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- /*
- * CGameHandler.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "PlayerMessageProcessor.h"
- #include "../CGameHandler.h"
- #include "../CVCMIServer.h"
- #include "../../lib/serializer/Connection.h"
- #include "../../lib/CGeneralTextHandler.h"
- #include "../../lib/CHeroHandler.h"
- #include "../../lib/modding/IdentifierStorage.h"
- #include "../../lib/CPlayerState.h"
- #include "../../lib/GameConstants.h"
- #include "../../lib/NetPacks.h"
- #include "../../lib/StartInfo.h"
- #include "../../lib/gameState/CGameState.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../lib/modding/IdentifierStorage.h"
- #include "../lib/modding/ModScope.h"
- PlayerMessageProcessor::PlayerMessageProcessor()
- :gameHandler(nullptr)
- {
- }
- PlayerMessageProcessor::PlayerMessageProcessor(CGameHandler * gameHandler)
- :gameHandler(gameHandler)
- {
- }
- void PlayerMessageProcessor::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
- {
- if (handleHostCommand(player, message))
- return;
- if (handleCheatCode(message, player, currObj))
- {
- if(!gameHandler->getPlayerSettings(player)->isControlledByAI())
- broadcastSystemMessage(VLC->generaltexth->allTexts[260]);
- if(!player.isSpectator())
- gameHandler->checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
- return;
- }
- broadcastMessage(player, message);
- }
- bool PlayerMessageProcessor::handleHostCommand(PlayerColor player, const std::string &message)
- {
- std::vector<std::string> words;
- boost::split(words, message, boost::is_any_of(" "));
- bool isHost = false;
- for(auto & c : gameHandler->connections[player])
- if(gameHandler->gameLobby()->isClientHost(c->connectionID))
- isHost = true;
- if(!isHost || words.size() < 2 || words[0] != "game")
- return false;
- if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
- {
- broadcastSystemMessage("game was terminated");
- gameHandler->gameLobby()->setState(EServerState::SHUTDOWN);
- return true;
- }
- if(words.size() == 3 && words[1] == "save")
- {
- gameHandler->save("Saves/" + words[2]);
- broadcastSystemMessage("game saved as " + words[2]);
- return true;
- }
- if(words.size() == 3 && words[1] == "kick")
- {
- auto playername = words[2];
- PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
- if(std::all_of(playername.begin(), playername.end(), ::isdigit))
- playerToKick = PlayerColor(std::stoi(playername));
- else
- {
- for(auto & c : gameHandler->connections)
- {
- if(c.first.toString() == playername)
- playerToKick = c.first;
- }
- }
- if(playerToKick != PlayerColor::CANNOT_DETERMINE)
- {
- PlayerCheated pc;
- pc.player = playerToKick;
- pc.losingCheatCode = true;
- gameHandler->sendAndApply(&pc);
- gameHandler->checkVictoryLossConditionsForPlayer(playerToKick);
- }
- return true;
- }
- if(words.size() == 2 && words[1] == "cheaters")
- {
- if (cheaters.empty())
- broadcastSystemMessage("No cheaters registered!");
- for (auto const & entry : cheaters)
- broadcastSystemMessage("Player " + entry.toString() + " is cheater!");
- return true;
- }
- return false;
- }
- void PlayerMessageProcessor::cheatGiveSpells(PlayerColor player, const CGHeroInstance * hero)
- {
- if (!hero)
- return;
- ///Give hero spellbook
- if (!hero->hasSpellbook())
- gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
- ///Give all spells with bonus (to allow banned spells)
- GiveBonus giveBonus(GiveBonus::ETarget::HERO);
- giveBonus.id = hero->id.getNum();
- giveBonus.bonus = Bonus(BonusDuration::PERMANENT, BonusType::SPELLS_OF_LEVEL, BonusSource::OTHER, 0, 0);
- //start with level 0 to skip abilities
- for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
- {
- giveBonus.bonus.subtype = level;
- gameHandler->sendAndApply(&giveBonus);
- }
- ///Give mana
- SetMana sm;
- sm.hid = hero->id;
- sm.val = 999;
- sm.absolute = true;
- gameHandler->sendAndApply(&sm);
- }
- void PlayerMessageProcessor::cheatBuildTown(PlayerColor player, const CGTownInstance * town)
- {
- if (!town)
- return;
- for (auto & build : town->town->buildings)
- {
- if (!town->hasBuilt(build.first)
- && !build.second->getNameTranslated().empty()
- && build.first != BuildingID::SHIP)
- {
- gameHandler->buildStructure(town->id, build.first, true);
- }
- }
- }
- void PlayerMessageProcessor::cheatGiveArmy(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
- {
- if (!hero)
- return;
- std::string creatureIdentifier = words.empty() ? "archangel" : words[0];
- std::optional<int> amountPerSlot;
- try
- {
- amountPerSlot = std::stol(words.at(1));
- }
- catch(std::logic_error&)
- {
- }
- std::optional<int32_t> creatureId = VLC->identifiers()->getIdentifier(ModScope::scopeGame(), "creature", creatureIdentifier, false);
- if(creatureId.has_value())
- {
- const auto * creature = CreatureID(creatureId.value()).toCreature();
- for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
- {
- if (!hero->hasStackAtSlot(SlotID(i)))
- {
- if (amountPerSlot.has_value())
- gameHandler->insertNewStack(StackLocation(hero, SlotID(i)), creature, *amountPerSlot);
- else
- gameHandler->insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
- }
- }
- }
- }
- void PlayerMessageProcessor::cheatGiveMachines(PlayerColor player, const CGHeroInstance * hero)
- {
- if (!hero)
- return;
- if (!hero->getArt(ArtifactPosition::MACH1))
- gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
- if (!hero->getArt(ArtifactPosition::MACH2))
- gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
- if (!hero->getArt(ArtifactPosition::MACH3))
- gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
- }
- void PlayerMessageProcessor::cheatGiveArtifacts(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
- {
- if (!hero)
- return;
- if (!words.empty())
- {
- for (auto const & word : words)
- {
- auto artID = VLC->identifiers()->getIdentifier(ModScope::scopeGame(), "artifact", word, false);
- if(artID && VLC->arth->objects[*artID])
- gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[*artID], ArtifactPosition::FIRST_AVAILABLE);
- }
- }
- else
- {
- for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
- {
- if(VLC->arth->objects[g]->canBePutAt(hero))
- gameHandler->giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);
- }
- }
- }
- void PlayerMessageProcessor::cheatLevelup(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
- {
- if (!hero)
- return;
- int levelsToGain;
- try
- {
- levelsToGain = std::stol(words.at(0));
- }
- catch(std::logic_error&)
- {
- levelsToGain = 1;
- }
- gameHandler->changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + levelsToGain) - VLC->heroh->reqExp(hero->level));
- }
- void PlayerMessageProcessor::cheatExperience(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
- {
- if (!hero)
- return;
- int expAmountProcessed;
- try
- {
- expAmountProcessed = std::stol(words.at(0));
- }
- catch(std::logic_error&)
- {
- expAmountProcessed = 10000;
- }
- gameHandler->changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
- }
- void PlayerMessageProcessor::cheatMovement(PlayerColor player, const CGHeroInstance * hero, std::vector<std::string> words)
- {
- if (!hero)
- return;
- SetMovePoints smp;
- smp.hid = hero->id;
- try
- {
- smp.val = std::stol(words.at(0));;
- }
- catch(std::logic_error&)
- {
- smp.val = 1000000;
- }
- gameHandler->sendAndApply(&smp);
- GiveBonus gb(GiveBonus::ETarget::HERO);
- gb.bonus.type = BonusType::FREE_SHIP_BOARDING;
- gb.bonus.duration = BonusDuration::ONE_DAY;
- gb.bonus.source = BonusSource::OTHER;
- gb.id = hero->id.getNum();
- gameHandler->giveHeroBonus(&gb);
- }
- void PlayerMessageProcessor::cheatResources(PlayerColor player, std::vector<std::string> words)
- {
- int baseResourceAmount;
- try
- {
- baseResourceAmount = std::stol(words.at(0));;
- }
- catch(std::logic_error&)
- {
- baseResourceAmount = 100;
- }
- TResources resources;
- resources[EGameResID::GOLD] = baseResourceAmount * 1000;
- for (GameResID i = EGameResID::WOOD; i < EGameResID::GOLD; ++i)
- resources[i] = baseResourceAmount;
- gameHandler->giveResources(player, resources);
- }
- void PlayerMessageProcessor::cheatVictory(PlayerColor player)
- {
- PlayerCheated pc;
- pc.player = player;
- pc.winningCheatCode = true;
- gameHandler->sendAndApply(&pc);
- }
- void PlayerMessageProcessor::cheatDefeat(PlayerColor player)
- {
- PlayerCheated pc;
- pc.player = player;
- pc.losingCheatCode = true;
- gameHandler->sendAndApply(&pc);
- }
- void PlayerMessageProcessor::cheatMapReveal(PlayerColor player, bool reveal)
- {
- FoWChange fc;
- fc.mode = reveal;
- fc.player = player;
- const auto & fowMap = gameHandler->gameState()->getPlayerTeam(player)->fogOfWarMap;
- const auto & mapSize = gameHandler->gameState()->getMapSize();
- auto hlp_tab = new int3[mapSize.x * mapSize.y * mapSize.z];
- int lastUnc = 0;
- for(int z = 0; z < mapSize.z; z++)
- for(int x = 0; x < mapSize.x; x++)
- for(int y = 0; y < mapSize.y; y++)
- if(!(*fowMap)[z][x][y] || !fc.mode)
- hlp_tab[lastUnc++] = int3(x, y, z);
- fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
- delete [] hlp_tab;
- gameHandler->sendAndApply(&fc);
- }
- bool PlayerMessageProcessor::handleCheatCode(const std::string & cheat, PlayerColor player, ObjectInstanceID currObj)
- {
- std::vector<std::string> words;
- boost::split(words, cheat, boost::is_any_of("\t\r\n "));
- if (words.empty())
- return false;
- //Make cheat name case-insensitive, but keep words/parameters (e.g. creature name) as it
- std::string cheatName = boost::to_lower_copy(words[0]);
- words.erase(words.begin());
- std::vector<std::string> townTargetedCheats = { "vcmiarmenelos", "vcmibuild", "nwczion" };
- std::vector<std::string> playerTargetedCheats = {
- "vcmiformenos", "vcmiresources", "nwctheconstruct",
- "vcmimelkor", "vcmilose", "nwcbluepill",
- "vcmisilmaril", "vcmiwin", "nwcredpill",
- "vcmieagles", "vcmimap", "nwcwhatisthematrix",
- "vcmiungoliant", "vcmihidemap", "nwcignoranceisbliss"
- };
- std::vector<std::string> heroTargetedCheats = {
- "vcmiainur", "vcmiarchangel", "nwctrinity",
- "vcmiangband", "vcmiblackknight", "nwcagents",
- "vcmiglaurung", "vcmicrystal", "vcmiazure",
- "vcmifaerie", "vcmiarmy", "vcminissi",
- "vcmiistari", "vcmispells", "nwcthereisnospoon",
- "vcminoldor", "vcmimachines", "nwclotsofguns",
- "vcmiglorfindel", "vcmilevel", "nwcneo",
- "vcminahar", "vcmimove", "nwcnebuchadnezzar",
- "vcmiforgeofnoldorking", "vcmiartifacts",
- "vcmiolorin", "vcmiexp",
- };
- if (!vstd::contains(townTargetedCheats, cheatName) && !vstd::contains(playerTargetedCheats, cheatName) && !vstd::contains(heroTargetedCheats, cheatName))
- return false;
- bool playerTargetedCheat = false;
- for (const auto & i : gameHandler->gameState()->players)
- {
- if (words.empty())
- break;
- if (i.first == PlayerColor::NEUTRAL)
- continue;
- if (words.front() == "ai" && i.second.human)
- continue;
- if (words.front() != "all" && words.front() != i.first.toString())
- continue;
- std::vector<std::string> parameters = words;
- cheaters.insert(i.first);
- playerTargetedCheat = true;
- parameters.erase(parameters.begin());
- if (vstd::contains(playerTargetedCheats, cheatName))
- executeCheatCode(cheatName, i.first, ObjectInstanceID::NONE, parameters);
- if (vstd::contains(townTargetedCheats, cheatName))
- for (const auto & t : i.second.towns)
- executeCheatCode(cheatName, i.first, t->id, parameters);
- if (vstd::contains(heroTargetedCheats, cheatName))
- for (const auto & h : i.second.heroes)
- executeCheatCode(cheatName, i.first, h->id, parameters);
- }
- if (!playerTargetedCheat)
- executeCheatCode(cheatName, player, currObj, words);
- cheaters.insert(player);
- return true;
- }
- void PlayerMessageProcessor::executeCheatCode(const std::string & cheatName, PlayerColor player, ObjectInstanceID currObj, const std::vector<std::string> & words)
- {
- const CGHeroInstance * hero = gameHandler->getHero(currObj);
- const CGTownInstance * town = gameHandler->getTown(currObj);
- if (!town && hero)
- town = hero->visitedTown;
- const auto & doCheatGiveSpells = [&]() { cheatGiveSpells(player, hero); };
- const auto & doCheatBuildTown = [&]() { cheatBuildTown(player, town); };
- const auto & doCheatGiveArmyCustom = [&]() { cheatGiveArmy(player, hero, words); };
- const auto & doCheatGiveArmyFixed = [&](std::vector<std::string> customWords) { cheatGiveArmy(player, hero, customWords); };
- const auto & doCheatGiveMachines = [&]() { cheatGiveMachines(player, hero); };
- const auto & doCheatGiveArtifacts = [&]() { cheatGiveArtifacts(player, hero, words); };
- const auto & doCheatLevelup = [&]() { cheatLevelup(player, hero, words); };
- const auto & doCheatExperience = [&]() { cheatExperience(player, hero, words); };
- const auto & doCheatMovement = [&]() { cheatMovement(player, hero, words); };
- const auto & doCheatResources = [&]() { cheatResources(player, words); };
- const auto & doCheatVictory = [&]() { cheatVictory(player); };
- const auto & doCheatDefeat = [&]() { cheatDefeat(player); };
- const auto & doCheatMapReveal = [&]() { cheatMapReveal(player, true); };
- const auto & doCheatMapHide = [&]() { cheatMapReveal(player, false); };
- // Unimplemented H3 cheats:
- // nwcfollowthewhiterabbit - The currently selected hero permanently gains maximum luck.
- // nwcmorpheus - The currently selected hero permanently gains maximum morale.
- // nwcoracle - The puzzle map is permanently revealed.
- // nwcphisherprice - Changes and brightens the game colors.
- std::map<std::string, std::function<void()>> callbacks = {
- {"vcmiainur", [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },
- {"nwctrinity", [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },
- {"vcmiangband", [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },
- {"vcmiglaurung", [&] () {doCheatGiveArmyFixed({ "crystalDragon", "5000" });} },
- {"vcmiarchangel", [&] () {doCheatGiveArmyFixed({ "archangel", "5" });} },
- {"nwcagents", [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },
- {"vcmiblackknight", [&] () {doCheatGiveArmyFixed({ "blackKnight", "10" });} },
- {"vcmicrystal", [&] () {doCheatGiveArmyFixed({ "crystalDragon", "5000" });} },
- {"vcmiazure", [&] () {doCheatGiveArmyFixed({ "azureDragon", "5000" });} },
- {"vcmifaerie", [&] () {doCheatGiveArmyFixed({ "fairieDragon", "5000" });} },
- {"vcmiarmy", doCheatGiveArmyCustom },
- {"vcminissi", doCheatGiveArmyCustom },
- {"vcmiistari", doCheatGiveSpells },
- {"vcmispells", doCheatGiveSpells },
- {"nwcthereisnospoon", doCheatGiveSpells },
- {"vcmiarmenelos", doCheatBuildTown },
- {"vcmibuild", doCheatBuildTown },
- {"nwczion", doCheatBuildTown },
- {"vcminoldor", doCheatGiveMachines },
- {"vcmimachines", doCheatGiveMachines },
- {"nwclotsofguns", doCheatGiveMachines },
- {"vcmiforgeofnoldorking", doCheatGiveArtifacts },
- {"vcmiartifacts", doCheatGiveArtifacts },
- {"vcmiglorfindel", doCheatLevelup },
- {"vcmilevel", doCheatLevelup },
- {"nwcneo", doCheatLevelup },
- {"vcmiolorin", doCheatExperience },
- {"vcmiexp", doCheatExperience },
- {"vcminahar", doCheatMovement },
- {"vcmimove", doCheatMovement },
- {"nwcnebuchadnezzar", doCheatMovement },
- {"vcmiformenos", doCheatResources },
- {"vcmiresources", doCheatResources },
- {"nwctheconstruct", doCheatResources },
- {"nwcbluepill", doCheatDefeat },
- {"vcmimelkor", doCheatDefeat },
- {"vcmilose", doCheatDefeat },
- {"nwcredpill", doCheatVictory },
- {"vcmisilmaril", doCheatVictory },
- {"vcmiwin", doCheatVictory },
- {"nwcwhatisthematrix", doCheatMapReveal },
- {"vcmieagles", doCheatMapReveal },
- {"vcmimap", doCheatMapReveal },
- {"vcmiungoliant", doCheatMapHide },
- {"vcmihidemap", doCheatMapHide },
- {"nwcignoranceisbliss", doCheatMapHide },
- };
- assert(callbacks.count(cheatName));
- if (callbacks.count(cheatName))
- callbacks.at(cheatName)();
- }
- void PlayerMessageProcessor::sendSystemMessage(std::shared_ptr<CConnection> connection, const std::string & message)
- {
- SystemMessage sm;
- sm.text = message;
- connection->sendPack(&sm);
- }
- void PlayerMessageProcessor::broadcastSystemMessage(const std::string & message)
- {
- SystemMessage sm;
- sm.text = message;
- gameHandler->sendToAllClients(&sm);
- }
- void PlayerMessageProcessor::broadcastMessage(PlayerColor playerSender, const std::string & message)
- {
- PlayerMessageClient temp_message(playerSender, message);
- gameHandler->sendAndApply(&temp_message);
- }
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