CGameHandler.cpp 221 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 "../lib/filesystem/Filesystem.h"
  12. #include "../lib/filesystem/FileInfo.h"
  13. #include "../lib/int3.h"
  14. #include "../lib/mapping/CCampaignHandler.h"
  15. #include "../lib/ArtifactUtils.h"
  16. #include "../lib/StartInfo.h"
  17. #include "../lib/CModHandler.h"
  18. #include "../lib/CArtHandler.h"
  19. #include "../lib/CBuildingHandler.h"
  20. #include "../lib/CHeroHandler.h"
  21. #include "../lib/spells/AbilityCaster.h"
  22. #include "../lib/spells/BonusCaster.h"
  23. #include "../lib/spells/CSpellHandler.h"
  24. #include "../lib/spells/ISpellMechanics.h"
  25. #include "../lib/spells/ObstacleCasterProxy.h"
  26. #include "../lib/spells/Problem.h"
  27. #include "../lib/CGeneralTextHandler.h"
  28. #include "../lib/CTownHandler.h"
  29. #include "../lib/CCreatureHandler.h"
  30. #include "../lib/CGameState.h"
  31. #include "../lib/CStack.h"
  32. #include "../lib/GameSettings.h"
  33. #include "../lib/battle/BattleInfo.h"
  34. #include "../lib/CondSh.h"
  35. #include "ServerNetPackVisitors.h"
  36. #include "../lib/VCMI_Lib.h"
  37. #include "../lib/mapping/CMap.h"
  38. #include "../lib/mapping/CMapService.h"
  39. #include "../lib/rmg/CMapGenOptions.h"
  40. #include "../lib/VCMIDirs.h"
  41. #include "../lib/ScopeGuard.h"
  42. #include "../lib/CSoundBase.h"
  43. #include "../lib/TerrainHandler.h"
  44. #include "CGameHandler.h"
  45. #include "ServerSpellCastEnvironment.h"
  46. #include "CVCMIServer.h"
  47. #include "../lib/CCreatureSet.h"
  48. #include "../lib/CThreadHelper.h"
  49. #include "../lib/GameConstants.h"
  50. #include "../lib/registerTypes/RegisterTypes.h"
  51. #include "../lib/serializer/CTypeList.h"
  52. #include "../lib/serializer/Connection.h"
  53. #include "../lib/serializer/Cast.h"
  54. #include "../lib/serializer/JsonSerializer.h"
  55. #include "../lib/ScriptHandler.h"
  56. #include "vstd/CLoggerBase.h"
  57. #include <memory>
  58. #include <vcmi/events/EventBus.h>
  59. #include <vcmi/events/GenericEvents.h>
  60. #include <vcmi/events/AdventureEvents.h>
  61. #ifndef _MSC_VER
  62. #include <boost/thread/xtime.hpp>
  63. #endif
  64. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  65. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  66. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  67. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  68. CondSh<bool> battleMadeAction(false);
  69. CondSh<BattleResult *> battleResult(nullptr);
  70. template <typename T> class CApplyOnGH;
  71. class CBaseForGHApply
  72. {
  73. public:
  74. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  75. virtual ~CBaseForGHApply(){}
  76. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  77. {
  78. return new CApplyOnGH<U>();
  79. }
  80. };
  81. template <typename T> class CApplyOnGH : public CBaseForGHApply
  82. {
  83. public:
  84. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  85. {
  86. T *ptr = static_cast<T*>(pack);
  87. try
  88. {
  89. ApplyGhNetPackVisitor applier(*gh, *gs);
  90. ptr->visit(applier);
  91. return applier.getResult();
  92. }
  93. catch(ExceptionNotAllowedAction & e)
  94. {
  95. (void)e;
  96. return false;
  97. }
  98. catch(...)
  99. {
  100. throw;
  101. }
  102. }
  103. };
  104. template <>
  105. class CApplyOnGH<CPack> : public CBaseForGHApply
  106. {
  107. public:
  108. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  109. {
  110. logGlobal->error("Cannot apply on GH plain CPack!");
  111. assert(0);
  112. return false;
  113. }
  114. };
  115. static inline double distance(int3 a, int3 b)
  116. {
  117. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  118. }
  119. static void giveExp(BattleResult &r)
  120. {
  121. if (r.winner > 1)
  122. {
  123. // draw
  124. return;
  125. }
  126. r.exp[0] = 0;
  127. r.exp[1] = 0;
  128. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  129. {
  130. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
  131. }
  132. }
  133. static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  134. {
  135. int x = targetPosition.getX();
  136. int y = targetPosition.getY();
  137. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  138. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  139. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  140. else
  141. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  142. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  143. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  144. {
  145. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  146. {
  147. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  148. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  149. }
  150. else
  151. { //add back-side guardians for two-hex target, side guardians for one-hex
  152. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  153. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  154. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  155. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  156. else if (targetIsTwoHex)//front-side guardians for two-hex target
  157. {
  158. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  159. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  160. if (x > 3) //back guard for two-hex
  161. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  162. }
  163. }
  164. }
  165. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  166. {
  167. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  168. {
  169. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  170. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  171. }
  172. else
  173. {
  174. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  175. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  176. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  177. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  178. else if (targetIsTwoHex)
  179. {
  180. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  181. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  182. if (x < GameConstants::BFIELD_WIDTH - 4)
  183. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  184. }
  185. }
  186. }
  187. else if (!targetIsAttacker && y % 2 == 0)
  188. {
  189. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  190. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  191. }
  192. else if (targetIsAttacker && y % 2 == 1)
  193. {
  194. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  195. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  196. }
  197. }
  198. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  199. {
  200. boost::unique_lock<boost::mutex> l(mx);
  201. if (players.find(player) != players.end())
  202. {
  203. return players.at(player);
  204. }
  205. else
  206. {
  207. throw std::runtime_error("No such player!");
  208. }
  209. }
  210. void PlayerStatuses::addPlayer(PlayerColor player)
  211. {
  212. boost::unique_lock<boost::mutex> l(mx);
  213. players[player];
  214. }
  215. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  216. {
  217. boost::unique_lock<boost::mutex> l(mx);
  218. if (players.find(player) != players.end())
  219. {
  220. return players[player].*flag;
  221. }
  222. else
  223. {
  224. throw std::runtime_error("No such player!");
  225. }
  226. }
  227. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  228. {
  229. boost::unique_lock<boost::mutex> l(mx);
  230. if (players.find(player) != players.end())
  231. {
  232. players[player].*flag = val;
  233. }
  234. else
  235. {
  236. throw std::runtime_error("No such player!");
  237. }
  238. cv.notify_all();
  239. }
  240. template <typename T>
  241. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  242. {
  243. fun(args[which]);
  244. }
  245. const Services * CGameHandler::services() const
  246. {
  247. return VLC;
  248. }
  249. const CGameHandler::BattleCb * CGameHandler::battle() const
  250. {
  251. return this;
  252. }
  253. const CGameHandler::GameCb * CGameHandler::game() const
  254. {
  255. return this;
  256. }
  257. vstd::CLoggerBase * CGameHandler::logger() const
  258. {
  259. return logGlobal;
  260. }
  261. events::EventBus * CGameHandler::eventBus() const
  262. {
  263. return serverEventBus.get();
  264. }
  265. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  266. {
  267. changeSecSkill(hero, skill, 1, 0);
  268. expGiven(hero);
  269. }
  270. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  271. {
  272. // required exp for at least 1 lvl-up hasn't been reached
  273. if (!hero->gainsLevel())
  274. {
  275. return;
  276. }
  277. // give primary skill
  278. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  279. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  280. SetPrimSkill sps;
  281. sps.id = hero->id;
  282. sps.which = primarySkill;
  283. sps.abs = false;
  284. sps.val = 1;
  285. sendAndApply(&sps);
  286. PrepareHeroLevelUp pre;
  287. pre.heroId = hero->id;
  288. sendAndApply(&pre);
  289. HeroLevelUp hlu;
  290. hlu.player = hero->tempOwner;
  291. hlu.heroId = hero->id;
  292. hlu.primskill = primarySkill;
  293. hlu.skills = pre.skills;
  294. if (hlu.skills.size() == 0)
  295. {
  296. sendAndApply(&hlu);
  297. levelUpHero(hero);
  298. }
  299. else if (hlu.skills.size() == 1)
  300. {
  301. sendAndApply(&hlu);
  302. levelUpHero(hero, pre.skills.front());
  303. }
  304. else if (hlu.skills.size() > 1)
  305. {
  306. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  307. hlu.queryID = levelUpQuery->queryID;
  308. queries.addQuery(levelUpQuery);
  309. sendAndApply(&hlu);
  310. //level up will be called on query reply
  311. }
  312. }
  313. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  314. {
  315. SetCommanderProperty scp;
  316. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  317. if (hero)
  318. scp.heroid = hero->id;
  319. else
  320. {
  321. complain ("Commander is not led by hero!");
  322. return;
  323. }
  324. scp.accumulatedBonus.subtype = 0;
  325. scp.accumulatedBonus.additionalInfo = 0;
  326. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  327. scp.accumulatedBonus.turnsRemain = 0;
  328. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  329. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  330. if (skill <= ECommander::SPELL_POWER)
  331. {
  332. scp.which = SetCommanderProperty::BONUS;
  333. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  334. {
  335. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  336. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  337. };
  338. switch (skill)
  339. {
  340. case ECommander::ATTACK:
  341. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  342. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  343. break;
  344. case ECommander::DEFENSE:
  345. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  346. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  347. break;
  348. case ECommander::HEALTH:
  349. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  350. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  351. break;
  352. case ECommander::DAMAGE:
  353. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  354. scp.accumulatedBonus.subtype = 0;
  355. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  356. break;
  357. case ECommander::SPEED:
  358. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  359. break;
  360. case ECommander::SPELL_POWER:
  361. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  362. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  363. sendAndApply (&scp); //additional pack
  364. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  365. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  366. sendAndApply (&scp); //additional pack
  367. scp.accumulatedBonus.type = BonusType::CASTS;
  368. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  369. sendAndApply (&scp); //additional pack
  370. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  371. break;
  372. }
  373. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  374. sendAndApply (&scp);
  375. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  376. scp.additionalInfo = skill;
  377. scp.amount = c->secondarySkills.at(skill) + 1;
  378. sendAndApply (&scp);
  379. }
  380. else if (skill >= 100)
  381. {
  382. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  383. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  384. scp.additionalInfo = skill; //unnormalized
  385. sendAndApply (&scp);
  386. }
  387. expGiven(hero);
  388. }
  389. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  390. {
  391. if (!c->gainsLevel())
  392. {
  393. return;
  394. }
  395. CommanderLevelUp clu;
  396. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  397. if(hero)
  398. {
  399. clu.heroId = hero->id;
  400. clu.player = hero->tempOwner;
  401. }
  402. else
  403. {
  404. complain ("Commander is not led by hero!");
  405. return;
  406. }
  407. //picking sec. skills for choice
  408. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  409. {
  410. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  411. clu.skills.push_back(i);
  412. }
  413. int i = 100;
  414. for (auto specialSkill : VLC->creh->skillRequirements)
  415. {
  416. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  417. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  418. && !vstd::contains (c->specialSKills, i))
  419. clu.skills.push_back (i);
  420. ++i;
  421. }
  422. int skillAmount = static_cast<int>(clu.skills.size());
  423. if (!skillAmount)
  424. {
  425. sendAndApply(&clu);
  426. levelUpCommander(c);
  427. }
  428. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  429. {
  430. sendAndApply(&clu);
  431. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  432. }
  433. else if (skillAmount > 1) //apply and ask for secondary skill
  434. {
  435. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  436. clu.queryID = commanderLevelUp->queryID;
  437. queries.addQuery(commanderLevelUp);
  438. sendAndApply(&clu);
  439. }
  440. }
  441. void CGameHandler::expGiven(const CGHeroInstance *hero)
  442. {
  443. if (hero->gainsLevel())
  444. levelUpHero(hero);
  445. else if (hero->commander && hero->commander->gainsLevel())
  446. levelUpCommander(hero->commander);
  447. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  448. // levelUpCommander(hero->commander);
  449. // else
  450. // levelUpHero(hero);
  451. }
  452. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  453. {
  454. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  455. {
  456. if (gs->map->levelLimit != 0)
  457. {
  458. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  459. TExpType resultingExp = abs ? val : hero->exp + val;
  460. if (resultingExp > expLimit)
  461. {
  462. // set given experience to max possible, but don't decrease if hero already over top
  463. abs = true;
  464. val = std::max(expLimit, hero->exp);
  465. InfoWindow iw;
  466. iw.player = hero->tempOwner;
  467. iw.text.addTxt(MetaString::GENERAL_TXT, 1); //can gain no more XP
  468. iw.text.addReplacement(hero->getNameTranslated());
  469. sendAndApply(&iw);
  470. }
  471. }
  472. }
  473. SetPrimSkill sps;
  474. sps.id = hero->id;
  475. sps.which = which;
  476. sps.abs = abs;
  477. sps.val = val;
  478. sendAndApply(&sps);
  479. //only for exp - hero may level up
  480. if (which == PrimarySkill::EXPERIENCE)
  481. {
  482. if (hero->commander && hero->commander->alive)
  483. {
  484. //FIXME: trim experience according to map limit?
  485. SetCommanderProperty scp;
  486. scp.heroid = hero->id;
  487. scp.which = SetCommanderProperty::EXPERIENCE;
  488. scp.amount = val;
  489. sendAndApply (&scp);
  490. CBonusSystemNode::treeHasChanged();
  491. }
  492. expGiven(hero);
  493. }
  494. }
  495. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  496. {
  497. if(!hero)
  498. {
  499. logGlobal->error("changeSecSkill provided no hero");
  500. return;
  501. }
  502. SetSecSkill sss;
  503. sss.id = hero->id;
  504. sss.which = which;
  505. sss.val = val;
  506. sss.abs = abs;
  507. sendAndApply(&sss);
  508. if (hero->visitedTown)
  509. giveSpells(hero->visitedTown, hero);
  510. }
  511. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  512. {
  513. LOG_TRACE(logGlobal);
  514. //Fill BattleResult structure with exp info
  515. giveExp(*battleResult.data);
  516. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  517. {
  518. if(heroAttacker)
  519. battleResult.data->exp[1] += 500;
  520. if(heroDefender)
  521. battleResult.data->exp[0] += 500;
  522. }
  523. if(heroAttacker)
  524. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  525. if(heroDefender)
  526. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  527. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  528. if (!battleQuery)
  529. {
  530. logGlobal->error("Cannot find battle query!");
  531. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
  532. return;
  533. }
  534. battleQuery->result = std::make_optional(*battleResult.data);
  535. //Check how many battle queries were created (number of players blocked by battle)
  536. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  537. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  538. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
  539. battleResult.data->queryID = battleDialogQuery->queryID;
  540. queries.addQuery(battleDialogQuery);
  541. //set same battle result for all queries
  542. for(auto q : queries.allQueries())
  543. {
  544. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  545. if(otherBattleQuery)
  546. otherBattleQuery->result = battleQuery->result;
  547. }
  548. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  549. }
  550. void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
  551. {
  552. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
  553. if(!battleQuery)
  554. {
  555. logGlobal->trace("No battle query, battle end was confirmed by another player");
  556. return;
  557. }
  558. const CArmedInstance *bEndArmy1 = battleInfo->sides.at(0).armyObject;
  559. const CArmedInstance *bEndArmy2 = battleInfo->sides.at(1).armyObject;
  560. const BattleResult::EResult result = battleResult.get()->result;
  561. CasualtiesAfterBattle cab1(bEndArmy1, battleInfo), cab2(bEndArmy2, battleInfo); //calculate casualties before deleting battle
  562. ChangeSpells cs; //for Eagle Eye
  563. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  564. {
  565. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  566. {
  567. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
  568. for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
  569. {
  570. auto spell = spellId.toSpell(VLC->spells());
  571. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  572. cs.spells.insert(spell->getId());
  573. }
  574. }
  575. }
  576. std::vector<const CArtifactInstance *> arts; //display them in window
  577. if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  578. {
  579. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  580. {
  581. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  582. if(slot != ArtifactPosition::PRE_FIRST)
  583. {
  584. arts.push_back(art);
  585. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  586. if(ArtifactUtils::isSlotBackpack(slot))
  587. ma->askAssemble = false;
  588. sendAndApply(ma);
  589. }
  590. };
  591. if (finishingBattle->loserHero)
  592. {
  593. //TODO: wrap it into a function, somehow (std::variant -_-)
  594. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  595. for (auto artSlot : artifactsWorn)
  596. {
  597. MoveArtifact ma;
  598. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  599. const CArtifactInstance * art = ma.src.getArt();
  600. if (art && !art->artType->isBig() &&
  601. art->artType->getId() != ArtifactID::SPELLBOOK)
  602. // don't move war machines or locked arts (spellbook)
  603. {
  604. sendMoveArtifact(art, &ma);
  605. }
  606. }
  607. for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  608. {
  609. //we assume that no big artifacts can be found
  610. MoveArtifact ma;
  611. ma.src = ArtifactLocation(finishingBattle->loserHero,
  612. ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
  613. const CArtifactInstance * art = ma.src.getArt();
  614. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  615. {
  616. sendMoveArtifact(art, &ma);
  617. }
  618. }
  619. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  620. {
  621. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  622. for (auto artSlot : artifactsWorn)
  623. {
  624. MoveArtifact ma;
  625. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  626. const CArtifactInstance * art = ma.src.getArt();
  627. if (art && !art->artType->isBig())
  628. {
  629. sendMoveArtifact(art, &ma);
  630. }
  631. }
  632. }
  633. }
  634. for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
  635. {
  636. auto artifactsWorn = armySlot.second->artifactsWorn;
  637. for (auto artSlot : artifactsWorn)
  638. {
  639. MoveArtifact ma;
  640. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  641. const CArtifactInstance * art = ma.src.getArt();
  642. if (art && !art->artType->isBig())
  643. {
  644. sendMoveArtifact(art, &ma);
  645. }
  646. }
  647. }
  648. }
  649. if (arts.size()) //display loot
  650. {
  651. InfoWindow iw;
  652. iw.player = finishingBattle->winnerHero->tempOwner;
  653. iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
  654. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  655. {
  656. iw.components.emplace_back(
  657. Component::EComponentType::ARTIFACT, art->artType->getId(),
  658. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 0, 0);
  659. if (iw.components.size() >= 14)
  660. {
  661. sendAndApply(&iw);
  662. iw.components.clear();
  663. }
  664. }
  665. if (iw.components.size())
  666. {
  667. sendAndApply(&iw);
  668. }
  669. }
  670. //Eagle Eye secondary skill handling
  671. if (!cs.spells.empty())
  672. {
  673. cs.learn = 1;
  674. cs.hid = finishingBattle->winnerHero->id;
  675. InfoWindow iw;
  676. iw.player = finishingBattle->winnerHero->tempOwner;
  677. iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  678. iw.text.addReplacement(finishingBattle->winnerHero->getNameTranslated());
  679. std::ostringstream names;
  680. for (int i = 0; i < cs.spells.size(); i++)
  681. {
  682. names << "%s";
  683. if (i < cs.spells.size() - 2)
  684. names << ", ";
  685. else if (i < cs.spells.size() - 1)
  686. names << "%s";
  687. }
  688. names << ".";
  689. iw.text.addReplacement(names.str());
  690. auto it = cs.spells.begin();
  691. for (int i = 0; i < cs.spells.size(); i++, it++)
  692. {
  693. iw.text.addReplacement(MetaString::SPELL_NAME, it->toEnum());
  694. if (i == cs.spells.size() - 2) //we just added pre-last name
  695. iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
  696. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  697. }
  698. sendAndApply(&iw);
  699. sendAndApply(&cs);
  700. }
  701. cab1.updateArmy(this);
  702. cab2.updateArmy(this); //take casualties after battle is deleted
  703. if(finishingBattle->loserHero) //remove beaten hero
  704. {
  705. RemoveObject ro(finishingBattle->loserHero->id);
  706. sendAndApply(&ro);
  707. }
  708. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  709. {
  710. RemoveObject ro(finishingBattle->winnerHero->id);
  711. sendAndApply(&ro);
  712. }
  713. if(battleResult.data->winner == BattleSide::DEFENDER
  714. && finishingBattle->winnerHero
  715. && finishingBattle->winnerHero->visitedTown
  716. && !finishingBattle->winnerHero->inTownGarrison
  717. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  718. {
  719. swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  720. }
  721. //give exp
  722. if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  723. changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
  724. BattleResultAccepted raccepted;
  725. raccepted.army1 = const_cast<CArmedInstance*>(bEndArmy1);
  726. raccepted.army2 = const_cast<CArmedInstance*>(bEndArmy2);
  727. raccepted.hero1 = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
  728. raccepted.hero2 = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
  729. raccepted.exp[0] = battleResult.data->exp[0];
  730. raccepted.exp[1] = battleResult.data->exp[1];
  731. sendAndApply(&raccepted);
  732. queries.popIfTop(battleQuery);
  733. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query
  734. }
  735. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  736. {
  737. LOG_TRACE(logGlobal);
  738. if(!finishingBattle)
  739. return;
  740. finishingBattle->remainingBattleQueriesCount--;
  741. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  742. if (finishingBattle->remainingBattleQueriesCount > 0)
  743. //Battle results will be handled when all battle queries are closed
  744. return;
  745. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  746. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  747. // Still, it looks like a hole.
  748. // Necromancy if applicable.
  749. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  750. // Give raised units to winner and show dialog, if any were raised,
  751. // units will be given after casualties are taken
  752. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  753. if (necroSlot != SlotID())
  754. {
  755. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  756. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  757. }
  758. BattleResultsApplied resultsApplied;
  759. resultsApplied.player1 = finishingBattle->victor;
  760. resultsApplied.player2 = finishingBattle->loser;
  761. sendAndApply(&resultsApplied);
  762. setBattle(nullptr);
  763. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  764. {
  765. logGlobal->trace("post-victory visit");
  766. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  767. }
  768. visitObjectAfterVictory = false;
  769. //handle victory/loss of engaged players
  770. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  771. checkVictoryLossConditions(playerColors);
  772. if (result.result == BattleResult::SURRENDER || result.result == BattleResult::ESCAPE) //loser has escaped or surrendered
  773. {
  774. SetAvailableHeroes sah;
  775. sah.player = finishingBattle->loser;
  776. sah.hid[0] = finishingBattle->loserHero->subID;
  777. if (result.result == BattleResult::ESCAPE) //retreat
  778. {
  779. sah.army[0].clear();
  780. sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
  781. }
  782. if (const CGHeroInstance *another = getPlayerState(finishingBattle->loser)->availableHeroes.at(0))
  783. sah.hid[1] = another->subID;
  784. else
  785. sah.hid[1] = -1;
  786. sendAndApply(&sah);
  787. }
  788. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  789. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  790. {
  791. RemoveObject ro(finishingBattle->winnerHero->id);
  792. sendAndApply(&ro);
  793. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  794. {
  795. SetAvailableHeroes sah;
  796. sah.player = finishingBattle->victor;
  797. sah.hid[0] = finishingBattle->winnerHero->subID;
  798. sah.army[0].clear();
  799. sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
  800. if (const CGHeroInstance *another = getPlayerState(finishingBattle->victor)->availableHeroes.at(0))
  801. sah.hid[1] = another->subID;
  802. else
  803. sah.hid[1] = -1;
  804. sendAndApply(&sah);
  805. }
  806. }
  807. finishingBattle.reset();
  808. }
  809. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  810. {
  811. if(first && !counter)
  812. handleAttackBeforeCasting(ranged, attacker, defender);
  813. FireShieldInfo fireShield;
  814. BattleAttack bat;
  815. BattleLogMessage blm;
  816. bat.stackAttacking = attacker->unitId();
  817. bat.tile = targetHex;
  818. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  819. if(ranged)
  820. bat.flags |= BattleAttack::SHOT;
  821. if(counter)
  822. bat.flags |= BattleAttack::COUNTER;
  823. const int attackerLuck = attacker->luckVal();
  824. if(attackerLuck > 0)
  825. {
  826. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  827. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  828. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  829. bat.flags |= BattleAttack::LUCKY;
  830. }
  831. if(attackerLuck < 0)
  832. {
  833. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
  834. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
  835. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  836. bat.flags |= BattleAttack::UNLUCKY;
  837. }
  838. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
  839. {
  840. bat.flags |= BattleAttack::DEATH_BLOW;
  841. }
  842. const auto * owner = gs->curB->getHero(attacker->unitOwner());
  843. if(owner)
  844. {
  845. int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  846. if (chance > getRandomGenerator().nextInt(99))
  847. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  848. }
  849. int64_t drainedLife = 0;
  850. // only primary target
  851. if(defender->alive())
  852. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  853. //multiple-hex normal attack
  854. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  855. for(const CStack * stack : attackedCreatures)
  856. {
  857. if(stack != defender && stack->alive()) //do not hit same stack twice
  858. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  859. }
  860. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
  861. if(bonus && ranged) //TODO: make it work in melee?
  862. {
  863. //this is need for displaying hit animation
  864. bat.flags |= BattleAttack::SPELL_LIKE;
  865. bat.spellID = SpellID(bonus->subtype);
  866. //TODO: should spell override creature`s projectile?
  867. auto spell = bat.spellID.toSpell();
  868. battle::Target target;
  869. target.emplace_back(defender, targetHex);
  870. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  871. event.setSpellLevel(bonus->val);
  872. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  873. //TODO: get exact attacked hex for defender
  874. for(const CStack * stack : attackedCreatures)
  875. {
  876. if(stack != defender && stack->alive()) //do not hit same stack twice
  877. {
  878. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  879. }
  880. }
  881. //now add effect info for all attacked stacks
  882. for (BattleStackAttacked & bsa : bat.bsa)
  883. {
  884. if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
  885. {
  886. //this is need for displaying affect animation
  887. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  888. bsa.spellID = SpellID(bonus->subtype);
  889. }
  890. }
  891. }
  892. attackerState->afterAttack(ranged, counter);
  893. {
  894. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  895. attackerState->save(info.data);
  896. bat.attackerChanges.changedStacks.push_back(info);
  897. }
  898. if (drainedLife > 0)
  899. bat.flags |= BattleAttack::LIFE_DRAIN;
  900. sendAndApply(&bat);
  901. {
  902. const bool multipleTargets = bat.bsa.size() > 1;
  903. int64_t totalDamage = 0;
  904. int32_t totalKills = 0;
  905. for(const BattleStackAttacked & bsa : bat.bsa)
  906. {
  907. totalDamage += bsa.damageAmount;
  908. totalKills += bsa.killedAmount;
  909. }
  910. {
  911. MetaString text;
  912. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  913. attacker->addNameReplacement(text);
  914. text.addReplacement(totalDamage);
  915. blm.lines.push_back(text);
  916. }
  917. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  918. }
  919. // drain life effect (as well as log entry) must be applied after the attack
  920. if(drainedLife > 0)
  921. {
  922. MetaString text;
  923. attackerState->addText(text, MetaString::GENERAL_TXT, 361);
  924. attackerState->addNameReplacement(text, false);
  925. text.addReplacement(drainedLife);
  926. defender->addNameReplacement(text, true);
  927. blm.lines.push_back(std::move(text));
  928. }
  929. if(!fireShield.empty())
  930. {
  931. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  932. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  933. int64_t totalDamage = 0;
  934. for(const auto & item : fireShield)
  935. {
  936. const CStack * actor = item.first;
  937. int64_t rawDamage = item.second;
  938. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->unitOwner());
  939. if(actorOwner)
  940. {
  941. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  942. }
  943. else
  944. {
  945. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  946. }
  947. totalDamage+=rawDamage;
  948. //FIXME: add custom effect on actor
  949. }
  950. if (totalDamage > 0)
  951. {
  952. BattleStackAttacked bsa;
  953. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  954. bsa.stackAttacked = attacker->unitId(); //invert
  955. bsa.attackerID = defender->unitId();
  956. bsa.damageAmount = totalDamage;
  957. attacker->prepareAttacked(bsa, getRandomGenerator());
  958. StacksInjured pack;
  959. pack.stacks.push_back(bsa);
  960. sendAndApply(&pack);
  961. // TODO: this is already implemented in Damage::describeEffect()
  962. {
  963. MetaString text;
  964. text.addTxt(MetaString::GENERAL_TXT, 376);
  965. text.addReplacement(MetaString::SPELL_NAME, SpellID::FIRE_SHIELD);
  966. text.addReplacement(totalDamage);
  967. blm.lines.push_back(std::move(text));
  968. }
  969. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  970. }
  971. }
  972. sendAndApply(&blm);
  973. handleAfterAttackCasting(ranged, attacker, defender);
  974. }
  975. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  976. {
  977. BattleStackAttacked bsa;
  978. if(secondary)
  979. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  980. bsa.attackerID = attackerState->unitId();
  981. bsa.stackAttacked = def->unitId();
  982. {
  983. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  984. bai.deathBlow = bat.deathBlow();
  985. bai.doubleDamage = bat.ballistaDoubleDmg();
  986. bai.luckyStrike = bat.lucky();
  987. bai.unluckyStrike = bat.unlucky();
  988. auto range = gs->curB->calculateDmgRange(bai);
  989. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  990. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  991. }
  992. int64_t drainedLife = 0;
  993. //life drain handling
  994. if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
  995. {
  996. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
  997. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  998. drainedLife += toHeal;
  999. }
  1000. //soul steal handling
  1001. if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
  1002. {
  1003. //we can have two bonuses - one with subtype 0 and another with subtype 1
  1004. //try to use permanent first, use only one of two
  1005. for(si32 subtype = 1; subtype >= 0; subtype--)
  1006. {
  1007. if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
  1008. {
  1009. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
  1010. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1011. drainedLife += toHeal;
  1012. break;
  1013. }
  1014. }
  1015. }
  1016. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1017. //fire shield handling
  1018. if(!bat.shot() &&
  1019. !def->isClone() &&
  1020. def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
  1021. !attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
  1022. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1023. )
  1024. {
  1025. //TODO: use damage with bonus but without penalties
  1026. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
  1027. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1028. }
  1029. return drainedLife;
  1030. }
  1031. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1032. {
  1033. if(killed > 0)
  1034. {
  1035. BattleLogMessage blm;
  1036. addGenericKilledLog(blm, defender, killed, multiple);
  1037. sendAndApply(&blm);
  1038. }
  1039. }
  1040. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1041. {
  1042. if(killed > 0)
  1043. {
  1044. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1045. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1046. // 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)
  1047. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1048. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1049. boost::algorithm::trim(formatString);
  1050. boost::format txt(formatString);
  1051. if(killed > 1)
  1052. {
  1053. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
  1054. }
  1055. else //killed == 1
  1056. {
  1057. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
  1058. }
  1059. MetaString line;
  1060. line << txt.str();
  1061. blm.lines.push_back(std::move(line));
  1062. }
  1063. }
  1064. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1065. {
  1066. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1067. return;
  1068. for(auto & playerConnections : connections)
  1069. {
  1070. PlayerColor playerId = playerConnections.first;
  1071. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1072. if(!playerSettings)
  1073. continue;
  1074. auto playerConnection = vstd::find(playerConnections.second, c);
  1075. if(playerConnection != playerConnections.second.end())
  1076. {
  1077. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1078. playerMessage(playerId, messageText, ObjectInstanceID{});
  1079. }
  1080. }
  1081. }
  1082. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1083. {
  1084. //prepare struct informing that action was applied
  1085. auto sendPackageResponse = [&](bool succesfullyApplied)
  1086. {
  1087. PackageApplied applied;
  1088. applied.player = pack->player;
  1089. applied.result = succesfullyApplied;
  1090. applied.packType = typeList.getTypeID(pack);
  1091. applied.requestID = pack->requestID;
  1092. pack->c->sendPack(&applied);
  1093. };
  1094. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1095. if(isBlockedByQueries(pack, pack->player))
  1096. {
  1097. sendPackageResponse(false);
  1098. }
  1099. else if(apply)
  1100. {
  1101. const bool result = apply->applyOnGH(this, this->gs, pack);
  1102. if(result)
  1103. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1104. else
  1105. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1106. % typeid(*pack).name()).str());
  1107. sendPackageResponse(true);
  1108. }
  1109. else
  1110. {
  1111. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1112. sendPackageResponse(false);
  1113. }
  1114. vstd::clear_pointer(pack);
  1115. }
  1116. int CGameHandler::moveStack(int stack, BattleHex dest)
  1117. {
  1118. int ret = 0;
  1119. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1120. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1121. assert(curStack);
  1122. assert(dest < GameConstants::BFIELD_SIZE);
  1123. if (gs->curB->tacticDistance)
  1124. {
  1125. assert(gs->curB->isInTacticRange(dest));
  1126. }
  1127. auto start = curStack->getPosition();
  1128. if (start == dest)
  1129. return 0;
  1130. //initing necessary tables
  1131. auto accessibility = getAccesibility(curStack);
  1132. std::set<BattleHex> passed;
  1133. //Ignore obstacles on starting position
  1134. passed.insert(curStack->getPosition());
  1135. if(curStack->doubleWide())
  1136. passed.insert(curStack->occupiedHex());
  1137. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1138. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1139. {
  1140. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1141. if(accessibility.accessible(shifted, curStack))
  1142. dest = shifted;
  1143. }
  1144. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1145. {
  1146. complain("Given destination is not accessible!");
  1147. return 0;
  1148. }
  1149. bool canUseGate = false;
  1150. auto dbState = gs->curB->si.gateState;
  1151. if(battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
  1152. dbState != EGateState::DESTROYED &&
  1153. dbState != EGateState::BLOCKED)
  1154. {
  1155. canUseGate = true;
  1156. }
  1157. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1158. ret = path.second;
  1159. int creSpeed = curStack->speed(0, true);
  1160. if (gs->curB->tacticDistance > 0 && creSpeed > 0)
  1161. creSpeed = GameConstants::BFIELD_SIZE;
  1162. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  1163. {
  1164. return obst->obstacleType == CObstacleInstance::MOAT;
  1165. });
  1166. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1167. {
  1168. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1169. return true;
  1170. if (hex == ESiegeHex::GATE_OUTER)
  1171. return true;
  1172. if (hex == ESiegeHex::GATE_INNER)
  1173. return true;
  1174. return false;
  1175. };
  1176. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1177. {
  1178. if (isGateDrawbridgeHex(hex))
  1179. return true;
  1180. if (curStack->doubleWide())
  1181. {
  1182. BattleHex otherHex = curStack->occupiedHex(hex);
  1183. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1184. return true;
  1185. }
  1186. return false;
  1187. };
  1188. if (curStack->hasBonusOfType(BonusType::FLYING))
  1189. {
  1190. if (path.second <= creSpeed && path.first.size() > 0)
  1191. {
  1192. if (canUseGate && dbState != EGateState::OPENED &&
  1193. occupyGateDrawbridgeHex(dest))
  1194. {
  1195. BattleUpdateGateState db;
  1196. db.state = EGateState::OPENED;
  1197. sendAndApply(&db);
  1198. }
  1199. //inform clients about move
  1200. BattleStackMoved sm;
  1201. sm.stack = curStack->unitId();
  1202. std::vector<BattleHex> tiles;
  1203. tiles.push_back(path.first[0]);
  1204. sm.tilesToMove = tiles;
  1205. sm.distance = path.second;
  1206. sm.teleporting = false;
  1207. sendAndApply(&sm);
  1208. }
  1209. }
  1210. else //for non-flying creatures
  1211. {
  1212. std::vector<BattleHex> tiles;
  1213. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1214. int v = (int)path.first.size()-1;
  1215. path.first.push_back(start);
  1216. // check if gate need to be open or closed at some point
  1217. BattleHex openGateAtHex, gateMayCloseAtHex;
  1218. if (canUseGate)
  1219. {
  1220. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1221. {
  1222. auto needOpenGates = [&](BattleHex hex) -> bool
  1223. {
  1224. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1225. return true;
  1226. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1227. return true;
  1228. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1229. return true;
  1230. return false;
  1231. };
  1232. auto hex = path.first[i];
  1233. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1234. {
  1235. if (needOpenGates(hex))
  1236. openGateAtHex = path.first[i+1];
  1237. //TODO we need find batter way to handle double-wide stacks
  1238. //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.
  1239. if (curStack->doubleWide())
  1240. {
  1241. BattleHex otherHex = curStack->occupiedHex(hex);
  1242. if (otherHex.isValid() && needOpenGates(otherHex))
  1243. openGateAtHex = path.first[i+2];
  1244. }
  1245. //gate may be opened and then closed during stack movement, but not other way around
  1246. if (openGateAtHex.isValid())
  1247. dbState = EGateState::OPENED;
  1248. }
  1249. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1250. {
  1251. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1252. {
  1253. gateMayCloseAtHex = path.first[i-1];
  1254. }
  1255. if (hasWideMoat)
  1256. {
  1257. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1258. {
  1259. gateMayCloseAtHex = path.first[i-1];
  1260. }
  1261. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1262. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1263. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1264. {
  1265. gateMayCloseAtHex = path.first[i-1];
  1266. }
  1267. }
  1268. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1269. {
  1270. gateMayCloseAtHex = path.first[i-1];
  1271. }
  1272. }
  1273. }
  1274. }
  1275. bool stackIsMoving = true;
  1276. while(stackIsMoving)
  1277. {
  1278. if (v<tilesToMove)
  1279. {
  1280. logGlobal->error("Movement terminated abnormally");
  1281. break;
  1282. }
  1283. bool gateStateChanging = false;
  1284. //special handling for opening gate on from starting hex
  1285. if (openGateAtHex.isValid() && openGateAtHex == start)
  1286. gateStateChanging = true;
  1287. else
  1288. {
  1289. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1290. {
  1291. BattleHex hex = path.first[v];
  1292. tiles.push_back(hex);
  1293. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1294. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1295. {
  1296. gateStateChanging = true;
  1297. }
  1298. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1299. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1300. obstacleHit = true;
  1301. if (curStack->doubleWide())
  1302. {
  1303. BattleHex otherHex = curStack->occupiedHex(hex);
  1304. //two hex creature hit obstacle by backside
  1305. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1306. if(otherHex.isValid() && !obstacle2.empty())
  1307. obstacleHit = true;
  1308. }
  1309. if(!obstacleHit)
  1310. passed.insert(hex);
  1311. }
  1312. }
  1313. if (!tiles.empty())
  1314. {
  1315. //commit movement
  1316. BattleStackMoved sm;
  1317. sm.stack = curStack->unitId();
  1318. sm.distance = path.second;
  1319. sm.teleporting = false;
  1320. sm.tilesToMove = tiles;
  1321. sendAndApply(&sm);
  1322. tiles.clear();
  1323. }
  1324. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1325. if (curStack->getPosition() != dest)
  1326. {
  1327. if(stackIsMoving && start != curStack->getPosition())
  1328. {
  1329. stackIsMoving = handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1330. passed.insert(curStack->getPosition());
  1331. if(curStack->doubleWide())
  1332. passed.insert(curStack->occupiedHex());
  1333. }
  1334. if (gateStateChanging)
  1335. {
  1336. if (curStack->getPosition() == openGateAtHex)
  1337. {
  1338. openGateAtHex = BattleHex();
  1339. //only open gate if stack is still alive
  1340. if (curStack->alive())
  1341. {
  1342. BattleUpdateGateState db;
  1343. db.state = EGateState::OPENED;
  1344. sendAndApply(&db);
  1345. }
  1346. }
  1347. else if (curStack->getPosition() == gateMayCloseAtHex)
  1348. {
  1349. gateMayCloseAtHex = BattleHex();
  1350. updateGateState();
  1351. }
  1352. }
  1353. }
  1354. else
  1355. //movement finished normally: we reached destination
  1356. stackIsMoving = false;
  1357. }
  1358. }
  1359. //handle last hex separately for deviation
  1360. if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
  1361. {
  1362. if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
  1363. || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
  1364. passed.clear(); //Just empty passed, obstacles will handled automatically
  1365. }
  1366. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1367. handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1368. return ret;
  1369. }
  1370. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1371. : lobby(lobby)
  1372. , complainNoCreatures("No creatures to split")
  1373. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1374. , complainInvalidSlot("Invalid slot accessed!")
  1375. {
  1376. QID = 1;
  1377. IObjectInterface::cb = this;
  1378. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1379. registerTypesServerPacks(*applier);
  1380. visitObjectAfterVictory = false;
  1381. spellEnv = new ServerSpellCastEnvironment(this);
  1382. }
  1383. CGameHandler::~CGameHandler()
  1384. {
  1385. if (battleThread)
  1386. {
  1387. //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
  1388. battleMadeAction.setn(true);
  1389. battleThread->join();
  1390. }
  1391. delete spellEnv;
  1392. delete gs;
  1393. }
  1394. void CGameHandler::reinitScripting()
  1395. {
  1396. serverEventBus = std::make_unique<events::EventBus>();
  1397. #if SCRIPTING_ENABLED
  1398. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1399. #endif
  1400. }
  1401. void CGameHandler::init(StartInfo *si)
  1402. {
  1403. if (si->seedToBeUsed == 0)
  1404. {
  1405. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1406. }
  1407. CMapService mapService;
  1408. gs = new CGameState();
  1409. gs->preInit(VLC);
  1410. logGlobal->info("Gamestate created!");
  1411. gs->init(&mapService, si);
  1412. logGlobal->info("Gamestate initialized!");
  1413. // reset seed, so that clients can't predict any following random values
  1414. getRandomGenerator().resetSeed();
  1415. for (auto & elem : gs->players)
  1416. {
  1417. states.addPlayer(elem.first);
  1418. }
  1419. reinitScripting();
  1420. }
  1421. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1422. {
  1423. return a.earlierThan(b);
  1424. }
  1425. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1426. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1427. const PlayerState * p = getPlayerState(town->tempOwner);
  1428. if (!p)
  1429. {
  1430. logGlobal->warn("There is no player owner of town %s at %s", town->getNameTranslated(), town->pos.toString());
  1431. return;
  1432. }
  1433. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1434. {
  1435. SetAvailableCreatures ssi;
  1436. ssi.tid = town->id;
  1437. ssi.creatures = town->creatures;
  1438. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1439. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1440. if (dwellings.empty())//no dwellings - just remove
  1441. {
  1442. sendAndApply(&ssi);
  1443. return;
  1444. }
  1445. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1446. // for multi-creature dwellings like Golem Factory
  1447. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1448. if (clear)
  1449. {
  1450. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  1451. }
  1452. else
  1453. {
  1454. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  1455. }
  1456. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1457. sendAndApply(&ssi);
  1458. }
  1459. }
  1460. void CGameHandler::newTurn()
  1461. {
  1462. logGlobal->trace("Turn %d", gs->day+1);
  1463. NewTurn n;
  1464. n.specialWeek = NewTurn::NO_ACTION;
  1465. n.creatureid = CreatureID::NONE;
  1466. n.day = gs->day + 1;
  1467. bool firstTurn = !getDate(Date::DAY);
  1468. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1469. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1470. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1471. if (firstTurn)
  1472. {
  1473. for (auto obj : gs->map->objects)
  1474. {
  1475. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1476. {
  1477. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1478. }
  1479. }
  1480. }
  1481. if (newWeek && !firstTurn)
  1482. {
  1483. n.specialWeek = NewTurn::NORMAL;
  1484. bool deityOfFireBuilt = false;
  1485. for (const CGTownInstance *t : gs->map->towns)
  1486. {
  1487. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1488. {
  1489. deityOfFireBuilt = true;
  1490. break;
  1491. }
  1492. }
  1493. if (deityOfFireBuilt)
  1494. {
  1495. n.specialWeek = NewTurn::DEITYOFFIRE;
  1496. n.creatureid = CreatureID::IMP;
  1497. }
  1498. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1499. {
  1500. int monthType = getRandomGenerator().nextInt(99);
  1501. if (newMonth) //new month
  1502. {
  1503. if (monthType < 40) //double growth
  1504. {
  1505. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1506. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1507. {
  1508. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1509. }
  1510. else if (VLC->creh->doubledCreatures.size())
  1511. {
  1512. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1513. }
  1514. else
  1515. {
  1516. complain("Cannot find creature that can be spawned!");
  1517. n.specialWeek = NewTurn::NORMAL;
  1518. }
  1519. }
  1520. else if (monthType < 50)
  1521. n.specialWeek = NewTurn::PLAGUE;
  1522. }
  1523. else //it's a week, but not full month
  1524. {
  1525. if (monthType < 25)
  1526. {
  1527. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1528. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1529. do
  1530. {
  1531. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1532. } while (VLC->creh->objects[newMonster.second] &&
  1533. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  1534. n.creatureid = newMonster.second;
  1535. }
  1536. }
  1537. }
  1538. }
  1539. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
  1540. for (auto& hp : pool)
  1541. {
  1542. auto hero = hp.second;
  1543. if (hero->isInitialized() && hero->stacks.size())
  1544. {
  1545. // reset retreated or surrendered heroes
  1546. auto maxmove = hero->maxMovePoints(true);
  1547. // if movement is greater than maxmove, we should decrease it
  1548. if (hero->movement != maxmove || hero->mana < hero->manaLimit())
  1549. {
  1550. NewTurn::Hero hth;
  1551. hth.id = hero->id;
  1552. hth.move = maxmove;
  1553. hth.mana = hero->getManaNewTurn();
  1554. n.heroes.insert(hth);
  1555. }
  1556. }
  1557. }
  1558. for (auto & elem : gs->players)
  1559. {
  1560. if (elem.first == PlayerColor::NEUTRAL)
  1561. continue;
  1562. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1563. assert(0); //illegal player number!
  1564. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  1565. hadGold.insert(playerGold);
  1566. if (newWeek) //new heroes in tavern
  1567. {
  1568. SetAvailableHeroes sah;
  1569. sah.player = elem.first;
  1570. //pick heroes and their armies
  1571. CHeroClass *banned = nullptr;
  1572. for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
  1573. {
  1574. //first hero - native if possible, second hero -> any other class
  1575. if (CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, elem.first, getNativeTown(elem.first), pool, getRandomGenerator(), banned))
  1576. {
  1577. sah.hid[j] = h->subID;
  1578. h->initArmy(getRandomGenerator(), &sah.army[j]);
  1579. banned = h->type->heroClass;
  1580. }
  1581. else
  1582. {
  1583. sah.hid[j] = -1;
  1584. }
  1585. }
  1586. sendAndApply(&sah);
  1587. }
  1588. n.res[elem.first] = elem.second.resources;
  1589. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1590. {
  1591. bool hasCrystalGenCreature = false;
  1592. for(CGHeroInstance * hero : elem.second.heroes)
  1593. {
  1594. for(auto stack : hero->stacks)
  1595. {
  1596. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  1597. {
  1598. hasCrystalGenCreature = true;
  1599. break;
  1600. }
  1601. }
  1602. }
  1603. if(!hasCrystalGenCreature) //not found in armies, check towns
  1604. {
  1605. for(CGTownInstance * town : elem.second.towns)
  1606. {
  1607. for(auto stack : town->stacks)
  1608. {
  1609. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  1610. {
  1611. hasCrystalGenCreature = true;
  1612. break;
  1613. }
  1614. }
  1615. }
  1616. }
  1617. if(hasCrystalGenCreature)
  1618. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  1619. }
  1620. for (CGHeroInstance *h : (elem).second.heroes)
  1621. {
  1622. if (h->visitedTown)
  1623. giveSpells(h->visitedTown, h);
  1624. NewTurn::Hero hth;
  1625. hth.id = h->id;
  1626. auto ti = std::make_unique<TurnInfo>(h, 1);
  1627. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1628. hth.move = h->maxMovePointsCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1629. hth.mana = h->getManaNewTurn();
  1630. n.heroes.insert(hth);
  1631. if (!firstTurn) //not first day
  1632. {
  1633. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1634. {
  1635. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
  1636. }
  1637. }
  1638. }
  1639. }
  1640. for (CGTownInstance *t : gs->map->towns)
  1641. {
  1642. PlayerColor player = t->tempOwner;
  1643. handleTownEvents(t, n);
  1644. if (newWeek) //first day of week
  1645. {
  1646. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1647. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1648. if (!firstTurn)
  1649. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1650. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1651. if (!vstd::contains(n.cres, t->id))
  1652. {
  1653. n.cres[t->id].tid = t->id;
  1654. n.cres[t->id].creatures = t->creatures;
  1655. }
  1656. auto & sac = n.cres.at(t->id);
  1657. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1658. {
  1659. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1660. {
  1661. ui32 &availableCount = sac.creatures.at(k).first;
  1662. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1663. if (n.specialWeek == NewTurn::PLAGUE)
  1664. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1665. else
  1666. {
  1667. if (firstTurn) //first day of game: use only basic growths
  1668. availableCount = cre->getGrowth();
  1669. else
  1670. availableCount += t->creatureGrowth(k);
  1671. //Deity of fire week - upgrade both imps and upgrades
  1672. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1673. availableCount += 15;
  1674. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  1675. {
  1676. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1677. availableCount *= 2;
  1678. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1679. availableCount += 5;
  1680. }
  1681. }
  1682. }
  1683. }
  1684. }
  1685. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1686. {
  1687. n.res[player] = n.res[player] + t->dailyIncome();
  1688. }
  1689. if(t->hasBuilt(BuildingID::GRAIL)
  1690. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1691. {
  1692. // Skyship, probably easier to handle same as Veil of darkness
  1693. //do it every new day after veils apply
  1694. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1695. {
  1696. FoWChange fw;
  1697. fw.mode = 1;
  1698. fw.player = player;
  1699. // find all hidden tiles
  1700. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1701. auto shape = fow->shape();
  1702. for(size_t z = 0; z < shape[0]; z++)
  1703. for(size_t x = 0; x < shape[1]; x++)
  1704. for(size_t y = 0; y < shape[2]; y++)
  1705. if (!(*fow)[z][x][y])
  1706. fw.tiles.insert(int3(x, y, z));
  1707. sendAndApply (&fw);
  1708. }
  1709. }
  1710. if (t->hasBonusOfType (BonusType::DARKNESS))
  1711. {
  1712. for (auto & player : gs->players)
  1713. {
  1714. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1715. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1716. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
  1717. }
  1718. }
  1719. }
  1720. if (newMonth)
  1721. {
  1722. SetAvailableArtifacts saa;
  1723. saa.id = -1;
  1724. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1725. sendAndApply(&saa);
  1726. }
  1727. sendAndApply(&n);
  1728. if (newWeek)
  1729. {
  1730. //spawn wandering monsters
  1731. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1732. {
  1733. spawnWanderingMonsters(n.creatureid);
  1734. }
  1735. //new week info popup
  1736. if (!firstTurn)
  1737. {
  1738. InfoWindow iw;
  1739. switch (n.specialWeek)
  1740. {
  1741. case NewTurn::DOUBLE_GROWTH:
  1742. iw.text.addTxt(MetaString::ARRAY_TXT, 131);
  1743. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1744. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1745. break;
  1746. case NewTurn::PLAGUE:
  1747. iw.text.addTxt(MetaString::ARRAY_TXT, 132);
  1748. break;
  1749. case NewTurn::BONUS_GROWTH:
  1750. iw.text.addTxt(MetaString::ARRAY_TXT, 134);
  1751. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1752. iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
  1753. break;
  1754. case NewTurn::DEITYOFFIRE:
  1755. iw.text.addTxt(MetaString::ARRAY_TXT, 135);
  1756. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1757. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
  1758. iw.text.addReplacement2(15); //%+d 15
  1759. iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
  1760. iw.text.addReplacement2(15); //%+d 15
  1761. break;
  1762. default:
  1763. if (newMonth)
  1764. {
  1765. iw.text.addTxt(MetaString::ARRAY_TXT, (130));
  1766. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1767. }
  1768. else
  1769. {
  1770. iw.text.addTxt(MetaString::ARRAY_TXT, (133));
  1771. iw.text.addReplacement(MetaString::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1772. }
  1773. }
  1774. for (auto & elem : gs->players)
  1775. {
  1776. iw.player = elem.first;
  1777. sendAndApply(&iw);
  1778. }
  1779. }
  1780. }
  1781. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1782. handleTimeEvents();
  1783. //call objects
  1784. for (auto & elem : gs->map->objects)
  1785. {
  1786. if (elem)
  1787. elem->newTurn(getRandomGenerator());
  1788. }
  1789. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1790. }
  1791. void CGameHandler::run(bool resume)
  1792. {
  1793. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1794. using namespace boost::posix_time;
  1795. for (auto cc : lobby->connections)
  1796. {
  1797. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1798. std::stringstream sbuffer;
  1799. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1800. for (PlayerColor color : players)
  1801. {
  1802. sbuffer << color << " ";
  1803. {
  1804. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1805. connections[color].insert(cc);
  1806. }
  1807. }
  1808. logGlobal->info(sbuffer.str());
  1809. }
  1810. #if SCRIPTING_ENABLED
  1811. services()->scripts()->run(serverScripts);
  1812. #endif
  1813. if(resume)
  1814. events::GameResumed::defaultExecute(serverEventBus.get());
  1815. auto playerTurnOrder = generatePlayerTurnOrder();
  1816. while(lobby->state == EServerState::GAMEPLAY)
  1817. {
  1818. if(!resume)
  1819. {
  1820. newTurn();
  1821. events::TurnStarted::defaultExecute(serverEventBus.get());
  1822. }
  1823. std::list<PlayerColor>::iterator it;
  1824. if (resume)
  1825. {
  1826. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1827. }
  1828. else
  1829. {
  1830. it = playerTurnOrder.begin();
  1831. }
  1832. resume = false;
  1833. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1834. {
  1835. auto playerColor = *it;
  1836. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1837. {
  1838. //if player runs out of time, he shouldn't get the turn (especially AI)
  1839. //pre-trigger may change anything, should check before each player
  1840. //TODO: is it enough to check only one player?
  1841. checkVictoryLossConditionsForAll();
  1842. auto player = event.getPlayer();
  1843. const PlayerState * playerState = &gs->players[player];
  1844. if(playerState->status != EPlayerStatus::INGAME)
  1845. {
  1846. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1847. }
  1848. else
  1849. {
  1850. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1851. YourTurn yt;
  1852. yt.player = player;
  1853. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1854. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1855. applyAndSend(&yt);
  1856. }
  1857. };
  1858. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1859. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1860. {
  1861. //wait till turn is done
  1862. boost::unique_lock<boost::mutex> lock(states.mx);
  1863. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1864. {
  1865. static time_duration p = milliseconds(100);
  1866. states.cv.timed_wait(lock, p);
  1867. }
  1868. }
  1869. }
  1870. //additional check that game is not finished
  1871. bool activePlayer = false;
  1872. for (auto player : playerTurnOrder)
  1873. {
  1874. if (gs->players[player].status == EPlayerStatus::INGAME)
  1875. activePlayer = true;
  1876. }
  1877. if(!activePlayer)
  1878. lobby->state = EServerState::GAMEPLAY_ENDED;
  1879. }
  1880. }
  1881. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1882. {
  1883. // Generate player turn order
  1884. std::list<PlayerColor> playerTurnOrder;
  1885. for (const auto & player : gs->players) // add human players first
  1886. {
  1887. if (player.second.human)
  1888. playerTurnOrder.push_back(player.first);
  1889. }
  1890. for (const auto & player : gs->players) // then add non-human players
  1891. {
  1892. if (!player.second.human)
  1893. playerTurnOrder.push_back(player.first);
  1894. }
  1895. return playerTurnOrder;
  1896. }
  1897. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1898. {
  1899. battleResult.set(nullptr);
  1900. const auto & t = *getTile(tile);
  1901. TerrainId terrain = t.terType->getId();
  1902. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1903. terrain = ETerrainId::SAND;
  1904. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1905. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1906. terType = BattleField::fromString("ship_to_ship");
  1907. //send info about battles
  1908. BattleStart bs;
  1909. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1910. sendAndApply(&bs);
  1911. }
  1912. void CGameHandler::checkBattleStateChanges()
  1913. {
  1914. //check if drawbridge state need to be changes
  1915. if (battleGetSiegeLevel() > 0)
  1916. updateGateState();
  1917. //check if battle ended
  1918. if (auto result = battleIsFinished())
  1919. {
  1920. setBattleResult(BattleResult::NORMAL, *result);
  1921. }
  1922. }
  1923. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1924. {
  1925. if (!h->hasSpellbook())
  1926. return; //hero hasn't spellbook
  1927. ChangeSpells cs;
  1928. cs.hid = h->id;
  1929. cs.learn = true;
  1930. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1931. {
  1932. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1933. for (int i = 0; i < h->maxSpellLevel(); i++)
  1934. {
  1935. std::vector<SpellID> spells;
  1936. getAllowedSpells(spells, i+1);
  1937. for (auto & spell : spells)
  1938. cs.spells.insert(spell);
  1939. }
  1940. }
  1941. else
  1942. {
  1943. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1944. {
  1945. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1946. {
  1947. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1948. cs.spells.insert(t->spells.at(i).at(j));
  1949. }
  1950. }
  1951. }
  1952. if (!cs.spells.empty())
  1953. sendAndApply(&cs);
  1954. }
  1955. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1956. {
  1957. if (!obj || !getObj(obj->id))
  1958. {
  1959. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1960. return false;
  1961. }
  1962. RemoveObject ro;
  1963. ro.id = obj->id;
  1964. sendAndApply(&ro);
  1965. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1966. return true;
  1967. }
  1968. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1969. {
  1970. const CGHeroInstance *h = getHero(hid);
  1971. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1972. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1973. {
  1974. logGlobal->error("Illegal call to move hero!");
  1975. return false;
  1976. }
  1977. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1978. const int3 hmpos = h->convertToVisitablePos(dst);
  1979. if (!gs->map->isInTheMap(hmpos))
  1980. {
  1981. logGlobal->error("Destination tile is outside the map!");
  1982. return false;
  1983. }
  1984. const TerrainTile t = *getTile(hmpos);
  1985. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1986. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1987. const bool disembarking = h->boat
  1988. && t.terType->isLand()
  1989. && (dst == h->pos
  1990. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  1991. //result structure for start - movement failed, no move points used
  1992. TryMoveHero tmh;
  1993. tmh.id = hid;
  1994. tmh.start = h->pos;
  1995. tmh.end = dst;
  1996. tmh.result = TryMoveHero::FAILED;
  1997. tmh.movePoints = h->movement;
  1998. //check if destination tile is available
  1999. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  2000. auto ti = pathfinderHelper->getTurnInfo();
  2001. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  2002. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  2003. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
  2004. //it's a rock or blocked and not visitable tile
  2005. //OR hero is on land and dest is water and (there is not present only one object - boat)
  2006. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  2007. && complain("Cannot move hero, destination tile is blocked!"))
  2008. || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != Obj::BOAT && t.visitableObjects.back()->ID != Obj::HERO))) //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)
  2009. && complain("Cannot move hero, destination tile is on water!"))
  2010. || ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  2011. && complain("Cannot disembark hero, tile is blocked!"))
  2012. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  2013. && complain("Tiles are not neighboring!"))
  2014. || ((h->inTownGarrison)
  2015. && complain("Can not move garrisoned hero!"))
  2016. || (((int)h->movement < cost && dst != h->pos && !teleporting)
  2017. && complain("Hero doesn't have any movement points left!"))
  2018. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  2019. && complain("Hero cannot transit over this tile!"))
  2020. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  2021. && complain("Cannot move hero during the battle"))*/)
  2022. {
  2023. //send info about movement failure
  2024. sendAndApply(&tmh);
  2025. return false;
  2026. }
  2027. //several generic blocks of code
  2028. // should be called if hero changes tile but before applying TryMoveHero package
  2029. auto leaveTile = [&]()
  2030. {
  2031. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  2032. {
  2033. obj->onHeroLeave(h);
  2034. }
  2035. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  2036. };
  2037. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  2038. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  2039. {
  2040. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  2041. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  2042. queries.addQuery(moveQuery);
  2043. if (leavingTile == LEAVING_TILE)
  2044. leaveTile();
  2045. if (isInTheMap(guardPos))
  2046. tmh.attackedFrom = std::make_optional(guardPos);
  2047. tmh.result = result;
  2048. sendAndApply(&tmh);
  2049. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2050. { // Hero should be always able to visit any object he staying on even if there guards around
  2051. visitObjectOnTile(t, h);
  2052. }
  2053. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  2054. {
  2055. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2056. objectVisited(guardTile.visitableObjects.back(), h);
  2057. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2058. }
  2059. else if (visitDest == VISIT_DEST)
  2060. {
  2061. visitObjectOnTile(t, h);
  2062. }
  2063. queries.popIfTop(moveQuery);
  2064. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2065. return result != TryMoveHero::FAILED;
  2066. };
  2067. //interaction with blocking object (like resources)
  2068. auto blockingVisit = [&]() -> bool
  2069. {
  2070. for (CGObjectInstance *obj : t.visitableObjects)
  2071. {
  2072. if(h->boat && !obj->blockVisit && !h->boat->onboardVisitAllowed)
  2073. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  2074. if (obj != h && obj->blockVisit && !obj->passableFor(h->tempOwner))
  2075. {
  2076. EVisitDest visitDest = VISIT_DEST;
  2077. if(h->boat && !h->boat->onboardVisitAllowed)
  2078. visitDest = DONT_VISIT_DEST;
  2079. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  2080. }
  2081. }
  2082. return false;
  2083. };
  2084. if (!transit && embarking)
  2085. {
  2086. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
  2087. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2088. // In H3 embark ignore guards
  2089. }
  2090. if (disembarking)
  2091. {
  2092. tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
  2093. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2094. }
  2095. if (teleporting)
  2096. {
  2097. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2098. return true;
  2099. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2100. // visit town for town portal \ castle gates
  2101. // do not use generic visitObjectOnTile to avoid double-teleporting
  2102. // if this moveHero call was triggered by teleporter
  2103. if (!t.visitableObjects.empty())
  2104. {
  2105. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2106. town->onHeroVisit(h);
  2107. }
  2108. return true;
  2109. }
  2110. //still here? it is standard movement!
  2111. {
  2112. tmh.movePoints = (int)h->movement >= cost
  2113. ? h->movement - cost
  2114. : 0;
  2115. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2116. EVisitDest visitDest = VISIT_DEST;
  2117. if (transit)
  2118. {
  2119. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2120. visitDest = DONT_VISIT_DEST;
  2121. if (canFly)
  2122. {
  2123. lookForGuards = IGNORE_GUARDS;
  2124. visitDest = DONT_VISIT_DEST;
  2125. }
  2126. }
  2127. else if (blockingVisit())
  2128. return true;
  2129. if(h->boat && !h->boat->onboardAssaultAllowed)
  2130. lookForGuards = IGNORE_GUARDS;
  2131. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2132. return true;
  2133. }
  2134. }
  2135. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2136. {
  2137. const CGHeroInstance *h = getHero(hid);
  2138. const CGTownInstance *t = getTown(dstid);
  2139. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2140. COMPLAIN_RET("Invalid call to teleportHero!");
  2141. const CGTownInstance *from = h->visitedTown;
  2142. if (((h->getOwner() != t->getOwner())
  2143. && complain("Cannot teleport hero to another player"))
  2144. || (from->town->faction->getId() != t->town->faction->getId()
  2145. && complain("Source town and destination town should belong to the same faction"))
  2146. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2147. && complain("Hero must be in town with Castle gate for teleporting"))
  2148. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2149. && complain("Cannot teleport hero to town without Castle gate in it")))
  2150. return false;
  2151. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2152. moveHero(hid,pos,1);
  2153. return true;
  2154. }
  2155. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2156. {
  2157. PlayerColor oldOwner = getOwner(obj->id);
  2158. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2159. sendAndApply(&sop);
  2160. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2161. checkVictoryLossConditions(playerColors);
  2162. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2163. if (town) //town captured
  2164. {
  2165. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2166. {
  2167. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2168. setPortalDwelling(town, true, false);
  2169. }
  2170. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2171. {
  2172. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2173. {
  2174. InfoWindow iw;
  2175. iw.player = oldOwner;
  2176. iw.text.addTxt(MetaString::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.
  2177. iw.text.addReplacement(MetaString::COLOR, oldOwner.getNum());
  2178. sendAndApply(&iw);
  2179. }
  2180. }
  2181. }
  2182. const PlayerState * p = getPlayerState(owner);
  2183. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2184. {
  2185. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2186. {
  2187. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2188. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2189. }
  2190. }
  2191. }
  2192. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2193. {
  2194. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2195. queries.addQuery(dialogQuery);
  2196. iw->queryID = dialogQuery->queryID;
  2197. sendToAllClients(iw);
  2198. }
  2199. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2200. {
  2201. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2202. queries.addQuery(dialogQuery);
  2203. iw->queryID = dialogQuery->queryID;
  2204. sendToAllClients(iw);
  2205. }
  2206. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  2207. {
  2208. if (!val) return; //don't waste time on empty call
  2209. TResources resources;
  2210. resources[which] = val;
  2211. giveResources(player, resources);
  2212. }
  2213. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2214. {
  2215. SetResources sr;
  2216. sr.abs = false;
  2217. sr.player = player;
  2218. sr.res = resources;
  2219. sendAndApply(&sr);
  2220. }
  2221. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2222. {
  2223. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2224. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2225. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2226. //first we move creatures to give to make them army of object-source
  2227. for (auto & elem : creatures.Slots())
  2228. {
  2229. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2230. }
  2231. tryJoiningArmy(obj, h, remove, true);
  2232. }
  2233. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2234. {
  2235. std::vector<CStackBasicDescriptor> cres = creatures;
  2236. if (cres.size() <= 0)
  2237. return;
  2238. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2239. for (CStackBasicDescriptor &sbd : cres)
  2240. {
  2241. TQuantity collected = 0;
  2242. while(collected < sbd.count)
  2243. {
  2244. bool foundSth = false;
  2245. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2246. {
  2247. if (i->second->type == sbd.type)
  2248. {
  2249. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2250. changeStackCount(StackLocation(obj, i->first), -take, false);
  2251. collected += take;
  2252. foundSth = true;
  2253. break;
  2254. }
  2255. }
  2256. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2257. {
  2258. complain("Unexpected failure during taking creatures!");
  2259. return;
  2260. }
  2261. }
  2262. }
  2263. }
  2264. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2265. {
  2266. HeroVisitCastle vc;
  2267. vc.hid = hero->id;
  2268. vc.tid = obj->id;
  2269. vc.flags |= 1;
  2270. sendAndApply(&vc);
  2271. visitCastleObjects(obj, hero);
  2272. giveSpells (obj, hero);
  2273. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2274. }
  2275. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2276. {
  2277. for (auto building : t->bonusingBuildings)
  2278. building->onHeroVisit(h);
  2279. }
  2280. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2281. {
  2282. HeroVisitCastle vc;
  2283. vc.hid = hero->id;
  2284. vc.tid = obj->id;
  2285. sendAndApply(&vc);
  2286. }
  2287. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2288. {
  2289. EraseArtifact ea;
  2290. ea.al = al;
  2291. sendAndApply(&ea);
  2292. }
  2293. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2294. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2295. const CGTownInstance *town) //use hero=nullptr for no hero
  2296. {
  2297. if(gs->curB)
  2298. gs->curB.dellNull();
  2299. engageIntoBattle(army1->tempOwner);
  2300. engageIntoBattle(army2->tempOwner);
  2301. static const CArmedInstance *armies[2];
  2302. armies[0] = army1;
  2303. armies[1] = army2;
  2304. static const CGHeroInstance*heroes[2];
  2305. heroes[0] = hero1;
  2306. heroes[1] = hero2;
  2307. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2308. //existing battle query for retying auto-combat
  2309. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  2310. if(battleQuery)
  2311. {
  2312. for(int i : {0, 1})
  2313. {
  2314. if(heroes[i])
  2315. {
  2316. SetMana restoreInitialMana;
  2317. restoreInitialMana.val = battleQuery->initialHeroMana[i];
  2318. restoreInitialMana.hid = heroes[i]->id;
  2319. sendAndApply(&restoreInitialMana);
  2320. }
  2321. }
  2322. battleQuery->bi = gs->curB;
  2323. battleQuery->result = std::nullopt;
  2324. battleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
  2325. battleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
  2326. }
  2327. battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2328. for(int i : {0, 1})
  2329. {
  2330. if(heroes[i])
  2331. {
  2332. battleQuery->initialHeroMana[i] = heroes[i]->mana;
  2333. }
  2334. }
  2335. queries.addQuery(battleQuery);
  2336. this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
  2337. }
  2338. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2339. {
  2340. startBattlePrimary(army1, army2, tile,
  2341. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2342. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2343. creatureBank);
  2344. }
  2345. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2346. {
  2347. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2348. }
  2349. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2350. {
  2351. ChangeSpells cs;
  2352. cs.hid = hero->id;
  2353. cs.spells = spells;
  2354. cs.learn = give;
  2355. sendAndApply(&cs);
  2356. }
  2357. void CGameHandler::sendMessageTo(std::shared_ptr<CConnection> c, const std::string &message)
  2358. {
  2359. SystemMessage sm;
  2360. sm.text = message;
  2361. boost::unique_lock<boost::mutex> lock(*c->mutexWrite);
  2362. *(c.get()) << &sm;
  2363. }
  2364. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2365. {
  2366. sendAndApply(bonus);
  2367. }
  2368. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2369. {
  2370. sendAndApply(smp);
  2371. }
  2372. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2373. {
  2374. SetMana sm;
  2375. sm.hid = hid;
  2376. sm.val = val;
  2377. sm.absolute = true;
  2378. sendAndApply(&sm);
  2379. }
  2380. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  2381. {
  2382. GiveHero gh;
  2383. gh.id = id;
  2384. gh.player = player;
  2385. gh.boatId = boatId;
  2386. sendAndApply(&gh);
  2387. //Reveal fow around new hero, especially released from Prison
  2388. auto h = getHero(id);
  2389. changeFogOfWar(h->pos, h->getSightRadius(), player, false);
  2390. }
  2391. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2392. {
  2393. ChangeObjPos cop;
  2394. cop.objid = objid;
  2395. cop.nPos = newPos;
  2396. sendAndApply(&cop);
  2397. }
  2398. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2399. {
  2400. const CGHeroInstance * h1 = getHero(fromHero);
  2401. const CGHeroInstance * h2 = getHero(toHero);
  2402. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  2403. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  2404. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2405. {
  2406. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2407. std::swap(fromHero, toHero);
  2408. }
  2409. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2410. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2411. return;//no scholar skill or no spellbook
  2412. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2413. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2414. ChangeSpells cs1;
  2415. cs1.learn = true;
  2416. cs1.hid = toHero;//giving spells to first hero
  2417. for (auto it : h1->getSpellsInSpellbook())
  2418. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2419. cs1.spells.insert(it);//spell to learn
  2420. ChangeSpells cs2;
  2421. cs2.learn = true;
  2422. cs2.hid = fromHero;
  2423. for (auto it : h2->getSpellsInSpellbook())
  2424. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2425. cs2.spells.insert(it);
  2426. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2427. {
  2428. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2429. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2430. InfoWindow iw;
  2431. iw.player = h1->tempOwner;
  2432. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2433. iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2434. iw.text.addReplacement(h1->getNameTranslated());
  2435. if (!cs2.spells.empty())//if found new spell - apply
  2436. {
  2437. iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
  2438. int size = static_cast<int>(cs2.spells.size());
  2439. for (auto it : cs2.spells)
  2440. {
  2441. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2442. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2443. switch (size--)
  2444. {
  2445. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2446. case 1: break;
  2447. default: iw.text << ", ";
  2448. }
  2449. }
  2450. iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
  2451. iw.text.addReplacement(h2->getNameTranslated());
  2452. sendAndApply(&cs2);
  2453. }
  2454. if (!cs1.spells.empty() && !cs2.spells.empty())
  2455. {
  2456. iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
  2457. }
  2458. if (!cs1.spells.empty())
  2459. {
  2460. iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
  2461. int size = static_cast<int>(cs1.spells.size());
  2462. for (auto it : cs1.spells)
  2463. {
  2464. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2465. iw.text.addTxt(MetaString::SPELL_NAME, it.toEnum());
  2466. switch (size--)
  2467. {
  2468. case 2: iw.text.addTxt(MetaString::GENERAL_TXT, 141);
  2469. case 1: break;
  2470. default: iw.text << ", ";
  2471. }
  2472. }
  2473. iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
  2474. iw.text.addReplacement(h2->getNameTranslated());
  2475. sendAndApply(&cs1);
  2476. }
  2477. sendAndApply(&iw);
  2478. }
  2479. }
  2480. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2481. {
  2482. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2483. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2484. {
  2485. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2486. ExchangeDialog hex;
  2487. hex.queryID = exchange->queryID;
  2488. hex.player = h1->getOwner();
  2489. hex.hero1 = hero1;
  2490. hex.hero2 = hero2;
  2491. sendAndApply(&hex);
  2492. useScholarSkill(hero1,hero2);
  2493. queries.addQuery(exchange);
  2494. }
  2495. }
  2496. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2497. {
  2498. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2499. for (auto c : lobby->connections)
  2500. {
  2501. if(!c->isOpen())
  2502. continue;
  2503. c->sendPack(pack);
  2504. }
  2505. }
  2506. void CGameHandler::sendAndApply(CPackForClient * pack)
  2507. {
  2508. sendToAllClients(pack);
  2509. gs->apply(pack);
  2510. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2511. }
  2512. void CGameHandler::applyAndSend(CPackForClient * pack)
  2513. {
  2514. gs->apply(pack);
  2515. sendToAllClients(pack);
  2516. }
  2517. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2518. {
  2519. sendAndApply(static_cast<CPackForClient *>(pack));
  2520. checkVictoryLossConditionsForAll();
  2521. }
  2522. void CGameHandler::sendAndApply(SetResources * pack)
  2523. {
  2524. sendAndApply(static_cast<CPackForClient *>(pack));
  2525. checkVictoryLossConditionsForPlayer(pack->player);
  2526. }
  2527. void CGameHandler::sendAndApply(NewStructures * pack)
  2528. {
  2529. sendAndApply(static_cast<CPackForClient *>(pack));
  2530. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2531. }
  2532. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2533. {
  2534. return getPlayerAt(pack->c) == getOwner(id);
  2535. }
  2536. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2537. {
  2538. if(pack->c)
  2539. {
  2540. SystemMessage temp_message("You are not allowed to perform this action!");
  2541. pack->c->sendPack(&temp_message);
  2542. }
  2543. logNetwork->error("Player is not allowed to perform this action!");
  2544. throw ExceptionNotAllowedAction();
  2545. }
  2546. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2547. {
  2548. std::ostringstream oss;
  2549. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2550. logNetwork->error(oss.str());
  2551. if(pack->c)
  2552. {
  2553. SystemMessage temp_message(oss.str());
  2554. pack->c->sendPack(&temp_message);
  2555. }
  2556. }
  2557. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2558. {
  2559. if(!isPlayerOwns(pack, id))
  2560. {
  2561. wrongPlayerMessage(pack, getOwner(id));
  2562. throwNotAllowedAction(pack);
  2563. }
  2564. }
  2565. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2566. {
  2567. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2568. {
  2569. wrongPlayerMessage(pack, player);
  2570. throwNotAllowedAction(pack);
  2571. }
  2572. }
  2573. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2574. {
  2575. complain(txt);
  2576. throwNotAllowedAction(pack);
  2577. }
  2578. void CGameHandler::save(const std::string & filename)
  2579. {
  2580. logGlobal->info("Saving to %s", filename);
  2581. const auto stem = FileInfo::GetPathStem(filename);
  2582. const auto savefname = stem.to_string() + ".vsgm1";
  2583. CResourceHandler::get("local")->createResource(savefname);
  2584. {
  2585. logGlobal->info("Ordering clients to serialize...");
  2586. SaveGameClient sg(savefname);
  2587. sendToAllClients(&sg);
  2588. }
  2589. try
  2590. {
  2591. {
  2592. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)));
  2593. saveCommonState(save);
  2594. logGlobal->info("Saving server state");
  2595. save << *this;
  2596. }
  2597. logGlobal->info("Game has been successfully saved!");
  2598. }
  2599. catch(std::exception &e)
  2600. {
  2601. logGlobal->error("Failed to save game: %s", e.what());
  2602. }
  2603. }
  2604. bool CGameHandler::load(const std::string & filename)
  2605. {
  2606. logGlobal->info("Loading from %s", filename);
  2607. const auto stem = FileInfo::GetPathStem(filename);
  2608. reinitScripting();
  2609. try
  2610. {
  2611. {
  2612. CLoadFile lf(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SERVER_SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2613. loadCommonState(lf);
  2614. logGlobal->info("Loading server state");
  2615. lf >> *this;
  2616. }
  2617. logGlobal->info("Game has been successfully loaded!");
  2618. }
  2619. catch(const CModHandler::Incompatibility & e)
  2620. {
  2621. logGlobal->error("Failed to load game: %s", e.what());
  2622. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2623. errorMsg += e.what();
  2624. lobby->announceMessage(errorMsg);
  2625. return false;
  2626. }
  2627. catch(const std::exception & e)
  2628. {
  2629. logGlobal->error("Failed to load game: %s", e.what());
  2630. return false;
  2631. }
  2632. gs->preInit(VLC);
  2633. gs->updateOnLoad(lobby->si.get());
  2634. return true;
  2635. }
  2636. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2637. {
  2638. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2639. return false;
  2640. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2641. const CCreatureSet & creatureSet = *army;
  2642. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2643. || (howMany < 1 && complain("Invalid split parameter!")))
  2644. {
  2645. return false;
  2646. }
  2647. auto actualAmount = army->getStackCount(slotSrc);
  2648. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2649. return false;
  2650. auto freeSlots = creatureSet.getFreeSlots();
  2651. if(freeSlots.empty() && complain("No empty stacks"))
  2652. return false;
  2653. BulkRebalanceStacks bulkRS;
  2654. for(auto slot : freeSlots)
  2655. {
  2656. RebalanceStacks rs;
  2657. rs.srcArmy = army->id;
  2658. rs.dstArmy = army->id;
  2659. rs.srcSlot = slotSrc;
  2660. rs.dstSlot = slot;
  2661. rs.count = howMany;
  2662. bulkRS.moves.push_back(rs);
  2663. actualAmount -= howMany;
  2664. if(actualAmount <= howMany)
  2665. break;
  2666. }
  2667. sendAndApply(&bulkRS);
  2668. return true;
  2669. }
  2670. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2671. {
  2672. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2673. return false;
  2674. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2675. const CCreatureSet & creatureSet = *army;
  2676. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2677. return false;
  2678. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2679. if(actualAmount < 1 && complain(complainNoCreatures))
  2680. return false;
  2681. auto currentCreature = creatureSet.getCreature(slotSrc);
  2682. if(!currentCreature && complain(complainNoCreatures))
  2683. return false;
  2684. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2685. if(!creatureSlots.size())
  2686. return false;
  2687. BulkRebalanceStacks bulkRS;
  2688. for(auto slot : creatureSlots)
  2689. {
  2690. RebalanceStacks rs;
  2691. rs.srcArmy = army->id;
  2692. rs.dstArmy = army->id;
  2693. rs.srcSlot = slot;
  2694. rs.dstSlot = slotSrc;
  2695. rs.count = creatureSet.getStackCount(slot);
  2696. bulkRS.moves.push_back(rs);
  2697. }
  2698. sendAndApply(&bulkRS);
  2699. return true;
  2700. }
  2701. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2702. {
  2703. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2704. return false;
  2705. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2706. const CCreatureSet & setSrc = *armySrc;
  2707. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2708. return false;
  2709. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2710. const CCreatureSet & setDest = *armyDest;
  2711. auto freeSlots = setDest.getFreeSlotsQueue();
  2712. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2713. TRebalanceMap moves;
  2714. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2715. auto slotsLeft = setSrc.stacksCount();
  2716. auto destMap = setDest.getCreatureMap();
  2717. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2718. while(!srcQueue.empty())
  2719. {
  2720. auto pair = srcQueue.top();
  2721. srcQueue.pop();
  2722. auto currCreature = pair.first;
  2723. auto currSlot = pair.second;
  2724. const auto quantity = setSrc.getStackCount(currSlot);
  2725. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2726. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2727. if(!alreadyExists)
  2728. {
  2729. if(freeSlots.empty())
  2730. continue;
  2731. auto currFreeSlot = freeSlots.front();
  2732. freeSlots.pop();
  2733. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2734. }
  2735. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2736. slotsLeft--;
  2737. }
  2738. if(slotsLeft == 1)
  2739. {
  2740. auto lastCreature = setSrc.getCreature(srcSlot);
  2741. auto slotToMove = SlotID();
  2742. // Try to find a slot for last creature
  2743. if(destMap.find(lastCreature) == destMap.end())
  2744. {
  2745. if(!freeSlots.empty())
  2746. slotToMove = freeSlots.front();
  2747. }
  2748. else
  2749. {
  2750. slotToMove = destMap[lastCreature];
  2751. }
  2752. if(slotToMove != SlotID())
  2753. {
  2754. const bool needsLastStack = armySrc->needsLastStack();
  2755. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2756. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2757. }
  2758. }
  2759. BulkRebalanceStacks bulkRS;
  2760. for(auto & move : moves)
  2761. {
  2762. RebalanceStacks rs;
  2763. rs.srcArmy = armySrc->id;
  2764. rs.dstArmy = armyDest->id;
  2765. rs.srcSlot = move.first;
  2766. rs.dstSlot = move.second.first;
  2767. rs.count = move.second.second;
  2768. bulkRS.moves.push_back(rs);
  2769. }
  2770. sendAndApply(&bulkRS);
  2771. return true;
  2772. }
  2773. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2774. {
  2775. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2776. return false;
  2777. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2778. const CCreatureSet & creatureSet = *army;
  2779. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2780. return false;
  2781. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2782. if(actualAmount <= 1 && complain(complainNoCreatures))
  2783. return false;
  2784. auto freeSlot = creatureSet.getFreeSlot();
  2785. auto currentCreature = creatureSet.getCreature(slotSrc);
  2786. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2787. return true;
  2788. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2789. TQuantity totalCreatures = 0;
  2790. for(auto slot : creatureSlots)
  2791. totalCreatures += creatureSet.getStackCount(slot);
  2792. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2793. return false;
  2794. if(freeSlot != SlotID())
  2795. creatureSlots.push_back(freeSlot);
  2796. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2797. return false;
  2798. const auto totalCreatureSlots = creatureSlots.size();
  2799. const auto rem = totalCreatures % totalCreatureSlots;
  2800. const auto quotient = totalCreatures / totalCreatureSlots;
  2801. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2802. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2803. BulkSmartRebalanceStacks bulkSRS;
  2804. if(freeSlot != SlotID())
  2805. {
  2806. RebalanceStacks rs;
  2807. rs.srcArmy = rs.dstArmy = army->id;
  2808. rs.srcSlot = slotSrc;
  2809. rs.dstSlot = freeSlot;
  2810. rs.count = 1;
  2811. bulkSRS.moves.push_back(rs);
  2812. }
  2813. auto currSlot = 0;
  2814. auto check = 0;
  2815. for(auto slot : creatureSlots)
  2816. {
  2817. ChangeStackCount csc;
  2818. csc.army = army->id;
  2819. csc.slot = slot;
  2820. csc.count = (currSlot < rem)
  2821. ? quotient + 1
  2822. : quotient;
  2823. csc.absoluteValue = true;
  2824. bulkSRS.changes.push_back(csc);
  2825. currSlot++;
  2826. check += csc.count;
  2827. }
  2828. if(check != totalCreatures)
  2829. {
  2830. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2831. return false;
  2832. }
  2833. sendAndApply(&bulkSRS);
  2834. return true;
  2835. }
  2836. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2837. {
  2838. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2839. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2840. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2841. StackLocation sl1(s1, p1), sl2(s2, p2);
  2842. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2843. {
  2844. complain(complainInvalidSlot);
  2845. return false;
  2846. }
  2847. if (!isAllowedExchange(id1,id2))
  2848. {
  2849. complain("Cannot exchange stacks between these two objects!\n");
  2850. return false;
  2851. }
  2852. // We can always put stacks into locked garrison, but not take them out of it
  2853. auto notRemovable = [&](const CArmedInstance * army)
  2854. {
  2855. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2856. {
  2857. auto g = dynamic_cast<const CGGarrison *>(army);
  2858. if (g && !g->removableUnits)
  2859. {
  2860. complain("Stacks in this garrison are not removable!\n");
  2861. return true;
  2862. }
  2863. }
  2864. return false;
  2865. };
  2866. if (what==1) //swap
  2867. {
  2868. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2869. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2870. {
  2871. complain("Can't take troops from another player!");
  2872. return false;
  2873. }
  2874. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2875. {
  2876. complain("Cannot swap stacks - slots are the same!");
  2877. return false;
  2878. }
  2879. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2880. {
  2881. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2882. return false;
  2883. }
  2884. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2885. return false;
  2886. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2887. return false;
  2888. swapStacks(sl1, sl2);
  2889. }
  2890. else if (what==2)//merge
  2891. {
  2892. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2893. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2894. return false;
  2895. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2896. {
  2897. complain("Cannot merge empty stack!");
  2898. return false;
  2899. }
  2900. else if (notRemovable(sl1.army))
  2901. return false;
  2902. moveStack(sl1, sl2);
  2903. }
  2904. else if (what==3) //split
  2905. {
  2906. const int countToMove = val - s2->getStackCount(p2);
  2907. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2908. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2909. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2910. {
  2911. complain("Can't move troops of another player!");
  2912. return false;
  2913. }
  2914. //general conditions checking
  2915. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2916. || (val<1 && complain(complainNoCreatures)) )
  2917. {
  2918. return false;
  2919. }
  2920. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2921. {
  2922. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2923. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2924. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2925. )
  2926. {
  2927. return false;
  2928. }
  2929. if (notRemovable(sl1.army))
  2930. {
  2931. if (s1->getStackCount(p1) > countLeftOnSrc)
  2932. return false;
  2933. }
  2934. else if (notRemovable(sl2.army))
  2935. {
  2936. if (s2->getStackCount(p1) < countLeftOnSrc)
  2937. return false;
  2938. }
  2939. moveStack(sl1, sl2, countToMove);
  2940. //S2.slots[p2]->count = val;
  2941. //S1.slots[p1]->count = total - val;
  2942. }
  2943. else //split one stack to the two
  2944. {
  2945. if (s1->getStackCount(p1) < val)//not enough creatures
  2946. {
  2947. complain(complainNotEnoughCreatures);
  2948. return false;
  2949. }
  2950. if (notRemovable(sl1.army))
  2951. return false;
  2952. moveStack(sl1, sl2, val);
  2953. }
  2954. }
  2955. return true;
  2956. }
  2957. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2958. {
  2959. return connections.at(player).count(c);
  2960. }
  2961. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2962. {
  2963. std::set<PlayerColor> all;
  2964. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2965. if(vstd::contains(i->second, c))
  2966. all.insert(i->first);
  2967. switch(all.size())
  2968. {
  2969. case 0:
  2970. return PlayerColor::NEUTRAL;
  2971. case 1:
  2972. return *all.begin();
  2973. default:
  2974. {
  2975. //if we have more than one player at this connection, try to pick active one
  2976. if (vstd::contains(all, gs->currentPlayer))
  2977. return gs->currentPlayer;
  2978. else
  2979. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2980. }
  2981. }
  2982. }
  2983. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2984. {
  2985. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2986. if (!vstd::contains(s1->stacks,pos))
  2987. {
  2988. complain("Illegal call to disbandCreature - no such stack in army!");
  2989. return false;
  2990. }
  2991. eraseStack(StackLocation(s1, pos));
  2992. return true;
  2993. }
  2994. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2995. {
  2996. const CGTownInstance * t = getTown(tid);
  2997. if(!t)
  2998. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2999. if(!t->town->buildings.count(requestedID))
  3000. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  3001. if(t->hasBuilt(requestedID))
  3002. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  3003. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  3004. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  3005. std::vector<const CBuilding*> remainingAutoBuildings;
  3006. std::set<BuildingID> buildingsThatWillBe;
  3007. //Check validity of request
  3008. if(!force)
  3009. {
  3010. switch(requestedBuilding->mode)
  3011. {
  3012. case CBuilding::BUILD_NORMAL :
  3013. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  3014. COMPLAIN_RET("Cannot build that building!");
  3015. break;
  3016. case CBuilding::BUILD_AUTO :
  3017. case CBuilding::BUILD_SPECIAL:
  3018. COMPLAIN_RET("This building can not be constructed normally!");
  3019. case CBuilding::BUILD_GRAIL :
  3020. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  3021. {
  3022. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  3023. COMPLAIN_RET("Cannot build this without grail!")
  3024. else
  3025. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  3026. }
  3027. break;
  3028. }
  3029. }
  3030. //Performs stuff that has to be done before new building is built
  3031. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  3032. {
  3033. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  3034. {
  3035. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  3036. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  3037. if(upgradeNumber >= t->town->creatures.at(level).size())
  3038. {
  3039. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  3040. "no creature found (upgrade number %d, level %d!")
  3041. % buildingID % upgradeNumber % level));
  3042. return;
  3043. }
  3044. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  3045. SetAvailableCreatures ssi;
  3046. ssi.tid = t->id;
  3047. ssi.creatures = t->creatures;
  3048. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  3049. ssi.creatures[level].first = crea->getGrowth();
  3050. ssi.creatures[level].second.push_back(crea->getId());
  3051. sendAndApply(&ssi);
  3052. }
  3053. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  3054. {
  3055. setPortalDwelling(t);
  3056. }
  3057. };
  3058. //Performs stuff that has to be done after new building is built
  3059. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3060. {
  3061. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3062. auto isLibrary = isMageGuild ? false
  3063. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3064. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3065. {
  3066. if(t->visitingHero)
  3067. giveSpells(t,t->visitingHero);
  3068. if(t->garrisonHero)
  3069. giveSpells(t,t->garrisonHero);
  3070. }
  3071. };
  3072. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3073. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3074. {
  3075. return buildingsThatWillBe.count(buildID);
  3076. };
  3077. //Init the vectors
  3078. for(auto & build : t->town->buildings)
  3079. {
  3080. if(t->hasBuilt(build.first))
  3081. {
  3082. buildingsThatWillBe.insert(build.first);
  3083. }
  3084. else
  3085. {
  3086. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3087. remainingAutoBuildings.push_back(build.second);
  3088. }
  3089. }
  3090. //Prepare structure (list of building ids will be filled later)
  3091. NewStructures ns;
  3092. ns.tid = tid;
  3093. ns.builded = force ? t->builded : (t->builded+1);
  3094. std::queue<const CBuilding*> buildingsToAdd;
  3095. buildingsToAdd.push(requestedBuilding);
  3096. while(!buildingsToAdd.empty())
  3097. {
  3098. auto b = buildingsToAdd.front();
  3099. buildingsToAdd.pop();
  3100. ns.bid.insert(b->bid);
  3101. buildingsThatWillBe.insert(b->bid);
  3102. remainingAutoBuildings -= b;
  3103. for(auto autoBuilding : remainingAutoBuildings)
  3104. {
  3105. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3106. if(actualRequirements.test(areRequirementsFullfilled))
  3107. buildingsToAdd.push(autoBuilding);
  3108. }
  3109. }
  3110. // 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.
  3111. for(auto builtID : ns.bid)
  3112. processBeforeBuiltStructure(builtID);
  3113. //Take cost
  3114. if(!force)
  3115. giveResources(t->tempOwner, -requestedBuilding->resources);
  3116. //We know what has been built, apply changes. Do this as final step to properly update town window
  3117. sendAndApply(&ns);
  3118. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3119. for(auto builtID : ns.bid)
  3120. processAfterBuiltStructure(builtID);
  3121. // now when everything is built - reveal tiles for lookout tower
  3122. FoWChange fw;
  3123. fw.player = t->tempOwner;
  3124. fw.mode = 1;
  3125. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3126. sendAndApply(&fw);
  3127. if(t->visitingHero)
  3128. objectVisited(t, t->visitingHero);
  3129. if(t->garrisonHero)
  3130. visitCastleObjects(t, t->garrisonHero);
  3131. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3132. return true;
  3133. }
  3134. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3135. {
  3136. ///incomplete, simply erases target building
  3137. const CGTownInstance * t = getTown(tid);
  3138. if (!vstd::contains(t->builtBuildings, bid))
  3139. return false;
  3140. RazeStructures rs;
  3141. rs.tid = tid;
  3142. rs.bid.insert(bid);
  3143. rs.destroyed = t->destroyed + 1;
  3144. sendAndApply(&rs);
  3145. //TODO: Remove dwellers
  3146. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3147. // {
  3148. // RemoveBonus rb(RemoveBonus::TOWN);
  3149. // rb.whoID = t->id;
  3150. // rb.source = BonusSource::TOWN_STRUCTURE;
  3151. // rb.id = 17;
  3152. // sendAndApply(&rb);
  3153. // }
  3154. return true;
  3155. }
  3156. void CGameHandler::sendMessageToAll(const std::string &message)
  3157. {
  3158. SystemMessage sm;
  3159. sm.text = message;
  3160. sendToAllClients(&sm);
  3161. }
  3162. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3163. {
  3164. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3165. const CArmedInstance *dst = nullptr;
  3166. const CCreature *c = VLC->creh->objects.at(crid);
  3167. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3168. //TODO: test for owning
  3169. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3170. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3171. assert(dw && dst);
  3172. //verify
  3173. bool found = false;
  3174. int level = 0;
  3175. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3176. {
  3177. if ((fromLvl != -1) && (level !=fromLvl))
  3178. continue;
  3179. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3180. int i = 0;
  3181. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3182. if (cur.second.at(i) == crid)
  3183. break;
  3184. if (i < cur.second.size())
  3185. {
  3186. found = true;
  3187. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3188. break;
  3189. }
  3190. }
  3191. SlotID slot = dst->getSlotFor(crid);
  3192. if ((!found && complain("Cannot recruit: no such creatures!"))
  3193. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3194. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3195. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3196. {
  3197. return false;
  3198. }
  3199. //recruit
  3200. giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
  3201. SetAvailableCreatures sac;
  3202. sac.tid = objid;
  3203. sac.creatures = dw->creatures;
  3204. sac.creatures[level].first -= cram;
  3205. sendAndApply(&sac);
  3206. if (warMachine)
  3207. {
  3208. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3209. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3210. ArtifactID artId = c->warMachine;
  3211. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3212. const CArtifact * art = artId.toArtifact();
  3213. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3214. return giveHeroNewArtifact(h, art);
  3215. }
  3216. else
  3217. {
  3218. addToSlot(StackLocation(dst, slot), c, cram);
  3219. }
  3220. return true;
  3221. }
  3222. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3223. {
  3224. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3225. if (!obj->hasStackAtSlot(pos))
  3226. {
  3227. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3228. }
  3229. UpgradeInfo ui;
  3230. fillUpgradeInfo(obj, pos, ui);
  3231. PlayerColor player = obj->tempOwner;
  3232. const PlayerState *p = getPlayerState(player);
  3233. int crQuantity = obj->stacks.at(pos)->count;
  3234. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3235. //check if upgrade is possible
  3236. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3237. {
  3238. return false;
  3239. }
  3240. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3241. //check if player has enough resources
  3242. if (!p->resources.canAfford(totalCost))
  3243. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3244. //take resources
  3245. giveResources(player, -totalCost);
  3246. //upgrade creature
  3247. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3248. return true;
  3249. }
  3250. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3251. {
  3252. if (!sl.army->hasStackAtSlot(sl.slot))
  3253. COMPLAIN_RET("Cannot find a stack to change type");
  3254. SetStackType sst;
  3255. sst.army = sl.army->id;
  3256. sst.slot = sl.slot;
  3257. sst.type = c->getId();
  3258. sendAndApply(&sst);
  3259. return true;
  3260. }
  3261. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3262. {
  3263. assert(src->canBeMergedWith(*dst, allowMerging));
  3264. while(src->stacksCount())//while there are unmoved creatures
  3265. {
  3266. auto i = src->Slots().begin(); //iterator to stack to move
  3267. StackLocation sl(src, i->first); //location of stack to move
  3268. SlotID pos = dst->getSlotFor(i->second->type);
  3269. if (!pos.validSlot())
  3270. {
  3271. //try to merge two other stacks to make place
  3272. std::pair<SlotID, SlotID> toMerge;
  3273. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3274. {
  3275. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3276. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3277. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3278. }
  3279. else
  3280. {
  3281. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3282. return;
  3283. }
  3284. }
  3285. else
  3286. {
  3287. moveStack(sl, StackLocation(dst, pos));
  3288. }
  3289. }
  3290. }
  3291. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3292. {
  3293. const CGTownInstance * town = getTown(tid);
  3294. if(!town->garrisonHero == !town->visitingHero)
  3295. return false;
  3296. SetHeroesInTown intown;
  3297. intown.tid = tid;
  3298. if(town->garrisonHero) //garrison -> vising
  3299. {
  3300. intown.garrison = ObjectInstanceID();
  3301. intown.visiting = town->garrisonHero->id;
  3302. }
  3303. else //visiting -> garrison
  3304. {
  3305. if(town->armedGarrison())
  3306. town->mergeGarrisonOnSiege();
  3307. intown.visiting = ObjectInstanceID();
  3308. intown.garrison = town->visitingHero->id;
  3309. }
  3310. sendAndApply(&intown);
  3311. return true;
  3312. }
  3313. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3314. {
  3315. const CGTownInstance * town = getTown(tid);
  3316. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3317. {
  3318. if (!town->visitingHero->canBeMergedWith(*town))
  3319. {
  3320. complain("Cannot make garrison swap, not enough free slots!");
  3321. return false;
  3322. }
  3323. moveArmy(town, town->visitingHero, true);
  3324. SetHeroesInTown intown;
  3325. intown.tid = tid;
  3326. intown.visiting = ObjectInstanceID();
  3327. intown.garrison = town->visitingHero->id;
  3328. sendAndApply(&intown);
  3329. return true;
  3330. }
  3331. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3332. {
  3333. //check if moving hero out of town will break 8 wandering heroes limit
  3334. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3335. {
  3336. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3337. return false;
  3338. }
  3339. SetHeroesInTown intown;
  3340. intown.tid = tid;
  3341. intown.garrison = ObjectInstanceID();
  3342. intown.visiting = town->garrisonHero->id;
  3343. sendAndApply(&intown);
  3344. return true;
  3345. }
  3346. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3347. {
  3348. SetHeroesInTown intown;
  3349. intown.tid = tid;
  3350. intown.garrison = town->visitingHero->id;
  3351. intown.visiting = town->garrisonHero->id;
  3352. sendAndApply(&intown);
  3353. return true;
  3354. }
  3355. else
  3356. {
  3357. complain("Cannot swap garrison hero!");
  3358. return false;
  3359. }
  3360. }
  3361. // With the amount of changes done to the function, it's more like transferArtifacts.
  3362. // 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.
  3363. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3364. {
  3365. ArtifactLocation src = al1, dst = al2;
  3366. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3367. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3368. // Make sure exchange is even possible between the two heroes.
  3369. if(!isAllowedExchange(srcObj->id, dstObj->id))
  3370. COMPLAIN_RET("That heroes cannot make any exchange!");
  3371. const CArtifactInstance *srcArtifact = src.getArt();
  3372. const CArtifactInstance *destArtifact = dst.getArt();
  3373. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  3374. if(srcArtifact == nullptr)
  3375. COMPLAIN_RET("No artifact to move!");
  3376. if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
  3377. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3378. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3379. // Moving to the backpack is always allowed.
  3380. if((!srcArtifact || !isDstSlotBackpack)
  3381. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3382. COMPLAIN_RET("Cannot move artifact!");
  3383. auto srcSlot = src.getSlot();
  3384. auto dstSlot = dst.getSlot();
  3385. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3386. COMPLAIN_RET("Cannot move artifact locks.");
  3387. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  3388. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3389. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3390. COMPLAIN_RET("Cannot move catapult!");
  3391. if(isDstSlotBackpack)
  3392. {
  3393. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  3394. COMPLAIN_RET("Backpack is full!");
  3395. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  3396. }
  3397. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3398. {
  3399. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3400. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3401. // Check if dst slot is occupied
  3402. if(!isDstSlotBackpack && destArtifact)
  3403. {
  3404. // Previous artifact must be removed first
  3405. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3406. }
  3407. try
  3408. {
  3409. auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3410. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3411. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3412. }
  3413. catch(const std::bad_variant_access &)
  3414. {
  3415. // object other than hero received an art - ignore
  3416. }
  3417. MoveArtifact ma(&src, &dst);
  3418. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3419. ma.askAssemble = false;
  3420. sendAndApply(&ma);
  3421. }
  3422. return true;
  3423. }
  3424. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3425. {
  3426. // Make sure exchange is even possible between the two heroes.
  3427. if(!isAllowedExchange(srcHero, dstHero))
  3428. COMPLAIN_RET("That heroes cannot make any exchange!");
  3429. auto psrcHero = getHero(srcHero);
  3430. auto pdstHero = getHero(dstHero);
  3431. if((!psrcHero) || (!pdstHero))
  3432. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3433. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3434. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3435. auto & slotsSrcDst = ma.artsPack0;
  3436. auto & slotsDstSrc = ma.artsPack1;
  3437. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3438. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3439. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3440. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3441. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3442. {
  3443. assert(artifact);
  3444. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  3445. if(dstSlot != ArtifactPosition::PRE_FIRST)
  3446. {
  3447. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3448. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3449. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  3450. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3451. }
  3452. };
  3453. if(swap)
  3454. {
  3455. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3456. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3457. {
  3458. for(auto & artifact : srcHero->artifactsWorn)
  3459. {
  3460. if(ArtifactUtils::isArtRemovable(artifact))
  3461. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3462. }
  3463. };
  3464. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3465. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3466. {
  3467. for(auto & slotInfo : artSet->artifactsInBackpack)
  3468. {
  3469. auto slot = artSet->getArtPos(slotInfo.artifact);
  3470. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3471. }
  3472. };
  3473. // Move over artifacts that are worn srcHero -> dstHero
  3474. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3475. artFittingSet.artifactsWorn.clear();
  3476. // Move over artifacts that are worn dstHero -> srcHero
  3477. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3478. // Move over artifacts that are in backpack srcHero -> dstHero
  3479. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3480. // Move over artifacts that are in backpack dstHero -> srcHero
  3481. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3482. }
  3483. else
  3484. {
  3485. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3486. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3487. // Move over artifacts that are worn
  3488. for(auto & artInfo : psrcHero->artifactsWorn)
  3489. {
  3490. if(ArtifactUtils::isArtRemovable(artInfo))
  3491. {
  3492. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3493. }
  3494. }
  3495. // Move over artifacts that are in backpack
  3496. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3497. {
  3498. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3499. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3500. }
  3501. }
  3502. sendAndApply(&ma);
  3503. return true;
  3504. }
  3505. /**
  3506. * Assembles or disassembles a combination artifact.
  3507. * @param heroID ID of hero holding the artifact(s).
  3508. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3509. * @param assemble True for assembly operation, false for disassembly.
  3510. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3511. * artifact to assemble to. Otherwise it's not used.
  3512. */
  3513. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3514. {
  3515. const CGHeroInstance * hero = getHero(heroID);
  3516. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  3517. if(!destArtifact)
  3518. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3519. if(assemble)
  3520. {
  3521. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  3522. if(!combinedArt->constituents)
  3523. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3524. if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
  3525. ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  3526. {
  3527. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3528. }
  3529. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3530. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3531. AssembledArtifact aa;
  3532. aa.al = ArtifactLocation(hero, artifactSlot);
  3533. aa.builtArt = combinedArt;
  3534. sendAndApply(&aa);
  3535. }
  3536. else
  3537. {
  3538. if(!destArtifact->canBeDisassembled())
  3539. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3540. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  3541. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->constituents->size() - 1))
  3542. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  3543. DisassembledArtifact da;
  3544. da.al = ArtifactLocation(hero, artifactSlot);
  3545. sendAndApply(&da);
  3546. }
  3547. return true;
  3548. }
  3549. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  3550. {
  3551. const auto * hero = getHero(al.relatedObj()->id);
  3552. if(hero == nullptr)
  3553. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  3554. const auto * art = al.getArt();
  3555. if(art == nullptr)
  3556. COMPLAIN_RET("Cannot remove artifact!");
  3557. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  3558. COMPLAIN_RET("Illegal artifact removal request");
  3559. removeArtifact(al);
  3560. return true;
  3561. }
  3562. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3563. {
  3564. const CGHeroInstance * hero = getHero(hid);
  3565. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3566. const CGTownInstance * town = hero->visitedTown;
  3567. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3568. if (aid==ArtifactID::SPELLBOOK)
  3569. {
  3570. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3571. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3572. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3573. )
  3574. return false;
  3575. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3576. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3577. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3578. giveSpells(town,hero);
  3579. return true;
  3580. }
  3581. else
  3582. {
  3583. const CArtifact * art = aid.toArtifact();
  3584. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3585. COMPLAIN_RET_FALSE_IF(art->warMachine == CreatureID::NONE, "War machine artifact required");
  3586. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3587. const int price = art->price;
  3588. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  3589. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3590. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3591. {
  3592. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  3593. return giveHeroNewArtifact(hero, art);
  3594. }
  3595. else
  3596. COMPLAIN_RET("This machine is unavailable here!");
  3597. }
  3598. }
  3599. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  3600. {
  3601. if(!h)
  3602. COMPLAIN_RET("Only hero can buy artifacts!");
  3603. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3604. COMPLAIN_RET("That artifact is unavailable!");
  3605. int b1, b2;
  3606. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3607. if (getResource(h->tempOwner, rid) < b1)
  3608. COMPLAIN_RET("You can't afford to buy this artifact!");
  3609. giveResource(h->tempOwner, rid, -b1);
  3610. SetAvailableArtifacts saa;
  3611. if(dynamic_cast<const CGTownInstance *>(m))
  3612. {
  3613. saa.id = -1;
  3614. saa.arts = CGTownInstance::merchantArtifacts;
  3615. }
  3616. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  3617. {
  3618. saa.id = bm->id.getNum();
  3619. saa.arts = bm->artifacts;
  3620. }
  3621. else
  3622. COMPLAIN_RET("Wrong marktet...");
  3623. bool found = false;
  3624. for (const CArtifact *&art : saa.arts)
  3625. {
  3626. if (art && art->getId() == aid)
  3627. {
  3628. art = nullptr;
  3629. found = true;
  3630. break;
  3631. }
  3632. }
  3633. if (!found)
  3634. COMPLAIN_RET("Cannot find selected artifact on the list");
  3635. sendAndApply(&saa);
  3636. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3637. return true;
  3638. }
  3639. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  3640. {
  3641. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3642. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3643. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3644. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3645. int resVal = 0, dump = 1;
  3646. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3647. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3648. giveResource(h->tempOwner, rid, resVal);
  3649. return true;
  3650. }
  3651. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3652. {
  3653. if (!h)
  3654. COMPLAIN_RET("You need hero to buy a skill!");
  3655. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3656. COMPLAIN_RET("Hero already know this skill");
  3657. if (!h->canLearnSkill())
  3658. COMPLAIN_RET("Hero can't learn any more skills");
  3659. if (!h->canLearnSkill(skill))
  3660. COMPLAIN_RET("The hero can't learn this skill!");
  3661. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3662. COMPLAIN_RET("That skill is unavailable!");
  3663. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3664. COMPLAIN_RET("You can't afford to buy this skill");
  3665. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  3666. changeSecSkill(h, skill, 1, true);
  3667. return true;
  3668. }
  3669. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3670. {
  3671. TResourceCap r1 = getPlayerState(player)->resources[id1];
  3672. vstd::amin(val, r1); //can't trade more resources than have
  3673. int b1, b2; //base quantities for trade
  3674. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3675. int units = val / b1; //how many base quantities we trade
  3676. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3677. {
  3678. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3679. }
  3680. giveResource(player, GameResID(id1), - b1 * units);
  3681. giveResource(player, GameResID(id2), b2 * units);
  3682. return true;
  3683. }
  3684. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  3685. {
  3686. if(!hero)
  3687. COMPLAIN_RET("Only hero can sell creatures!");
  3688. if (!vstd::contains(hero->Slots(), slot))
  3689. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3690. const CStackInstance &s = hero->getStack(slot);
  3691. if (s.count < (TQuantity)count //can't sell more creatures than have
  3692. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3693. {
  3694. COMPLAIN_RET("Not enough creatures in army!");
  3695. }
  3696. int b1, b2; //base quantities for trade
  3697. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3698. int units = count / b1; //how many base quantities we trade
  3699. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3700. {
  3701. //TODO: complain?
  3702. assert(0);
  3703. }
  3704. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3705. giveResource(hero->tempOwner, resourceID, b2 * units);
  3706. return true;
  3707. }
  3708. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3709. {
  3710. const CArmedInstance *army = nullptr;
  3711. if (hero)
  3712. army = hero;
  3713. else
  3714. army = dynamic_cast<const CGTownInstance *>(market);
  3715. if (!army)
  3716. COMPLAIN_RET("Incorrect call to transform in undead!");
  3717. if (!army->hasStackAtSlot(slot))
  3718. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3719. const CStackInstance &s = army->getStack(slot);
  3720. //resulting creature - bone dragons or skeletons
  3721. CreatureID resCreature = CreatureID::SKELETON;
  3722. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  3723. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  3724. || (s.getCreatureID() == CreatureID::HYDRA)
  3725. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3726. resCreature = CreatureID::BONE_DRAGON;
  3727. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3728. return true;
  3729. }
  3730. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  3731. {
  3732. const PlayerState *p2 = getPlayerState(r2, false);
  3733. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3734. {
  3735. complain("Dest player must be in game!");
  3736. return false;
  3737. }
  3738. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  3739. vstd::amin(val, curRes1);
  3740. giveResource(player, r1, -(int)val);
  3741. giveResource(r2, r1, val);
  3742. return true;
  3743. }
  3744. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3745. {
  3746. const CGHeroInstance *h = getHero(hid);
  3747. if (!h)
  3748. {
  3749. logGlobal->error("Hero doesn't exist!");
  3750. return false;
  3751. }
  3752. ChangeFormation cf;
  3753. cf.hid = hid;
  3754. cf.formation = formation;
  3755. sendAndApply(&cf);
  3756. return true;
  3757. }
  3758. bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor player)
  3759. {
  3760. const PlayerState * p = getPlayerState(player);
  3761. const CGTownInstance * t = getTown(obj->id);
  3762. //common preconditions
  3763. // if ((p->resources.at(EGameResID::GOLD)<GOLD_NEEDED && complain("Not enough gold for buying hero!"))
  3764. // || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
  3765. if ((p->resources[EGameResID::GOLD] < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
  3766. || ((getHeroCount(player, false) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP) && complain("Cannot hire hero, too many wandering heroes already!")))
  3767. || ((getHeroCount(player, true) >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP) && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))))
  3768. {
  3769. return false;
  3770. }
  3771. if (t) //tavern in town
  3772. {
  3773. if ((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
  3774. || (t->visitingHero && complain("There is visiting hero - no place!")))
  3775. {
  3776. return false;
  3777. }
  3778. }
  3779. else if (obj->ID == Obj::TAVERN)
  3780. {
  3781. if (getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
  3782. {
  3783. return false;
  3784. }
  3785. }
  3786. const CGHeroInstance *nh = p->availableHeroes.at(hid);
  3787. if (!nh)
  3788. {
  3789. complain ("Hero is not available for hiring!");
  3790. return false;
  3791. }
  3792. HeroRecruited hr;
  3793. hr.tid = obj->id;
  3794. hr.hid = nh->subID;
  3795. hr.player = player;
  3796. hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
  3797. if (getTile(hr.tile)->isWater())
  3798. {
  3799. //Create a new boat for hero
  3800. NewObject no;
  3801. no.ID = Obj::BOAT;
  3802. no.subID = BoatId(EBoatId::CASTLE);
  3803. no.pos = hr.tile + int3(1,0,0);
  3804. sendAndApply(&no);
  3805. hr.boatId = getTopObj(hr.tile)->id;
  3806. }
  3807. sendAndApply(&hr);
  3808. std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
  3809. const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
  3810. const CGHeroInstance *newHero = nullptr;
  3811. if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
  3812. {
  3813. newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, getRandomGenerator(), theOtherHero->type->heroClass);
  3814. }
  3815. SetAvailableHeroes sah;
  3816. sah.player = player;
  3817. if (newHero)
  3818. {
  3819. sah.hid[hid] = newHero->subID;
  3820. sah.army[hid].clear();
  3821. sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
  3822. }
  3823. else
  3824. {
  3825. sah.hid[hid] = -1;
  3826. }
  3827. sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
  3828. sendAndApply(&sah);
  3829. giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
  3830. if(t)
  3831. {
  3832. objectVisited(t, nh);
  3833. }
  3834. return true;
  3835. }
  3836. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3837. {
  3838. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3839. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3840. logGlobal->trace(answer.toJson());
  3841. auto topQuery = queries.topQuery(player);
  3842. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3843. if(topQuery->queryID != qid)
  3844. {
  3845. auto currentQuery = queries.getQuery(qid);
  3846. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3847. currentQuery->setReply(answer);
  3848. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3849. }
  3850. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3851. topQuery->setReply(answer);
  3852. queries.popQuery(topQuery);
  3853. return true;
  3854. }
  3855. static EndAction end_action;
  3856. void CGameHandler::updateGateState()
  3857. {
  3858. // GATE_BRIDGE - leftmost tile, located over moat
  3859. // GATE_OUTER - central tile, mostly covered by gate image
  3860. // GATE_INNER - rightmost tile, inside the walls
  3861. // GATE_OUTER or GATE_INNER:
  3862. // - if defender moves unit on these tiles, bridge will open
  3863. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3864. // - blocked to attacker if bridge is closed
  3865. // GATE_BRIDGE
  3866. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3867. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3868. // - deals moat damage to attacker if bridge is closed (fortress only)
  3869. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3870. bool hasStackAtGateInner = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3871. bool hasStackAtGateOuter = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3872. bool hasStackAtGateBridge = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3873. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  3874. {
  3875. return obst->obstacleType == CObstacleInstance::MOAT;
  3876. });
  3877. BattleUpdateGateState db;
  3878. db.state = gs->curB->si.gateState;
  3879. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3880. {
  3881. db.state = EGateState::DESTROYED;
  3882. }
  3883. else if (db.state == EGateState::OPENED)
  3884. {
  3885. bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
  3886. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3887. if (gateCanClose)
  3888. db.state = EGateState::CLOSED;
  3889. else
  3890. db.state = EGateState::OPENED;
  3891. }
  3892. else // CLOSED or BLOCKED
  3893. {
  3894. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3895. if (gateBlocked)
  3896. db.state = EGateState::BLOCKED;
  3897. else
  3898. db.state = EGateState::CLOSED;
  3899. }
  3900. if (db.state != gs->curB->si.gateState)
  3901. sendAndApply(&db);
  3902. }
  3903. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3904. {
  3905. bool ok = true;
  3906. battle::Target target = ba.getTarget(gs->curB);
  3907. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3908. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3909. logGlobal->trace("Making action: %s", ba.toString());
  3910. switch(ba.actionType)
  3911. {
  3912. case EActionType::WALK: //walk
  3913. case EActionType::DEFEND: //defend
  3914. case EActionType::WAIT: //wait
  3915. case EActionType::WALK_AND_ATTACK: //walk or attack
  3916. case EActionType::SHOOT: //shoot
  3917. case EActionType::CATAPULT: //catapult
  3918. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3919. case EActionType::MONSTER_SPELL:
  3920. if (!stack)
  3921. {
  3922. complain("No such stack!");
  3923. return false;
  3924. }
  3925. if (!stack->alive())
  3926. {
  3927. complain("This stack is dead: " + stack->nodeName());
  3928. return false;
  3929. }
  3930. if (battleTacticDist())
  3931. {
  3932. if (stack && stack->unitSide() != battleGetTacticsSide())
  3933. {
  3934. complain("This is not a stack of side that has tactics!");
  3935. return false;
  3936. }
  3937. }
  3938. else if (!isAboutActiveStack)
  3939. {
  3940. complain("Action has to be about active stack!");
  3941. return false;
  3942. }
  3943. }
  3944. auto wrapAction = [this](BattleAction &ba)
  3945. {
  3946. StartAction startAction(ba);
  3947. sendAndApply(&startAction);
  3948. return vstd::makeScopeGuard([&]()
  3949. {
  3950. sendAndApply(&end_action);
  3951. });
  3952. };
  3953. switch(ba.actionType)
  3954. {
  3955. case EActionType::END_TACTIC_PHASE: //wait
  3956. case EActionType::BAD_MORALE:
  3957. case EActionType::NO_ACTION:
  3958. {
  3959. auto wrapper = wrapAction(ba);
  3960. break;
  3961. }
  3962. case EActionType::WALK:
  3963. {
  3964. auto wrapper = wrapAction(ba);
  3965. if(target.size() < 1)
  3966. {
  3967. complain("Destination required for move action.");
  3968. ok = false;
  3969. break;
  3970. }
  3971. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3972. if (!walkedTiles)
  3973. complain("Stack failed movement!");
  3974. break;
  3975. }
  3976. case EActionType::DEFEND:
  3977. {
  3978. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3979. SetStackEffect sse;
  3980. Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
  3981. Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),
  3982. -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
  3983. Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
  3984. BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3985. int oldDefenceValue = defence.totalValue();
  3986. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3987. defence.push_back(std::make_shared<Bonus>(bonus2));
  3988. int difference = defence.totalValue() - oldDefenceValue;
  3989. std::vector<Bonus> buffer;
  3990. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3991. {
  3992. difference = 1;
  3993. buffer.push_back(alternativeWeakCreatureBonus);
  3994. }
  3995. else
  3996. {
  3997. buffer.push_back(defenseBonusToAdd);
  3998. }
  3999. buffer.push_back(bonus2);
  4000. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  4001. sendAndApply(&sse);
  4002. BattleLogMessage message;
  4003. MetaString text;
  4004. stack->addText(text, MetaString::GENERAL_TXT, 120);
  4005. stack->addNameReplacement(text);
  4006. text.addReplacement(difference);
  4007. message.lines.push_back(text);
  4008. sendAndApply(&message);
  4009. //don't break - we share code with next case
  4010. }
  4011. [[fallthrough]];
  4012. case EActionType::WAIT:
  4013. {
  4014. auto wrapper = wrapAction(ba);
  4015. break;
  4016. }
  4017. case EActionType::RETREAT: //retreat/flee
  4018. {
  4019. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  4020. complain("Cannot retreat!");
  4021. else
  4022. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  4023. break;
  4024. }
  4025. case EActionType::SURRENDER:
  4026. {
  4027. PlayerColor player = gs->curB->sides.at(ba.side).color;
  4028. int cost = gs->curB->battleGetSurrenderCost(player);
  4029. if (cost < 0)
  4030. complain("Cannot surrender!");
  4031. else if (getResource(player, EGameResID::GOLD) < cost)
  4032. complain("Not enough gold to surrender!");
  4033. else
  4034. {
  4035. giveResource(player, EGameResID::GOLD, -cost);
  4036. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  4037. }
  4038. break;
  4039. }
  4040. case EActionType::WALK_AND_ATTACK: //walk or attack
  4041. {
  4042. auto wrapper = wrapAction(ba);
  4043. if(!stack)
  4044. {
  4045. complain("No attacker");
  4046. ok = false;
  4047. break;
  4048. }
  4049. if(target.size() < 2)
  4050. {
  4051. complain("Two destinations required for attack action.");
  4052. ok = false;
  4053. break;
  4054. }
  4055. BattleHex attackPos = target.at(0).hexValue;
  4056. BattleHex destinationTile = target.at(1).hexValue;
  4057. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  4058. if(!destinationStack)
  4059. {
  4060. complain("Invalid target to attack");
  4061. ok = false;
  4062. break;
  4063. }
  4064. BattleHex startingPos = stack->getPosition();
  4065. int distance = moveStack(ba.stackNumber, attackPos);
  4066. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  4067. if(stack->getPosition() != attackPos
  4068. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  4069. )
  4070. {
  4071. // we were not able to reach destination tile, nor occupy specified hex
  4072. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  4073. break;
  4074. }
  4075. if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
  4076. {
  4077. destinationStack = nullptr;
  4078. }
  4079. if(!destinationStack)
  4080. {
  4081. complain("Unit can not attack itself");
  4082. ok = false;
  4083. break;
  4084. }
  4085. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  4086. {
  4087. complain("Attack cannot be performed!");
  4088. ok = false;
  4089. break;
  4090. }
  4091. //attack
  4092. int totalAttacks = stack->totalAttacks.getMeleeValue();
  4093. //TODO: move to CUnitState
  4094. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4095. if(attackingHero)
  4096. {
  4097. totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4098. }
  4099. const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
  4100. const bool retaliation = destinationStack->ableToRetaliate();
  4101. for (int i = 0; i < totalAttacks; ++i)
  4102. {
  4103. //first strike
  4104. if(i == 0 && firstStrike && retaliation)
  4105. {
  4106. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4107. }
  4108. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  4109. if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
  4110. {
  4111. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  4112. }
  4113. //counterattack
  4114. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  4115. if(stack->alive()
  4116. && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
  4117. && (i == 0 && !firstStrike)
  4118. && retaliation && destinationStack->ableToRetaliate())
  4119. {
  4120. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  4121. }
  4122. }
  4123. //return
  4124. if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
  4125. && target.size() == 3
  4126. && startingPos != stack->getPosition()
  4127. && startingPos == target.at(2).hexValue
  4128. && stack->alive())
  4129. {
  4130. moveStack(ba.stackNumber, startingPos);
  4131. //NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
  4132. }
  4133. break;
  4134. }
  4135. case EActionType::SHOOT:
  4136. {
  4137. if(target.size() < 1)
  4138. {
  4139. complain("Destination required for shot action.");
  4140. ok = false;
  4141. break;
  4142. }
  4143. auto destination = target.at(0).hexValue;
  4144. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4145. if (!gs->curB->battleCanShoot(stack, destination))
  4146. {
  4147. complain("Cannot shoot!");
  4148. break;
  4149. }
  4150. if (!destinationStack)
  4151. {
  4152. complain("No target to shoot!");
  4153. break;
  4154. }
  4155. auto wrapper = wrapAction(ba);
  4156. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4157. //ranged counterattack
  4158. if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
  4159. && !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
  4160. && destinationStack->ableToRetaliate()
  4161. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4162. && stack->alive()) //attacker may have died (fire shield)
  4163. {
  4164. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4165. }
  4166. //allow more than one additional attack
  4167. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4168. //TODO: move to CUnitState
  4169. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4170. if(attackingHero)
  4171. {
  4172. totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4173. }
  4174. for(int i = 1; i < totalRangedAttacks; ++i)
  4175. {
  4176. if(
  4177. stack->alive()
  4178. && destinationStack->alive()
  4179. && stack->shots.canUse()
  4180. )
  4181. {
  4182. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4183. }
  4184. }
  4185. break;
  4186. }
  4187. case EActionType::CATAPULT:
  4188. {
  4189. auto wrapper = wrapAction(ba);
  4190. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4191. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
  4192. if(!catapultAbility || catapultAbility->subtype < 0)
  4193. {
  4194. complain("We do not know how to shoot :P");
  4195. }
  4196. else
  4197. {
  4198. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4199. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4200. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4201. parameters.setSpellLevel(shotLevel);
  4202. parameters.cast(spellEnv, target);
  4203. }
  4204. //finish by scope guard
  4205. break;
  4206. }
  4207. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4208. {
  4209. auto wrapper = wrapAction(ba);
  4210. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4211. if(target.size() < 1)
  4212. {
  4213. complain("Destination required for heal action.");
  4214. ok = false;
  4215. break;
  4216. }
  4217. const battle::Unit * destStack = nullptr;
  4218. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
  4219. if(target.at(0).unitValue)
  4220. destStack = target.at(0).unitValue;
  4221. else
  4222. destStack = gs->curB->battleGetUnitByPos(target.at(0).hexValue);
  4223. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4224. {
  4225. complain("There is either no healer, no destination, or healer cannot heal :P");
  4226. }
  4227. else
  4228. {
  4229. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4230. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4231. auto dest = battle::Destination(destStack, target.at(0).hexValue);
  4232. parameters.setSpellLevel(0);
  4233. parameters.cast(spellEnv, {dest});
  4234. }
  4235. break;
  4236. }
  4237. case EActionType::MONSTER_SPELL:
  4238. {
  4239. auto wrapper = wrapAction(ba);
  4240. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4241. SpellID spellID = SpellID(ba.actionSubtype);
  4242. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
  4243. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
  4244. //TODO special bonus for genies ability
  4245. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4246. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4247. if (spellID < 0)
  4248. complain("That stack can't cast spells!");
  4249. else
  4250. {
  4251. const CSpell * spell = SpellID(spellID).toSpell();
  4252. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4253. int32_t spellLvl = 0;
  4254. if(spellcaster)
  4255. vstd::amax(spellLvl, spellcaster->val);
  4256. if(randSpellcaster)
  4257. vstd::amax(spellLvl, randSpellcaster->val);
  4258. parameters.setSpellLevel(spellLvl);
  4259. parameters.cast(spellEnv, target);
  4260. }
  4261. break;
  4262. }
  4263. }
  4264. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4265. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4266. handleObstacleTriggersForUnit(*spellEnv, *stack);
  4267. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4268. battleMadeAction.setn(true);
  4269. return ok;
  4270. }
  4271. void CGameHandler::playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj)
  4272. {
  4273. bool cheated = false;
  4274. if(!getPlayerSettings(player)->isControlledByAI())
  4275. {
  4276. PlayerMessageClient temp_message(player, message);
  4277. sendAndApply(&temp_message);
  4278. }
  4279. std::vector<std::string> words;
  4280. boost::split(words, message, boost::is_any_of(" "));
  4281. bool isHost = false;
  4282. for(auto & c : connections[player])
  4283. if(lobby->isClientHost(c->connectionID))
  4284. isHost = true;
  4285. if(isHost && words.size() >= 2 && words[0] == "game")
  4286. {
  4287. if(words[1] == "exit" || words[1] == "quit" || words[1] == "end")
  4288. {
  4289. SystemMessage temp_message("game was terminated");
  4290. sendAndApply(&temp_message);
  4291. lobby->state = EServerState::SHUTDOWN;
  4292. return;
  4293. }
  4294. if(words.size() == 3 && words[1] == "save")
  4295. {
  4296. save("Saves/" + words[2]);
  4297. SystemMessage temp_message("game saved as " + words[2]);
  4298. sendAndApply(&temp_message);
  4299. return;
  4300. }
  4301. if(words.size() == 3 && words[1] == "kick")
  4302. {
  4303. auto playername = words[2];
  4304. PlayerColor playerToKick(PlayerColor::CANNOT_DETERMINE);
  4305. if(std::all_of(playername.begin(), playername.end(), ::isdigit))
  4306. playerToKick = PlayerColor(std::stoi(playername));
  4307. else
  4308. {
  4309. for(auto & c : connections)
  4310. {
  4311. if(c.first.getStr(false) == playername)
  4312. playerToKick = c.first;
  4313. }
  4314. }
  4315. if(playerToKick != PlayerColor::CANNOT_DETERMINE)
  4316. {
  4317. PlayerCheated pc;
  4318. pc.player = playerToKick;
  4319. pc.losingCheatCode = true;
  4320. sendAndApply(&pc);
  4321. checkVictoryLossConditionsForPlayer(playerToKick);
  4322. }
  4323. return;
  4324. }
  4325. }
  4326. int obj = 0;
  4327. if (words.size() == 2 && words[0] != "vcmiexp" && words[0] != "vcmiolorin")
  4328. {
  4329. obj = std::atoi(words[1].c_str());
  4330. if (obj)
  4331. currObj = ObjectInstanceID(obj);
  4332. }
  4333. const CGHeroInstance * hero = getHero(currObj);
  4334. const CGTownInstance * town = getTown(currObj);
  4335. if (!town && hero)
  4336. town = hero->visitedTown;
  4337. if(words.size() > 1 && (words[0] == "vcmiarmy" || words[0] == "vcminissi" || words[0] == "vcmiexp" || words[0] == "vcmiolorin"))
  4338. {
  4339. std::string cheatCodeWithOneParameter = std::string(words[0]) + " " + words[1];
  4340. handleCheatCode(cheatCodeWithOneParameter, player, hero, town, cheated);
  4341. }
  4342. else if (words.size() == 1 || obj)
  4343. {
  4344. handleCheatCode(words[0], player, hero, town, cheated);
  4345. }
  4346. else
  4347. {
  4348. for (const auto & i : gs->players)
  4349. {
  4350. if (i.first == PlayerColor::NEUTRAL)
  4351. continue;
  4352. if (words[1] == "ai")
  4353. {
  4354. if (i.second.human)
  4355. continue;
  4356. }
  4357. else if (words[1] != "all" && words[1] != i.first.getStr())
  4358. continue;
  4359. if (words[0] == "vcmiformenos" || words[0] == "vcmieagles" || words[0] == "vcmiungoliant"
  4360. || words[0] == "vcmiresources" || words[0] == "vcmimap" || words[0] == "vcmihidemap")
  4361. {
  4362. handleCheatCode(words[0], i.first, nullptr, nullptr, cheated);
  4363. }
  4364. else if (words[0] == "vcmiarmenelos" || words[0] == "vcmibuild")
  4365. {
  4366. for (const auto & t : i.second.towns)
  4367. {
  4368. handleCheatCode(words[0], i.first, nullptr, t, cheated);
  4369. }
  4370. }
  4371. else
  4372. {
  4373. for (const auto & h : i.second.heroes)
  4374. {
  4375. handleCheatCode(words[0], i.first, h, nullptr, cheated);
  4376. }
  4377. }
  4378. }
  4379. }
  4380. if (cheated)
  4381. {
  4382. if(!getPlayerSettings(player)->isControlledByAI())
  4383. {
  4384. SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
  4385. sendAndApply(&temp_message);
  4386. }
  4387. if(!player.isSpectator())
  4388. checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
  4389. }
  4390. }
  4391. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4392. {
  4393. switch(ba.actionType)
  4394. {
  4395. case EActionType::HERO_SPELL:
  4396. {
  4397. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4398. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4399. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4400. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4401. if (!s)
  4402. {
  4403. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4404. return false;
  4405. }
  4406. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4407. spells::detail::ProblemImpl problem;
  4408. auto m = s->battleMechanics(&parameters);
  4409. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4410. {
  4411. logGlobal->warn("Spell cannot be cast!");
  4412. std::vector<std::string> texts;
  4413. problem.getAll(texts);
  4414. for(auto s : texts)
  4415. logGlobal->warn(s);
  4416. return false;
  4417. }
  4418. StartAction start_action(ba);
  4419. sendAndApply(&start_action); //start spell casting
  4420. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4421. sendAndApply(&end_action);
  4422. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4423. {
  4424. battleMadeAction.setn(true);
  4425. }
  4426. checkBattleStateChanges();
  4427. if (battleResult.get())
  4428. {
  4429. battleMadeAction.setn(true);
  4430. //battle will be ended by startBattle function
  4431. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4432. }
  4433. return true;
  4434. }
  4435. }
  4436. return false;
  4437. }
  4438. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4439. {
  4440. auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
  4441. for(auto b : bl)
  4442. {
  4443. const CSpell * sp = SpellID(b->subtype).toSpell();
  4444. if(!sp)
  4445. continue;
  4446. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4447. const int32_t level = ((val > 3) ? (val - 3) : val);
  4448. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4449. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4450. battleCast.setEffectDuration(50);
  4451. battleCast.setSpellLevel(level);
  4452. spells::Target target;
  4453. if(val > 3)
  4454. {
  4455. for(auto s : gs->curB->battleGetAllStacks())
  4456. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4457. target.emplace_back(s);
  4458. }
  4459. else
  4460. {
  4461. target.emplace_back(st);
  4462. }
  4463. battleCast.applyEffects(spellEnv, target, false, true);
  4464. }
  4465. }
  4466. void CGameHandler::stackTurnTrigger(const CStack *st)
  4467. {
  4468. BattleTriggerEffect bte;
  4469. bte.stackID = st->unitId();
  4470. bte.effect = -1;
  4471. bte.val = 0;
  4472. bte.additionalInfo = 0;
  4473. if (st->alive())
  4474. {
  4475. //unbind
  4476. if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
  4477. {
  4478. bool unbind = true;
  4479. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
  4480. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4481. for (auto b : bl)
  4482. {
  4483. if(b->additionalInfo != CAddInfo::NONE)
  4484. {
  4485. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4486. if(stack)
  4487. {
  4488. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4489. unbind = false;
  4490. }
  4491. }
  4492. else
  4493. {
  4494. unbind = false;
  4495. }
  4496. }
  4497. if (unbind)
  4498. {
  4499. BattleSetStackProperty ssp;
  4500. ssp.which = BattleSetStackProperty::UNBIND;
  4501. ssp.stackID = st->unitId();
  4502. sendAndApply(&ssp);
  4503. }
  4504. }
  4505. if (st->hasBonusOfType(BonusType::POISON))
  4506. {
  4507. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
  4508. if (b) //TODO: what if not?...
  4509. {
  4510. bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
  4511. if (bte.val < b->val) //(negative) poison effect increases - update it
  4512. {
  4513. bte.effect = vstd::to_underlying(BonusType::POISON);
  4514. sendAndApply(&bte);
  4515. }
  4516. }
  4517. }
  4518. if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
  4519. {
  4520. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4521. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4522. if(opponentHero)
  4523. {
  4524. ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
  4525. vstd::amin(manaDrained, opponentHero->mana);
  4526. if(manaDrained)
  4527. {
  4528. bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
  4529. bte.val = manaDrained;
  4530. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4531. sendAndApply(&bte);
  4532. }
  4533. }
  4534. }
  4535. if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
  4536. {
  4537. bool fearsomeCreature = false;
  4538. for (CStack * stack : gs->curB->stacks)
  4539. {
  4540. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
  4541. {
  4542. fearsomeCreature = true;
  4543. break;
  4544. }
  4545. }
  4546. if (fearsomeCreature)
  4547. {
  4548. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4549. {
  4550. bte.effect = vstd::to_underlying(BonusType::FEAR);
  4551. sendAndApply(&bte);
  4552. }
  4553. }
  4554. }
  4555. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
  4556. int side = gs->curB->whatSide(st->unitOwner());
  4557. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4558. {
  4559. bool cast = false;
  4560. while(!bl.empty() && !cast)
  4561. {
  4562. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4563. auto spellID = SpellID(bonus->subtype);
  4564. const CSpell * spell = SpellID(spellID).toSpell();
  4565. bl.remove_if([&bonus](const Bonus * b)
  4566. {
  4567. return b == bonus.get();
  4568. });
  4569. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4570. parameters.setSpellLevel(bonus->val);
  4571. parameters.massive = true;
  4572. parameters.smart = true;
  4573. //todo: recheck effect level
  4574. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4575. {
  4576. cast = true;
  4577. int cooldown = bonus->additionalInfo[0];
  4578. BattleSetStackProperty ssp;
  4579. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4580. ssp.absolute = false;
  4581. ssp.val = cooldown;
  4582. ssp.stackID = st->unitId();
  4583. sendAndApply(&ssp);
  4584. }
  4585. }
  4586. }
  4587. }
  4588. }
  4589. void CGameHandler::handleTimeEvents()
  4590. {
  4591. gs->map->events.sort(evntCmp);
  4592. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4593. {
  4594. CMapEvent ev = gs->map->events.front();
  4595. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4596. {
  4597. auto color = PlayerColor(player);
  4598. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4599. if (pinfo //player exists
  4600. && (ev.players & 1<<player) //event is enabled to this player
  4601. && ((ev.computerAffected && !pinfo->human)
  4602. || (ev.humanAffected && pinfo->human)
  4603. )
  4604. )
  4605. {
  4606. //give resources
  4607. giveResources(color, ev.resources);
  4608. //prepare dialog
  4609. InfoWindow iw;
  4610. iw.player = color;
  4611. iw.text << ev.message;
  4612. for (int i=0; i<ev.resources.size(); i++)
  4613. {
  4614. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  4615. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  4616. }
  4617. sendAndApply(&iw); //show dialog
  4618. }
  4619. } //PLAYERS LOOP
  4620. if (ev.nextOccurence)
  4621. {
  4622. gs->map->events.pop_front();
  4623. ev.firstOccurence += ev.nextOccurence;
  4624. auto it = gs->map->events.begin();
  4625. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4626. it++;
  4627. gs->map->events.insert(it, ev);
  4628. }
  4629. else
  4630. {
  4631. gs->map->events.pop_front();
  4632. }
  4633. }
  4634. //TODO send only if changed
  4635. UpdateMapEvents ume;
  4636. ume.events = gs->map->events;
  4637. sendAndApply(&ume);
  4638. }
  4639. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4640. {
  4641. town->events.sort(evntCmp);
  4642. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4643. {
  4644. PlayerColor player = town->tempOwner;
  4645. CCastleEvent ev = town->events.front();
  4646. const PlayerState * pinfo = getPlayerState(player, false);
  4647. if (pinfo //player exists
  4648. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4649. && ((ev.computerAffected && !pinfo->human)
  4650. || (ev.humanAffected && pinfo->human)))
  4651. {
  4652. // dialog
  4653. InfoWindow iw;
  4654. iw.player = player;
  4655. iw.text << ev.message;
  4656. if (ev.resources.nonZero())
  4657. {
  4658. TResources was = n.res[player];
  4659. n.res[player] += ev.resources;
  4660. n.res[player].amax(0);
  4661. for (int i=0; i<ev.resources.size(); i++)
  4662. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  4663. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  4664. }
  4665. for (auto & i : ev.buildings)
  4666. {
  4667. if (!town->hasBuilt(i))
  4668. {
  4669. buildStructure(town->id, i, true);
  4670. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4671. }
  4672. }
  4673. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4674. {
  4675. n.cres[town->id].tid = town->id;
  4676. n.cres[town->id].creatures = town->creatures;
  4677. }
  4678. auto & sac = n.cres[town->id];
  4679. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4680. {
  4681. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4682. {
  4683. sac.creatures[i].first += ev.creatures.at(i);
  4684. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4685. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4686. }
  4687. }
  4688. sendAndApply(&iw); //show dialog
  4689. }
  4690. if (ev.nextOccurence)
  4691. {
  4692. town->events.pop_front();
  4693. ev.firstOccurence += ev.nextOccurence;
  4694. auto it = town->events.begin();
  4695. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4696. it++;
  4697. town->events.insert(it, ev);
  4698. }
  4699. else
  4700. {
  4701. town->events.pop_front();
  4702. }
  4703. }
  4704. //TODO send only if changed
  4705. UpdateCastleEvents uce;
  4706. uce.town = town->id;
  4707. uce.events = town->events;
  4708. sendAndApply(&uce);
  4709. }
  4710. bool CGameHandler::complain(const std::string &problem)
  4711. {
  4712. sendMessageToAll("Server encountered a problem: " + problem);
  4713. logGlobal->error(problem);
  4714. return true;
  4715. }
  4716. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4717. {
  4718. //PlayerColor player = getOwner(hid);
  4719. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4720. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4721. assert(lowerArmy);
  4722. assert(upperArmy);
  4723. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4724. queries.addQuery(garrisonQuery);
  4725. GarrisonDialog gd;
  4726. gd.hid = hid;
  4727. gd.objid = upobj;
  4728. gd.removableUnits = removableUnits;
  4729. gd.queryID = garrisonQuery->queryID;
  4730. sendAndApply(&gd);
  4731. }
  4732. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4733. {
  4734. OpenWindow ow;
  4735. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4736. ow.id1 = player.getNum();
  4737. ow.id2 = requestingObjId.getNum();
  4738. sendAndApply(&ow);
  4739. }
  4740. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4741. {
  4742. if (id1 == id2)
  4743. return true;
  4744. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4745. if (!o1 || !o2)
  4746. return true; //arranging stacks within an object should be always allowed
  4747. if (o1 && o2)
  4748. {
  4749. if (o1->ID == Obj::TOWN)
  4750. {
  4751. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4752. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4753. return true;
  4754. }
  4755. if (o2->ID == Obj::TOWN)
  4756. {
  4757. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4758. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4759. return true;
  4760. }
  4761. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4762. {
  4763. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4764. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4765. // two heroes in same town (garrisoned and visiting)
  4766. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4767. return true;
  4768. }
  4769. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4770. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4771. if (!dialog)
  4772. {
  4773. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4774. }
  4775. if (dialog)
  4776. {
  4777. auto topArmy = dialog->exchangingArmies.at(0);
  4778. auto bottomArmy = dialog->exchangingArmies.at(1);
  4779. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4780. return true;
  4781. }
  4782. }
  4783. return false;
  4784. }
  4785. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4786. {
  4787. using events::ObjectVisitStarted;
  4788. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4789. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4790. auto startVisit = [&](ObjectVisitStarted & event)
  4791. {
  4792. auto visitedObject = obj;
  4793. if(obj->ID == Obj::HERO)
  4794. {
  4795. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4796. const auto visitedTown = visitedHero->visitedTown;
  4797. if(visitedTown)
  4798. {
  4799. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4800. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4801. visitedObject = visitedTown;
  4802. }
  4803. }
  4804. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4805. queries.addQuery(visitQuery); //TODO real visit pos
  4806. HeroVisit hv;
  4807. hv.objId = obj->id;
  4808. hv.heroId = h->id;
  4809. hv.player = h->tempOwner;
  4810. hv.starting = true;
  4811. sendAndApply(&hv);
  4812. obj->onHeroVisit(h);
  4813. };
  4814. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4815. if(visitQuery)
  4816. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4817. }
  4818. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4819. {
  4820. using events::ObjectVisitEnded;
  4821. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4822. auto endVisit = [&](ObjectVisitEnded & event)
  4823. {
  4824. HeroVisit hv;
  4825. hv.player = event.getPlayer();
  4826. hv.heroId = event.getHero();
  4827. hv.starting = false;
  4828. sendAndApply(&hv);
  4829. };
  4830. //TODO: ObjectVisitEnded should also have id of visited object,
  4831. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4832. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4833. }
  4834. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  4835. {
  4836. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4837. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4838. {
  4839. complain("Cannot build boat in this shipyard!");
  4840. return false;
  4841. }
  4842. TResources boatCost;
  4843. obj->getBoatCost(boatCost);
  4844. TResources aviable = getPlayerState(playerID)->resources;
  4845. if (!aviable.canAfford(boatCost))
  4846. {
  4847. complain("Not enough resources to build a boat!");
  4848. return false;
  4849. }
  4850. int3 tile = obj->bestLocation();
  4851. if (!gs->map->isInTheMap(tile))
  4852. {
  4853. complain("Cannot find appropriate tile for a boat!");
  4854. return false;
  4855. }
  4856. //take boat cost
  4857. giveResources(playerID, -boatCost);
  4858. //create boat
  4859. NewObject no;
  4860. no.ID = Obj::BOAT;
  4861. no.subID = obj->getBoatType().getNum();
  4862. no.pos = tile + int3(1,0,0);
  4863. sendAndApply(&no);
  4864. return true;
  4865. }
  4866. void CGameHandler::engageIntoBattle(PlayerColor player)
  4867. {
  4868. //notify interfaces
  4869. PlayerBlocked pb;
  4870. pb.player = player;
  4871. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4872. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4873. sendAndApply(&pb);
  4874. }
  4875. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4876. {
  4877. for (auto playerColor : playerColors)
  4878. {
  4879. if (getPlayerState(playerColor, false))
  4880. checkVictoryLossConditionsForPlayer(playerColor);
  4881. }
  4882. }
  4883. void CGameHandler::checkVictoryLossConditionsForAll()
  4884. {
  4885. std::set<PlayerColor> playerColors;
  4886. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4887. {
  4888. playerColors.insert(PlayerColor(i));
  4889. }
  4890. checkVictoryLossConditions(playerColors);
  4891. }
  4892. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4893. {
  4894. const PlayerState * p = getPlayerState(player);
  4895. if(!p || p->status != EPlayerStatus::INGAME) return;
  4896. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4897. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4898. {
  4899. InfoWindow iw;
  4900. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4901. sendAndApply(&iw);
  4902. PlayerEndsGame peg;
  4903. peg.player = player;
  4904. peg.victoryLossCheckResult = victoryLossCheckResult;
  4905. sendAndApply(&peg);
  4906. if (victoryLossCheckResult.victory())
  4907. {
  4908. //one player won -> all enemies lost
  4909. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4910. {
  4911. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4912. {
  4913. peg.player = i->first;
  4914. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4915. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4916. InfoWindow iw;
  4917. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4918. iw.player = i->first;
  4919. sendAndApply(&iw);
  4920. sendAndApply(&peg);
  4921. }
  4922. }
  4923. if(p->human)
  4924. {
  4925. lobby->state = EServerState::GAMEPLAY_ENDED;
  4926. }
  4927. }
  4928. else
  4929. {
  4930. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4931. auto hlp = p->heroes;
  4932. for (auto h : hlp) //eliminate heroes
  4933. {
  4934. if (h.get())
  4935. removeObject(h);
  4936. }
  4937. //player lost -> all his objects become unflagged (neutral)
  4938. for (auto obj : gs->map->objects) //unflag objs
  4939. {
  4940. if (obj.get() && obj->tempOwner == player)
  4941. setOwner(obj, PlayerColor::NEUTRAL);
  4942. }
  4943. //eliminating one player may cause victory of another:
  4944. std::set<PlayerColor> playerColors;
  4945. //do not copy player state (CBonusSystemNode) by value
  4946. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4947. {
  4948. if (p.first != player)
  4949. playerColors.insert(p.first);
  4950. }
  4951. //notify all players
  4952. for (auto pc : playerColors)
  4953. {
  4954. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4955. {
  4956. InfoWindow iw;
  4957. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4958. iw.player = pc;
  4959. sendAndApply(&iw);
  4960. }
  4961. }
  4962. checkVictoryLossConditions(playerColors);
  4963. }
  4964. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  4965. // If we are called before the actual game start, there might be no current player
  4966. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4967. {
  4968. // If player making turn has lost his turn must be over as well
  4969. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4970. }
  4971. }
  4972. }
  4973. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4974. {
  4975. out.player = player;
  4976. out.text.clear();
  4977. out.text << victoryLossCheckResult.messageToSelf;
  4978. // hackish, insert one player-specific string, if applicable
  4979. if (victoryLossCheckResult.messageToSelf.find("%s") != std::string::npos)
  4980. out.text.addReplacement(MetaString::COLOR, player.getNum());
  4981. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  4982. }
  4983. bool CGameHandler::dig(const CGHeroInstance *h)
  4984. {
  4985. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4986. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4987. //create a hole
  4988. NewObject no;
  4989. no.ID = Obj::HOLE;
  4990. no.pos = h->visitablePos();
  4991. no.subID = 0;
  4992. sendAndApply(&no);
  4993. //take MPs
  4994. SetMovePoints smp;
  4995. smp.hid = h->id;
  4996. smp.val = 0;
  4997. sendAndApply(&smp);
  4998. InfoWindow iw;
  4999. iw.type = EInfoWindowMode::AUTO;
  5000. iw.player = h->tempOwner;
  5001. if (gs->map->grailPos == h->visitablePos())
  5002. {
  5003. iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  5004. iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);
  5005. iw.soundID = soundBase::ULTIMATEARTIFACT;
  5006. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
  5007. sendAndApply(&iw);
  5008. iw.soundID = soundBase::invalid;
  5009. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  5010. iw.text.clear();
  5011. iw.text.addTxt(MetaString::ART_DESCR, ArtifactID::GRAIL);
  5012. sendAndApply(&iw);
  5013. }
  5014. else
  5015. {
  5016. iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  5017. iw.soundID = soundBase::Dig;
  5018. sendAndApply(&iw);
  5019. }
  5020. return true;
  5021. }
  5022. void CGameHandler::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  5023. {
  5024. if(attacker->hasBonusOfType(attackMode))
  5025. {
  5026. std::set<SpellID> spellsToCast;
  5027. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  5028. for(const auto & sf : *spells)
  5029. {
  5030. spellsToCast.insert(SpellID(sf->subtype));
  5031. }
  5032. for(SpellID spellID : spellsToCast)
  5033. {
  5034. bool castMe = false;
  5035. if(!defender->alive())
  5036. {
  5037. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  5038. return;
  5039. }
  5040. int32_t spellLevel = 0;
  5041. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  5042. for(const auto & sf : *spellsByType)
  5043. {
  5044. int meleeRanged;
  5045. if(sf->additionalInfo.size() < 2)
  5046. {
  5047. // legacy format
  5048. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  5049. meleeRanged = sf->additionalInfo[0] / 1000;
  5050. }
  5051. else
  5052. {
  5053. vstd::amax(spellLevel, sf->additionalInfo[0]);
  5054. meleeRanged = sf->additionalInfo[1];
  5055. }
  5056. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  5057. castMe = true;
  5058. }
  5059. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  5060. vstd::amin(chance, 100);
  5061. const CSpell * spell = SpellID(spellID).toSpell();
  5062. spells::AbilityCaster caster(attacker, spellLevel);
  5063. spells::Target target;
  5064. target.emplace_back(defender);
  5065. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5066. auto m = spell->battleMechanics(&parameters);
  5067. spells::detail::ProblemImpl ignored;
  5068. if(!m->canBeCastAt(target, ignored))
  5069. continue;
  5070. //check if spell should be cast (probability handling)
  5071. if(getRandomGenerator().nextInt(99) >= chance)
  5072. continue;
  5073. //casting
  5074. if(castMe)
  5075. {
  5076. parameters.cast(spellEnv, target);
  5077. }
  5078. }
  5079. }
  5080. }
  5081. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5082. {
  5083. attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  5084. }
  5085. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  5086. {
  5087. if(!attacker->alive() || !defender->alive()) // can be already dead
  5088. return;
  5089. attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
  5090. if(!defender->alive())
  5091. {
  5092. //don't try death stare or acid breath on dead stack (crash!)
  5093. return;
  5094. }
  5095. if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
  5096. {
  5097. // mechanics of Death Stare as in H3:
  5098. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  5099. //original formula x = min(x, (gorgons_count + 9)/10);
  5100. double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
  5101. vstd::amin(chanceToKill, 1); //cap at 100%
  5102. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  5103. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  5104. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  5105. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  5106. vstd::amin(staredCreatures, maxToKill);
  5107. staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
  5108. if(staredCreatures)
  5109. {
  5110. //TODO: death stare was not originally available for multiple-hex attacks, but...
  5111. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  5112. spells::AbilityCaster caster(attacker, 0);
  5113. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5114. spells::Target target;
  5115. target.emplace_back(defender);
  5116. parameters.setEffectValue(staredCreatures);
  5117. parameters.cast(spellEnv, target);
  5118. }
  5119. }
  5120. if(!defender->alive())
  5121. return;
  5122. int64_t acidDamage = 0;
  5123. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
  5124. for(const auto & b : *acidBreath)
  5125. {
  5126. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  5127. acidDamage += b->val;
  5128. }
  5129. if(acidDamage > 0)
  5130. {
  5131. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  5132. spells::AbilityCaster caster(attacker, 0);
  5133. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5134. spells::Target target;
  5135. target.emplace_back(defender);
  5136. parameters.setEffectValue(acidDamage * attacker->getCount());
  5137. parameters.cast(spellEnv, target);
  5138. }
  5139. if(!defender->alive())
  5140. return;
  5141. if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  5142. {
  5143. double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
  5144. vstd::amin(chanceToTrigger, 1); //cap at 100%
  5145. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5146. return;
  5147. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
  5148. if(defender->unitType()->getId() == bonusAdditionalInfo ||
  5149. (bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
  5150. return;
  5151. battle::UnitInfo resurrectInfo;
  5152. resurrectInfo.id = gs->curB->battleNextUnitId();
  5153. resurrectInfo.summoned = false;
  5154. resurrectInfo.position = defender->getPosition();
  5155. resurrectInfo.side = defender->unitSide();
  5156. if(bonusAdditionalInfo != CAddInfo::NONE)
  5157. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  5158. else
  5159. resurrectInfo.type = attacker->creatureId();
  5160. if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
  5161. resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
  5162. else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
  5163. resurrectInfo.count = defender->getCount();
  5164. else
  5165. return; //wrong subtype
  5166. BattleUnitsChanged addUnits;
  5167. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  5168. resurrectInfo.save(addUnits.changedStacks.back().data);
  5169. BattleUnitsChanged removeUnits;
  5170. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  5171. sendAndApply(&removeUnits);
  5172. sendAndApply(&addUnits);
  5173. }
  5174. if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
  5175. {
  5176. double chanceToTrigger = 0;
  5177. int amountToDie = 0;
  5178. if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
  5179. {
  5180. chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
  5181. int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  5182. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  5183. }
  5184. else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
  5185. {
  5186. chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
  5187. amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  5188. }
  5189. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  5190. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  5191. return;
  5192. BattleStackAttacked bsa;
  5193. bsa.attackerID = -1;
  5194. bsa.stackAttacked = defender->unitId();
  5195. bsa.damageAmount = amountToDie * defender->getMaxHealth();
  5196. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  5197. bsa.spellID = SpellID::SLAYER;
  5198. defender->prepareAttacked(bsa, getRandomGenerator());
  5199. StacksInjured si;
  5200. si.stacks.push_back(bsa);
  5201. sendAndApply(&si);
  5202. sendGenericKilledLog(defender, bsa.killedAmount, false);
  5203. }
  5204. }
  5205. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  5206. {
  5207. if (!t.visitableObjects.empty())
  5208. {
  5209. //to prevent self-visiting heroes on space press
  5210. if (t.visitableObjects.back() != h)
  5211. objectVisited(t.visitableObjects.back(), h);
  5212. else if (t.visitableObjects.size() > 1)
  5213. objectVisited(*(t.visitableObjects.end()-2),h);
  5214. }
  5215. }
  5216. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  5217. {
  5218. if (!hero)
  5219. COMPLAIN_RET("You need hero to sacrifice creature!");
  5220. int expSum = 0;
  5221. auto finish = [this, &hero, &expSum]()
  5222. {
  5223. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5224. };
  5225. for(int i = 0; i < slot.size(); ++i)
  5226. {
  5227. int oldCount = hero->getStackCount(slot[i]);
  5228. if(oldCount < (int)count[i])
  5229. {
  5230. finish();
  5231. COMPLAIN_RET("Not enough creatures to sacrifice!")
  5232. }
  5233. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  5234. {
  5235. finish();
  5236. COMPLAIN_RET("Cannot sacrifice last creature!");
  5237. }
  5238. int crid = hero->getStack(slot[i]).type->getId();
  5239. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  5240. int dump, exp;
  5241. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  5242. exp *= count[i];
  5243. expSum += exp;
  5244. }
  5245. finish();
  5246. return true;
  5247. }
  5248. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  5249. {
  5250. if (!hero)
  5251. COMPLAIN_RET("You need hero to sacrifice artifact!");
  5252. int expSum = 0;
  5253. auto finish = [this, &hero, &expSum]()
  5254. {
  5255. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  5256. };
  5257. for(int i = 0; i < slot.size(); ++i)
  5258. {
  5259. ArtifactLocation al(hero, slot[i]);
  5260. const CArtifactInstance * a = al.getArt();
  5261. if(!a)
  5262. {
  5263. finish();
  5264. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  5265. }
  5266. const CArtifactInstance * art = hero->getArt(slot[i]);
  5267. if(!art)
  5268. {
  5269. finish();
  5270. COMPLAIN_RET("No artifact at position to sacrifice!");
  5271. }
  5272. si32 typId = art->artType->getId();
  5273. int dmp, expToGive;
  5274. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5275. expSum += expToGive;
  5276. removeArtifact(al);
  5277. }
  5278. finish();
  5279. return true;
  5280. }
  5281. void CGameHandler::makeStackDoNothing(const CStack * next)
  5282. {
  5283. BattleAction doNothing;
  5284. doNothing.actionType = EActionType::NO_ACTION;
  5285. doNothing.side = next->unitSide();
  5286. doNothing.stackNumber = next->unitId();
  5287. makeAutomaticAction(next, doNothing);
  5288. }
  5289. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5290. {
  5291. if (sl.army->hasStackAtSlot(sl.slot))
  5292. COMPLAIN_RET("Slot is already taken!");
  5293. if (!sl.slot.validSlot())
  5294. COMPLAIN_RET("Cannot insert stack to that slot!");
  5295. InsertNewStack ins;
  5296. ins.army = sl.army->id;
  5297. ins.slot = sl.slot;
  5298. ins.type = c->getId();
  5299. ins.count = count;
  5300. sendAndApply(&ins);
  5301. return true;
  5302. }
  5303. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5304. {
  5305. if (!sl.army->hasStackAtSlot(sl.slot))
  5306. COMPLAIN_RET("Cannot find a stack to erase");
  5307. if (sl.army->stacksCount() == 1 //from the last stack
  5308. && sl.army->needsLastStack() //that must be left
  5309. && !forceRemoval) //ignore above conditions if we are forcing removal
  5310. {
  5311. COMPLAIN_RET("Cannot erase the last stack!");
  5312. }
  5313. EraseStack es;
  5314. es.army = sl.army->id;
  5315. es.slot = sl.slot;
  5316. sendAndApply(&es);
  5317. return true;
  5318. }
  5319. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5320. {
  5321. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5322. if ((absoluteValue && count < 0)
  5323. || (!absoluteValue && -count > currentCount))
  5324. {
  5325. COMPLAIN_RET("Cannot take more stacks than present!");
  5326. }
  5327. if ((currentCount == -count && !absoluteValue)
  5328. || (!count && absoluteValue))
  5329. {
  5330. eraseStack(sl);
  5331. }
  5332. else
  5333. {
  5334. ChangeStackCount csc;
  5335. csc.army = sl.army->id;
  5336. csc.slot = sl.slot;
  5337. csc.count = count;
  5338. csc.absoluteValue = absoluteValue;
  5339. sendAndApply(&csc);
  5340. }
  5341. return true;
  5342. }
  5343. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5344. {
  5345. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5346. if (!slotC) //slot is empty
  5347. insertNewStack(sl, c, count);
  5348. else if (c == slotC)
  5349. changeStackCount(sl, count);
  5350. else
  5351. {
  5352. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5353. }
  5354. return true;
  5355. }
  5356. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5357. {
  5358. if (removeObjWhenFinished)
  5359. removeAfterVisit(src);
  5360. if (!src->canBeMergedWith(*dst, allowMerging))
  5361. {
  5362. if (allowMerging) //do that, add all matching creatures.
  5363. {
  5364. bool cont = true;
  5365. while (cont)
  5366. {
  5367. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5368. {
  5369. SlotID pos = dst->getSlotFor(i->second->type);
  5370. if (pos.validSlot())
  5371. {
  5372. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5373. cont = true;
  5374. break; //or iterator crashes
  5375. }
  5376. cont = false;
  5377. }
  5378. }
  5379. }
  5380. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5381. }
  5382. else //merge
  5383. {
  5384. moveArmy(src, dst, allowMerging);
  5385. }
  5386. }
  5387. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5388. {
  5389. if (!src.army->hasStackAtSlot(src.slot))
  5390. COMPLAIN_RET("No stack to move!");
  5391. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5392. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5393. if (!dst.slot.validSlot())
  5394. COMPLAIN_RET("Cannot move stack to that slot!");
  5395. if (count == -1)
  5396. {
  5397. count = src.army->getStackCount(src.slot);
  5398. }
  5399. if (src.army != dst.army //moving away
  5400. && count == src.army->getStackCount(src.slot) //all creatures
  5401. && src.army->stacksCount() == 1 //from the last stack
  5402. && src.army->needsLastStack()) //that must be left
  5403. {
  5404. COMPLAIN_RET("Cannot move away the last creature!");
  5405. }
  5406. RebalanceStacks rs;
  5407. rs.srcArmy = src.army->id;
  5408. rs.dstArmy = dst.army->id;
  5409. rs.srcSlot = src.slot;
  5410. rs.dstSlot = dst.slot;
  5411. rs.count = count;
  5412. sendAndApply(&rs);
  5413. return true;
  5414. }
  5415. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  5416. {
  5417. const CSpell * s = spellID.toSpell();
  5418. if(!s)
  5419. return;
  5420. AdventureSpellCastParameters p;
  5421. p.caster = caster;
  5422. p.pos = pos;
  5423. s->adventureCast(spellEnv, p);
  5424. }
  5425. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5426. {
  5427. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5428. {
  5429. return moveStack(sl2, sl1);
  5430. }
  5431. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5432. {
  5433. return moveStack(sl1, sl2);
  5434. }
  5435. else
  5436. {
  5437. SwapStacks ss;
  5438. ss.srcArmy = sl1.army->id;
  5439. ss.dstArmy = sl2.army->id;
  5440. ss.srcSlot = sl1.slot;
  5441. ss.dstSlot = sl2.slot;
  5442. sendAndApply(&ss);
  5443. return true;
  5444. }
  5445. }
  5446. void CGameHandler::runBattle()
  5447. {
  5448. setBattle(gs->curB);
  5449. assert(gs->curB);
  5450. //TODO: pre-tactic stuff, call scripts etc.
  5451. //Moat should be initialized here, because only here we can use spellcasting
  5452. if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
  5453. {
  5454. const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
  5455. const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
  5456. auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
  5457. auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
  5458. auto target = spells::Target();
  5459. cast.cast(spellEnv, target);
  5460. }
  5461. //tactic round
  5462. {
  5463. while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
  5464. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5465. }
  5466. //initial stacks appearance triggers, e.g. built-in bonus spells
  5467. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5468. for (CStack * stack : initialStacks)
  5469. {
  5470. if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
  5471. {
  5472. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
  5473. auto accessibility = getAccesibility();
  5474. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5475. std::vector<BattleHex> targetHexes;
  5476. const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
  5477. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5478. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5479. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5480. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5481. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5482. if (!guardianIsBig)
  5483. targetHexes = stack->getSurroundingHexes();
  5484. else
  5485. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
  5486. for(auto hex : targetHexes)
  5487. {
  5488. if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
  5489. {
  5490. battle::UnitInfo info;
  5491. info.id = gs->curB->battleNextUnitId();
  5492. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5493. info.type = creatureData;
  5494. info.side = stack->unitSide();
  5495. info.position = hex;
  5496. info.summoned = true;
  5497. BattleUnitsChanged pack;
  5498. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5499. info.save(pack.changedStacks.back().data);
  5500. sendAndApply(&pack);
  5501. }
  5502. }
  5503. }
  5504. stackEnchantedTrigger(stack);
  5505. }
  5506. //spells opening battle
  5507. for (int i = 0; i < 2; ++i)
  5508. {
  5509. auto h = gs->curB->battleGetFightingHero(i);
  5510. if (h)
  5511. {
  5512. TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
  5513. for (auto b : *bl)
  5514. {
  5515. spells::BonusCaster caster(h, b);
  5516. const CSpell * spell = SpellID(b->subtype).toSpell();
  5517. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5518. parameters.setSpellLevel(3);
  5519. parameters.setEffectDuration(b->val);
  5520. parameters.massive = true;
  5521. parameters.castIfPossible(spellEnv, spells::Target());
  5522. }
  5523. }
  5524. }
  5525. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5526. checkBattleStateChanges();
  5527. bool firstRound = true;//FIXME: why first round is -1?
  5528. //main loop
  5529. while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
  5530. {
  5531. BattleNextRound bnr;
  5532. bnr.round = gs->curB->round + 1;
  5533. logGlobal->debug("Round %d", bnr.round);
  5534. sendAndApply(&bnr);
  5535. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5536. for (auto &obstPtr : obstacles)
  5537. {
  5538. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5539. if (sco->turnsRemaining == 0)
  5540. removeObstacle(*obstPtr);
  5541. }
  5542. const BattleInfo & curB = *gs->curB;
  5543. for(auto stack : curB.stacks)
  5544. {
  5545. if(stack->alive() && !firstRound)
  5546. stackEnchantedTrigger(stack);
  5547. }
  5548. //stack loop
  5549. auto getNextStack = [this]() -> const CStack *
  5550. {
  5551. if(battleResult.get())
  5552. return nullptr;
  5553. std::vector<battle::Units> q;
  5554. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5555. if(!q.empty())
  5556. {
  5557. if(!q.front().empty())
  5558. {
  5559. auto next = q.front().front();
  5560. const auto stack = dynamic_cast<const CStack *>(next);
  5561. // regeneration takes place before everything else but only during first turn attempt in each round
  5562. // also works under blind and similar effects
  5563. if(stack && stack->alive() && !stack->waiting)
  5564. {
  5565. BattleTriggerEffect bte;
  5566. bte.stackID = stack->unitId();
  5567. bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
  5568. const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
  5569. if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
  5570. bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
  5571. if(bte.val) // anything to heal
  5572. sendAndApply(&bte);
  5573. }
  5574. if(next->willMove())
  5575. return stack;
  5576. }
  5577. }
  5578. return nullptr;
  5579. };
  5580. const CStack * next = nullptr;
  5581. while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
  5582. {
  5583. BattleUnitsChanged removeGhosts;
  5584. for(auto stack : curB.stacks)
  5585. {
  5586. if(stack->ghostPending)
  5587. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5588. }
  5589. if(!removeGhosts.changedStacks.empty())
  5590. sendAndApply(&removeGhosts);
  5591. // check for bad morale => freeze
  5592. int nextStackMorale = next->moraleVal();
  5593. if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
  5594. {
  5595. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5596. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5597. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5598. {
  5599. //unit loses its turn - empty freeze action
  5600. BattleAction ba;
  5601. ba.actionType = EActionType::BAD_MORALE;
  5602. ba.side = next->unitSide();
  5603. ba.stackNumber = next->unitId();
  5604. makeAutomaticAction(next, ba);
  5605. continue;
  5606. }
  5607. }
  5608. if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5609. {
  5610. logGlobal->trace("Handle Berserk effect");
  5611. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5612. if (attackInfo.first != nullptr)
  5613. {
  5614. BattleAction attack;
  5615. attack.actionType = EActionType::WALK_AND_ATTACK;
  5616. attack.side = next->unitSide();
  5617. attack.stackNumber = next->unitId();
  5618. attack.aimToHex(attackInfo.second);
  5619. attack.aimToUnit(attackInfo.first);
  5620. makeAutomaticAction(next, attack);
  5621. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5622. }
  5623. else
  5624. {
  5625. makeStackDoNothing(next);
  5626. logGlobal->trace("No target found");
  5627. }
  5628. continue;
  5629. }
  5630. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5631. const int stackCreatureId = next->unitType()->getId();
  5632. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5633. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
  5634. {
  5635. BattleAction attack;
  5636. attack.actionType = EActionType::SHOOT;
  5637. attack.side = next->unitSide();
  5638. attack.stackNumber = next->unitId();
  5639. //TODO: select target by priority
  5640. const battle::Unit * target = nullptr;
  5641. for(auto & elem : gs->curB->stacks)
  5642. {
  5643. if(elem->unitType()->getId() != CreatureID::CATAPULT
  5644. && elem->unitOwner() != next->unitOwner()
  5645. && elem->isValidTarget()
  5646. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5647. {
  5648. target = elem;
  5649. break;
  5650. }
  5651. }
  5652. if(target == nullptr)
  5653. {
  5654. makeStackDoNothing(next);
  5655. }
  5656. else
  5657. {
  5658. attack.aimToUnit(target);
  5659. makeAutomaticAction(next, attack);
  5660. }
  5661. continue;
  5662. }
  5663. if (next->unitType()->getId() == CreatureID::CATAPULT)
  5664. {
  5665. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5666. if (attackableBattleHexes.empty())
  5667. {
  5668. makeStackDoNothing(next);
  5669. continue;
  5670. }
  5671. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
  5672. {
  5673. BattleAction attack;
  5674. attack.actionType = EActionType::CATAPULT;
  5675. attack.side = next->unitSide();
  5676. attack.stackNumber = next->unitId();
  5677. makeAutomaticAction(next, attack);
  5678. continue;
  5679. }
  5680. }
  5681. if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
  5682. {
  5683. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5684. {
  5685. return s->unitOwner() == next->unitOwner() && s->canBeHealed();
  5686. });
  5687. if (!possibleStacks.size())
  5688. {
  5689. makeStackDoNothing(next);
  5690. continue;
  5691. }
  5692. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5693. {
  5694. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5695. const CStack * toBeHealed = possibleStacks.front();
  5696. BattleAction heal;
  5697. heal.actionType = EActionType::STACK_HEAL;
  5698. heal.aimToUnit(toBeHealed);
  5699. heal.side = next->unitSide();
  5700. heal.stackNumber = next->unitId();
  5701. makeAutomaticAction(next, heal);
  5702. continue;
  5703. }
  5704. }
  5705. int numberOfAsks = 1;
  5706. bool breakOuter = false;
  5707. do
  5708. {//ask interface and wait for answer
  5709. if (!battleResult.get())
  5710. {
  5711. stackTurnTrigger(next); //various effects
  5712. if(next->fear)
  5713. {
  5714. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5715. }
  5716. else
  5717. {
  5718. logGlobal->trace("Activating %s", next->nodeName());
  5719. auto nextId = next->unitId();
  5720. BattleSetActiveStack sas;
  5721. sas.stack = nextId;
  5722. sendAndApply(&sas);
  5723. auto actionWasMade = [&]() -> bool
  5724. {
  5725. if (battleMadeAction.data)//active stack has made its action
  5726. return true;
  5727. if (battleResult.get())// battle is finished
  5728. return true;
  5729. if (next == nullptr)//active stack was been removed
  5730. return true;
  5731. return !next->alive();//active stack is dead
  5732. };
  5733. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5734. battleMadeAction.data = false;
  5735. while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
  5736. {
  5737. battleMadeAction.cond.wait(lock);
  5738. if (battleGetStackByID(nextId, false) != next)
  5739. next = nullptr; //it may be removed, while we wait
  5740. }
  5741. }
  5742. }
  5743. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5744. {
  5745. breakOuter = true;
  5746. break;
  5747. }
  5748. //we're after action, all results applied
  5749. checkBattleStateChanges(); //check if this action ended the battle
  5750. if(next != nullptr)
  5751. {
  5752. //check for good morale
  5753. nextStackMorale = next->moraleVal();
  5754. if( !battleResult.get()
  5755. && !next->hadMorale
  5756. && !next->defending
  5757. && !next->waited()
  5758. && !next->fear
  5759. && next->alive()
  5760. && nextStackMorale > 0)
  5761. {
  5762. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5763. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5764. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5765. {
  5766. BattleTriggerEffect bte;
  5767. bte.stackID = next->unitId();
  5768. bte.effect = vstd::to_underlying(BonusType::MORALE);
  5769. bte.val = 1;
  5770. bte.additionalInfo = 0;
  5771. sendAndApply(&bte); //play animation
  5772. ++numberOfAsks; //move this stack once more
  5773. }
  5774. }
  5775. }
  5776. --numberOfAsks;
  5777. } while (numberOfAsks > 0);
  5778. if (breakOuter)
  5779. {
  5780. break;
  5781. }
  5782. }
  5783. firstRound = false;
  5784. }
  5785. if (lobby->state != EServerState::SHUTDOWN)
  5786. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5787. }
  5788. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5789. {
  5790. BattleSetActiveStack bsa;
  5791. bsa.stack = stack->unitId();
  5792. bsa.askPlayerInterface = false;
  5793. sendAndApply(&bsa);
  5794. bool ret = makeBattleAction(ba);
  5795. checkBattleStateChanges();
  5796. return ret;
  5797. }
  5798. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  5799. {
  5800. assert(a->artType);
  5801. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  5802. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5803. {
  5804. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  5805. }
  5806. else if(ArtifactUtils::isSlotBackpack(pos))
  5807. {
  5808. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  5809. }
  5810. else
  5811. {
  5812. al.slot = pos;
  5813. }
  5814. if(a->canBePutAt(al))
  5815. putArtifact(al, a);
  5816. else
  5817. return false;
  5818. return true;
  5819. }
  5820. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5821. {
  5822. PutArtifact pa;
  5823. pa.art = a;
  5824. pa.al = al;
  5825. sendAndApply(&pa);
  5826. }
  5827. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  5828. {
  5829. assert(artType);
  5830. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5831. {
  5832. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  5833. COMPLAIN_RET("Cannot put artifact in that slot!");
  5834. }
  5835. else if(ArtifactUtils::isSlotBackpack(pos))
  5836. {
  5837. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  5838. COMPLAIN_RET("Cannot put artifact in that slot!");
  5839. }
  5840. else
  5841. {
  5842. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  5843. }
  5844. CArtifactInstance * newArtInst = nullptr;
  5845. if(artType->canBeDisassembled())
  5846. newArtInst = new CCombinedArtifactInstance();
  5847. else
  5848. newArtInst = new CArtifactInstance();
  5849. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5850. NewArtifact na;
  5851. na.art = newArtInst;
  5852. sendAndApply(&na); // -> updates a!!!, will create a on other machines
  5853. if(giveHeroArtifact(h, newArtInst, pos))
  5854. return true;
  5855. else
  5856. return false;
  5857. }
  5858. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5859. {
  5860. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5861. if (battleResult.data)
  5862. {
  5863. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5864. % battleResult.data->result % resultType).str());
  5865. return;
  5866. }
  5867. auto br = new BattleResult();
  5868. br->result = resultType;
  5869. br->winner = victoriusSide; //surrendering side loses
  5870. gs->curB->calculateCasualties(br->casualties);
  5871. battleResult.data = br;
  5872. }
  5873. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5874. {
  5875. std::vector<int3>::iterator tile;
  5876. std::vector<int3> tiles;
  5877. getFreeTiles(tiles);
  5878. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5879. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5880. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5881. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5882. for (int i = 0; i < (int)amount; ++i)
  5883. {
  5884. tile = tiles.begin();
  5885. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5886. {
  5887. auto count = cre->getRandomAmount(std::rand);
  5888. auto monsterId = putNewObject(Obj::MONSTER, creatureID, *tile);
  5889. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5890. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5891. }
  5892. tiles.erase(tile); //not use it again
  5893. }
  5894. }
  5895. void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated)
  5896. {
  5897. //Make cheat case-insensitive
  5898. std::transform(cheat.begin(), cheat.end(), cheat.begin(), [](unsigned char c){ return std::tolower(c); });
  5899. if (cheat == "vcmiistari" || cheat == "vcmispells")
  5900. {
  5901. cheated = true;
  5902. if (!hero) return;
  5903. ///Give hero spellbook
  5904. if (!hero->hasSpellbook())
  5905. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  5906. ///Give all spells with bonus (to allow banned spells)
  5907. GiveBonus giveBonus(GiveBonus::ETarget::HERO);
  5908. giveBonus.id = hero->id.getNum();
  5909. giveBonus.bonus = Bonus(BonusDuration::PERMANENT, BonusType::SPELLS_OF_LEVEL, BonusSource::OTHER, 0, 0);
  5910. //start with level 0 to skip abilities
  5911. for (int level = 1; level <= GameConstants::SPELL_LEVELS; level++)
  5912. {
  5913. giveBonus.bonus.subtype = level;
  5914. sendAndApply(&giveBonus);
  5915. }
  5916. ///Give mana
  5917. SetMana sm;
  5918. sm.hid = hero->id;
  5919. sm.val = 999;
  5920. sm.absolute = true;
  5921. sendAndApply(&sm);
  5922. }
  5923. else if (cheat == "vcmiarmenelos" || cheat == "vcmibuild")
  5924. {
  5925. cheated = true;
  5926. if (!town) return;
  5927. ///Build all buildings in selected town
  5928. for (auto & build : town->town->buildings)
  5929. {
  5930. if (!town->hasBuilt(build.first)
  5931. && !build.second->getNameTranslated().empty()
  5932. && build.first != BuildingID::SHIP)
  5933. {
  5934. buildStructure(town->id, build.first, true);
  5935. }
  5936. }
  5937. }
  5938. else if (cheat == "vcmiainur" || cheat == "vcmiangband" || cheat == "vcmiglaurung" || cheat == "vcmiarchangel"
  5939. || cheat == "vcmiblackknight" || cheat == "vcmicrystal" || cheat == "vcmiazure" || cheat == "vcmifaerie")
  5940. {
  5941. cheated = true;
  5942. if (!hero) return;
  5943. ///Gives N creatures into each slot
  5944. std::map<std::string, std::pair<std::string, int>> creatures;
  5945. creatures.insert(std::make_pair("vcmiainur", std::make_pair("archangel", 5))); //5 archangels
  5946. creatures.insert(std::make_pair("vcmiangband", std::make_pair("blackKnight", 10))); //10 black knights
  5947. creatures.insert(std::make_pair("vcmiglaurung", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5948. creatures.insert(std::make_pair("vcmiarchangel", std::make_pair("archangel", 5))); //5 archangels
  5949. creatures.insert(std::make_pair("vcmiblackknight", std::make_pair("blackKnight", 10))); //10 black knights
  5950. creatures.insert(std::make_pair("vcmicrystal", std::make_pair("crystalDragon", 5000))); //5000 crystal dragons
  5951. creatures.insert(std::make_pair("vcmiazure", std::make_pair("azureDragon", 5000))); //5000 azure dragons
  5952. creatures.insert(std::make_pair("vcmifaerie", std::make_pair("fairieDragon", 5000))); //5000 faerie dragons
  5953. const int32_t creatureIdentifier = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatures[cheat].first, false).value();
  5954. const CCreature * creature = VLC->creh->objects.at(creatureIdentifier);
  5955. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5956. if (!hero->hasStackAtSlot(SlotID(i)))
  5957. insertNewStack(StackLocation(hero, SlotID(i)), creature, creatures[cheat].second);
  5958. }
  5959. else if (boost::starts_with(cheat, "vcmiarmy") || boost::starts_with(cheat, "vcminissi"))
  5960. {
  5961. cheated = true;
  5962. if (!hero) return;
  5963. std::vector<std::string> words;
  5964. boost::split(words, cheat, boost::is_any_of(" "));
  5965. if(words.size() < 2)
  5966. return;
  5967. std::string creatureIdentifier = words[1];
  5968. std::optional<int32_t> creatureId = VLC->modh->identifiers.getIdentifier(CModHandler::scopeGame(), "creature", creatureIdentifier, false);
  5969. if(creatureId.has_value())
  5970. {
  5971. const auto * creature = CreatureID(creatureId.value()).toCreature();
  5972. for (int i = 0; i < GameConstants::ARMY_SIZE; i++)
  5973. if (!hero->hasStackAtSlot(SlotID(i)))
  5974. insertNewStack(StackLocation(hero, SlotID(i)), creature, 5 * std::pow(10, i));
  5975. }
  5976. }
  5977. else if (cheat == "vcminoldor" || cheat == "vcmimachines")
  5978. {
  5979. cheated = true;
  5980. if (!hero) return;
  5981. ///Give all war machines to hero
  5982. if (!hero->getArt(ArtifactPosition::MACH1))
  5983. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::BALLISTA], ArtifactPosition::MACH1);
  5984. if (!hero->getArt(ArtifactPosition::MACH2))
  5985. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::AMMO_CART], ArtifactPosition::MACH2);
  5986. if (!hero->getArt(ArtifactPosition::MACH3))
  5987. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::FIRST_AID_TENT], ArtifactPosition::MACH3);
  5988. }
  5989. else if (cheat == "vcmiforgeofnoldorking" || cheat == "vcmiartifacts")
  5990. {
  5991. cheated = true;
  5992. if (!hero) return;
  5993. ///Give hero all artifacts except war machines, spell scrolls and spell book
  5994. for(int g = 7; g < VLC->arth->objects.size(); ++g) //including artifacts from mods
  5995. {
  5996. if(VLC->arth->objects[g]->canBePutAt(hero))
  5997. giveHeroNewArtifact(hero, VLC->arth->objects[g], ArtifactPosition::FIRST_AVAILABLE);
  5998. }
  5999. }
  6000. else if (cheat == "vcmiglorfindel" || cheat == "vcmilevel")
  6001. {
  6002. cheated = true;
  6003. if (!hero) return;
  6004. ///selected hero gains a new level
  6005. changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level + 1) - VLC->heroh->reqExp(hero->level));
  6006. }
  6007. else if (boost::starts_with(cheat, "vcmiexp") || boost::starts_with(cheat, "vcmiolorin"))
  6008. {
  6009. cheated = true;
  6010. if (!hero) return;
  6011. std::vector<std::string> words;
  6012. boost::split(words, cheat, boost::is_any_of(" "));
  6013. if(words.size() < 2)
  6014. return;
  6015. std::string expAmount = words[1];
  6016. long expAmountProcessed = 0;
  6017. try
  6018. {
  6019. expAmountProcessed = std::stol(expAmount);
  6020. }
  6021. catch(std::exception&)
  6022. {
  6023. logGlobal->error("Could not parse experience amount for vcmiexp cheat");
  6024. }
  6025. if(expAmountProcessed > 1)
  6026. {
  6027. changePrimSkill(hero, PrimarySkill::EXPERIENCE, expAmountProcessed);
  6028. }
  6029. }
  6030. else if (cheat == "vcminahar" || cheat == "vcmimove")
  6031. {
  6032. cheated = true;
  6033. if (!hero) return;
  6034. ///Give 1000000 movement points to hero
  6035. SetMovePoints smp;
  6036. smp.hid = hero->id;
  6037. smp.val = 1000000;
  6038. sendAndApply(&smp);
  6039. GiveBonus gb(GiveBonus::ETarget::HERO);
  6040. gb.bonus.type = BonusType::FREE_SHIP_BOARDING;
  6041. gb.bonus.duration = BonusDuration::ONE_DAY;
  6042. gb.bonus.source = BonusSource::OTHER;
  6043. gb.id = hero->id.getNum();
  6044. giveHeroBonus(&gb);
  6045. }
  6046. else if (cheat == "vcmiformenos" || cheat == "vcmiresources")
  6047. {
  6048. cheated = true;
  6049. ///Give resources to player
  6050. TResources resources;
  6051. resources[EGameResID::GOLD] = 100000;
  6052. for (GameResID i = EGameResID::WOOD; i < EGameResID::GOLD; ++i)
  6053. resources[i] = 100;
  6054. giveResources(player, resources);
  6055. }
  6056. else if (cheat == "vcmisilmaril" || cheat == "vcmiwin")
  6057. {
  6058. cheated = true;
  6059. ///Player wins
  6060. PlayerCheated pc;
  6061. pc.player = player;
  6062. pc.winningCheatCode = true;
  6063. sendAndApply(&pc);
  6064. }
  6065. else if (cheat == "vcmimelkor" || cheat == "vcmilose")
  6066. {
  6067. cheated = true;
  6068. ///Player looses
  6069. PlayerCheated pc;
  6070. pc.player = player;
  6071. pc.losingCheatCode = true;
  6072. sendAndApply(&pc);
  6073. }
  6074. else if (cheat == "vcmieagles" || cheat == "vcmiungoliant" || cheat == "vcmimap" || cheat == "vcmihidemap")
  6075. {
  6076. cheated = true;
  6077. ///Reveal or conceal FoW
  6078. FoWChange fc;
  6079. fc.mode = ((cheat == "vcmieagles" || cheat == "vcmimap") ? 1 : 0);
  6080. fc.player = player;
  6081. const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
  6082. auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
  6083. int lastUnc = 0;
  6084. for(int z = 0; z < gs->map->levels(); z++)
  6085. for(int x = 0; x < gs->map->width; x++)
  6086. for(int y = 0; y < gs->map->height; y++)
  6087. if(!(*fowMap)[z][x][y] || !fc.mode)
  6088. hlp_tab[lastUnc++] = int3(x, y, z);
  6089. fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
  6090. delete [] hlp_tab;
  6091. sendAndApply(&fc);
  6092. }
  6093. }
  6094. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  6095. {
  6096. BattleObstaclesChanged obsRem;
  6097. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  6098. sendAndApply(&obsRem);
  6099. }
  6100. void CGameHandler::synchronizeArtifactHandlerLists()
  6101. {
  6102. UpdateArtHandlerLists uahl;
  6103. uahl.treasures = VLC->arth->treasures;
  6104. uahl.minors = VLC->arth->minors;
  6105. uahl.majors = VLC->arth->majors;
  6106. uahl.relics = VLC->arth->relics;
  6107. sendAndApply(&uahl);
  6108. }
  6109. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  6110. {
  6111. return vstd::contains(gs->map->objects, obj);
  6112. }
  6113. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  6114. {
  6115. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  6116. return false;
  6117. auto query = queries.topQuery(player);
  6118. if (query && query->blocksPack(pack))
  6119. {
  6120. complain(boost::str(boost::format(
  6121. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  6122. % boost::to_upper_copy<std::string>(player.getStr())
  6123. % query->toString()
  6124. ));
  6125. return true;
  6126. }
  6127. return false;
  6128. }
  6129. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  6130. {
  6131. //If the object is being visited, there must be a matching query
  6132. for (const auto &query : queries.allQueries())
  6133. {
  6134. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  6135. {
  6136. if (someVistQuery->visitedObject == object)
  6137. {
  6138. someVistQuery->removeObjectAfterVisit = true;
  6139. return;
  6140. }
  6141. }
  6142. }
  6143. //If we haven't returned so far, there is no query and no visit, call was wrong
  6144. assert("This function needs to be called during the object visit!");
  6145. }
  6146. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  6147. {
  6148. std::unordered_set<int3> tiles;
  6149. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  6150. if (hide)
  6151. {
  6152. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  6153. auto p = getPlayerState(player);
  6154. for (auto h : p->heroes)
  6155. {
  6156. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  6157. }
  6158. for (auto t : p->towns)
  6159. {
  6160. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  6161. }
  6162. for (auto tile : observedTiles)
  6163. vstd::erase_if_present (tiles, tile);
  6164. }
  6165. changeFogOfWar(tiles, player, hide);
  6166. }
  6167. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
  6168. {
  6169. FoWChange fow;
  6170. fow.tiles = tiles;
  6171. fow.player = player;
  6172. fow.mode = hide? 0 : 1;
  6173. sendAndApply(&fow);
  6174. }
  6175. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  6176. {
  6177. if (auto topQuery = queries.topQuery(hero->getOwner()))
  6178. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  6179. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  6180. return true;
  6181. }
  6182. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  6183. {
  6184. SetObjectProperty sob;
  6185. sob.id = objid;
  6186. sob.what = prop;
  6187. sob.val = static_cast<ui32>(val);
  6188. sendAndApply(&sob);
  6189. }
  6190. void CGameHandler::showInfoDialog(InfoWindow * iw)
  6191. {
  6192. sendAndApply(iw);
  6193. }
  6194. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  6195. {
  6196. InfoWindow iw;
  6197. iw.player = player;
  6198. iw.text << msg;
  6199. showInfoDialog(&iw);
  6200. }
  6201. CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat):
  6202. army(_army)
  6203. {
  6204. heroWithDeadCommander = ObjectInstanceID();
  6205. PlayerColor color = army->tempOwner;
  6206. if(color == PlayerColor::UNFLAGGABLE)
  6207. color = PlayerColor::NEUTRAL;
  6208. for(CStack * st : bat->stacks)
  6209. {
  6210. if(st->summoned) //don't take into account temporary summoned stacks
  6211. continue;
  6212. if(st->unitOwner() != color) //remove only our stacks
  6213. continue;
  6214. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  6215. st->health.takeResurrected();
  6216. if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
  6217. {
  6218. logGlobal->debug("Ignored arrow towers stack.");
  6219. }
  6220. else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
  6221. {
  6222. auto warMachine = st->unitType()->warMachine;
  6223. if(warMachine == ArtifactID::NONE)
  6224. {
  6225. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  6226. }
  6227. //catapult artifact remain even if "creature" killed in siege
  6228. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  6229. {
  6230. logGlobal->debug("War machine has been destroyed");
  6231. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  6232. if (hero)
  6233. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  6234. else
  6235. logGlobal->error("War machine in army without hero");
  6236. }
  6237. }
  6238. else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  6239. {
  6240. if(st->alive() && st->getCount() > 0)
  6241. {
  6242. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  6243. const CreatureID summonedType = st->creatureId();
  6244. summoned[summonedType] += st->getCount();
  6245. }
  6246. }
  6247. else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  6248. {
  6249. if (nullptr == st->base)
  6250. {
  6251. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  6252. }
  6253. else
  6254. {
  6255. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  6256. if(c)
  6257. {
  6258. auto h = dynamic_cast <const CGHeroInstance *>(army);
  6259. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  6260. {
  6261. logGlobal->debug("Commander is dead.");
  6262. heroWithDeadCommander = army->id; //TODO: unify commander handling
  6263. }
  6264. }
  6265. else
  6266. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  6267. }
  6268. }
  6269. else if(st->base && !army->slotEmpty(st->unitSlot()))
  6270. {
  6271. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
  6272. if(st->getCount() == 0 || !st->alive())
  6273. {
  6274. logGlobal->debug("Stack has been destroyed.");
  6275. StackLocation sl(army, st->unitSlot());
  6276. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  6277. }
  6278. else if(st->getCount() < army->getStackCount(st->unitSlot()))
  6279. {
  6280. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
  6281. StackLocation sl(army, st->unitSlot());
  6282. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6283. }
  6284. else if(st->getCount() > army->getStackCount(st->unitSlot()))
  6285. {
  6286. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
  6287. StackLocation sl(army, st->unitSlot());
  6288. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  6289. }
  6290. }
  6291. else
  6292. {
  6293. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  6294. }
  6295. }
  6296. }
  6297. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  6298. {
  6299. for (TStackAndItsNewCount &ncount : newStackCounts)
  6300. {
  6301. if (ncount.second > 0)
  6302. gh->changeStackCount(ncount.first, ncount.second, true);
  6303. else
  6304. gh->eraseStack(ncount.first, true);
  6305. }
  6306. for (auto summoned_iter : summoned)
  6307. {
  6308. SlotID slot = army->getSlotFor(summoned_iter.first);
  6309. if (slot.validSlot())
  6310. {
  6311. StackLocation location(army, slot);
  6312. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  6313. }
  6314. else
  6315. {
  6316. //even if it will be possible to summon anything permanently it should be checked for free slot
  6317. //necromancy is handled separately
  6318. gh->complain("No free slot to put summoned creature");
  6319. }
  6320. }
  6321. for (auto al : removedWarMachines)
  6322. {
  6323. gh->removeArtifact(al);
  6324. }
  6325. if (heroWithDeadCommander != ObjectInstanceID())
  6326. {
  6327. SetCommanderProperty scp;
  6328. scp.heroid = heroWithDeadCommander;
  6329. scp.which = SetCommanderProperty::ALIVE;
  6330. scp.amount = 0;
  6331. gh->sendAndApply(&scp);
  6332. }
  6333. }
  6334. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  6335. {
  6336. assert(Query->result);
  6337. assert(Query->bi);
  6338. auto &result = *Query->result;
  6339. auto &info = *Query->bi;
  6340. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  6341. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  6342. victor = info.sides[result.winner].color;
  6343. loser = info.sides[!result.winner].color;
  6344. winnerSide = result.winner;
  6345. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  6346. }
  6347. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  6348. {
  6349. winnerHero = loserHero = nullptr;
  6350. winnerSide = 0;
  6351. remainingBattleQueriesCount = 0;
  6352. }
  6353. CRandomGenerator & CGameHandler::getRandomGenerator()
  6354. {
  6355. return CRandomGenerator::getDefault();
  6356. }
  6357. #if SCRIPTING_ENABLED
  6358. scripting::Pool * CGameHandler::getGlobalContextPool() const
  6359. {
  6360. return serverScripts.get();
  6361. }
  6362. scripting::Pool * CGameHandler::getContextPool() const
  6363. {
  6364. return serverScripts.get();
  6365. }
  6366. #endif
  6367. const ObjectInstanceID CGameHandler::putNewObject(Obj ID, int subID, int3 pos)
  6368. {
  6369. NewObject no;
  6370. no.ID = ID; //creature
  6371. no.subID= subID;
  6372. no.pos = pos;
  6373. sendAndApply(&no);
  6374. return no.id; //id field will be filled during applying on gs
  6375. }