subtype 1
  985. //try to use permanent first, use only one of two
  986. for(si32 subtype = 1; subtype >= 0; subtype--)
  987. {
  988. if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
  989. {
  990. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
  991. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  992. drainedLife += toHeal;
  993. break;
  994. }
  995. }
  996. }
  997. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  998. //fire shield handling
  999. if(!bat.shot() &&
  1000. !def->isClone() &&
  1001. def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
  1002. !attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
  1003. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1004. )
  1005. {
  1006. //TODO: use damage with bonus but without penalties
  1007. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
  1008. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1009. }
  1010. return drainedLife;
  1011. }
  1012. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1013. {
  1014. if(killed > 0)
  1015. {
  1016. BattleLogMessage blm;
  1017. addGenericKilledLog(blm, defender, killed, multiple);
  1018. sendAndApply(&blm);
  1019. }
  1020. }
  1021. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1022. {
  1023. if(killed > 0)
  1024. {
  1025. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1026. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1027. // 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)
  1028. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1029. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1030. boost::algorithm::trim(formatString);
  1031. boost::format txt(formatString);
  1032. if(killed > 1)
  1033. {
  1034. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
  1035. }
  1036. else //killed == 1
  1037. {
  1038. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
  1039. }
  1040. MetaString line;
  1041. line.appendRawString(txt.str());
  1042. blm.lines.push_back(std::move(line));
  1043. }
  1044. }
  1045. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1046. {
  1047. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1048. return;
  1049. for(auto & playerConnections : connections)
  1050. {
  1051. PlayerColor playerId = playerConnections.first;
  1052. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1053. if(!playerSettings)
  1054. continue;
  1055. auto playerConnection = vstd::find(playerConnections.second, c);
  1056. if(playerConnection != playerConnections.second.end())
  1057. {
  1058. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1059. playerMessage(playerId, messageText, ObjectInstanceID{});
  1060. }
  1061. }
  1062. }
  1063. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1064. {
  1065. //prepare struct informing that action was applied
  1066. auto sendPackageResponse = [&](bool succesfullyApplied)
  1067. {
  1068. PackageApplied applied;
  1069. applied.player = pack->player;
  1070. applied.result = succesfullyApplied;
  1071. applied.packType = typeList.getTypeID(pack);
  1072. applied.requestID = pack->requestID;
  1073. pack->c->sendPack(&applied);
  1074. };
  1075. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1076. if(isBlockedByQueries(pack, pack->player))
  1077. {
  1078. sendPackageResponse(false);
  1079. }
  1080. else if(apply)
  1081. {
  1082. const bool result = apply->applyOnGH(this, this->gs, pack);
  1083. if(result)
  1084. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1085. else
  1086. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1087. % typeid(*pack).name()).str());
  1088. sendPackageResponse(true);
  1089. }
  1090. else
  1091. {
  1092. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1093. sendPackageResponse(false);
  1094. }
  1095. vstd::clear_pointer(pack);
  1096. }
  1097. int CGameHandler::moveStack(int stack, BattleHex dest)
  1098. {
  1099. int ret = 0;
  1100. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1101. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1102. assert(curStack);
  1103. assert(dest < GameConstants::BFIELD_SIZE);
  1104. if (gs->curB->tacticDistance)
  1105. {
  1106. assert(gs->curB->isInTacticRange(dest));
  1107. }
  1108. auto start = curStack->getPosition();
  1109. if (start == dest)
  1110. return 0;
  1111. //initing necessary tables
  1112. auto accessibility = getAccesibility(curStack);
  1113. std::set<BattleHex> passed;
  1114. //Ignore obstacles on starting position
  1115. passed.insert(curStack->getPosition());
  1116. if(curStack->doubleWide())
  1117. passed.insert(curStack->occupiedHex());
  1118. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1119. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1120. {
  1121. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1122. if(accessibility.accessible(shifted, curStack))
  1123. dest = shifted;
  1124. }
  1125. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1126. {
  1127. complain("Given destination is not accessible!");
  1128. return 0;
  1129. }
  1130. bool canUseGate = false;
  1131. auto dbState = gs->curB->si.gateState;
  1132. if(battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
  1133. dbState != EGateState::DESTROYED &&
  1134. dbState != EGateState::BLOCKED)
  1135. {
  1136. canUseGate = true;
  1137. }
  1138. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1139. ret = path.second;
  1140. int creSpeed = curStack->speed(0, true);
  1141. if (gs->curB->tacticDistance > 0 && creSpeed > 0)
  1142. creSpeed = GameConstants::BFIELD_SIZE;
  1143. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  1144. {
  1145. return obst->obstacleType == CObstacleInstance::MOAT;
  1146. });
  1147. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1148. {
  1149. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1150. return true;
  1151. if (hex == ESiegeHex::GATE_OUTER)
  1152. return true;
  1153. if (hex == ESiegeHex::GATE_INNER)
  1154. return true;
  1155. return false;
  1156. };
  1157. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1158. {
  1159. if (isGateDrawbridgeHex(hex))
  1160. return true;
  1161. if (curStack->doubleWide())
  1162. {
  1163. BattleHex otherHex = curStack->occupiedHex(hex);
  1164. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1165. return true;
  1166. }
  1167. return false;
  1168. };
  1169. if (curStack->hasBonusOfType(BonusType::FLYING))
  1170. {
  1171. if (path.second <= creSpeed && path.first.size() > 0)
  1172. {
  1173. if (canUseGate && dbState != EGateState::OPENED &&
  1174. occupyGateDrawbridgeHex(dest))
  1175. {
  1176. BattleUpdateGateState db;
  1177. db.state = EGateState::OPENED;
  1178. sendAndApply(&db);
  1179. }
  1180. //inform clients about move
  1181. BattleStackMoved sm;
  1182. sm.stack = curStack->unitId();
  1183. std::vector<BattleHex> tiles;
  1184. tiles.push_back(path.first[0]);
  1185. sm.tilesToMove = tiles;
  1186. sm.distance = path.second;
  1187. sm.teleporting = false;
  1188. sendAndApply(&sm);
  1189. }
  1190. }
  1191. else //for non-flying creatures
  1192. {
  1193. std::vector<BattleHex> tiles;
  1194. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1195. int v = (int)path.first.size()-1;
  1196. path.first.push_back(start);
  1197. // check if gate need to be open or closed at some point
  1198. BattleHex openGateAtHex, gateMayCloseAtHex;
  1199. if (canUseGate)
  1200. {
  1201. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1202. {
  1203. auto needOpenGates = [&](BattleHex hex) -> bool
  1204. {
  1205. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1206. return true;
  1207. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1208. return true;
  1209. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1210. return true;
  1211. return false;
  1212. };
  1213. auto hex = path.first[i];
  1214. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1215. {
  1216. if (needOpenGates(hex))
  1217. openGateAtHex = path.first[i+1];
  1218. //TODO we need find batter way to handle double-wide stacks
  1219. //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.
  1220. if (curStack->doubleWide())
  1221. {
  1222. BattleHex otherHex = curStack->occupiedHex(hex);
  1223. if (otherHex.isValid() && needOpenGates(otherHex))
  1224. openGateAtHex = path.first[i+2];
  1225. }
  1226. //gate may be opened and then closed during stack movement, but not other way around
  1227. if (openGateAtHex.isValid())
  1228. dbState = EGateState::OPENED;
  1229. }
  1230. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1231. {
  1232. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1233. {
  1234. gateMayCloseAtHex = path.first[i-1];
  1235. }
  1236. if (hasWideMoat)
  1237. {
  1238. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1239. {
  1240. gateMayCloseAtHex = path.first[i-1];
  1241. }
  1242. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1243. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1244. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1245. {
  1246. gateMayCloseAtHex = path.first[i-1];
  1247. }
  1248. }
  1249. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1250. {
  1251. gateMayCloseAtHex = path.first[i-1];
  1252. }
  1253. }
  1254. }
  1255. }
  1256. bool stackIsMoving = true;
  1257. while(stackIsMoving)
  1258. {
  1259. if (v<tilesToMove)
  1260. {
  1261. logGlobal->error("Movement terminated abnormally");
  1262. break;
  1263. }
  1264. bool gateStateChanging = false;
  1265. //special handling for opening gate on from starting hex
  1266. if (openGateAtHex.isValid() && openGateAtHex == start)
  1267. gateStateChanging = true;
  1268. else
  1269. {
  1270. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1271. {
  1272. BattleHex hex = path.first[v];
  1273. tiles.push_back(hex);
  1274. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1275. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1276. {
  1277. gateStateChanging = true;
  1278. }
  1279. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1280. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1281. obstacleHit = true;
  1282. if (curStack->doubleWide())
  1283. {
  1284. BattleHex otherHex = curStack->occupiedHex(hex);
  1285. //two hex creature hit obstacle by backside
  1286. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1287. if(otherHex.isValid() && !obstacle2.empty())
  1288. obstacleHit = true;
  1289. }
  1290. if(!obstacleHit)
  1291. passed.insert(hex);
  1292. }
  1293. }
  1294. if (!tiles.empty())
  1295. {
  1296. //commit movement
  1297. BattleStackMoved sm;
  1298. sm.stack = curStack->unitId();
  1299. sm.distance = path.second;
  1300. sm.teleporting = false;
  1301. sm.tilesToMove = tiles;
  1302. sendAndApply(&sm);
  1303. tiles.clear();
  1304. }
  1305. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1306. if (curStack->getPosition() != dest)
  1307. {
  1308. if(stackIsMoving && start != curStack->getPosition())
  1309. {
  1310. stackIsMoving = handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1311. passed.insert(curStack->getPosition());
  1312. if(curStack->doubleWide())
  1313. passed.insert(curStack->occupiedHex());
  1314. }
  1315. if (gateStateChanging)
  1316. {
  1317. if (curStack->getPosition() == openGateAtHex)
  1318. {
  1319. openGateAtHex = BattleHex();
  1320. //only open gate if stack is still alive
  1321. if (curStack->alive())
  1322. {
  1323. BattleUpdateGateState db;
  1324. db.state = EGateState::OPENED;
  1325. sendAndApply(&db);
  1326. }
  1327. }
  1328. else if (curStack->getPosition() == gateMayCloseAtHex)
  1329. {
  1330. gateMayCloseAtHex = BattleHex();
  1331. updateGateState();
  1332. }
  1333. }
  1334. }
  1335. else
  1336. //movement finished normally: we reached destination
  1337. stackIsMoving = false;
  1338. }
  1339. }
  1340. //handle last hex separately for deviation
  1341. if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
  1342. {
  1343. if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
  1344. || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
  1345. passed.clear(); //Just empty passed, obstacles will handled automatically
  1346. }
  1347. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1348. handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1349. return ret;
  1350. }
  1351. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1352. : lobby(lobby)
  1353. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  1354. , complainNoCreatures("No creatures to split")
  1355. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1356. , complainInvalidSlot("Invalid slot accessed!")
  1357. {
  1358. QID = 1;
  1359. IObjectInterface::cb = this;
  1360. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1361. registerTypesServerPacks(*applier);
  1362. visitObjectAfterVictory = false;
  1363. spellEnv = new ServerSpellCastEnvironment(this);
  1364. }
  1365. CGameHandler::~CGameHandler()
  1366. {
  1367. if (battleThread)
  1368. {
  1369. //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
  1370. battleMadeAction.setn(true);
  1371. battleThread->join();
  1372. }
  1373. delete spellEnv;
  1374. delete gs;
  1375. }
  1376. void CGameHandler::reinitScripting()
  1377. {
  1378. serverEventBus = std::make_unique<events::EventBus>();
  1379. #if SCRIPTING_ENABLED
  1380. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1381. #endif
  1382. }
  1383. void CGameHandler::init(StartInfo *si)
  1384. {
  1385. if (si->seedToBeUsed == 0)
  1386. {
  1387. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1388. }
  1389. CMapService mapService;
  1390. gs = new CGameState();
  1391. gs->preInit(VLC);
  1392. logGlobal->info("Gamestate created!");
  1393. gs->init(&mapService, si);
  1394. logGlobal->info("Gamestate initialized!");
  1395. // reset seed, so that clients can't predict any following random values
  1396. getRandomGenerator().resetSeed();
  1397. for (auto & elem : gs->players)
  1398. {
  1399. states.addPlayer(elem.first);
  1400. }
  1401. reinitScripting();
  1402. }
  1403. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1404. {
  1405. return a.earlierThan(b);
  1406. }
  1407. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1408. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1409. const PlayerState * p = getPlayerState(town->tempOwner);
  1410. if (!p)
  1411. {
  1412. assert(town->tempOwner == PlayerColor::NEUTRAL);
  1413. return;
  1414. }
  1415. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1416. {
  1417. SetAvailableCreatures ssi;
  1418. ssi.tid = town->id;
  1419. ssi.creatures = town->creatures;
  1420. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1421. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1422. if (dwellings.empty())//no dwellings - just remove
  1423. {
  1424. sendAndApply(&ssi);
  1425. return;
  1426. }
  1427. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1428. // for multi-creature dwellings like Golem Factory
  1429. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1430. if (clear)
  1431. {
  1432. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  1433. }
  1434. else
  1435. {
  1436. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  1437. }
  1438. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1439. sendAndApply(&ssi);
  1440. }
  1441. }
  1442. void CGameHandler::newTurn()
  1443. {
  1444. logGlobal->trace("Turn %d", gs->day+1);
  1445. NewTurn n;
  1446. n.specialWeek = NewTurn::NO_ACTION;
  1447. n.creatureid = CreatureID::NONE;
  1448. n.day = gs->day + 1;
  1449. bool firstTurn = !getDate(Date::DAY);
  1450. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1451. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1452. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1453. if (firstTurn)
  1454. {
  1455. for (auto obj : gs->map->objects)
  1456. {
  1457. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1458. {
  1459. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1460. }
  1461. }
  1462. }
  1463. if (newWeek && !firstTurn)
  1464. {
  1465. n.specialWeek = NewTurn::NORMAL;
  1466. bool deityOfFireBuilt = false;
  1467. for (const CGTownInstance *t : gs->map->towns)
  1468. {
  1469. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1470. {
  1471. deityOfFireBuilt = true;
  1472. break;
  1473. }
  1474. }
  1475. if (deityOfFireBuilt)
  1476. {
  1477. n.specialWeek = NewTurn::DEITYOFFIRE;
  1478. n.creatureid = CreatureID::IMP;
  1479. }
  1480. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1481. {
  1482. int monthType = getRandomGenerator().nextInt(99);
  1483. if (newMonth) //new month
  1484. {
  1485. if (monthType < 40) //double growth
  1486. {
  1487. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1488. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1489. {
  1490. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1491. }
  1492. else if (VLC->creh->doubledCreatures.size())
  1493. {
  1494. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1495. }
  1496. else
  1497. {
  1498. complain("Cannot find creature that can be spawned!");
  1499. n.specialWeek = NewTurn::NORMAL;
  1500. }
  1501. }
  1502. else if (monthType < 50)
  1503. n.specialWeek = NewTurn::PLAGUE;
  1504. }
  1505. else //it's a week, but not full month
  1506. {
  1507. if (monthType < 25)
  1508. {
  1509. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1510. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1511. do
  1512. {
  1513. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1514. } while (VLC->creh->objects[newMonster.second] &&
  1515. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  1516. n.creatureid = newMonster.second;
  1517. }
  1518. }
  1519. }
  1520. }
  1521. for (auto & elem : gs->players)
  1522. {
  1523. if (elem.first == PlayerColor::NEUTRAL)
  1524. continue;
  1525. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1526. assert(0); //illegal player number!
  1527. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  1528. hadGold.insert(playerGold);
  1529. if (newWeek) //new heroes in tavern
  1530. heroPool->onNewWeek(elem.first);
  1531. n.res[elem.first] = elem.second.resources;
  1532. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1533. {
  1534. bool hasCrystalGenCreature = false;
  1535. for(CGHeroInstance * hero : elem.second.heroes)
  1536. {
  1537. for(auto stack : hero->stacks)
  1538. {
  1539. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  1540. {
  1541. hasCrystalGenCreature = true;
  1542. break;
  1543. }
  1544. }
  1545. }
  1546. if(!hasCrystalGenCreature) //not found in armies, check towns
  1547. {
  1548. for(CGTownInstance * town : elem.second.towns)
  1549. {
  1550. for(auto stack : town->stacks)
  1551. {
  1552. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  1553. {
  1554. hasCrystalGenCreature = true;
  1555. break;
  1556. }
  1557. }
  1558. }
  1559. }
  1560. if(hasCrystalGenCreature)
  1561. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  1562. }
  1563. for (CGHeroInstance *h : (elem).second.heroes)
  1564. {
  1565. if (h->visitedTown)
  1566. giveSpells(h->visitedTown, h);
  1567. NewTurn::Hero hth;
  1568. hth.id = h->id;
  1569. auto ti = std::make_unique<TurnInfo>(h, 1);
  1570. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1571. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1572. hth.mana = h->getManaNewTurn();
  1573. n.heroes.insert(hth);
  1574. if (!firstTurn) //not first day
  1575. {
  1576. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1577. {
  1578. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
  1579. }
  1580. }
  1581. }
  1582. }
  1583. for (CGTownInstance *t : gs->map->towns)
  1584. {
  1585. PlayerColor player = t->tempOwner;
  1586. handleTownEvents(t, n);
  1587. if (newWeek) //first day of week
  1588. {
  1589. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1590. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1591. if (!firstTurn)
  1592. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1593. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1594. if (!vstd::contains(n.cres, t->id))
  1595. {
  1596. n.cres[t->id].tid = t->id;
  1597. n.cres[t->id].creatures = t->creatures;
  1598. }
  1599. auto & sac = n.cres.at(t->id);
  1600. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1601. {
  1602. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1603. {
  1604. ui32 &availableCount = sac.creatures.at(k).first;
  1605. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1606. if (n.specialWeek == NewTurn::PLAGUE)
  1607. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1608. else
  1609. {
  1610. if (firstTurn) //first day of game: use only basic growths
  1611. availableCount = cre->getGrowth();
  1612. else
  1613. availableCount += t->creatureGrowth(k);
  1614. //Deity of fire week - upgrade both imps and upgrades
  1615. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1616. availableCount += 15;
  1617. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  1618. {
  1619. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1620. availableCount *= 2;
  1621. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1622. availableCount += 5;
  1623. }
  1624. }
  1625. }
  1626. }
  1627. }
  1628. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1629. {
  1630. n.res[player] = n.res[player] + t->dailyIncome();
  1631. }
  1632. if(t->hasBuilt(BuildingID::GRAIL)
  1633. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1634. {
  1635. // Skyship, probably easier to handle same as Veil of darkness
  1636. //do it every new day after veils apply
  1637. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1638. {
  1639. FoWChange fw;
  1640. fw.mode = 1;
  1641. fw.player = player;
  1642. // find all hidden tiles
  1643. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1644. auto shape = fow->shape();
  1645. for(size_t z = 0; z < shape[0]; z++)
  1646. for(size_t x = 0; x < shape[1]; x++)
  1647. for(size_t y = 0; y < shape[2]; y++)
  1648. if (!(*fow)[z][x][y])
  1649. fw.tiles.insert(int3(x, y, z));
  1650. sendAndApply (&fw);
  1651. }
  1652. }
  1653. if (t->hasBonusOfType (BonusType::DARKNESS))
  1654. {
  1655. for (auto & player : gs->players)
  1656. {
  1657. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1658. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1659. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
  1660. }
  1661. }
  1662. }
  1663. if (newMonth)
  1664. {
  1665. SetAvailableArtifacts saa;
  1666. saa.id = -1;
  1667. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1668. sendAndApply(&saa);
  1669. }
  1670. sendAndApply(&n);
  1671. if (newWeek)
  1672. {
  1673. //spawn wandering monsters
  1674. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1675. {
  1676. spawnWanderingMonsters(n.creatureid);
  1677. }
  1678. //new week info popup
  1679. if (!firstTurn)
  1680. {
  1681. InfoWindow iw;
  1682. switch (n.specialWeek)
  1683. {
  1684. case NewTurn::DOUBLE_GROWTH:
  1685. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  1686. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1687. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1688. break;
  1689. case NewTurn::PLAGUE:
  1690. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  1691. break;
  1692. case NewTurn::BONUS_GROWTH:
  1693. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  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::DEITYOFFIRE:
  1698. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  1699. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  1700. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  1701. iw.text.replacePositiveNumber(15); //%+d 15
  1702. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
  1703. iw.text.replacePositiveNumber(15); //%+d 15
  1704. break;
  1705. default:
  1706. if (newMonth)
  1707. {
  1708. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  1709. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1710. }
  1711. else
  1712. {
  1713. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  1714. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1715. }
  1716. }
  1717. for (auto & elem : gs->players)
  1718. {
  1719. iw.player = elem.first;
  1720. sendAndApply(&iw);
  1721. }
  1722. }
  1723. }
  1724. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1725. handleTimeEvents();
  1726. //call objects
  1727. for (auto & elem : gs->map->objects)
  1728. {
  1729. if (elem)
  1730. elem->newTurn(getRandomGenerator());
  1731. }
  1732. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1733. }
  1734. void CGameHandler::run(bool resume)
  1735. {
  1736. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1737. using namespace boost::posix_time;
  1738. for (auto cc : lobby->connections)
  1739. {
  1740. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1741. std::stringstream sbuffer;
  1742. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1743. for (PlayerColor color : players)
  1744. {
  1745. sbuffer << color << " ";
  1746. {
  1747. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1748. connections[color].insert(cc);
  1749. }
  1750. }
  1751. logGlobal->info(sbuffer.str());
  1752. }
  1753. #if SCRIPTING_ENABLED
  1754. services()->scripts()->run(serverScripts);
  1755. #endif
  1756. if(resume)
  1757. events::GameResumed::defaultExecute(serverEventBus.get());
  1758. auto playerTurnOrder = generatePlayerTurnOrder();
  1759. while(lobby->state == EServerState::GAMEPLAY)
  1760. {
  1761. if(!resume)
  1762. {
  1763. newTurn();
  1764. events::TurnStarted::defaultExecute(serverEventBus.get());
  1765. }
  1766. std::list<PlayerColor>::iterator it;
  1767. if (resume)
  1768. {
  1769. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1770. }
  1771. else
  1772. {
  1773. it = playerTurnOrder.begin();
  1774. }
  1775. resume = false;
  1776. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1777. {
  1778. auto playerColor = *it;
  1779. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1780. {
  1781. //if player runs out of time, he shouldn't get the turn (especially AI)
  1782. //pre-trigger may change anything, should check before each player
  1783. //TODO: is it enough to check only one player?
  1784. checkVictoryLossConditionsForAll();
  1785. auto player = event.getPlayer();
  1786. const PlayerState * playerState = &gs->players[player];
  1787. if(playerState->status != EPlayerStatus::INGAME)
  1788. {
  1789. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1790. }
  1791. else
  1792. {
  1793. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1794. YourTurn yt;
  1795. yt.player = player;
  1796. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1797. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1798. applyAndSend(&yt);
  1799. }
  1800. };
  1801. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1802. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1803. {
  1804. //wait till turn is done
  1805. boost::unique_lock<boost::mutex> lock(states.mx);
  1806. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1807. {
  1808. static time_duration p = milliseconds(100);
  1809. states.cv.timed_wait(lock, p);
  1810. }
  1811. }
  1812. }
  1813. //additional check that game is not finished
  1814. bool activePlayer = false;
  1815. for (auto player : playerTurnOrder)
  1816. {
  1817. if (gs->players[player].status == EPlayerStatus::INGAME)
  1818. activePlayer = true;
  1819. }
  1820. if(!activePlayer)
  1821. lobby->state = EServerState::GAMEPLAY_ENDED;
  1822. }
  1823. }
  1824. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1825. {
  1826. // Generate player turn order
  1827. std::list<PlayerColor> playerTurnOrder;
  1828. for (const auto & player : gs->players) // add human players first
  1829. {
  1830. if (player.second.human)
  1831. playerTurnOrder.push_back(player.first);
  1832. }
  1833. for (const auto & player : gs->players) // then add non-human players
  1834. {
  1835. if (!player.second.human)
  1836. playerTurnOrder.push_back(player.first);
  1837. }
  1838. return playerTurnOrder;
  1839. }
  1840. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1841. {
  1842. battleResult.set(nullptr);
  1843. const auto & t = *getTile(tile);
  1844. TerrainId terrain = t.terType->getId();
  1845. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1846. terrain = ETerrainId::SAND;
  1847. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1848. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1849. terType = BattleField::fromString("ship_to_ship");
  1850. //send info about battles
  1851. BattleStart bs;
  1852. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1853. sendAndApply(&bs);
  1854. }
  1855. void CGameHandler::checkBattleStateChanges()
  1856. {
  1857. //check if drawbridge state need to be changes
  1858. if (battleGetSiegeLevel() > 0)
  1859. updateGateState();
  1860. //check if battle ended
  1861. if (auto result = battleIsFinished())
  1862. {
  1863. setBattleResult(BattleResult::NORMAL, *result);
  1864. }
  1865. }
  1866. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1867. {
  1868. if (!h->hasSpellbook())
  1869. return; //hero hasn't spellbook
  1870. ChangeSpells cs;
  1871. cs.hid = h->id;
  1872. cs.learn = true;
  1873. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1874. {
  1875. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1876. for (int i = 0; i < h->maxSpellLevel(); i++)
  1877. {
  1878. std::vector<SpellID> spells;
  1879. getAllowedSpells(spells, i+1);
  1880. for (auto & spell : spells)
  1881. cs.spells.insert(spell);
  1882. }
  1883. }
  1884. else
  1885. {
  1886. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1887. {
  1888. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1889. {
  1890. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1891. cs.spells.insert(t->spells.at(i).at(j));
  1892. }
  1893. }
  1894. }
  1895. if (!cs.spells.empty())
  1896. sendAndApply(&cs);
  1897. }
  1898. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1899. {
  1900. if (!obj || !getObj(obj->id))
  1901. {
  1902. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1903. return false;
  1904. }
  1905. RemoveObject ro;
  1906. ro.id = obj->id;
  1907. sendAndApply(&ro);
  1908. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1909. return true;
  1910. }
  1911. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1912. {
  1913. const CGHeroInstance *h = getHero(hid);
  1914. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1915. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1916. {
  1917. logGlobal->error("Illegal call to move hero!");
  1918. return false;
  1919. }
  1920. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1921. const int3 hmpos = h->convertToVisitablePos(dst);
  1922. if (!gs->map->isInTheMap(hmpos))
  1923. {
  1924. logGlobal->error("Destination tile is outside the map!");
  1925. return false;
  1926. }
  1927. const TerrainTile t = *getTile(hmpos);
  1928. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1929. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1930. const bool disembarking = h->boat
  1931. && t.terType->isLand()
  1932. && (dst == h->pos
  1933. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  1934. //result structure for start - movement failed, no move points used
  1935. TryMoveHero tmh;
  1936. tmh.id = hid;
  1937. tmh.start = h->pos;
  1938. tmh.end = dst;
  1939. tmh.result = TryMoveHero::FAILED;
  1940. tmh.movePoints = h->movementPointsRemaining();
  1941. //check if destination tile is available
  1942. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1943. auto ti = pathfinderHelper->getTurnInfo();
  1944. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  1945. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  1946. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  1947. //it's a rock or blocked and not visitable tile
  1948. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1949. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  1950. && complain("Cannot move hero, destination tile is blocked!"))
  1951. || ((!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)
  1952. && complain("Cannot move hero, destination tile is on water!"))
  1953. || ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1954. && complain("Cannot disembark hero, tile is blocked!"))
  1955. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1956. && complain("Tiles are not neighboring!"))
  1957. || ((h->inTownGarrison)
  1958. && complain("Can not move garrisoned hero!"))
  1959. || (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  1960. && complain("Hero doesn't have any movement points left!"))
  1961. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1962. && complain("Hero cannot transit over this tile!"))
  1963. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1964. && complain("Cannot move hero during the battle"))*/)
  1965. {
  1966. //send info about movement failure
  1967. sendAndApply(&tmh);
  1968. return false;
  1969. }
  1970. //several generic blocks of code
  1971. // should be called if hero changes tile but before applying TryMoveHero package
  1972. auto leaveTile = [&]()
  1973. {
  1974. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1975. {
  1976. obj->onHeroLeave(h);
  1977. }
  1978. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1979. };
  1980. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1981. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1982. {
  1983. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1984. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1985. queries.addQuery(moveQuery);
  1986. if (leavingTile == LEAVING_TILE)
  1987. leaveTile();
  1988. if (isInTheMap(guardPos))
  1989. tmh.attackedFrom = std::make_optional(guardPos);
  1990. tmh.result = result;
  1991. sendAndApply(&tmh);
  1992. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  1993. { // Hero should be always able to visit any object he staying on even if there guards around
  1994. visitObjectOnTile(t, h);
  1995. }
  1996. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1997. {
  1998. const TerrainTile &guardTile = *gs->getTile(guardPos);
  1999. objectVisited(guardTile.visitableObjects.back(), h);
  2000. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2001. }
  2002. else if (visitDest == VISIT_DEST)
  2003. {
  2004. visitObjectOnTile(t, h);
  2005. }
  2006. queries.popIfTop(moveQuery);
  2007. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2008. return result != TryMoveHero::FAILED;
  2009. };
  2010. //interaction with blocking object (like resources)
  2011. auto blockingVisit = [&]() -> bool
  2012. {
  2013. for (CGObjectInstance *obj : t.visitableObjects)
  2014. {
  2015. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  2016. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  2017. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  2018. {
  2019. EVisitDest visitDest = VISIT_DEST;
  2020. if(h->boat && !h->boat->onboardVisitAllowed)
  2021. visitDest = DONT_VISIT_DEST;
  2022. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  2023. }
  2024. }
  2025. return false;
  2026. };
  2027. if (!transit && embarking)
  2028. {
  2029. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  2030. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2031. // In H3 embark ignore guards
  2032. }
  2033. if (disembarking)
  2034. {
  2035. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  2036. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2037. }
  2038. if (teleporting)
  2039. {
  2040. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2041. return true;
  2042. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2043. // visit town for town portal \ castle gates
  2044. // do not use generic visitObjectOnTile to avoid double-teleporting
  2045. // if this moveHero call was triggered by teleporter
  2046. if (!t.visitableObjects.empty())
  2047. {
  2048. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2049. town->onHeroVisit(h);
  2050. }
  2051. return true;
  2052. }
  2053. //still here? it is standard movement!
  2054. {
  2055. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  2056. ? h->movementPointsRemaining() - cost
  2057. : 0;
  2058. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2059. EVisitDest visitDest = VISIT_DEST;
  2060. if (transit)
  2061. {
  2062. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2063. visitDest = DONT_VISIT_DEST;
  2064. if (canFly)
  2065. {
  2066. lookForGuards = IGNORE_GUARDS;
  2067. visitDest = DONT_VISIT_DEST;
  2068. }
  2069. }
  2070. else if (blockingVisit())
  2071. return true;
  2072. if(h->boat && !h->boat->onboardAssaultAllowed)
  2073. lookForGuards = IGNORE_GUARDS;
  2074. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2075. return true;
  2076. }
  2077. }
  2078. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2079. {
  2080. const CGHeroInstance *h = getHero(hid);
  2081. const CGTownInstance *t = getTown(dstid);
  2082. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2083. COMPLAIN_RET("Invalid call to teleportHero!");
  2084. const CGTownInstance *from = h->visitedTown;
  2085. if (((h->getOwner() != t->getOwner())
  2086. && complain("Cannot teleport hero to another player"))
  2087. || (from->town->faction->getId() != t->town->faction->getId()
  2088. && complain("Source town and destination town should belong to the same faction"))
  2089. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2090. && complain("Hero must be in town with Castle gate for teleporting"))
  2091. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2092. && complain("Cannot teleport hero to town without Castle gate in it")))
  2093. return false;
  2094. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2095. moveHero(hid,pos,1);
  2096. return true;
  2097. }
  2098. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2099. {
  2100. PlayerColor oldOwner = getOwner(obj->id);
  2101. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2102. sendAndApply(&sop);
  2103. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2104. checkVictoryLossConditions(playerColors);
  2105. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2106. if (town) //town captured
  2107. {
  2108. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2109. {
  2110. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2111. setPortalDwelling(town, true, false);
  2112. }
  2113. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2114. {
  2115. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2116. {
  2117. InfoWindow iw;
  2118. iw.player = oldOwner;
  2119. 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.
  2120. iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
  2121. sendAndApply(&iw);
  2122. }
  2123. }
  2124. }
  2125. const PlayerState * p = getPlayerState(owner);
  2126. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2127. {
  2128. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2129. {
  2130. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2131. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2132. }
  2133. }
  2134. }
  2135. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2136. {
  2137. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2138. queries.addQuery(dialogQuery);
  2139. iw->queryID = dialogQuery->queryID;
  2140. sendToAllClients(iw);
  2141. }
  2142. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2143. {
  2144. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2145. queries.addQuery(dialogQuery);
  2146. iw->queryID = dialogQuery->queryID;
  2147. sendToAllClients(iw);
  2148. }
  2149. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  2150. {
  2151. if (!val) return; //don't waste time on empty call
  2152. TResources resources;
  2153. resources[which] = val;
  2154. giveResources(player, resources);
  2155. }
  2156. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2157. {
  2158. SetResources sr;
  2159. sr.abs = false;
  2160. sr.player = player;
  2161. sr.res = resources;
  2162. sendAndApply(&sr);
  2163. }
  2164. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2165. {
  2166. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2167. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2168. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2169. //first we move creatures to give to make them army of object-source
  2170. for (auto & elem : creatures.Slots())
  2171. {
  2172. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2173. }
  2174. tryJoiningArmy(obj, h, remove, true);
  2175. }
  2176. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2177. {
  2178. std::vector<CStackBasicDescriptor> cres = creatures;
  2179. if (cres.size() <= 0)
  2180. return;
  2181. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2182. for (CStackBasicDescriptor &sbd : cres)
  2183. {
  2184. TQuantity collected = 0;
  2185. while(collected < sbd.count)
  2186. {
  2187. bool foundSth = false;
  2188. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2189. {
  2190. if (i->second->type == sbd.type)
  2191. {
  2192. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2193. changeStackCount(StackLocation(obj, i->first), -take, false);
  2194. collected += take;
  2195. foundSth = true;
  2196. break;
  2197. }
  2198. }
  2199. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2200. {
  2201. complain("Unexpected failure during taking creatures!");
  2202. return;
  2203. }
  2204. }
  2205. }
  2206. }
  2207. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2208. {
  2209. HeroVisitCastle vc;
  2210. vc.hid = hero->id;
  2211. vc.tid = obj->id;
  2212. vc.flags |= 1;
  2213. sendAndApply(&vc);
  2214. visitCastleObjects(obj, hero);
  2215. giveSpells (obj, hero);
  2216. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2217. }
  2218. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2219. {
  2220. for (auto building : t->bonusingBuildings)
  2221. building->onHeroVisit(h);
  2222. }
  2223. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2224. {
  2225. HeroVisitCastle vc;
  2226. vc.hid = hero->id;
  2227. vc.tid = obj->id;
  2228. sendAndApply(&vc);
  2229. }
  2230. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2231. {
  2232. EraseArtifact ea;
  2233. ea.al = al;
  2234. sendAndApply(&ea);
  2235. }
  2236. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2237. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2238. const CGTownInstance *town) //use hero=nullptr for no hero
  2239. {
  2240. if(gs->curB)
  2241. gs->curB.dellNull();
  2242. engageIntoBattle(army1->tempOwner);
  2243. engageIntoBattle(army2->tempOwner);
  2244. static const CArmedInstance *armies[2];
  2245. armies[0] = army1;
  2246. armies[1] = army2;
  2247. static const CGHeroInstance*heroes[2];
  2248. heroes[0] = hero1;
  2249. heroes[1] = hero2;
  2250. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2251. //existing battle query for retying auto-combat
  2252. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  2253. if(battleQuery)
  2254. {
  2255. for(int i : {0, 1})
  2256. {
  2257. if(heroes[i])
  2258. {
  2259. SetMana restoreInitialMana;
  2260. restoreInitialMana.val = battleQuery->initialHeroMana[i];
  2261. restoreInitialMana.hid = heroes[i]->id;
  2262. sendAndApply(&restoreInitialMana);
  2263. }
  2264. }
  2265. battleQuery->bi = gs->curB;
  2266. battleQuery->result = std::nullopt;
  2267. battleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
  2268. battleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
  2269. }
  2270. battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2271. for(int i : {0, 1})
  2272. {
  2273. if(heroes[i])
  2274. {
  2275. battleQuery->initialHeroMana[i] = heroes[i]->mana;
  2276. }
  2277. }
  2278. queries.addQuery(battleQuery);
  2279. this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
  2280. }
  2281. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2282. {
  2283. startBattlePrimary(army1, army2, tile,
  2284. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2285. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2286. creatureBank);
  2287. }
  2288. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2289. {
  2290. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2291. }
  2292. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2293. {
  2294. ChangeSpells cs;
  2295. cs.hid = hero->id;
  2296. cs.spells = spells;
  2297. cs.learn = give;
  2298. sendAndApply(&cs);
  2299. }
  2300. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2301. {
  2302. SystemMessage sm;
  2303. sm.text = message;
  2304. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2305. *(c.get()) << &sm;
  2306. }
  2307. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2308. {
  2309. sendAndApply(bonus);
  2310. }
  2311. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2312. {
  2313. sendAndApply(smp);
  2314. }
  2315. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2316. {
  2317. SetMana sm;
  2318. sm.hid = hid;
  2319. sm.val = val;
  2320. sm.absolute = true;
  2321. sendAndApply(&sm);
  2322. }
  2323. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  2324. {
  2325. GiveHero gh;
  2326. gh.id = id;
  2327. gh.player = player;
  2328. gh.boatId = boatId;
  2329. sendAndApply(&gh);
  2330. //Reveal fow around new hero, especially released from Prison
  2331. auto h = getHero(id);
  2332. changeFogOfWar(h->pos, h->getSightRadius(), player, false);
  2333. }
  2334. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2335. {
  2336. ChangeObjPos cop;
  2337. cop.objid = objid;
  2338. cop.nPos = newPos;
  2339. sendAndApply(&cop);
  2340. }
  2341. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2342. {
  2343. const CGHeroInstance * h1 = getHero(fromHero);
  2344. const CGHeroInstance * h2 = getHero(toHero);
  2345. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  2346. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  2347. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2348. {
  2349. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2350. std::swap(fromHero, toHero);
  2351. }
  2352. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2353. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2354. return;//no scholar skill or no spellbook
  2355. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2356. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2357. ChangeSpells cs1;
  2358. cs1.learn = true;
  2359. cs1.hid = toHero;//giving spells to first hero
  2360. for (auto it : h1->getSpellsInSpellbook())
  2361. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2362. cs1.spells.insert(it);//spell to learn
  2363. ChangeSpells cs2;
  2364. cs2.learn = true;
  2365. cs2.hid = fromHero;
  2366. for (auto it : h2->getSpellsInSpellbook())
  2367. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2368. cs2.spells.insert(it);
  2369. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2370. {
  2371. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2372. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2373. InfoWindow iw;
  2374. iw.player = h1->tempOwner;
  2375. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2376. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2377. iw.text.replaceRawString(h1->getNameTranslated());
  2378. if (!cs2.spells.empty())//if found new spell - apply
  2379. {
  2380. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  2381. int size = static_cast<int>(cs2.spells.size());
  2382. for (auto it : cs2.spells)
  2383. {
  2384. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2385. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  2386. switch (size--)
  2387. {
  2388. case 2:
  2389. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  2390. case 1:
  2391. break;
  2392. default:
  2393. iw.text.appendRawString(", ");
  2394. }
  2395. }
  2396. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  2397. iw.text.replaceRawString(h2->getNameTranslated());
  2398. sendAndApply(&cs2);
  2399. }
  2400. if (!cs1.spells.empty() && !cs2.spells.empty())
  2401. {
  2402. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  2403. }
  2404. if (!cs1.spells.empty())
  2405. {
  2406. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  2407. int size = static_cast<int>(cs1.spells.size());
  2408. for (auto it : cs1.spells)
  2409. {
  2410. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2411. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  2412. switch (size--)
  2413. {
  2414. case 2:
  2415. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  2416. case 1:
  2417. break;
  2418. default:
  2419. iw.text.appendRawString(", ");
  2420. }
  2421. }
  2422. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  2423. iw.text.replaceRawString(h2->getNameTranslated());
  2424. sendAndApply(&cs1);
  2425. }
  2426. sendAndApply(&iw);
  2427. }
  2428. }
  2429. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2430. {
  2431. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2432. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2433. {
  2434. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2435. ExchangeDialog hex;
  2436. hex.queryID = exchange->queryID;
  2437. hex.player = h1->getOwner();
  2438. hex.hero1 = hero1;
  2439. hex.hero2 = hero2;
  2440. sendAndApply(&hex);
  2441. useScholarSkill(hero1,hero2);
  2442. queries.addQuery(exchange);
  2443. }
  2444. }
  2445. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2446. {
  2447. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2448. for (auto c : lobby->connections)
  2449. {
  2450. if(!c->isOpen())
  2451. continue;
  2452. c->sendPack(pack);
  2453. }
  2454. }
  2455. void CGameHandler::sendAndApply(CPackForClient * pack)
  2456. {
  2457. sendToAllClients(pack);
  2458. gs->apply(pack);
  2459. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2460. }
  2461. void CGameHandler::applyAndSend(CPackForClient * pack)
  2462. {
  2463. gs->apply(pack);
  2464. sendToAllClients(pack);
  2465. }
  2466. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2467. {
  2468. sendAndApply(static_cast<CPackForClient *>(pack));
  2469. checkVictoryLossConditionsForAll();
  2470. }
  2471. void CGameHandler::sendAndApply(SetResources * pack)
  2472. {
  2473. sendAndApply(static_cast<CPackForClient *>(pack));
  2474. checkVictoryLossConditionsForPlayer(pack->player);
  2475. }
  2476. void CGameHandler::sendAndApply(NewStructures * pack)
  2477. {
  2478. sendAndApply(static_cast<CPackForClient *>(pack));
  2479. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2480. }
  2481. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2482. {
  2483. return getPlayerAt(pack->c) == getOwner(id);
  2484. }
  2485. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2486. {
  2487. if(pack->c)
  2488. {
  2489. SystemMessage temp_message("You are not allowed to perform this action!");
  2490. pack->c->sendPack(&temp_message);
  2491. }
  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. {
  2502. SystemMessage temp_message(oss.str());
  2503. pack->c->sendPack(&temp_message);
  2504. }
  2505. }
  2506. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2507. {
  2508. if(!isPlayerOwns(pack, id))
  2509. {
  2510. wrongPlayerMessage(pack, getOwner(id));
  2511. throwNotAllowedAction(pack);
  2512. }
  2513. }
  2514. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2515. {
  2516. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2517. {
  2518. wrongPlayerMessage(pack, player);
  2519. throwNotAllowedAction(pack);
  2520. }
  2521. }
  2522. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2523. {
  2524. complain(txt);
  2525. throwNotAllowedAction(pack);
  2526. }
  2527. void CGameHandler::save(const std::string & filename)
  2528. {
  2529. logGlobal->info("Saving to %s", filename);
  2530. const auto stem = FileInfo::GetPathStem(filename);
  2531. const auto savefname = stem.to_string() + ".vsgm1";
  2532. CResourceHandler::get("local")->createResource(savefname);
  2533. {
  2534. logGlobal->info("Ordering clients to serialize...");
  2535. SaveGameClient sg(savefname);
  2536. sendToAllClients(&sg);
  2537. }
  2538. try
  2539. {
  2540. {
  2541. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2542. saveCommonState(save);
  2543. logGlobal->info("Saving server state");
  2544. save << *this;
  2545. }
  2546. logGlobal->info("Game has been successfully saved!");
  2547. }
  2548. catch(std::exception &e)
  2549. {
  2550. logGlobal->error("Failed to save game: %s", e.what());
  2551. }
  2552. }
  2553. bool CGameHandler::load(const std::string & filename)
  2554. {
  2555. logGlobal->info("Loading from %s", filename);
  2556. const auto stem = FileInfo::GetPathStem(filename);
  2557. reinitScripting();
  2558. try
  2559. {
  2560. {
  2561. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2562. loadCommonState(lf);
  2563. logGlobal->info("Loading server state");
  2564. lf >> *this;
  2565. }
  2566. logGlobal->info("Game has been successfully loaded!");
  2567. }
  2568. catch(const CModHandler::Incompatibility & e)
  2569. {
  2570. logGlobal->error("Failed to load game: %s", e.what());
  2571. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2572. errorMsg += e.what();
  2573. lobby->announceMessage(errorMsg);
  2574. return false;
  2575. }
  2576. catch(const std::exception & e)
  2577. {
  2578. logGlobal->error("Failed to load game: %s", e.what());
  2579. return false;
  2580. }
  2581. gs->preInit(VLC);
  2582. gs->updateOnLoad(lobby->si.get());
  2583. return true;
  2584. }
  2585. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2586. {
  2587. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2588. return false;
  2589. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2590. const CCreatureSet & creatureSet = *army;
  2591. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2592. || (howMany < 1 && complain("Invalid split parameter!")))
  2593. {
  2594. return false;
  2595. }
  2596. auto actualAmount = army->getStackCount(slotSrc);
  2597. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2598. return false;
  2599. auto freeSlots = creatureSet.getFreeSlots();
  2600. if(freeSlots.empty() && complain("No empty stacks"))
  2601. return false;
  2602. BulkRebalanceStacks bulkRS;
  2603. for(auto slot : freeSlots)
  2604. {
  2605. RebalanceStacks rs;
  2606. rs.srcArmy = army->id;
  2607. rs.dstArmy = army->id;
  2608. rs.srcSlot = slotSrc;
  2609. rs.dstSlot = slot;
  2610. rs.count = howMany;
  2611. bulkRS.moves.push_back(rs);
  2612. actualAmount -= howMany;
  2613. if(actualAmount <= howMany)
  2614. break;
  2615. }
  2616. sendAndApply(&bulkRS);
  2617. return true;
  2618. }
  2619. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2620. {
  2621. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2622. return false;
  2623. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2624. const CCreatureSet & creatureSet = *army;
  2625. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2626. return false;
  2627. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2628. if(actualAmount < 1 && complain(complainNoCreatures))
  2629. return false;
  2630. auto currentCreature = creatureSet.getCreature(slotSrc);
  2631. if(!currentCreature && complain(complainNoCreatures))
  2632. return false;
  2633. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2634. if(!creatureSlots.size())
  2635. return false;
  2636. BulkRebalanceStacks bulkRS;
  2637. for(auto slot : creatureSlots)
  2638. {
  2639. RebalanceStacks rs;
  2640. rs.srcArmy = army->id;
  2641. rs.dstArmy = army->id;
  2642. rs.srcSlot = slot;
  2643. rs.dstSlot = slotSrc;
  2644. rs.count = creatureSet.getStackCount(slot);
  2645. bulkRS.moves.push_back(rs);
  2646. }
  2647. sendAndApply(&bulkRS);
  2648. return true;
  2649. }
  2650. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2651. {
  2652. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2653. return false;
  2654. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2655. const CCreatureSet & setSrc = *armySrc;
  2656. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2657. return false;
  2658. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2659. const CCreatureSet & setDest = *armyDest;
  2660. auto freeSlots = setDest.getFreeSlotsQueue();
  2661. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2662. TRebalanceMap moves;
  2663. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2664. auto slotsLeft = setSrc.stacksCount();
  2665. auto destMap = setDest.getCreatureMap();
  2666. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2667. while(!srcQueue.empty())
  2668. {
  2669. auto pair = srcQueue.top();
  2670. srcQueue.pop();
  2671. auto currCreature = pair.first;
  2672. auto currSlot = pair.second;
  2673. const auto quantity = setSrc.getStackCount(currSlot);
  2674. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2675. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2676. if(!alreadyExists)
  2677. {
  2678. if(freeSlots.empty())
  2679. continue;
  2680. auto currFreeSlot = freeSlots.front();
  2681. freeSlots.pop();
  2682. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2683. }
  2684. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2685. slotsLeft--;
  2686. }
  2687. if(slotsLeft == 1)
  2688. {
  2689. auto lastCreature = setSrc.getCreature(srcSlot);
  2690. auto slotToMove = SlotID();
  2691. // Try to find a slot for last creature
  2692. if(destMap.find(lastCreature) == destMap.end())
  2693. {
  2694. if(!freeSlots.empty())
  2695. slotToMove = freeSlots.front();
  2696. }
  2697. else
  2698. {
  2699. slotToMove = destMap[lastCreature];
  2700. }
  2701. if(slotToMove != SlotID())
  2702. {
  2703. const bool needsLastStack = armySrc->needsLastStack();
  2704. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2705. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2706. }
  2707. }
  2708. BulkRebalanceStacks bulkRS;
  2709. for(auto & move : moves)
  2710. {
  2711. RebalanceStacks rs;
  2712. rs.srcArmy = armySrc->id;
  2713. rs.dstArmy = armyDest->id;
  2714. rs.srcSlot = move.first;
  2715. rs.dstSlot = move.second.first;
  2716. rs.count = move.second.second;
  2717. bulkRS.moves.push_back(rs);
  2718. }
  2719. sendAndApply(&bulkRS);
  2720. return true;
  2721. }
  2722. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2723. {
  2724. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2725. return false;
  2726. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2727. const CCreatureSet & creatureSet = *army;
  2728. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2729. return false;
  2730. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2731. if(actualAmount <= 1 && complain(complainNoCreatures))
  2732. return false;
  2733. auto freeSlot = creatureSet.getFreeSlot();
  2734. auto currentCreature = creatureSet.getCreature(slotSrc);
  2735. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2736. return true;
  2737. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2738. TQuantity totalCreatures = 0;
  2739. for(auto slot : creatureSlots)
  2740. totalCreatures += creatureSet.getStackCount(slot);
  2741. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2742. return false;
  2743. if(freeSlot != SlotID())
  2744. creatureSlots.push_back(freeSlot);
  2745. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2746. return false;
  2747. const auto totalCreatureSlots = creatureSlots.size();
  2748. const auto rem = totalCreatures % totalCreatureSlots;
  2749. const auto quotient = totalCreatures / totalCreatureSlots;
  2750. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2751. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2752. BulkSmartRebalanceStacks bulkSRS;
  2753. if(freeSlot != SlotID())
  2754. {
  2755. RebalanceStacks rs;
  2756. rs.srcArmy = rs.dstArmy = army->id;
  2757. rs.srcSlot = slotSrc;
  2758. rs.dstSlot = freeSlot;
  2759. rs.count = 1;
  2760. bulkSRS.moves.push_back(rs);
  2761. }
  2762. auto currSlot = 0;
  2763. auto check = 0;
  2764. for(auto slot : creatureSlots)
  2765. {
  2766. ChangeStackCount csc;
  2767. csc.army = army->id;
  2768. csc.slot = slot;
  2769. csc.count = (currSlot < rem)
  2770. ? quotient + 1
  2771. : quotient;
  2772. csc.absoluteValue = true;
  2773. bulkSRS.changes.push_back(csc);
  2774. currSlot++;
  2775. check += csc.count;
  2776. }
  2777. if(check != totalCreatures)
  2778. {
  2779. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2780. return false;
  2781. }
  2782. sendAndApply(&bulkSRS);
  2783. return true;
  2784. }
  2785. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2786. {
  2787. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2788. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2789. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2790. StackLocation sl1(s1, p1), sl2(s2, p2);
  2791. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2792. {
  2793. complain(complainInvalidSlot);
  2794. return false;
  2795. }
  2796. if (!isAllowedExchange(id1,id2))
  2797. {
  2798. complain("Cannot exchange stacks between these two objects!\n");
  2799. return false;
  2800. }
  2801. // We can always put stacks into locked garrison, but not take them out of it
  2802. auto notRemovable = [&](const CArmedInstance * army)
  2803. {
  2804. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2805. {
  2806. auto g = dynamic_cast<const CGGarrison *>(army);
  2807. if (g && !g->removableUnits)
  2808. {
  2809. complain("Stacks in this garrison are not removable!\n");
  2810. return true;
  2811. }
  2812. }
  2813. return false;
  2814. };
  2815. if (what==1) //swap
  2816. {
  2817. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2818. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2819. {
  2820. complain("Can't take troops from another player!");
  2821. return false;
  2822. }
  2823. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2824. {
  2825. complain("Cannot swap stacks - slots are the same!");
  2826. return false;
  2827. }
  2828. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2829. {
  2830. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2831. return false;
  2832. }
  2833. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2834. return false;
  2835. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2836. return false;
  2837. swapStacks(sl1, sl2);
  2838. }
  2839. else if (what==2)//merge
  2840. {
  2841. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2842. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2843. return false;
  2844. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2845. {
  2846. complain("Cannot merge empty stack!");
  2847. return false;
  2848. }
  2849. else if (notRemovable(sl1.army))
  2850. return false;
  2851. moveStack(sl1, sl2);
  2852. }
  2853. else if (what==3) //split
  2854. {
  2855. const int countToMove = val - s2->getStackCount(p2);
  2856. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2857. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2858. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2859. {
  2860. complain("Can't move troops of another player!");
  2861. return false;
  2862. }
  2863. //general conditions checking
  2864. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2865. || (val<1 && complain(complainNoCreatures)) )
  2866. {
  2867. return false;
  2868. }
  2869. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2870. {
  2871. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2872. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2873. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2874. )
  2875. {
  2876. return false;
  2877. }
  2878. if (notRemovable(sl1.army))
  2879. {
  2880. if (s1->getStackCount(p1) > countLeftOnSrc)
  2881. return false;
  2882. }
  2883. else if (notRemovable(sl2.army))
  2884. {
  2885. if (s2->getStackCount(p1) < countLeftOnSrc)
  2886. return false;
  2887. }
  2888. moveStack(sl1, sl2, countToMove);
  2889. //S2.slots[p2]->count = val;
  2890. //S1.slots[p1]->count = total - val;
  2891. }
  2892. else //split one stack to the two
  2893. {
  2894. if (s1->getStackCount(p1) < val)//not enough creatures
  2895. {
  2896. complain(complainNotEnoughCreatures);
  2897. return false;
  2898. }
  2899. if (notRemovable(sl1.army))
  2900. return false;
  2901. moveStack(sl1, sl2, val);
  2902. }
  2903. }
  2904. return true;
  2905. }
  2906. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2907. {
  2908. return connections.at(player).count(c);
  2909. }
  2910. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2911. {
  2912. std::set<PlayerColor> all;
  2913. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2914. if(vstd::contains(i->second, c))
  2915. all.insert(i->first);
  2916. switch(all.size())
  2917. {
  2918. case 0:
  2919. return PlayerColor::NEUTRAL;
  2920. case 1:
  2921. return *all.begin();
  2922. default:
  2923. {
  2924. //if we have more than one player at this connection, try to pick active one
  2925. if (vstd::contains(all, gs->currentPlayer))
  2926. return gs->currentPlayer;
  2927. else
  2928. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2929. }
  2930. }
  2931. }
  2932. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2933. {
  2934. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2935. if (!vstd::contains(s1->stacks,pos))
  2936. {
  2937. complain("Illegal call to disbandCreature - no such stack in army!");
  2938. return false;
  2939. }
  2940. eraseStack(StackLocation(s1, pos));
  2941. return true;
  2942. }
  2943. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2944. {
  2945. const CGTownInstance * t = getTown(tid);
  2946. if(!t)
  2947. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2948. if(!t->town->buildings.count(requestedID))
  2949. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  2950. if(t->hasBuilt(requestedID))
  2951. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  2952. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2953. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2954. std::vector<const CBuilding*> remainingAutoBuildings;
  2955. std::set<BuildingID> buildingsThatWillBe;
  2956. //Check validity of request
  2957. if(!force)
  2958. {
  2959. switch(requestedBuilding->mode)
  2960. {
  2961. case CBuilding::BUILD_NORMAL :
  2962. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2963. COMPLAIN_RET("Cannot build that building!");
  2964. break;
  2965. case CBuilding::BUILD_AUTO :
  2966. case CBuilding::BUILD_SPECIAL:
  2967. COMPLAIN_RET("This building can not be constructed normally!");
  2968. case CBuilding::BUILD_GRAIL :
  2969. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2970. {
  2971. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2972. COMPLAIN_RET("Cannot build this without grail!")
  2973. else
  2974. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2975. }
  2976. break;
  2977. }
  2978. }
  2979. //Performs stuff that has to be done before new building is built
  2980. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2981. {
  2982. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2983. {
  2984. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2985. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2986. if(upgradeNumber >= t->town->creatures.at(level).size())
  2987. {
  2988. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2989. "no creature found (upgrade number %d, level %d!")
  2990. % buildingID % upgradeNumber % level));
  2991. return;
  2992. }
  2993. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  2994. SetAvailableCreatures ssi;
  2995. ssi.tid = t->id;
  2996. ssi.creatures = t->creatures;
  2997. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2998. ssi.creatures[level].first = crea->getGrowth();
  2999. ssi.creatures[level].second.push_back(crea->getId());
  3000. sendAndApply(&ssi);
  3001. }
  3002. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3003. {
  3004. setPortalDwelling(t);
  3005. }
  3006. };
  3007. //Performs stuff that has to be done after new building is built
  3008. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3009. {
  3010. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3011. auto isLibrary = isMageGuild ? false
  3012. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3013. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3014. {
  3015. if(t->visitingHero)
  3016. giveSpells(t,t->visitingHero);
  3017. if(t->garrisonHero)
  3018. giveSpells(t,t->garrisonHero);
  3019. }
  3020. };
  3021. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3022. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3023. {
  3024. return buildingsThatWillBe.count(buildID);
  3025. };
  3026. //Init the vectors
  3027. for(auto & build : t->town->buildings)
  3028. {
  3029. if(t->hasBuilt(build.first))
  3030. {
  3031. buildingsThatWillBe.insert(build.first);
  3032. }
  3033. else
  3034. {
  3035. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3036. remainingAutoBuildings.push_back(build.second);
  3037. }
  3038. }
  3039. //Prepare structure (list of building ids will be filled later)
  3040. NewStructures ns;
  3041. ns.tid = tid;
  3042. ns.builded = force ? t->builded : (t->builded+1);
  3043. std::queue<const CBuilding*> buildingsToAdd;
  3044. buildingsToAdd.push(requestedBuilding);
  3045. while(!buildingsToAdd.empty())
  3046. {
  3047. auto b = buildingsToAdd.front();
  3048. buildingsToAdd.pop();
  3049. ns.bid.insert(b->bid);
  3050. buildingsThatWillBe.insert(b->bid);
  3051. remainingAutoBuildings -= b;
  3052. for(auto autoBuilding : remainingAutoBuildings)
  3053. {
  3054. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3055. if(actualRequirements.test(areRequirementsFullfilled))
  3056. buildingsToAdd.push(autoBuilding);
  3057. }
  3058. }
  3059. // 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.
  3060. for(auto builtID : ns.bid)
  3061. processBeforeBuiltStructure(builtID);
  3062. //Take cost
  3063. if(!force)
  3064. giveResources(t->tempOwner, -requestedBuilding->resources);
  3065. //We know what has been built, apply changes. Do this as final step to properly update town window
  3066. sendAndApply(&ns);
  3067. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3068. for(auto builtID : ns.bid)
  3069. processAfterBuiltStructure(builtID);
  3070. // now when everything is built - reveal tiles for lookout tower
  3071. FoWChange fw;
  3072. fw.player = t->tempOwner;
  3073. fw.mode = 1;
  3074. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3075. sendAndApply(&fw);
  3076. if(t->visitingHero)
  3077. visitCastleObjects(t, t->visitingHero);
  3078. if(t->garrisonHero)
  3079. visitCastleObjects(t, t->garrisonHero);
  3080. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3081. return true;
  3082. }
  3083. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3084. {
  3085. ///incomplete, simply erases target building
  3086. const CGTownInstance * t = getTown(tid);
  3087. if (!vstd::contains(t->builtBuildings, bid))
  3088. return false;
  3089. RazeStructures rs;
  3090. rs.tid = tid;
  3091. rs.bid.insert(bid);
  3092. rs.destroyed = t->destroyed + 1;
  3093. sendAndApply(&rs);
  3094. //TODO: Remove dwellers
  3095. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3096. // {
  3097. // RemoveBonus rb(RemoveBonus::TOWN);
  3098. // rb.whoID = t->id;
  3099. // rb.source = BonusSource::TOWN_STRUCTURE;
  3100. // rb.id = 17;
  3101. // sendAndApply(&rb);
  3102. // }
  3103. return true;
  3104. }
  3105. void CGameHandler::sendMessageToAll(const std::string &message)
  3106. {
  3107. SystemMessage sm;
  3108. sm.text = message;
  3109. sendToAllClients(&sm);
  3110. }
  3111. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3112. {
  3113. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3114. const CArmedInstance *dst = nullptr;
  3115. const CCreature *c = VLC->creh->objects.at(crid);
  3116. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3117. //TODO: test for owning
  3118. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3119. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3120. assert(dw && dst);
  3121. //verify
  3122. bool found = false;
  3123. int level = 0;
  3124. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3125. {
  3126. if ((fromLvl != -1) && (level !=fromLvl))
  3127. continue;
  3128. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3129. int i = 0;
  3130. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3131. if (cur.second.at(i) == crid)
  3132. break;
  3133. if (i < cur.second.size())
  3134. {
  3135. found = true;
  3136. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3137. break;
  3138. }
  3139. }
  3140. SlotID slot = dst->getSlotFor(crid);
  3141. if ((!found && complain("Cannot recruit: no such creatures!"))
  3142. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3143. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3144. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3145. {
  3146. return false;
  3147. }
  3148. //recruit
  3149. giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
  3150. SetAvailableCreatures sac;
  3151. sac.tid = objid;
  3152. sac.creatures = dw->creatures;
  3153. sac.creatures[level].first -= cram;
  3154. sendAndApply(&sac);
  3155. if (warMachine)
  3156. {
  3157. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3158. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3159. ArtifactID artId = c->warMachine;
  3160. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3161. const CArtifact * art = artId.toArtifact();
  3162. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3163. return giveHeroNewArtifact(h, art);
  3164. }
  3165. else
  3166. {
  3167. addToSlot(StackLocation(dst, slot), c, cram);
  3168. }
  3169. return true;
  3170. }
  3171. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3172. {
  3173. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3174. if (!obj->hasStackAtSlot(pos))
  3175. {
  3176. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3177. }
  3178. UpgradeInfo ui;
  3179. fillUpgradeInfo(obj, pos, ui);
  3180. PlayerColor player = obj->tempOwner;
  3181. const PlayerState *p = getPlayerState(player);
  3182. int crQuantity = obj->stacks.at(pos)->count;
  3183. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3184. //check if upgrade is possible
  3185. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3186. {
  3187. return false;
  3188. }
  3189. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3190. //check if player has enough resources
  3191. if (!p->resources.canAfford(totalCost))
  3192. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3193. //take resources
  3194. giveResources(player, -totalCost);
  3195. //upgrade creature
  3196. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3197. return true;
  3198. }
  3199. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3200. {
  3201. if (!sl.army->hasStackAtSlot(sl.slot))
  3202. COMPLAIN_RET("Cannot find a stack to change type");
  3203. SetStackType sst;
  3204. sst.army = sl.army->id;
  3205. sst.slot = sl.slot;
  3206. sst.type = c->getId();
  3207. sendAndApply(&sst);
  3208. return true;
  3209. }
  3210. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3211. {
  3212. assert(src->canBeMergedWith(*dst, allowMerging));
  3213. while(src->stacksCount())//while there are unmoved creatures
  3214. {
  3215. auto i = src->Slots().begin(); //iterator to stack to move
  3216. StackLocation sl(src, i->first); //location of stack to move
  3217. SlotID pos = dst->getSlotFor(i->second->type);
  3218. if (!pos.validSlot())
  3219. {
  3220. //try to merge two other stacks to make place
  3221. std::pair<SlotID, SlotID> toMerge;
  3222. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3223. {
  3224. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3225. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3226. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3227. }
  3228. else
  3229. {
  3230. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3231. return;
  3232. }
  3233. }
  3234. else
  3235. {
  3236. moveStack(sl, StackLocation(dst, pos));
  3237. }
  3238. }
  3239. }
  3240. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3241. {
  3242. const CGTownInstance * town = getTown(tid);
  3243. if(!town->garrisonHero == !town->visitingHero)
  3244. return false;
  3245. SetHeroesInTown intown;
  3246. intown.tid = tid;
  3247. if(town->garrisonHero) //garrison -> vising
  3248. {
  3249. intown.garrison = ObjectInstanceID();
  3250. intown.visiting = town->garrisonHero->id;
  3251. }
  3252. else //visiting -> garrison
  3253. {
  3254. if(town->armedGarrison())
  3255. town->mergeGarrisonOnSiege();
  3256. intown.visiting = ObjectInstanceID();
  3257. intown.garrison = town->visitingHero->id;
  3258. }
  3259. sendAndApply(&intown);
  3260. return true;
  3261. }
  3262. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3263. {
  3264. const CGTownInstance * town = getTown(tid);
  3265. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3266. {
  3267. if (!town->visitingHero->canBeMergedWith(*town))
  3268. {
  3269. complain("Cannot make garrison swap, not enough free slots!");
  3270. return false;
  3271. }
  3272. moveArmy(town, town->visitingHero, true);
  3273. SetHeroesInTown intown;
  3274. intown.tid = tid;
  3275. intown.visiting = ObjectInstanceID();
  3276. intown.garrison = town->visitingHero->id;
  3277. sendAndApply(&intown);
  3278. return true;
  3279. }
  3280. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3281. {
  3282. //check if moving hero out of town will break 8 wandering heroes limit
  3283. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3284. {
  3285. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3286. return false;
  3287. }
  3288. SetHeroesInTown intown;
  3289. intown.tid = tid;
  3290. intown.garrison = ObjectInstanceID();
  3291. intown.visiting = town->garrisonHero->id;
  3292. sendAndApply(&intown);
  3293. return true;
  3294. }
  3295. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3296. {
  3297. SetHeroesInTown intown;
  3298. intown.tid = tid;
  3299. intown.garrison = town->visitingHero->id;
  3300. intown.visiting = town->garrisonHero->id;
  3301. sendAndApply(&intown);
  3302. return true;
  3303. }
  3304. else
  3305. {
  3306. complain("Cannot swap garrison hero!");
  3307. return false;
  3308. }
  3309. }
  3310. // With the amount of changes done to the function, it's more like transferArtifacts.
  3311. // 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.
  3312. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3313. {
  3314. ArtifactLocation src = al1, dst = al2;
  3315. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3316. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3317. // Make sure exchange is even possible between the two heroes.
  3318. if(!isAllowedExchange(srcObj->id, dstObj->id))
  3319. COMPLAIN_RET("That heroes cannot make any exchange!");
  3320. const CArtifactInstance *srcArtifact = src.getArt();
  3321. const CArtifactInstance *destArtifact = dst.getArt();
  3322. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  3323. if(srcArtifact == nullptr)
  3324. COMPLAIN_RET("No artifact to move!");
  3325. if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
  3326. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3327. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3328. // Moving to the backpack is always allowed.
  3329. if((!srcArtifact || !isDstSlotBackpack)
  3330. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3331. COMPLAIN_RET("Cannot move artifact!");
  3332. auto srcSlot = src.getSlot();
  3333. auto dstSlot = dst.getSlot();
  3334. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3335. COMPLAIN_RET("Cannot move artifact locks.");
  3336. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  3337. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3338. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3339. COMPLAIN_RET("Cannot move catapult!");
  3340. if(isDstSlotBackpack)
  3341. {
  3342. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  3343. COMPLAIN_RET("Backpack is full!");
  3344. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  3345. }
  3346. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3347. {
  3348. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3349. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3350. // Check if dst slot is occupied
  3351. if(!isDstSlotBackpack && destArtifact)
  3352. {
  3353. // Previous artifact must be removed first
  3354. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3355. }
  3356. try
  3357. {
  3358. auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3359. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3360. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3361. }
  3362. catch(const std::bad_variant_access &)
  3363. {
  3364. // object other than hero received an art - ignore
  3365. }
  3366. MoveArtifact ma(&src, &dst);
  3367. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3368. ma.askAssemble = false;
  3369. sendAndApply(&ma);
  3370. }
  3371. return true;
  3372. }
  3373. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3374. {
  3375. // Make sure exchange is even possible between the two heroes.
  3376. if(!isAllowedExchange(srcHero, dstHero))
  3377. COMPLAIN_RET("That heroes cannot make any exchange!");
  3378. auto psrcHero = getHero(srcHero);
  3379. auto pdstHero = getHero(dstHero);
  3380. if((!psrcHero) || (!pdstHero))
  3381. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3382. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3383. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3384. auto & slotsSrcDst = ma.artsPack0;
  3385. auto & slotsDstSrc = ma.artsPack1;
  3386. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3387. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3388. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3389. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3390. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3391. {
  3392. assert(artifact);
  3393. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  3394. if(dstSlot != ArtifactPosition::PRE_FIRST)
  3395. {
  3396. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3397. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3398. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  3399. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3400. }
  3401. };
  3402. if(swap)
  3403. {
  3404. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3405. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3406. {
  3407. for(auto & artifact : srcHero->artifactsWorn)
  3408. {
  3409. if(ArtifactUtils::isArtRemovable(artifact))
  3410. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3411. }
  3412. };
  3413. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3414. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3415. {
  3416. for(auto & slotInfo : artSet->artifactsInBackpack)
  3417. {
  3418. auto slot = artSet->getArtPos(slotInfo.artifact);
  3419. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3420. }
  3421. };
  3422. // Move over artifacts that are worn srcHero -> dstHero
  3423. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3424. artFittingSet.artifactsWorn.clear();
  3425. // Move over artifacts that are worn dstHero -> srcHero
  3426. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3427. // Move over artifacts that are in backpack srcHero -> dstHero
  3428. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3429. // Move over artifacts that are in backpack dstHero -> srcHero
  3430. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3431. }
  3432. else
  3433. {
  3434. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3435. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3436. // Move over artifacts that are worn
  3437. for(auto & artInfo : psrcHero->artifactsWorn)
  3438. {
  3439. if(ArtifactUtils::isArtRemovable(artInfo))
  3440. {
  3441. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3442. }
  3443. }
  3444. // Move over artifacts that are in backpack
  3445. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3446. {
  3447. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3448. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3449. }
  3450. }
  3451. sendAndApply(&ma);
  3452. return true;
  3453. }
  3454. /**
  3455. * Assembles or disassembles a combination artifact.
  3456. * @param heroID ID of hero holding the artifact(s).
  3457. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3458. * @param assemble True for assembly operation, false for disassembly.
  3459. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3460. * artifact to assemble to. Otherwise it's not used.
  3461. */
  3462. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3463. {
  3464. const CGHeroInstance * hero = getHero(heroID);
  3465. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  3466. if(!destArtifact)
  3467. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3468. if(assemble)
  3469. {
  3470. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  3471. if(!combinedArt->isCombined())
  3472. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3473. if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
  3474. ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  3475. {
  3476. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3477. }
  3478. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3479. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3480. AssembledArtifact aa;
  3481. aa.al = ArtifactLocation(hero, artifactSlot);
  3482. aa.builtArt = combinedArt;
  3483. sendAndApply(&aa);
  3484. }
  3485. else
  3486. {
  3487. if(!destArtifact->isCombined())
  3488. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3489. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  3490. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  3491. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  3492. DisassembledArtifact da;
  3493. da.al = ArtifactLocation(hero, artifactSlot);
  3494. sendAndApply(&da);
  3495. }
  3496. return true;
  3497. }
  3498. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  3499. {
  3500. const auto * hero = getHero(al.relatedObj()->id);
  3501. if(hero == nullptr)
  3502. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  3503. const auto * art = al.getArt();
  3504. if(art == nullptr)
  3505. COMPLAIN_RET("Cannot remove artifact!");
  3506. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  3507. COMPLAIN_RET("Illegal artifact removal request");
  3508. removeArtifact(al);
  3509. return true;
  3510. }
  3511. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3512. {
  3513. const CGHeroInstance * hero = getHero(hid);
  3514. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3515. const CGTownInstance * town = hero->visitedTown;
  3516. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3517. if (aid==ArtifactID::SPELLBOOK)
  3518. {
  3519. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3520. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3521. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3522. )
  3523. return false;
  3524. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3525. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3526. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3527. giveSpells(town,hero);
  3528. return true;
  3529. }
  3530. else
  3531. {
  3532. const CArtifact * art = aid.toArtifact();
  3533. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3534. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  3535. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3536. const int price = art->getPrice();
  3537. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  3538. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3539. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3540. {
  3541. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  3542. return giveHeroNewArtifact(hero, art);
  3543. }
  3544. else
  3545. COMPLAIN_RET("This machine is unavailable here!");
  3546. }
  3547. }
  3548. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  3549. {
  3550. if(!h)
  3551. COMPLAIN_RET("Only hero can buy artifacts!");
  3552. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3553. COMPLAIN_RET("That artifact is unavailable!");
  3554. int b1, b2;
  3555. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3556. if (getResource(h->tempOwner, rid) < b1)
  3557. COMPLAIN_RET("You can't afford to buy this artifact!");
  3558. giveResource(h->tempOwner, rid, -b1);
  3559. SetAvailableArtifacts saa;
  3560. if(dynamic_cast<const CGTownInstance *>(m))
  3561. {
  3562. saa.id = -1;
  3563. saa.arts = CGTownInstance::merchantArtifacts;
  3564. }
  3565. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  3566. {
  3567. saa.id = bm->id.getNum();
  3568. saa.arts = bm->artifacts;
  3569. }
  3570. else
  3571. COMPLAIN_RET("Wrong marktet...");
  3572. bool found = false;
  3573. for (const CArtifact *&art : saa.arts)
  3574. {
  3575. if (art && art->getId() == aid)
  3576. {
  3577. art = nullptr;
  3578. found = true;
  3579. break;
  3580. }
  3581. }
  3582. if (!found)
  3583. COMPLAIN_RET("Cannot find selected artifact on the list");
  3584. sendAndApply(&saa);
  3585. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3586. return true;
  3587. }
  3588. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  3589. {
  3590. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3591. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3592. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3593. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3594. int resVal = 0, dump = 1;
  3595. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3596. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3597. giveResource(h->tempOwner, rid, resVal);
  3598. return true;
  3599. }
  3600. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3601. {
  3602. if (!h)
  3603. COMPLAIN_RET("You need hero to buy a skill!");
  3604. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3605. COMPLAIN_RET("Hero already know this skill");
  3606. if (!h->canLearnSkill())
  3607. COMPLAIN_RET("Hero can't learn any more skills");
  3608. if (!h->canLearnSkill(skill))
  3609. COMPLAIN_RET("The hero can't learn this skill!");
  3610. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3611. COMPLAIN_RET("That skill is unavailable!");
  3612. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3613. COMPLAIN_RET("You can't afford to buy this skill");
  3614. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  3615. changeSecSkill(h, skill, 1, true);
  3616. return true;
  3617. }
  3618. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3619. {
  3620. TResourceCap r1 = getPlayerState(player)->resources[id1];
  3621. vstd::amin(val, r1); //can't trade more resources than have
  3622. int b1, b2; //base quantities for trade
  3623. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3624. int units = val / b1; //how many base quantities we trade
  3625. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3626. {
  3627. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3628. }
  3629. giveResource(player, GameResID(id1), - b1 * units);
  3630. giveResource(player, GameResID(id2), b2 * units);
  3631. return true;
  3632. }
  3633. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  3634. {
  3635. if(!hero)
  3636. COMPLAIN_RET("Only hero can sell creatures!");
  3637. if (!vstd::contains(hero->Slots(), slot))
  3638. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3639. const CStackInstance &s = hero->getStack(slot);
  3640. if (s.count < (TQuantity)count //can't sell more creatures than have
  3641. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3642. {
  3643. COMPLAIN_RET("Not enough creatures in army!");
  3644. }
  3645. int b1, b2; //base quantities for trade
  3646. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3647. int units = count / b1; //how many base quantities we trade
  3648. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3649. {
  3650. //TODO: complain?
  3651. assert(0);
  3652. }
  3653. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3654. giveResource(hero->tempOwner, resourceID, b2 * units);
  3655. return true;
  3656. }
  3657. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3658. {
  3659. const CArmedInstance *army = nullptr;
  3660. if (hero)
  3661. army = hero;
  3662. else
  3663. army = dynamic_cast<const CGTownInstance *>(market);
  3664. if (!army)
  3665. COMPLAIN_RET("Incorrect call to transform in undead!");
  3666. if (!army->hasStackAtSlot(slot))
  3667. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3668. const CStackInstance &s = army->getStack(slot);
  3669. //resulting creature - bone dragons or skeletons
  3670. CreatureID resCreature = CreatureID::SKELETON;
  3671. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  3672. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  3673. || (s.getCreatureID() == CreatureID::HYDRA)
  3674. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3675. resCreature = CreatureID::BONE_DRAGON;
  3676. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3677. return true;
  3678. }
  3679. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  3680. {
  3681. const PlayerState *p2 = getPlayerState(r2, false);
  3682. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3683. {
  3684. complain("Dest player must be in game!");
  3685. return false;
  3686. }
  3687. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  3688. vstd::amin(val, curRes1);
  3689. giveResource(player, r1, -(int)val);
  3690. giveResource(r2, r1, val);
  3691. return true;
  3692. }
  3693. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3694. {
  3695. const CGHeroInstance *h = getHero(hid);
  3696. if (!h)
  3697. {
  3698. logGlobal->error("Hero doesn't exist!");
  3699. return false;
  3700. }
  3701. ChangeFormation cf;
  3702. cf.hid = hid;
  3703. cf.formation = formation;
  3704. sendAndApply(&cf);
  3705. return true;
  3706. }
  3707. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3708. {
  3709. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3710. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3711. logGlobal->trace(answer.toJson());
  3712. auto topQuery = queries.topQuery(player);
  3713. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3714. if(topQuery->queryID != qid)
  3715. {
  3716. auto currentQuery = queries.getQuery(qid);
  3717. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3718. currentQuery->setReply(answer);
  3719. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3720. }
  3721. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3722. topQuery->setReply(answer);
  3723. queries.popQuery(topQuery);
  3724. return true;
  3725. }
  3726. static EndAction end_action;
  3727. void CGameHandler::updateGateState()
  3728. {
  3729. // GATE_BRIDGE - leftmost tile, located over moat
  3730. // GATE_OUTER - central tile, mostly covered by gate image
  3731. // GATE_INNER - rightmost tile, inside the walls
  3732. // GATE_OUTER or GATE_INNER:
  3733. // - if defender moves unit on these tiles, bridge will open
  3734. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3735. // - blocked to attacker if bridge is closed
  3736. // GATE_BRIDGE
  3737. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3738. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3739. // - deals moat damage to attacker if bridge is closed (fortress only)
  3740. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3741. bool hasStackAtGateInner = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3742. bool hasStackAtGateOuter = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3743. bool hasStackAtGateBridge = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3744. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  3745. {
  3746. return obst->obstacleType == CObstacleInstance::MOAT;
  3747. });
  3748. BattleUpdateGateState db;
  3749. db.state = gs->curB->si.gateState;
  3750. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3751. {
  3752. db.state = EGateState::DESTROYED;
  3753. }
  3754. else if (db.state == EGateState::OPENED)
  3755. {
  3756. bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
  3757. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3758. if (gateCanClose)
  3759. db.state = EGateState::CLOSED;
  3760. else
  3761. db.state = EGateState::OPENED;
  3762. }
  3763. else // CLOSED or BLOCKED
  3764. {
  3765. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3766. if (gateBlocked)
  3767. db.state = EGateState::BLOCKED;
  3768. else
  3769. db.state = EGateState::CLOSED;
  3770. }
  3771. if (db.state != gs->curB->si.gateState)
  3772. sendAndApply(&db);
  3773. }
  3774. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3775. {
  3776. bool ok = true;
  3777. battle::Target target = ba.getTarget(gs->curB);
  3778. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3779. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3780. logGlobal->trace("Making action: %s", ba.toString());
  3781. switch(ba.actionType)
  3782. {
  3783. case EActionType::WALK: //walk
  3784. case EActionType::DEFEND: //defend
  3785. case EActionType::WAIT: //wait
  3786. case EActionType::WALK_AND_ATTACK: //walk or attack
  3787. case EActionType::SHOOT: //shoot
  3788. case EActionType::CATAPULT: //catapult
  3789. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3790. case EActionType::MONSTER_SPELL:
  3791. if (!stack)
  3792. {
  3793. complain("No such stack!");
  3794. return false;
  3795. }
  3796. if (!stack->alive())
  3797. {
  3798. complain("This stack is dead: " + stack->nodeName());
  3799. return false;
  3800. }
  3801. if (battleTacticDist())
  3802. {
  3803. if (stack && stack->unitSide() != battleGetTacticsSide())
  3804. {
  3805. complain("This is not a stack of side that has tactics!");
  3806. return false;
  3807. }
  3808. }
  3809. else if (!isAboutActiveStack)
  3810. {
  3811. complain("Action has to be about active stack!");
  3812. return false;
  3813. }
  3814. }
  3815. auto wrapAction = [this](BattleAction &ba)
  3816. {
  3817. StartAction startAction(ba);
  3818. sendAndApply(&startAction);
  3819. return vstd::makeScopeGuard([&]()
  3820. {
  3821. sendAndApply(&end_action);
  3822. });
  3823. };
  3824. switch(ba.actionType)
  3825. {
  3826. case EActionType::END_TACTIC_PHASE: //wait
  3827. case EActionType::BAD_MORALE:
  3828. case EActionType::NO_ACTION:
  3829. {
  3830. auto wrapper = wrapAction(ba);
  3831. break;
  3832. }
  3833. case EActionType::WALK:
  3834. {
  3835. auto wrapper = wrapAction(ba);
  3836. if(target.size() < 1)
  3837. {
  3838. complain("Destination required for move action.");
  3839. ok = false;
  3840. break;
  3841. }
  3842. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3843. if (!walkedTiles)
  3844. complain("Stack failed movement!");
  3845. break;
  3846. }
  3847. case EActionType::DEFEND:
  3848. {
  3849. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3850. SetStackEffect sse;
  3851. Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
  3852. Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),
  3853. -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
  3854. Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
  3855. BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3856. int oldDefenceValue = defence.totalValue();
  3857. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3858. defence.push_back(std::make_shared<Bonus>(bonus2));
  3859. int difference = defence.totalValue() - oldDefenceValue;
  3860. std::vector<Bonus> buffer;
  3861. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3862. {
  3863. difference = 1;
  3864. buffer.push_back(alternativeWeakCreatureBonus);
  3865. }
  3866. else
  3867. {
  3868. buffer.push_back(defenseBonusToAdd);
  3869. }
  3870. buffer.push_back(bonus2);
  3871. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3872. sendAndApply(&sse);
  3873. BattleLogMessage message;
  3874. MetaString text;
  3875. stack->addText(text, EMetaText::GENERAL_TXT, 120);
  3876. stack->addNameReplacement(text);
  3877. text.replaceNumber(difference);
  3878. message.lines.push_back(text);
  3879. sendAndApply(&message);
  3880. //don't break - we share code with next case
  3881. }
  3882. [[fallthrough]];
  3883. case EActionType::WAIT:
  3884. {
  3885. auto wrapper = wrapAction(ba);
  3886. break;
  3887. }
  3888. case EActionType::RETREAT: //retreat/flee
  3889. {
  3890. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3891. complain("Cannot retreat!");
  3892. else
  3893. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3894. break;
  3895. }
  3896. case EActionType::SURRENDER:
  3897. {
  3898. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3899. int cost = gs->curB->battleGetSurrenderCost(player);
  3900. if (cost < 0)
  3901. complain("Cannot surrender!");
  3902. else if (getResource(player, EGameResID::GOLD) < cost)
  3903. complain("Not enough gold to surrender!");
  3904. else
  3905. {
  3906. giveResource(player, EGameResID::GOLD, -cost);
  3907. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3908. }
  3909. break;
  3910. }
  3911. case EActionType::WALK_AND_ATTACK: //walk or attack
  3912. {
  3913. auto wrapper = wrapAction(ba);
  3914. if(!stack)
  3915. {
  3916. complain("No attacker");
  3917. ok = false;
  3918. break;
  3919. }
  3920. if(target.size() < 2)
  3921. {
  3922. complain("Two destinations required for attack action.");
  3923. ok = false;
  3924. break;
  3925. }
  3926. BattleHex attackPos = target.at(0).hexValue;
  3927. BattleHex destinationTile = target.at(1).hexValue;
  3928. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3929. if(!destinationStack)
  3930. {
  3931. complain("Invalid target to attack");
  3932. ok = false;
  3933. break;
  3934. }
  3935. BattleHex startingPos = stack->getPosition();
  3936. int distance = moveStack(ba.stackNumber, attackPos);
  3937. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3938. if(stack->getPosition() != attackPos
  3939. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  3940. )
  3941. {
  3942. // we were not able to reach destination tile, nor occupy specified hex
  3943. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  3944. break;
  3945. }
  3946. if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
  3947. {
  3948. destinationStack = nullptr;
  3949. }
  3950. if(!destinationStack)
  3951. {
  3952. complain("Unit can not attack itself");
  3953. ok = false;
  3954. break;
  3955. }
  3956. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3957. {
  3958. complain("Attack cannot be performed!");
  3959. ok = false;
  3960. break;
  3961. }
  3962. //attack
  3963. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3964. //TODO: move to CUnitState
  3965. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3966. if(attackingHero)
  3967. {
  3968. totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  3969. }
  3970. const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
  3971. const bool retaliation = destinationStack->ableToRetaliate();
  3972. for (int i = 0; i < totalAttacks; ++i)
  3973. {
  3974. //first strike
  3975. if(i == 0 && firstStrike && retaliation)
  3976. {
  3977. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3978. }
  3979. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  3980. if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
  3981. {
  3982. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3983. }
  3984. //counterattack
  3985. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3986. if(stack->alive()
  3987. && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
  3988. && (i == 0 && !firstStrike)
  3989. && retaliation && destinationStack->ableToRetaliate())
  3990. {
  3991. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3992. }
  3993. }
  3994. //return
  3995. if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
  3996. && target.size() == 3
  3997. && startingPos != stack->getPosition()
  3998. && startingPos == target.at(2).hexValue
  3999. && stack->alive())
  4000. {
  4001. moveStack(ba.stackNumber, startingPos);
  4002. //NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
  4003. }
  4004. break;
  4005. }
  4006. case EActionType::SHOOT:
  4007. {
  4008. if(target.size() < 1)
  4009. {
  4010. complain("Destination required for shot action.");
  4011. ok = false;
  4012. break;
  4013. }
  4014. auto destination = target.at(0).hexValue;
  4015. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4016. if (!gs->curB->battleCanShoot(stack, destination))
  4017. {
  4018. complain("Cannot shoot!");
  4019. break;
  4020. }
  4021. if (!destinationStack)
  4022. {
  4023. complain("No target to shoot!");
  4024. break;
  4025. }
  4026. auto wrapper = wrapAction(ba);
  4027. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4028. //ranged counterattack
  4029. if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
  4030. && !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
  4031. && destinationStack->ableToRetaliate()
  4032. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4033. && stack->alive()) //attacker may have died (fire shield)
  4034. {
  4035. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4036. }
  4037. //allow more than one additional attack
  4038. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4039. //TODO: move to CUnitState
  4040. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4041. if(attackingHero)
  4042. {
  4043. totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4044. }
  4045. for(int i = 1; i < totalRangedAttacks; ++i)
  4046. {
  4047. if(
  4048. stack->alive()
  4049. && destinationStack->alive()
  4050. && stack->shots.canUse()
  4051. )
  4052. {
  4053. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4054. }
  4055. }
  4056. break;
  4057. }
  4058. case EActionType::CATAPULT:
  4059. {
  4060. auto wrapper = wrapAction(ba);
  4061. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4062. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
  4063. if(!catapultAbility || catapultAbility->subtype < 0)
  4064. {
  4065. complain("We do not know how to shoot :P");
  4066. }
  4067. else
  4068. {
  4069. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4070. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4071. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4072. parameters.setSpellLevel(shotLevel);
  4073. parameters.cast(spellEnv, target);
  4074. }
  4075. //finish by scope guard
  4076. break;
  4077. }
  4078. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4079. {
  4080. auto wrapper = wrapAction(ba);
  4081. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4082. if(target.size() < 1)
  4083. {
  4084. complain("Destination required for heal action.");
  4085. ok = false;
  4086. break;
  4087. }
  4088. const battle::Unit * destStack = nullptr;
  4089. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
  4090. if(target.at(0).unitValue)
  4091. destStack = target.at(0).unitValue;
  4092. else
  4093. destStack = gs->curB->battleGetUnitByPos(target.at(0).hexValue);
  4094. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4095. {
  4096. complain("There is either no healer, no destination, or healer cannot heal :P");
  4097. }
  4098. else
  4099. {
  4100. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4101. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4102. auto dest = battle::Destination(destStack, target.at(0).hexValue);
  4103. parameters.setSpellLevel(0);
  4104. parameters.cast(spellEnv, {dest});
  4105. }
  4106. break;
  4107. }
  4108. case EActionType::MONSTER_SPELL:
  4109. {
  4110. auto wrapper = wrapAction(ba);
  4111. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4112. SpellID spellID = SpellID(ba.actionSubtype);
  4113. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
  4114. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
  4115. //TODO special bonus for genies ability
  4116. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4117. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4118. if (spellID < 0)
  4119. complain("That stack can't cast spells!");
  4120. else
  4121. {
  4122. const CSpell * spell = SpellID(spellID).toSpell();
  4123. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4124. int32_t spellLvl = 0;
  4125. if(spellcaster)
  4126. vstd::amax(spellLvl, spellcaster->val);
  4127. if(randSpellcaster)
  4128. vstd::amax(spellLvl, randSpellcaster->val);
  4129. parameters.setSpellLevel(spellLvl);
  4130. parameters.cast(spellEnv, target);
  4131. }
  4132. break;
  4133. }
  4134. }
  4135. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4136. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4137. handleObstacleTriggersForUnit(*spellEnv, *stack);
  4138. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4139. battleMadeAction.setn(true);
  4140. return ok;
  4141. }
  4142. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4143. {
  4144. bool cheated = false;
  4145. std::vector<std::string> words;
  4146. boost::split(words, message, boost::is_any_of(" "));
  4147. bool isHost = false;
  4148. for(auto & c : connections[player])
  4149. if(lobby->isClientHost(c->connectionID))
  4150. isHost = true;
  4151. if(isHost && words.size() >= 2 && words[0] == "game")
  4152. {
  4153. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4154. {
  4155. SystemMessage temp_message("game was terminated");
  4156. sendAndApply(&temp_message);
  4157. lobby->state = EServerState::SHUTDOWN;
  4158. return;
  4159. }
  4160. if(words.size() == 3 && words[1] == "save")
  4161. {
  4162. save("Saves/" + words[2]);
  4163. SystemMessage temp_message("game saved as " + words[2]);
  4164. sendAndApply(&temp_message);
  4165. return;
  4166. }
  4167. if(words.size() == 3 && words[1] == "kick")
  4168. {
  4169. auto playername = words[2];
  4170. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4171. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4172. playerToKick = PlayerColor(std::stoi(playername));
  4173. else
  4174. {
  4175. for(auto & c : connections)
  4176. {
  4177. if(c.first.getStr(false) == playername)
  4178. playerToKick = c.first;
  4179. }
  4180. }
  4181. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4182. {
  4183. PlayerCheated pc;
  4184. pc.player = playerToKick;
  4185. pc.losingCheatCode = true;
  4186. sendAndApply(&pc);
  4187. checkVictoryLossConditionsForPlayer(playerToKick);
  4188. }
  4189. return;
  4190. }
  4191. }
  4192. int obj = 0;
  4193. if (words.size() == 2 && words[0] != "vcmiexp" && words[0] != "vcmiolorin")
  4194. {
  4195. obj = std::atoi(words[1].c_str());
  4196. if (obj)
  4197. currObj = ObjectInstanceID(obj);
  4198. }
  4199. const CGHeroInstance * hero = getHero(currObj);
  4200. const CGTownInstance * town = getTown(currObj);
  4201. if (!town && hero)
  4202. town = hero->visitedTown;
  4203. if(words.size() > 1 && (words[0] == "vcmiarmy" || words[0] == "vcminissi" || words[0] == "vcmiexp" || words[0] == "vcmiolorin"))
  4204. {
  4205. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4206. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4207. }
  4208. else if (words.size() == 1 || obj)
  4209. {
  4210. handleCheatCode(words[0], player, hero, town, cheated);
  4211. }
  4212. else
  4213. {
  4214. for (const auto & i : gs->players)
  4215. {
  4216. if (i.first == PlayerColor::NEUTRAL)
  4217. continue;
  4218. if (words[1] == "ai")
  4219. {
  4220. if (i.second.human)
  4221. continue;
  4222. }
  4223. else if (words[1] != "all" && words[1] != i.first.getStr())
  4224. continue;
  4225. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4226. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4227. {
  4228. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4229. }
  4230. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4231. {
  4232. for (const auto & t : i.second.towns)
  4233. {
  4234. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4235. }
  4236. }
  4237. else
  4238. {
  4239. for (const auto & h : i.second.heroes)
  4240. {
  4241. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4242. }
  4243. }
  4244. }
  4245. }
  4246. if (cheated)
  4247. {
  4248. if(!getPlayerSettings(player)->isControlledByAI())
  4249. {
  4250. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4251. sendAndApply(&temp_message);
  4252. }
  4253. if(!player.isSpectator())
  4254. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4255. }
  4256. else
  4257. {
  4258. if(!getPlayerSettings(player)->isControlledByAI())
  4259. {
  4260. PlayerMessageClient temp_message(player, message);
  4261. sendAndApply(&temp_message);
  4262. }
  4263. }
  4264. }
  4265. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4266. {
  4267. switch(ba.actionType)
  4268. {
  4269. case EActionType::HERO_SPELL:
  4270. {
  4271. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4272. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4273. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4274. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4275. if (!s)
  4276. {
  4277. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4278. return false;
  4279. }
  4280. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4281. spells::detail::ProblemImpl problem;
  4282. auto m = s->battleMechanics(&parameters);
  4283. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4284. {
  4285. logGlobal->warn("Spell cannot be cast!");
  4286. std::vector<std::string> texts;
  4287. problem.getAll(texts);
  4288. for(auto s : texts)
  4289. logGlobal->warn(s);
  4290. return false;
  4291. }
  4292. StartAction start_action(ba);
  4293. sendAndApply(&start_action); //start spell casting
  4294. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4295. sendAndApply(&end_action);
  4296. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4297. {
  4298. battleMadeAction.setn(true);
  4299. }
  4300. checkBattleStateChanges();
  4301. if (battleResult.get())
  4302. {
  4303. battleMadeAction.setn(true);
  4304. //battle will be ended by startBattle function
  4305. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4306. }
  4307. return true;
  4308. }
  4309. }
  4310. return false;
  4311. }
  4312. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4313. {
  4314. auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
  4315. for(auto b : bl)
  4316. {
  4317. const CSpell * sp = SpellID(b->subtype).toSpell();
  4318. if(!sp)
  4319. continue;
  4320. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4321. const int32_t level = ((val > 3) ? (val - 3) : val);
  4322. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4323. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4324. battleCast.setEffectDuration(50);
  4325. battleCast.setSpellLevel(level);
  4326. spells::Target target;
  4327. if(val > 3)
  4328. {
  4329. for(auto s : gs->curB->battleGetAllStacks())
  4330. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4331. target.emplace_back(s);
  4332. }
  4333. else
  4334. {
  4335. target.emplace_back(st);
  4336. }
  4337. battleCast.applyEffects(spellEnv, target, false, true);
  4338. }
  4339. }
  4340. void CGameHandler::stackTurnTrigger(const CStack *st)
  4341. {
  4342. BattleTriggerEffect bte;
  4343. bte.stackID = st->unitId();
  4344. bte.effect = -1;
  4345. bte.val = 0;
  4346. bte.additionalInfo = 0;
  4347. if (st->alive())
  4348. {
  4349. //unbind
  4350. if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
  4351. {
  4352. bool unbind = true;
  4353. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
  4354. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4355. for (auto b : bl)
  4356. {
  4357. if(b->additionalInfo != CAddInfo::NONE)
  4358. {
  4359. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4360. if(stack)
  4361. {
  4362. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4363. unbind = false;
  4364. }
  4365. }
  4366. else
  4367. {
  4368. unbind = false;
  4369. }
  4370. }
  4371. if (unbind)
  4372. {
  4373. BattleSetStackProperty ssp;
  4374. ssp.which = BattleSetStackProperty::UNBIND;
  4375. ssp.stackID = st->unitId();
  4376. sendAndApply(&ssp);
  4377. }
  4378. }
  4379. if (st->hasBonusOfType(BonusType::POISON))
  4380. {
  4381. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
  4382. if (b) //TODO: what if not?...
  4383. {
  4384. bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
  4385. if (bte.val < b->val) //(negative) poison effect increases - update it
  4386. {
  4387. bte.effect = vstd::to_underlying(BonusType::POISON);
  4388. sendAndApply(&bte);
  4389. }
  4390. }
  4391. }
  4392. if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
  4393. {
  4394. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4395. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4396. if(opponentHero)
  4397. {
  4398. ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
  4399. vstd::amin(manaDrained, opponentHero->mana);
  4400. if(manaDrained)
  4401. {
  4402. bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
  4403. bte.val = manaDrained;
  4404. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4405. sendAndApply(&bte);
  4406. }
  4407. }
  4408. }
  4409. if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
  4410. {
  4411. bool fearsomeCreature = false;
  4412. for (CStack * stack : gs->curB->stacks)
  4413. {
  4414. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
  4415. {
  4416. fearsomeCreature = true;
  4417. break;
  4418. }
  4419. }
  4420. if (fearsomeCreature)
  4421. {
  4422. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4423. {
  4424. bte.effect = vstd::to_underlying(BonusType::FEAR);
  4425. sendAndApply(&bte);
  4426. }
  4427. }
  4428. }
  4429. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
  4430. int side = gs->curB->whatSide(st->unitOwner());
  4431. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4432. {
  4433. bool cast = false;
  4434. while(!bl.empty() && !cast)
  4435. {
  4436. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4437. auto spellID = SpellID(bonus->subtype);
  4438. const CSpell * spell = SpellID(spellID).toSpell();
  4439. bl.remove_if([&bonus](const Bonus * b)
  4440. {
  4441. return b == bonus.get();
  4442. });
  4443. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4444. parameters.setSpellLevel(bonus->val);
  4445. parameters.massive = true;
  4446. parameters.smart = true;
  4447. //todo: recheck effect level
  4448. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4449. {
  4450. cast = true;
  4451. int cooldown = bonus->additionalInfo[0];
  4452. BattleSetStackProperty ssp;
  4453. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4454. ssp.absolute = false;
  4455. ssp.val = cooldown;
  4456. ssp.stackID = st->unitId();
  4457. sendAndApply(&ssp);
  4458. }
  4459. }
  4460. }
  4461. }
  4462. }
  4463. void CGameHandler::handleTimeEvents()
  4464. {
  4465. gs->map->events.sort(evntCmp);
  4466. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4467. {
  4468. CMapEvent ev = gs->map->events.front();
  4469. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4470. {
  4471. auto color = PlayerColor(player);
  4472. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4473. if (pinfo //player exists
  4474. && (ev.players & 1<<player) //event is enabled to this player
  4475. && ((ev.computerAffected && !pinfo->human)
  4476. || (ev.humanAffected && pinfo->human)
  4477. )
  4478. )
  4479. {
  4480. //give resources
  4481. giveResources(color, ev.resources);
  4482. //prepare dialog
  4483. InfoWindow iw;
  4484. iw.player = color;
  4485. iw.text.appendRawString(ev.message);
  4486. for (int i=0; i<ev.resources.size(); i++)
  4487. {
  4488. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  4489. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  4490. }
  4491. sendAndApply(&iw); //show dialog
  4492. }
  4493. } //PLAYERS LOOP
  4494. if (ev.nextOccurence)
  4495. {
  4496. gs->map->events.pop_front();
  4497. ev.firstOccurence += ev.nextOccurence;
  4498. auto it = gs->map->events.begin();
  4499. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4500. it++;
  4501. gs->map->events.insert(it, ev);
  4502. }
  4503. else
  4504. {
  4505. gs->map->events.pop_front();
  4506. }
  4507. }
  4508. //TODO send only if changed
  4509. UpdateMapEvents ume;
  4510. ume.events = gs->map->events;
  4511. sendAndApply(&ume);
  4512. }
  4513. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4514. {
  4515. town->events.sort(evntCmp);
  4516. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4517. {
  4518. PlayerColor player = town->tempOwner;
  4519. CCastleEvent ev = town->events.front();
  4520. const PlayerState * pinfo = getPlayerState(player, false);
  4521. if (pinfo //player exists
  4522. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4523. && ((ev.computerAffected && !pinfo->human)
  4524. || (ev.humanAffected && pinfo->human)))
  4525. {
  4526. // dialog
  4527. InfoWindow iw;
  4528. iw.player = player;
  4529. iw.text.appendRawString(ev.message);
  4530. if (ev.resources.nonZero())
  4531. {
  4532. TResources was = n.res[player];
  4533. n.res[player] += ev.resources;
  4534. n.res[player].amax(0);
  4535. for (int i=0; i<ev.resources.size(); i++)
  4536. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  4537. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  4538. }
  4539. for (auto & i : ev.buildings)
  4540. {
  4541. if (!town->hasBuilt(i))
  4542. {
  4543. buildStructure(town->id, i, true);
  4544. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4545. }
  4546. }
  4547. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4548. {
  4549. n.cres[town->id].tid = town->id;
  4550. n.cres[town->id].creatures = town->creatures;
  4551. }
  4552. auto & sac = n.cres[town->id];
  4553. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4554. {
  4555. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4556. {
  4557. sac.creatures[i].first += ev.creatures.at(i);
  4558. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4559. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4560. }
  4561. }
  4562. sendAndApply(&iw); //show dialog
  4563. }
  4564. if (ev.nextOccurence)
  4565. {
  4566. town->events.pop_front();
  4567. ev.firstOccurence += ev.nextOccurence;
  4568. auto it = town->events.begin();
  4569. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4570. it++;
  4571. town->events.insert(it, ev);
  4572. }
  4573. else
  4574. {
  4575. town->events.pop_front();
  4576. }
  4577. }
  4578. //TODO send only if changed
  4579. UpdateCastleEvents uce;
  4580. uce.town = town->id;
  4581. uce.events = town->events;
  4582. sendAndApply(&uce);
  4583. }
  4584. bool CGameHandler::complain(const std::string &problem)
  4585. {
  4586. sendMessageToAll("Server encountered a problem: " + problem);
  4587. logGlobal->error(problem);
  4588. return true;
  4589. }
  4590. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4591. {
  4592. //PlayerColor player = getOwner(hid);
  4593. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4594. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4595. assert(lowerArmy);
  4596. assert(upperArmy);
  4597. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4598. queries.addQuery(garrisonQuery);
  4599. GarrisonDialog gd;
  4600. gd.hid = hid;
  4601. gd.objid = upobj;
  4602. gd.removableUnits = removableUnits;
  4603. gd.queryID = garrisonQuery->queryID;
  4604. sendAndApply(&gd);
  4605. }
  4606. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4607. {
  4608. OpenWindow ow;
  4609. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4610. ow.id1 = player.getNum();
  4611. ow.id2 = requestingObjId.getNum();
  4612. sendAndApply(&ow);
  4613. }
  4614. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4615. {
  4616. if (id1 == id2)
  4617. return true;
  4618. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4619. if (!o1 || !o2)
  4620. return true; //arranging stacks within an object should be always allowed
  4621. if (o1 && o2)
  4622. {
  4623. if (o1->ID == Obj::TOWN)
  4624. {
  4625. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4626. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4627. return true;
  4628. }
  4629. if (o2->ID == Obj::TOWN)
  4630. {
  4631. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4632. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4633. return true;
  4634. }
  4635. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4636. {
  4637. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4638. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4639. // two heroes in same town (garrisoned and visiting)
  4640. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4641. return true;
  4642. }
  4643. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4644. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4645. if (!dialog)
  4646. {
  4647. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4648. }
  4649. if (dialog)
  4650. {
  4651. auto topArmy = dialog->exchangingArmies.at(0);
  4652. auto bottomArmy = dialog->exchangingArmies.at(1);
  4653. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4654. return true;
  4655. }
  4656. }
  4657. return false;
  4658. }
  4659. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4660. {
  4661. using events::ObjectVisitStarted;
  4662. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4663. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4664. auto startVisit = [&](ObjectVisitStarted & event)
  4665. {
  4666. auto visitedObject = obj;
  4667. if(obj->ID == Obj::HERO)
  4668. {
  4669. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4670. const auto visitedTown = visitedHero->visitedTown;
  4671. if(visitedTown)
  4672. {
  4673. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4674. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4675. visitedObject = visitedTown;
  4676. }
  4677. }
  4678. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4679. queries.addQuery(visitQuery); //TODO real visit pos
  4680. HeroVisit hv;
  4681. hv.objId = obj->id;
  4682. hv.heroId = h->id;
  4683. hv.player = h->tempOwner;
  4684. hv.starting = true;
  4685. sendAndApply(&hv);
  4686. obj->onHeroVisit(h);
  4687. };
  4688. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4689. if(visitQuery)
  4690. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4691. }
  4692. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4693. {
  4694. using events::ObjectVisitEnded;
  4695. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4696. auto endVisit = [&](ObjectVisitEnded & event)
  4697. {
  4698. HeroVisit hv;
  4699. hv.player = event.getPlayer();
  4700. hv.heroId = event.getHero();
  4701. hv.starting = false;
  4702. sendAndApply(&hv);
  4703. };
  4704. //TODO: ObjectVisitEnded should also have id of visited object,
  4705. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4706. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4707. }
  4708. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  4709. {
  4710. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4711. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4712. {
  4713. complain("Cannot build boat in this shipyard!");
  4714. return false;
  4715. }
  4716. TResources boatCost;
  4717. obj->getBoatCost(boatCost);
  4718. TResources aviable = getPlayerState(playerID)->resources;
  4719. if (!aviable.canAfford(boatCost))
  4720. {
  4721. complain("Not enough resources to build a boat!");
  4722. return false;
  4723. }
  4724. int3 tile = obj->bestLocation();
  4725. if (!gs->map->isInTheMap(tile))
  4726. {
  4727. complain("Cannot find appropriate tile for a boat!");
  4728. return false;
  4729. }
  4730. giveResources(playerID, -boatCost);
  4731. createObject(tile, Obj::BOAT, obj->getBoatType().getNum());
  4732. return true;
  4733. }
  4734. void CGameHandler::engageIntoBattle(PlayerColor player)
  4735. {
  4736. //notify interfaces
  4737. PlayerBlocked pb;
  4738. pb.player = player;
  4739. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4740. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4741. sendAndApply(&pb);
  4742. }
  4743. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4744. {
  4745. for (auto playerColor : playerColors)
  4746. {
  4747. if (getPlayerState(playerColor, false))
  4748. checkVictoryLossConditionsForPlayer(playerColor);
  4749. }
  4750. }
  4751. void CGameHandler::checkVictoryLossConditionsForAll()
  4752. {
  4753. std::set<PlayerColor> playerColors;
  4754. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4755. {
  4756. playerColors.insert(PlayerColor(i));
  4757. }
  4758. checkVictoryLossConditions(playerColors);
  4759. }
  4760. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4761. {
  4762. const PlayerState * p = getPlayerState(player);
  4763. if(!p || p->status != EPlayerStatus::INGAME) return;
  4764. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4765. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4766. {
  4767. InfoWindow iw;
  4768. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4769. sendAndApply(&iw);
  4770. PlayerEndsGame peg;
  4771. peg.player = player;
  4772. peg.victoryLossCheckResult = victoryLossCheckResult;
  4773. sendAndApply(&peg);
  4774. if (victoryLossCheckResult.victory())
  4775. {
  4776. //one player won -> all enemies lost
  4777. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4778. {
  4779. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4780. {
  4781. peg.player = i->first;
  4782. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4783. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4784. InfoWindow iw;
  4785. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4786. iw.player = i->first;
  4787. sendAndApply(&iw);
  4788. sendAndApply(&peg);
  4789. }
  4790. }
  4791. if(p->human)
  4792. {
  4793. lobby->state = EServerState::GAMEPLAY_ENDED;
  4794. }
  4795. }
  4796. else
  4797. {
  4798. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4799. auto hlp = p->heroes;
  4800. for (auto h : hlp) //eliminate heroes
  4801. {
  4802. if (h.get())
  4803. removeObject(h);
  4804. }
  4805. //player lost -> all his objects become unflagged (neutral)
  4806. for (auto obj : gs->map->objects) //unflag objs
  4807. {
  4808. if (obj.get() && obj->tempOwner == player)
  4809. setOwner(obj, PlayerColor::NEUTRAL);
  4810. }
  4811. //eliminating one player may cause victory of another:
  4812. std::set<PlayerColor> playerColors;
  4813. //do not copy player state (CBonusSystemNode) by value
  4814. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4815. {
  4816. if (p.first != player)
  4817. playerColors.insert(p.first);
  4818. }
  4819. //notify all players
  4820. for (auto pc : playerColors)
  4821. {
  4822. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4823. {
  4824. InfoWindow iw;
  4825. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4826. iw.player = pc;
  4827. sendAndApply(&iw);
  4828. }
  4829. }
  4830. checkVictoryLossConditions(playerColors);
  4831. }
  4832. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  4833. // If we are called before the actual game start, there might be no current player
  4834. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4835. {
  4836. // If player making turn has lost his turn must be over as well
  4837. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4838. }
  4839. }
  4840. }
  4841. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4842. {
  4843. out.player = player;
  4844. out.text = victoryLossCheckResult.messageToSelf;
  4845. out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
  4846. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  4847. }
  4848. bool CGameHandler::dig(const CGHeroInstance *h)
  4849. {
  4850. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4851. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4852. createObject(h->visitablePos(), Obj::HOLE, 0 );
  4853. //take MPs
  4854. SetMovePoints smp;
  4855. smp.hid = h->id;
  4856. smp.val = 0;
  4857. sendAndApply(&smp);
  4858. InfoWindow iw;
  4859. iw.type = EInfoWindowMode::AUTO;
  4860. iw.player = h->tempOwner;
  4861. if (gs->map->grailPos == h->visitablePos())
  4862. {
  4863. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4864. iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
  4865. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4866. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
  4867. sendAndApply(&iw);
  4868. iw.soundID = soundBase::invalid;
  4869. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  4870. iw.text.clear();
  4871. iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
  4872. sendAndApply(&iw);
  4873. }
  4874. else
  4875. {
  4876. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4877. iw.soundID = soundBase::Dig;
  4878. sendAndApply(&iw);
  4879. }
  4880. return true;
  4881. }
  4882. void CGameHandler::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  4883. {
  4884. if(attacker->hasBonusOfType(attackMode))
  4885. {
  4886. std::set<SpellID> spellsToCast;
  4887. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  4888. for(const auto & sf : *spells)
  4889. {
  4890. spellsToCast.insert(SpellID(sf->subtype));
  4891. }
  4892. for(SpellID spellID : spellsToCast)
  4893. {
  4894. bool castMe = false;
  4895. if(!defender->alive())
  4896. {
  4897. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4898. return;
  4899. }
  4900. int32_t spellLevel = 0;
  4901. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4902. for(const auto & sf : *spellsByType)
  4903. {
  4904. int meleeRanged;
  4905. if(sf->additionalInfo.size() < 2)
  4906. {
  4907. // legacy format
  4908. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  4909. meleeRanged = sf->additionalInfo[0] / 1000;
  4910. }
  4911. else
  4912. {
  4913. vstd::amax(spellLevel, sf->additionalInfo[0]);
  4914. meleeRanged = sf->additionalInfo[1];
  4915. }
  4916. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  4917. castMe = true;
  4918. }
  4919. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4920. vstd::amin(chance, 100);
  4921. const CSpell * spell = SpellID(spellID).toSpell();
  4922. spells::AbilityCaster caster(attacker, spellLevel);
  4923. spells::Target target;
  4924. target.emplace_back(defender);
  4925. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4926. auto m = spell->battleMechanics(&parameters);
  4927. spells::detail::ProblemImpl ignored;
  4928. if(!m->canBeCastAt(target, ignored))
  4929. continue;
  4930. //check if spell should be cast (probability handling)
  4931. if(getRandomGenerator().nextInt(99) >= chance)
  4932. continue;
  4933. //casting
  4934. if(castMe)
  4935. {
  4936. parameters.cast(spellEnv, target);
  4937. }
  4938. }
  4939. }
  4940. }
  4941. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4942. {
  4943. attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  4944. }
  4945. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4946. {
  4947. if(!attacker->alive() || !defender->alive()) // can be already dead
  4948. return;
  4949. attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
  4950. if(!defender->alive())
  4951. {
  4952. //don't try death stare or acid breath on dead stack (crash!)
  4953. return;
  4954. }
  4955. if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
  4956. {
  4957. // mechanics of Death Stare as in H3:
  4958. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4959. //original formula x = min(x, (gorgons_count + 9)/10);
  4960. double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
  4961. vstd::amin(chanceToKill, 1); //cap at 100%
  4962. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4963. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4964. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4965. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  4966. vstd::amin(staredCreatures, maxToKill);
  4967. staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
  4968. if(staredCreatures)
  4969. {
  4970. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4971. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  4972. spells::AbilityCaster caster(attacker, 0);
  4973. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4974. spells::Target target;
  4975. target.emplace_back(defender);
  4976. parameters.setEffectValue(staredCreatures);
  4977. parameters.cast(spellEnv, target);
  4978. }
  4979. }
  4980. if(!defender->alive())
  4981. return;
  4982. int64_t acidDamage = 0;
  4983. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
  4984. for(const auto & b : *acidBreath)
  4985. {
  4986. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  4987. acidDamage += b->val;
  4988. }
  4989. if(acidDamage > 0)
  4990. {
  4991. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  4992. spells::AbilityCaster caster(attacker, 0);
  4993. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4994. spells::Target target;
  4995. target.emplace_back(defender);
  4996. parameters.setEffectValue(acidDamage * attacker->getCount());
  4997. parameters.cast(spellEnv, target);
  4998. }
  4999. if(!defender->alive())
  5000. return;
  5001. if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5002. {
  5003. double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
  5004. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5005. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5006. return;
  5007. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
  5008. if(defender->unitType()->getId() == bonusAdditionalInfo ||
  5009. (bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
  5010. return;
  5011. battle::UnitInfo resurrectInfo;
  5012. resurrectInfo.id = gs->curB->battleNextUnitId();
  5013. resurrectInfo.summoned = false;
  5014. resurrectInfo.position = defender->getPosition();
  5015. resurrectInfo.side = defender->unitSide();
  5016. if(bonusAdditionalInfo != CAddInfo::NONE)
  5017. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5018. else
  5019. resurrectInfo.type = attacker->creatureId();
  5020. if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
  5021. resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
  5022. else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
  5023. resurrectInfo.count = defender->getCount();
  5024. else
  5025. return; //wrong subtype
  5026. BattleUnitsChanged addUnits;
  5027. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5028. resurrectInfo.save(addUnits.changedStacks.back().data);
  5029. BattleUnitsChanged removeUnits;
  5030. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5031. sendAndApply(&removeUnits);
  5032. sendAndApply(&addUnits);
  5033. }
  5034. if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
  5035. {
  5036. double chanceToTrigger = 0;
  5037. int amountToDie = 0;
  5038. if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
  5039. {
  5040. chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
  5041. int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5042. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5043. }
  5044. else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
  5045. {
  5046. chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
  5047. amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5048. }
  5049. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5050. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5051. return;
  5052. BattleStackAttacked bsa;
  5053. bsa.attackerID = -1;
  5054. bsa.stackAttacked = defender->unitId();
  5055. bsa.damageAmount = amountToDie * defender->getMaxHealth();
  5056. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5057. bsa.spellID = SpellID::SLAYER;
  5058. defender->prepareAttacked(bsa, getRandomGenerator());
  5059. StacksInjured si;
  5060. si.stacks.push_back(bsa);
  5061. sendAndApply(&si);
  5062. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5063. }
  5064. }
  5065. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5066. {
  5067. if (!t.visitableObjects.empty())
  5068. {
  5069. //to prevent self-visiting heroes on space press
  5070. if (t.visitableObjects.back() != h)
  5071. objectVisited(t.visitableObjects.back(), h);
  5072. else if (t.visitableObjects.size() > 1)
  5073. objectVisited(*(t.visitableObjects.end()-2),h);
  5074. }
  5075. }
  5076. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5077. {
  5078. if (!hero)
  5079. COMPLAIN_RET("You need hero to sacrifice creature!");
  5080. int expSum = 0;
  5081. auto finish = [this, &hero, &expSum]()
  5082. {
  5083. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5084. };
  5085. for(int i = 0; i < slot.size(); ++i)
  5086. {
  5087. int oldCount = hero->getStackCount(slot[i]);
  5088. if(oldCount < (int)count[i])
  5089. {
  5090. finish();
  5091. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5092. }
  5093. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5094. {
  5095. finish();
  5096. COMPLAIN_RET("Cannot sacrifice last creature!");
  5097. }
  5098. int crid = hero->getStack(slot[i]).type->getId();
  5099. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5100. int dump, exp;
  5101. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5102. exp *= count[i];
  5103. expSum += exp;
  5104. }
  5105. finish();
  5106. return true;
  5107. }
  5108. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5109. {
  5110. if (!hero)
  5111. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5112. int expSum = 0;
  5113. auto finish = [this, &hero, &expSum]()
  5114. {
  5115. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5116. };
  5117. for(int i = 0; i < slot.size(); ++i)
  5118. {
  5119. ArtifactLocation al(hero, slot[i]);
  5120. const CArtifactInstance * a = al.getArt();
  5121. if(!a)
  5122. {
  5123. finish();
  5124. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5125. }
  5126. const CArtifactInstance * art = hero->getArt(slot[i]);
  5127. if(!art)
  5128. {
  5129. finish();
  5130. COMPLAIN_RET("No artifact at position to sacrifice!");
  5131. }
  5132. si32 typId = art->artType->getId();
  5133. int dmp, expToGive;
  5134. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5135. expSum += expToGive;
  5136. removeArtifact(al);
  5137. }
  5138. finish();
  5139. return true;
  5140. }
  5141. void CGameHandler::makeStackDoNothing(const CStack * next)
  5142. {
  5143. BattleAction doNothing;
  5144. doNothing.actionType = EActionType::NO_ACTION;
  5145. doNothing.side = next->unitSide();
  5146. doNothing.stackNumber = next->unitId();
  5147. makeAutomaticAction(next, doNothing);
  5148. }
  5149. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5150. {
  5151. if (sl.army->hasStackAtSlot(sl.slot))
  5152. COMPLAIN_RET("Slot is already taken!");
  5153. if (!sl.slot.validSlot())
  5154. COMPLAIN_RET("Cannot insert stack to that slot!");
  5155. InsertNewStack ins;
  5156. ins.army = sl.army->id;
  5157. ins.slot = sl.slot;
  5158. ins.type = c->getId();
  5159. ins.count = count;
  5160. sendAndApply(&ins);
  5161. return true;
  5162. }
  5163. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5164. {
  5165. if (!sl.army->hasStackAtSlot(sl.slot))
  5166. COMPLAIN_RET("Cannot find a stack to erase");
  5167. if (sl.army->stacksCount() == 1 //from the last stack
  5168. && sl.army->needsLastStack() //that must be left
  5169. && !forceRemoval) //ignore above conditions if we are forcing removal
  5170. {
  5171. COMPLAIN_RET("Cannot erase the last stack!");
  5172. }
  5173. EraseStack es;
  5174. es.army = sl.army->id;
  5175. es.slot = sl.slot;
  5176. sendAndApply(&es);
  5177. return true;
  5178. }
  5179. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5180. {
  5181. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5182. if ((absoluteValue && count < 0)
  5183. || (!absoluteValue && -count > currentCount))
  5184. {
  5185. COMPLAIN_RET("Cannot take more stacks than present!");
  5186. }
  5187. if ((currentCount == -count && !absoluteValue)
  5188. || (!count && absoluteValue))
  5189. {
  5190. eraseStack(sl);
  5191. }
  5192. else
  5193. {
  5194. ChangeStackCount csc;
  5195. csc.army = sl.army->id;
  5196. csc.slot = sl.slot;
  5197. csc.count = count;
  5198. csc.absoluteValue = absoluteValue;
  5199. sendAndApply(&csc);
  5200. }
  5201. return true;
  5202. }
  5203. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5204. {
  5205. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5206. if (!slotC) //slot is empty
  5207. insertNewStack(sl, c, count);
  5208. else if (c == slotC)
  5209. changeStackCount(sl, count);
  5210. else
  5211. {
  5212. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5213. }
  5214. return true;
  5215. }
  5216. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5217. {
  5218. if (removeObjWhenFinished)
  5219. removeAfterVisit(src);
  5220. if (!src->canBeMergedWith(*dst, allowMerging))
  5221. {
  5222. if (allowMerging) //do that, add all matching creatures.
  5223. {
  5224. bool cont = true;
  5225. while (cont)
  5226. {
  5227. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5228. {
  5229. SlotID pos = dst->getSlotFor(i->second->type);
  5230. if (pos.validSlot())
  5231. {
  5232. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5233. cont = true;
  5234. break; //or iterator crashes
  5235. }
  5236. cont = false;
  5237. }
  5238. }
  5239. }
  5240. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5241. }
  5242. else //merge
  5243. {
  5244. moveArmy(src, dst, allowMerging);
  5245. }
  5246. }
  5247. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5248. {
  5249. if (!src.army->hasStackAtSlot(src.slot))
  5250. COMPLAIN_RET("No stack to move!");
  5251. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5252. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5253. if (!dst.slot.validSlot())
  5254. COMPLAIN_RET("Cannot move stack to that slot!");
  5255. if (count == -1)
  5256. {
  5257. count = src.army->getStackCount(src.slot);
  5258. }
  5259. if (src.army != dst.army //moving away
  5260. && count == src.army->getStackCount(src.slot) //all creatures
  5261. && src.army->stacksCount() == 1 //from the last stack
  5262. && src.army->needsLastStack()) //that must be left
  5263. {
  5264. COMPLAIN_RET("Cannot move away the last creature!");
  5265. }
  5266. RebalanceStacks rs;
  5267. rs.srcArmy = src.army->id;
  5268. rs.dstArmy = dst.army->id;
  5269. rs.srcSlot = src.slot;
  5270. rs.dstSlot = dst.slot;
  5271. rs.count = count;
  5272. sendAndApply(&rs);
  5273. return true;
  5274. }
  5275. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  5276. {
  5277. const CSpell * s = spellID.toSpell();
  5278. if(!s)
  5279. return;
  5280. AdventureSpellCastParameters p;
  5281. p.caster = caster;
  5282. p.pos = pos;
  5283. s->adventureCast(spellEnv, p);
  5284. }
  5285. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5286. {
  5287. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5288. {
  5289. return moveStack(sl2, sl1);
  5290. }
  5291. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5292. {
  5293. return moveStack(sl1, sl2);
  5294. }
  5295. else
  5296. {
  5297. SwapStacks ss;
  5298. ss.srcArmy = sl1.army->id;
  5299. ss.dstArmy = sl2.army->id;
  5300. ss.srcSlot = sl1.slot;
  5301. ss.dstSlot = sl2.slot;
  5302. sendAndApply(&ss);
  5303. return true;
  5304. }
  5305. }
  5306. void CGameHandler::runBattle()
  5307. {
  5308. setBattle(gs->curB);
  5309. assert(gs->curB);
  5310. //TODO: pre-tactic stuff, call scripts etc.
  5311. //Moat should be initialized here, because only here we can use spellcasting
  5312. if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
  5313. {
  5314. const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
  5315. const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
  5316. auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
  5317. auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
  5318. auto target = spells::Target();
  5319. cast.cast(spellEnv, target);
  5320. }
  5321. //tactic round
  5322. {
  5323. while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
  5324. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5325. }
  5326. //initial stacks appearance triggers, e.g. built-in bonus spells
  5327. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5328. for (CStack * stack : initialStacks)
  5329. {
  5330. if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
  5331. {
  5332. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
  5333. auto accessibility = getAccesibility();
  5334. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5335. std::vector<BattleHex> targetHexes;
  5336. const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
  5337. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5338. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5339. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5340. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5341. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5342. if (!guardianIsBig)
  5343. targetHexes = stack->getSurroundingHexes();
  5344. else
  5345. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
  5346. for(auto hex : targetHexes)
  5347. {
  5348. if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
  5349. {
  5350. battle::UnitInfo info;
  5351. info.id = gs->curB->battleNextUnitId();
  5352. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5353. info.type = creatureData;
  5354. info.side = stack->unitSide();
  5355. info.position = hex;
  5356. info.summoned = true;
  5357. BattleUnitsChanged pack;
  5358. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5359. info.save(pack.changedStacks.back().data);
  5360. sendAndApply(&pack);
  5361. }
  5362. }
  5363. }
  5364. stackEnchantedTrigger(stack);
  5365. }
  5366. //spells opening battle
  5367. for (int i = 0; i < 2; ++i)
  5368. {
  5369. auto h = gs->curB->battleGetFightingHero(i);
  5370. if (h)
  5371. {
  5372. TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
  5373. for (auto b : *bl)
  5374. {
  5375. spells::BonusCaster caster(h, b);
  5376. const CSpell * spell = SpellID(b->subtype).toSpell();
  5377. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5378. parameters.setSpellLevel(3);
  5379. parameters.setEffectDuration(b->val);
  5380. parameters.massive = true;
  5381. parameters.castIfPossible(spellEnv, spells::Target());
  5382. }
  5383. }
  5384. }
  5385. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5386. checkBattleStateChanges();
  5387. bool firstRound = true;//FIXME: why first round is -1?
  5388. //main loop
  5389. while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
  5390. {
  5391. BattleNextRound bnr;
  5392. bnr.round = gs->curB->round + 1;
  5393. logGlobal->debug("Round %d", bnr.round);
  5394. sendAndApply(&bnr);
  5395. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5396. for (auto &obstPtr : obstacles)
  5397. {
  5398. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5399. if (sco->turnsRemaining == 0)
  5400. removeObstacle(*obstPtr);
  5401. }
  5402. const BattleInfo & curB = *gs->curB;
  5403. for(auto stack : curB.stacks)
  5404. {
  5405. if(stack->alive() && !firstRound)
  5406. stackEnchantedTrigger(stack);
  5407. }
  5408. //stack loop
  5409. auto getNextStack = [this]() -> const CStack *
  5410. {
  5411. if(battleResult.get())
  5412. return nullptr;
  5413. std::vector<battle::Units> q;
  5414. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5415. if(!q.empty())
  5416. {
  5417. if(!q.front().empty())
  5418. {
  5419. auto next = q.front().front();
  5420. const auto stack = dynamic_cast<const CStack *>(next);
  5421. // regeneration takes place before everything else but only during first turn attempt in each round
  5422. // also works under blind and similar effects
  5423. if(stack && stack->alive() && !stack->waiting)
  5424. {
  5425. BattleTriggerEffect bte;
  5426. bte.stackID = stack->unitId();
  5427. bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
  5428. const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
  5429. if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
  5430. bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
  5431. if(bte.val) // anything to heal
  5432. sendAndApply(&bte);
  5433. }
  5434. if(next->willMove())
  5435. return stack;
  5436. }
  5437. }
  5438. return nullptr;
  5439. };
  5440. const CStack * next = nullptr;
  5441. while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
  5442. {
  5443. BattleUnitsChanged removeGhosts;
  5444. for(auto stack : curB.stacks)
  5445. {
  5446. if(stack->ghostPending)
  5447. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5448. }
  5449. if(!removeGhosts.changedStacks.empty())
  5450. sendAndApply(&removeGhosts);
  5451. // check for bad morale => freeze
  5452. int nextStackMorale = next->moraleVal();
  5453. if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
  5454. {
  5455. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5456. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5457. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5458. {
  5459. //unit loses its turn - empty freeze action
  5460. BattleAction ba;
  5461. ba.actionType = EActionType::BAD_MORALE;
  5462. ba.side = next->unitSide();
  5463. ba.stackNumber = next->unitId();
  5464. makeAutomaticAction(next, ba);
  5465. continue;
  5466. }
  5467. }
  5468. if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5469. {
  5470. logGlobal->trace("Handle Berserk effect");
  5471. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5472. if (attackInfo.first != nullptr)
  5473. {
  5474. BattleAction attack;
  5475. attack.actionType = EActionType::WALK_AND_ATTACK;
  5476. attack.side = next->unitSide();
  5477. attack.stackNumber = next->unitId();
  5478. attack.aimToHex(attackInfo.second);
  5479. attack.aimToUnit(attackInfo.first);
  5480. makeAutomaticAction(next, attack);
  5481. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5482. }
  5483. else
  5484. {
  5485. makeStackDoNothing(next);
  5486. logGlobal->trace("No target found");
  5487. }
  5488. continue;
  5489. }
  5490. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5491. const int stackCreatureId = next->unitType()->getId();
  5492. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5493. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
  5494. {
  5495. BattleAction attack;
  5496. attack.actionType = EActionType::SHOOT;
  5497. attack.side = next->unitSide();
  5498. attack.stackNumber = next->unitId();
  5499. //TODO: select target by priority
  5500. const battle::Unit * target = nullptr;
  5501. for(auto & elem : gs->curB->stacks)
  5502. {
  5503. if(elem->unitType()->getId() != CreatureID::CATAPULT
  5504. && elem->unitOwner() != next->unitOwner()
  5505. && elem->isValidTarget()
  5506. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5507. {
  5508. target = elem;
  5509. break;
  5510. }
  5511. }
  5512. if(target == nullptr)
  5513. {
  5514. makeStackDoNothing(next);
  5515. }
  5516. else
  5517. {
  5518. attack.aimToUnit(target);
  5519. makeAutomaticAction(next, attack);
  5520. }
  5521. continue;
  5522. }
  5523. if (next->unitType()->getId() == CreatureID::CATAPULT)
  5524. {
  5525. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5526. if (attackableBattleHexes.empty())
  5527. {
  5528. makeStackDoNothing(next);
  5529. continue;
  5530. }
  5531. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
  5532. {
  5533. BattleAction attack;
  5534. attack.actionType = EActionType::CATAPULT;
  5535. attack.side = next->unitSide();
  5536. attack.stackNumber = next->unitId();
  5537. makeAutomaticAction(next, attack);
  5538. continue;
  5539. }
  5540. }
  5541. if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
  5542. {
  5543. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5544. {
  5545. return s->unitOwner() == next->unitOwner() && s->canBeHealed();
  5546. });
  5547. if (!possibleStacks.size())
  5548. {
  5549. makeStackDoNothing(next);
  5550. continue;
  5551. }
  5552. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5553. {
  5554. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5555. const CStack * toBeHealed = possibleStacks.front();
  5556. BattleAction heal;
  5557. heal.actionType = EActionType::STACK_HEAL;
  5558. heal.aimToUnit(toBeHealed);
  5559. heal.side = next->unitSide();
  5560. heal.stackNumber = next->unitId();
  5561. makeAutomaticAction(next, heal);
  5562. continue;
  5563. }
  5564. }
  5565. int numberOfAsks = 1;
  5566. bool breakOuter = false;
  5567. do
  5568. {//ask interface and wait for answer
  5569. if (!battleResult.get())
  5570. {
  5571. stackTurnTrigger(next); //various effects
  5572. if(next->fear)
  5573. {
  5574. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5575. }
  5576. else
  5577. {
  5578. logGlobal->trace("Activating %s", next->nodeName());
  5579. auto nextId = next->unitId();
  5580. BattleSetActiveStack sas;
  5581. sas.stack = nextId;
  5582. sendAndApply(&sas);
  5583. auto actionWasMade = [&]() -> bool
  5584. {
  5585. if (battleMadeAction.data)//active stack has made its action
  5586. return true;
  5587. if (battleResult.get())// battle is finished
  5588. return true;
  5589. if (next == nullptr)//active stack was been removed
  5590. return true;
  5591. return !next->alive();//active stack is dead
  5592. };
  5593. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5594. battleMadeAction.data = false;
  5595. while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
  5596. {
  5597. battleMadeAction.cond.wait(lock);
  5598. if (battleGetStackByID(nextId, false) != next)
  5599. next = nullptr; //it may be removed, while we wait
  5600. }
  5601. }
  5602. }
  5603. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5604. {
  5605. breakOuter = true;
  5606. break;
  5607. }
  5608. //we're after action, all results applied
  5609. checkBattleStateChanges(); //check if this action ended the battle
  5610. if(next != nullptr)
  5611. {
  5612. //check for good morale
  5613. nextStackMorale = next->moraleVal();
  5614. if( !battleResult.get()
  5615. && !next->hadMorale
  5616. && !next->defending
  5617. && !next->waited()
  5618. && !next->fear
  5619. && next->alive()
  5620. && nextStackMorale > 0)
  5621. {
  5622. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5623. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5624. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5625. {
  5626. BattleTriggerEffect bte;
  5627. bte.stackID = next->unitId();
  5628. bte.effect = vstd::to_underlying(BonusType::MORALE);
  5629. bte.val = 1;
  5630. bte.additionalInfo = 0;
  5631. sendAndApply(&bte); //play animation
  5632. ++numberOfAsks; //move this stack once more
  5633. }
  5634. }
  5635. }
  5636. --numberOfAsks;
  5637. } while (numberOfAsks > 0);
  5638. if (breakOuter)
  5639. {
  5640. break;
  5641. }
  5642. }
  5643. firstRound = false;
  5644. }
  5645. if (lobby->state != EServerState::SHUTDOWN)
  5646. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5647. }
  5648. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5649. {
  5650. BattleSetActiveStack bsa;
  5651. bsa.stack = stack->unitId();
  5652. bsa.askPlayerInterface = false;
  5653. sendAndApply(&bsa);
  5654. bool ret = makeBattleAction(ba);
  5655. checkBattleStateChanges();
  5656. return ret;
  5657. }
  5658. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  5659. {
  5660. assert(a->artType);
  5661. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  5662. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5663. {
  5664. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  5665. }
  5666. else if(ArtifactUtils::isSlotBackpack(pos))
  5667. {
  5668. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  5669. }
  5670. else
  5671. {
  5672. al.slot = pos;
  5673. }
  5674. if(a->canBePutAt(al))
  5675. putArtifact(al, a);
  5676. else
  5677. return false;
  5678. return true;
  5679. }
  5680. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5681. {
  5682. PutArtifact pa;
  5683. pa.art = a;
  5684. pa.al = al;
  5685. sendAndApply(&pa);
  5686. }
  5687. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  5688. {
  5689. assert(artType);
  5690. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5691. {
  5692. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  5693. COMPLAIN_RET("Cannot put artifact in that slot!");
  5694. }
  5695. else if(ArtifactUtils::isSlotBackpack(pos))
  5696. {
  5697. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  5698. COMPLAIN_RET("Cannot put artifact in that slot!");
  5699. }
  5700. else
  5701. {
  5702. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  5703. }
  5704. auto * newArtInst = new CArtifactInstance();
  5705. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5706. NewArtifact na;
  5707. na.art = newArtInst;
  5708. sendAndApply(&na); // -> updates newArtInst!!!
  5709. if(giveHeroArtifact(h, newArtInst, pos))
  5710. return true;
  5711. else
  5712. return false;
  5713. }
  5714. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5715. {
  5716. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5717. if (battleResult.data)
  5718. {
  5719. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5720. % battleResult.data->result % resultType).str());
  5721. return;
  5722. }
  5723. auto br = new BattleResult();
  5724. br->result = resultType;
  5725. br->winner = victoriusSide; //surrendering side loses
  5726. gs->curB->calculateCasualties(br->casualties);
  5727. battleResult.data = br;
  5728. }
  5729. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5730. {
  5731. std::vector<int3>::iterator tile;
  5732. std::vector<int3> tiles;
  5733. getFreeTiles(tiles);
  5734. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5735. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5736. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5737. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5738. for (int i = 0; i < (int)amount; ++i)
  5739. {
  5740. tile = tiles.begin();
  5741. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5742. {
  5743. auto count = cre->getRandomAmount(std::rand);
  5744. createObject(*tile, Obj::MONSTER, creatureID);
  5745. auto monsterId = getTopObj(*tile)->id;
  5746. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5747. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5748. }
  5749. tiles.erase(tile); //not use it again
  5750. }
  5751. }
  5752. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5753. {
  5754. //Make cheat case-insensitive
  5755. std::transform(cheat.begin(), cheat.end(), cheat.begin(), [](unsigned char c){ return std::tolower(c); });
  5756. if (cheat == "vcmiistari" || cheat == "vcmispells")
  5757. {
  5758. cheated = true;
  5759. if (!hero) return;
  5760. ///Give hero spellbook
  5761. if (!hero->hasSpellbook())
  5762. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5763. ///Give all spells with bonus (to allow banned spells)
  5764. GiveBonus giveBonus(GiveBonus::ETarget::HERO);
  5765. giveBonus.id = hero->id.getNum();
  5766. giveBonus.bonus = Bonus(BonusDuration::PERMANENT, BonusType::SPELLS_OF_LEVEL, BonusSource::OTHER, 0, 0);
  5767. //start with level 0 to skip abilities
  5768. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5769. {
  5770. giveBonus.bonus.subtype = level;
  5771. sendAndApply(&giveBonus);
  5772. }
  5773. ///Give mana
  5774. SetMana sm;
  5775. sm.hid = hero->id;
  5776. sm.val = 999;
  5777. sm.absolute = true;
  5778. sendAndApply(&sm);
  5779. }
  5780. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  5781. {
  5782. cheated = true;
  5783. if (!town) return;
  5784. ///Build all buildings in selected town
  5785. for (auto & build : town->town->buildings)
  5786. {
  5787. if (!town->hasBuilt(build.first)
  5788. && !build.second->getNameTranslated().empty()
  5789. && build.first != BuildingID::SHIP)
  5790. {
  5791. buildStructure(town->id, build.first, true);
  5792. }
  5793. }
  5794. }
  5795. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  5796. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  5797. {
  5798. cheated = true;
  5799. if (!hero) return;
  5800. ///Gives N creatures into each slot
  5801. std::map<std::string, std::pair<std::string, int>> creatures;
  5802. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  5803. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  5804. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5805. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  5806. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  5807. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5808. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  5809. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  5810. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).value();
  5811. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  5812. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5813. if (!hero->hasStackAtSlot(SlotID(i)))
  5814. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5815. }
  5816. else if (boost::starts_with(cheat, "vcmiarmy") || boost::starts_with(cheat, "vcminissi"))
  5817. {
  5818. cheated = true;
  5819. if (!hero) return;
  5820. std::vector<std::string> words;
  5821. boost::split(words, cheat, boost::is_any_of(" "));
  5822. if(words.size() < 2)
  5823. return;
  5824. std::string creatureIdentifier = words[1];
  5825. std::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  5826. if(creatureId.has_value())
  5827. {
  5828. const auto * creature = CreatureID(creatureId.value()).toCreature();
  5829. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5830. if (!hero->hasStackAtSlot(SlotID(i)))
  5831. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  5832. }
  5833. }
  5834. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  5835. {
  5836. cheated = true;
  5837. if (!hero) return;
  5838. ///Give all war machines to hero
  5839. if (!hero->getArt(ArtifactPosition::MACH1))
  5840. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5841. if (!hero->getArt(ArtifactPosition::MACH2))
  5842. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5843. if (!hero->getArt(ArtifactPosition::MACH3))
  5844. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5845. }
  5846. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  5847. {
  5848. cheated = true;
  5849. if (!hero) return;
  5850. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5851. for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  5852. {
  5853. if(VLC->arth->objects[g]->canBePutAt(hero))
  5854. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);
  5855. }
  5856. }
  5857. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  5858. {
  5859. cheated = true;
  5860. if (!hero) return;
  5861. ///selected hero gains a new level
  5862. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  5863. }
  5864. else if (boost::starts_with(cheat, "vcmiexp") || boost::starts_with(cheat, "vcmiolorin"))
  5865. {
  5866. cheated = true;
  5867. if (!hero) return;
  5868. std::vector<std::string> words;
  5869. boost::split(words, cheat, boost::is_any_of(" "));
  5870. if(words.size() < 2)
  5871. return;
  5872. std::string expAmount = words[1];
  5873. long expAmountProcessed = 0;
  5874. try
  5875. {
  5876. expAmountProcessed = std::stol(expAmount);
  5877. }
  5878. catch(std::exception&)
  5879. {
  5880. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  5881. }
  5882. if(expAmountProcessed > 1)
  5883. {
  5884. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  5885. }
  5886. }
  5887. else if (cheat == "vcminahar" || cheat == "vcmimove")
  5888. {
  5889. cheated = true;
  5890. if (!hero) return;
  5891. ///Give 1000000 movement points to hero
  5892. SetMovePoints smp;
  5893. smp.hid = hero->id;
  5894. smp.val = 1000000;
  5895. sendAndApply(&smp);
  5896. GiveBonus gb(GiveBonus::ETarget::HERO);
  5897. gb.bonus.type = BonusType::FREE_SHIP_BOARDING;
  5898. gb.bonus.duration = BonusDuration::ONE_DAY;
  5899. gb.bonus.source = BonusSource::OTHER;
  5900. gb.id = hero->id.getNum();
  5901. giveHeroBonus(&gb);
  5902. }
  5903. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  5904. {
  5905. cheated = true;
  5906. ///Give resources to player
  5907. TResources resources;
  5908. resources[EGameResID::GOLD] = 100000;
  5909. for (GameResID i = EGameResID::WOOD; i < EGameResID::GOLD; ++i)
  5910. resources[i] = 100;
  5911. giveResources(player, resources);
  5912. }
  5913. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  5914. {
  5915. cheated = true;
  5916. ///Player wins
  5917. PlayerCheated pc;
  5918. pc.player = player;
  5919. pc.winningCheatCode = true;
  5920. sendAndApply(&pc);
  5921. }
  5922. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  5923. {
  5924. cheated = true;
  5925. ///Player looses
  5926. PlayerCheated pc;
  5927. pc.player = player;
  5928. pc.losingCheatCode = true;
  5929. sendAndApply(&pc);
  5930. }
  5931. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  5932. {
  5933. cheated = true;
  5934. ///Reveal or conceal FoW
  5935. FoWChange fc;
  5936. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  5937. fc.player = player;
  5938. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  5939. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  5940. int lastUnc = 0;
  5941. for(int z = 0; z < gs->map->levels(); z++)
  5942. for(int x = 0; x < gs->map->width; x++)
  5943. for(int y = 0; y < gs->map->height; y++)
  5944. if(!(*fowMap)[z][x][y] || !fc.mode)
  5945. hlp_tab[lastUnc++] = int3(x, y, z);
  5946. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  5947. delete [] hlp_tab;
  5948. sendAndApply(&fc);
  5949. }
  5950. }
  5951. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  5952. {
  5953. BattleObstaclesChanged obsRem;
  5954. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  5955. sendAndApply(&obsRem);
  5956. }
  5957. void CGameHandler::synchronizeArtifactHandlerLists()
  5958. {
  5959. UpdateArtHandlerLists uahl;
  5960. uahl.treasures = VLC->arth->treasures;
  5961. uahl.minors = VLC->arth->minors;
  5962. uahl.majors = VLC->arth->majors;
  5963. uahl.relics = VLC->arth->relics;
  5964. sendAndApply(&uahl);
  5965. }
  5966. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5967. {
  5968. return vstd::contains(gs->map->objects, obj);
  5969. }
  5970. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5971. {
  5972. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5973. return false;
  5974. auto query = queries.topQuery(player);
  5975. if (query && query->blocksPack(pack))
  5976. {
  5977. complain(boost::str(boost::format(
  5978. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  5979. % boost::to_upper_copy<std::string>(player.getStr())
  5980. % query->toString()
  5981. ));
  5982. return true;
  5983. }
  5984. return false;
  5985. }
  5986. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5987. {
  5988. //If the object is being visited, there must be a matching query
  5989. for (const auto &query : queries.allQueries())
  5990. {
  5991. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5992. {
  5993. if (someVistQuery->visitedObject == object)
  5994. {
  5995. someVistQuery->removeObjectAfterVisit = true;
  5996. return;
  5997. }
  5998. }
  5999. }
  6000. //If we haven't returned so far, there is no query and no visit, call was wrong
  6001. assert("This function needs to be called during the object visit!");
  6002. }
  6003. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6004. {
  6005. std::unordered_set<int3> tiles;
  6006. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6007. if (hide)
  6008. {
  6009. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6010. auto p = getPlayerState(player);
  6011. for (auto h : p->heroes)
  6012. {
  6013. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6014. }
  6015. for (auto t : p->towns)
  6016. {
  6017. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6018. }
  6019. for (auto tile : observedTiles)
  6020. vstd::erase_if_present (tiles, tile);
  6021. }
  6022. changeFogOfWar(tiles, player, hide);
  6023. }
  6024. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
  6025. {
  6026. FoWChange fow;
  6027. fow.tiles = tiles;
  6028. fow.player = player;
  6029. fow.mode = hide? 0 : 1;
  6030. sendAndApply(&fow);
  6031. }
  6032. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6033. {
  6034. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6035. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6036. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6037. return true;
  6038. }
  6039. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6040. {
  6041. SetObjectProperty sob;
  6042. sob.id = objid;
  6043. sob.what = prop;
  6044. sob.val = static_cast<ui32>(val);
  6045. sendAndApply(&sob);
  6046. }
  6047. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6048. {
  6049. sendAndApply(iw);
  6050. }
  6051. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6052. {
  6053. InfoWindow iw;
  6054. iw.player = player;
  6055. iw.text.appendRawString(msg);
  6056. showInfoDialog(&iw);
  6057. }
  6058. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat):
  6059. army(_army)
  6060. {
  6061. heroWithDeadCommander = ObjectInstanceID();
  6062. PlayerColor color = army->tempOwner;
  6063. if(color == PlayerColor::UNFLAGGABLE)
  6064. color = PlayerColor::NEUTRAL;
  6065. for(CStack * st : bat->stacks)
  6066. {
  6067. if(st->summoned) //don't take into account temporary summoned stacks
  6068. continue;
  6069. if(st->unitOwner() != color) //remove only our stacks
  6070. continue;
  6071. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6072. st->health.takeResurrected();
  6073. if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
  6074. {
  6075. logGlobal->debug("Ignored arrow towers stack.");
  6076. }
  6077. else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
  6078. {
  6079. auto warMachine = st->unitType()->warMachine;
  6080. if(warMachine == ArtifactID::NONE)
  6081. {
  6082. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6083. }
  6084. //catapult artifact remain even if "creature" killed in siege
  6085. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6086. {
  6087. logGlobal->debug("War machine has been destroyed");
  6088. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6089. if (hero)
  6090. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6091. else
  6092. logGlobal->error("War machine in army without hero");
  6093. }
  6094. }
  6095. else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6096. {
  6097. if(st->alive() && st->getCount() > 0)
  6098. {
  6099. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6100. const CreatureID summonedType = st->creatureId();
  6101. summoned[summonedType] += st->getCount();
  6102. }
  6103. }
  6104. else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6105. {
  6106. if (nullptr == st->base)
  6107. {
  6108. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6109. }
  6110. else
  6111. {
  6112. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6113. if(c)
  6114. {
  6115. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6116. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6117. {
  6118. logGlobal->debug("Commander is dead.");
  6119. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6120. }
  6121. }
  6122. else
  6123. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6124. }
  6125. }
  6126. else if(st->base && !army->slotEmpty(st->unitSlot()))
  6127. {
  6128. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
  6129. if(st->getCount() == 0 || !st->alive())
  6130. {
  6131. logGlobal->debug("Stack has been destroyed.");
  6132. StackLocation sl(army, st->unitSlot());
  6133. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6134. }
  6135. else if(st->getCount() < army->getStackCount(st->unitSlot()))
  6136. {
  6137. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
  6138. StackLocation sl(army, st->unitSlot());
  6139. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6140. }
  6141. else if(st->getCount() > army->getStackCount(st->unitSlot()))
  6142. {
  6143. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
  6144. StackLocation sl(army, st->unitSlot());
  6145. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6146. }
  6147. }
  6148. else
  6149. {
  6150. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6151. }
  6152. }
  6153. }
  6154. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6155. {
  6156. for (TStackAndItsNewCount &ncount : newStackCounts)
  6157. {
  6158. if (ncount.second > 0)
  6159. gh->changeStackCount(ncount.first, ncount.second, true);
  6160. else
  6161. gh->eraseStack(ncount.first, true);
  6162. }
  6163. for (auto summoned_iter : summoned)
  6164. {
  6165. SlotID slot = army->getSlotFor(summoned_iter.first);
  6166. if (slot.validSlot())
  6167. {
  6168. StackLocation location(army, slot);
  6169. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6170. }
  6171. else
  6172. {
  6173. //even if it will be possible to summon anything permanently it should be checked for free slot
  6174. //necromancy is handled separately
  6175. gh->complain("No free slot to put summoned creature");
  6176. }
  6177. }
  6178. for (auto al : removedWarMachines)
  6179. {
  6180. gh->removeArtifact(al);
  6181. }
  6182. if (heroWithDeadCommander != ObjectInstanceID())
  6183. {
  6184. SetCommanderProperty scp;
  6185. scp.heroid = heroWithDeadCommander;
  6186. scp.which = SetCommanderProperty::ALIVE;
  6187. scp.amount = 0;
  6188. gh->sendAndApply(&scp);
  6189. }
  6190. }
  6191. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6192. {
  6193. assert(Query->result);
  6194. assert(Query->bi);
  6195. auto &result = *Query->result;
  6196. auto &info = *Query->bi;
  6197. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6198. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6199. victor = info.sides[result.winner].color;
  6200. loser = info.sides[!result.winner].color;
  6201. winnerSide = result.winner;
  6202. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6203. }
  6204. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6205. {
  6206. winnerHero = loserHero = nullptr;
  6207. winnerSide = 0;
  6208. remainingBattleQueriesCount = 0;
  6209. }
  6210. CRandomGenerator & CGameHandler::getRandomGenerator()
  6211. {
  6212. return CRandomGenerator::getDefault();
  6213. }
  6214. #if SCRIPTING_ENABLED
  6215. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6216. {
  6217. return serverScripts.get();
  6218. }
  6219. scripting::Pool * CGameHandler::getContextPool() const
  6220. {
  6221. return serverScripts.get();
  6222. }
  6223. #endif
  6224. void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_t subtype)
  6225. {
  6226. NewObject no;
  6227. no.ID = type;
  6228. no.subID= subtype;
  6229. no.targetPos = visitablePosition;
  6230. sendAndApply(&no);
  6231. }
  6232. void CGameHandler::deserializationFix()
  6233. {
  6234. //FIXME: pointer to GameHandler itself can't be deserialized at the moment since GameHandler is top-level entity in serialization
  6235. // restore any places that requires such pointer manually
  6236. heroPool->gameHandler = this;
  6237. }