CGameHandler.cpp 207 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "HeroPoolProcessor.h"
  13. #include "ServerNetPackVisitors.h"
  14. #include "ServerSpellCastEnvironment.h"
  15. #include "CVCMIServer.h"
  16. #include "PlayerMessageProcessor.h"
  17. #include "../lib/filesystem/Filesystem.h"
  18. #include "../lib/filesystem/FileInfo.h"
  19. #include "../lib/int3.h"
  20. #include "../lib/ArtifactUtils.h"
  21. #include "../lib/StartInfo.h"
  22. #include "../lib/CModHandler.h"
  23. #include "../lib/CArtHandler.h"
  24. #include "../lib/CBuildingHandler.h"
  25. #include "../lib/CHeroHandler.h"
  26. #include "../lib/pathfinder/CPathfinder.h"
  27. #include "../lib/pathfinder/PathfinderOptions.h"
  28. #include "../lib/pathfinder/TurnInfo.h"
  29. #include "../lib/spells/AbilityCaster.h"
  30. #include "../lib/spells/BonusCaster.h"
  31. #include "../lib/spells/CSpellHandler.h"
  32. #include "../lib/spells/ISpellMechanics.h"
  33. #include "../lib/spells/ObstacleCasterProxy.h"
  34. #include "../lib/spells/Problem.h"
  35. #include "../lib/CGeneralTextHandler.h"
  36. #include "../lib/CTownHandler.h"
  37. #include "../lib/CCreatureHandler.h"
  38. #include "../lib/gameState/CGameState.h"
  39. #include "../lib/CStack.h"
  40. #include "../lib/UnlockGuard.h"
  41. #include "../lib/GameSettings.h"
  42. #include "../lib/battle/BattleInfo.h"
  43. #include "../lib/CondSh.h"
  44. #include "../lib/VCMI_Lib.h"
  45. #include "../lib/mapping/CMap.h"
  46. #include "../lib/mapping/CMapService.h"
  47. #include "../lib/rmg/CMapGenOptions.h"
  48. #include "../lib/VCMIDirs.h"
  49. #include "../lib/ScopeGuard.h"
  50. #include "../lib/CSoundBase.h"
  51. #include "../lib/TerrainHandler.h"
  52. #include "../lib/CCreatureSet.h"
  53. #include "../lib/CThreadHelper.h"
  54. #include "../lib/GameConstants.h"
  55. #include "../lib/registerTypes/RegisterTypes.h"
  56. #include "../lib/serializer/CTypeList.h"
  57. #include "../lib/serializer/Connection.h"
  58. #include "../lib/serializer/Cast.h"
  59. #include "../lib/serializer/JsonSerializer.h"
  60. #include "../lib/ScriptHandler.h"
  61. #include "vstd/CLoggerBase.h"
  62. #include <memory>
  63. #include <vcmi/events/EventBus.h>
  64. #include <vcmi/events/GenericEvents.h>
  65. #include <vcmi/events/AdventureEvents.h>
  66. #ifndef _MSC_VER
  67. #include <boost/thread/xtime.hpp>
  68. #endif
  69. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  70. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  71. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  72. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  73. CondSh<bool> battleMadeAction(false);
  74. boost::recursive_mutex battleActionMutex;
  75. CondSh<BattleResult *> battleResult(nullptr);
  76. template <typename T> class CApplyOnGH;
  77. class CBaseForGHApply
  78. {
  79. public:
  80. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const =0;
  81. virtual ~CBaseForGHApply(){}
  82. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  83. {
  84. return new CApplyOnGH<U>();
  85. }
  86. };
  87. template <typename T> class CApplyOnGH : public CBaseForGHApply
  88. {
  89. public:
  90. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  91. {
  92. T *ptr = static_cast<T*>(pack);
  93. try
  94. {
  95. ApplyGhNetPackVisitor applier(*gh, *gs);
  96. ptr->visit(applier);
  97. return applier.getResult();
  98. }
  99. catch(ExceptionNotAllowedAction & e)
  100. {
  101. (void)e;
  102. return false;
  103. }
  104. }
  105. };
  106. template <>
  107. class CApplyOnGH<CPack> : public CBaseForGHApply
  108. {
  109. public:
  110. bool applyOnGH(CGameHandler * gh, CGameState * gs, void * pack) const override
  111. {
  112. logGlobal->error("Cannot apply on GH plain CPack!");
  113. assert(0);
  114. return false;
  115. }
  116. };
  117. static inline double distance(int3 a, int3 b)
  118. {
  119. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  120. }
  121. static void giveExp(BattleResult &r)
  122. {
  123. if (r.winner > 1)
  124. {
  125. // draw
  126. return;
  127. }
  128. r.exp[0] = 0;
  129. r.exp[1] = 0;
  130. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  131. {
  132. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
  133. }
  134. }
  135. 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
  136. {
  137. int x = targetPosition.getX();
  138. int y = targetPosition.getY();
  139. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  140. 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...
  141. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  142. else
  143. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  144. //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
  145. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  146. {
  147. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  148. {
  149. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  150. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  151. }
  152. else
  153. { //add back-side guardians for two-hex target, side guardians for one-hex
  154. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
  155. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
  156. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  157. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
  158. else if (targetIsTwoHex)//front-side guardians for two-hex target
  159. {
  160. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  161. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  162. if (x > 3) //back guard for two-hex
  163. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
  164. }
  165. }
  166. }
  167. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  168. {
  169. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  170. {
  171. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  172. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  173. }
  174. else
  175. {
  176. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
  177. BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
  178. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  179. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  180. else if (targetIsTwoHex)
  181. {
  182. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  183. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  184. if (x < GameConstants::BFIELD_WIDTH - 4)
  185. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
  186. }
  187. }
  188. }
  189. else if (!targetIsAttacker && y % 2 == 0)
  190. {
  191. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
  192. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
  193. }
  194. else if (targetIsAttacker && y % 2 == 1)
  195. {
  196. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
  197. BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
  198. }
  199. }
  200. PlayerStatus PlayerStatuses::operator[](PlayerColor player)
  201. {
  202. boost::unique_lock<boost::mutex> l(mx);
  203. if (players.find(player) != players.end())
  204. {
  205. return players.at(player);
  206. }
  207. else
  208. {
  209. throw std::runtime_error("No such player!");
  210. }
  211. }
  212. void PlayerStatuses::addPlayer(PlayerColor player)
  213. {
  214. boost::unique_lock<boost::mutex> l(mx);
  215. players[player];
  216. }
  217. bool PlayerStatuses::checkFlag(PlayerColor player, bool PlayerStatus::*flag)
  218. {
  219. boost::unique_lock<boost::mutex> l(mx);
  220. if (players.find(player) != players.end())
  221. {
  222. return players[player].*flag;
  223. }
  224. else
  225. {
  226. throw std::runtime_error("No such player!");
  227. }
  228. }
  229. void PlayerStatuses::setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val)
  230. {
  231. boost::unique_lock<boost::mutex> l(mx);
  232. if (players.find(player) != players.end())
  233. {
  234. players[player].*flag = val;
  235. }
  236. else
  237. {
  238. throw std::runtime_error("No such player!");
  239. }
  240. cv.notify_all();
  241. }
  242. template <typename T>
  243. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  244. {
  245. fun(args[which]);
  246. }
  247. const Services * CGameHandler::services() const
  248. {
  249. return VLC;
  250. }
  251. const CGameHandler::BattleCb * CGameHandler::battle() const
  252. {
  253. return this;
  254. }
  255. const CGameHandler::GameCb * CGameHandler::game() const
  256. {
  257. return this;
  258. }
  259. vstd::CLoggerBase * CGameHandler::logger() const
  260. {
  261. return logGlobal;
  262. }
  263. events::EventBus * CGameHandler::eventBus() const
  264. {
  265. return serverEventBus.get();
  266. }
  267. CVCMIServer * CGameHandler::gameLobby() const
  268. {
  269. return lobby;
  270. }
  271. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  272. {
  273. changeSecSkill(hero, skill, 1, 0);
  274. expGiven(hero);
  275. }
  276. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  277. {
  278. // required exp for at least 1 lvl-up hasn't been reached
  279. if (!hero->gainsLevel())
  280. {
  281. return;
  282. }
  283. // give primary skill
  284. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  285. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  286. SetPrimSkill sps;
  287. sps.id = hero->id;
  288. sps.which = primarySkill;
  289. sps.abs = false;
  290. sps.val = 1;
  291. sendAndApply(&sps);
  292. PrepareHeroLevelUp pre;
  293. pre.heroId = hero->id;
  294. sendAndApply(&pre);
  295. HeroLevelUp hlu;
  296. hlu.player = hero->tempOwner;
  297. hlu.heroId = hero->id;
  298. hlu.primskill = primarySkill;
  299. hlu.skills = pre.skills;
  300. if (hlu.skills.size() == 0)
  301. {
  302. sendAndApply(&hlu);
  303. levelUpHero(hero);
  304. }
  305. else if (hlu.skills.size() == 1)
  306. {
  307. sendAndApply(&hlu);
  308. levelUpHero(hero, pre.skills.front());
  309. }
  310. else if (hlu.skills.size() > 1)
  311. {
  312. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  313. hlu.queryID = levelUpQuery->queryID;
  314. queries.addQuery(levelUpQuery);
  315. sendAndApply(&hlu);
  316. //level up will be called on query reply
  317. }
  318. }
  319. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  320. {
  321. SetCommanderProperty scp;
  322. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  323. if (hero)
  324. scp.heroid = hero->id;
  325. else
  326. {
  327. complain ("Commander is not led by hero!");
  328. return;
  329. }
  330. scp.accumulatedBonus.subtype = 0;
  331. scp.accumulatedBonus.additionalInfo = 0;
  332. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  333. scp.accumulatedBonus.turnsRemain = 0;
  334. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  335. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  336. if (skill <= ECommander::SPELL_POWER)
  337. {
  338. scp.which = SetCommanderProperty::BONUS;
  339. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  340. {
  341. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  342. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  343. };
  344. switch (skill)
  345. {
  346. case ECommander::ATTACK:
  347. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  348. scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
  349. break;
  350. case ECommander::DEFENSE:
  351. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  352. scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
  353. break;
  354. case ECommander::HEALTH:
  355. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  356. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  357. break;
  358. case ECommander::DAMAGE:
  359. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  360. scp.accumulatedBonus.subtype = 0;
  361. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_BASE;
  362. break;
  363. case ECommander::SPEED:
  364. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  365. break;
  366. case ECommander::SPELL_POWER:
  367. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  368. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  369. sendAndApply (&scp); //additional pack
  370. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  371. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  372. sendAndApply (&scp); //additional pack
  373. scp.accumulatedBonus.type = BonusType::CASTS;
  374. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  375. sendAndApply (&scp); //additional pack
  376. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  377. break;
  378. }
  379. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  380. sendAndApply (&scp);
  381. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  382. scp.additionalInfo = skill;
  383. scp.amount = c->secondarySkills.at(skill) + 1;
  384. sendAndApply (&scp);
  385. }
  386. else if (skill >= 100)
  387. {
  388. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  389. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  390. scp.additionalInfo = skill; //unnormalized
  391. sendAndApply (&scp);
  392. }
  393. expGiven(hero);
  394. }
  395. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  396. {
  397. if (!c->gainsLevel())
  398. {
  399. return;
  400. }
  401. CommanderLevelUp clu;
  402. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  403. if(hero)
  404. {
  405. clu.heroId = hero->id;
  406. clu.player = hero->tempOwner;
  407. }
  408. else
  409. {
  410. complain ("Commander is not led by hero!");
  411. return;
  412. }
  413. //picking sec. skills for choice
  414. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  415. {
  416. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  417. clu.skills.push_back(i);
  418. }
  419. int i = 100;
  420. for (auto specialSkill : VLC->creh->skillRequirements)
  421. {
  422. if (c->secondarySkills.at(specialSkill.second.first) == ECommander::MAX_SKILL_LEVEL
  423. && c->secondarySkills.at(specialSkill.second.second) == ECommander::MAX_SKILL_LEVEL
  424. && !vstd::contains (c->specialSKills, i))
  425. clu.skills.push_back (i);
  426. ++i;
  427. }
  428. int skillAmount = static_cast<int>(clu.skills.size());
  429. if (!skillAmount)
  430. {
  431. sendAndApply(&clu);
  432. levelUpCommander(c);
  433. }
  434. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  435. {
  436. sendAndApply(&clu);
  437. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  438. }
  439. else if (skillAmount > 1) //apply and ask for secondary skill
  440. {
  441. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  442. clu.queryID = commanderLevelUp->queryID;
  443. queries.addQuery(commanderLevelUp);
  444. sendAndApply(&clu);
  445. }
  446. }
  447. void CGameHandler::expGiven(const CGHeroInstance *hero)
  448. {
  449. if (hero->gainsLevel())
  450. levelUpHero(hero);
  451. else if (hero->commander && hero->commander->gainsLevel())
  452. levelUpCommander(hero->commander);
  453. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  454. // levelUpCommander(hero->commander);
  455. // else
  456. // levelUpHero(hero);
  457. }
  458. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs)
  459. {
  460. if (which == PrimarySkill::EXPERIENCE) // Check if scenario limit reached
  461. {
  462. if (gs->map->levelLimit != 0)
  463. {
  464. TExpType expLimit = VLC->heroh->reqExp(gs->map->levelLimit);
  465. TExpType resultingExp = abs ? val : hero->exp + val;
  466. if (resultingExp > expLimit)
  467. {
  468. // set given experience to max possible, but don't decrease if hero already over top
  469. abs = true;
  470. val = std::max(expLimit, hero->exp);
  471. InfoWindow iw;
  472. iw.player = hero->tempOwner;
  473. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  474. iw.text.replaceRawString(hero->getNameTranslated());
  475. sendAndApply(&iw);
  476. }
  477. }
  478. }
  479. SetPrimSkill sps;
  480. sps.id = hero->id;
  481. sps.which = which;
  482. sps.abs = abs;
  483. sps.val = val;
  484. sendAndApply(&sps);
  485. //only for exp - hero may level up
  486. if (which == PrimarySkill::EXPERIENCE)
  487. {
  488. if (hero->commander && hero->commander->alive)
  489. {
  490. //FIXME: trim experience according to map limit?
  491. SetCommanderProperty scp;
  492. scp.heroid = hero->id;
  493. scp.which = SetCommanderProperty::EXPERIENCE;
  494. scp.amount = val;
  495. sendAndApply (&scp);
  496. CBonusSystemNode::treeHasChanged();
  497. }
  498. expGiven(hero);
  499. }
  500. }
  501. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  502. {
  503. if(!hero)
  504. {
  505. logGlobal->error("changeSecSkill provided no hero");
  506. return;
  507. }
  508. SetSecSkill sss;
  509. sss.id = hero->id;
  510. sss.which = which;
  511. sss.val = val;
  512. sss.abs = abs;
  513. sendAndApply(&sss);
  514. if (hero->visitedTown)
  515. giveSpells(hero->visitedTown, hero);
  516. }
  517. void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
  518. {
  519. LOG_TRACE(logGlobal);
  520. //Fill BattleResult structure with exp info
  521. giveExp(*battleResult.data);
  522. if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  523. {
  524. if(heroAttacker)
  525. battleResult.data->exp[1] += 500;
  526. if(heroDefender)
  527. battleResult.data->exp[0] += 500;
  528. }
  529. if(heroAttacker)
  530. battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
  531. if(heroDefender)
  532. battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
  533. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  534. if (!battleQuery)
  535. {
  536. logGlobal->error("Cannot find battle query!");
  537. complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
  538. return;
  539. }
  540. battleQuery->result = std::make_optional(*battleResult.data);
  541. //Check how many battle queries were created (number of players blocked by battle)
  542. const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
  543. finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
  544. // in battles against neutrals, 1st player can ask to replay battle manually
  545. if (!gs->curB->sides[1].color.isValidPlayer())
  546. {
  547. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
  548. battleResult.data->queryID = battleDialogQuery->queryID;
  549. queries.addQuery(battleDialogQuery);
  550. }
  551. else
  552. battleResult.data->queryID = -1;
  553. //set same battle result for all queries
  554. for(auto q : queries.allQueries())
  555. {
  556. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  557. if(otherBattleQuery)
  558. otherBattleQuery->result = battleQuery->result;
  559. }
  560. sendAndApply(battleResult.data); //after this point casualties objects are destroyed
  561. if (battleResult.data->queryID == -1)
  562. endBattleConfirm(gs->curB);
  563. }
  564. void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
  565. {
  566. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
  567. if(!battleQuery)
  568. {
  569. logGlobal->trace("No battle query, battle end was confirmed by another player");
  570. return;
  571. }
  572. const BattleResult::EResult result = battleResult.get()->result;
  573. CasualtiesAfterBattle cab1(battleInfo->sides.at(0), battleInfo), cab2(battleInfo->sides.at(1), battleInfo); //calculate casualties before deleting battle
  574. ChangeSpells cs; //for Eagle Eye
  575. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  576. {
  577. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  578. {
  579. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
  580. for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
  581. {
  582. auto spell = spellId.toSpell(VLC->spells());
  583. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
  584. cs.spells.insert(spell->getId());
  585. }
  586. }
  587. }
  588. std::vector<const CArtifactInstance *> arts; //display them in window
  589. if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  590. {
  591. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  592. {
  593. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  594. if(slot != ArtifactPosition::PRE_FIRST)
  595. {
  596. arts.push_back(art);
  597. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  598. if(ArtifactUtils::isSlotBackpack(slot))
  599. ma->askAssemble = false;
  600. sendAndApply(ma);
  601. }
  602. };
  603. if (finishingBattle->loserHero)
  604. {
  605. //TODO: wrap it into a function, somehow (std::variant -_-)
  606. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  607. for (auto artSlot : artifactsWorn)
  608. {
  609. MoveArtifact ma;
  610. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  611. const CArtifactInstance * art = ma.src.getArt();
  612. if (art && !art->artType->isBig() &&
  613. art->artType->getId() != ArtifactID::SPELLBOOK)
  614. // don't move war machines or locked arts (spellbook)
  615. {
  616. sendMoveArtifact(art, &ma);
  617. }
  618. }
  619. for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  620. {
  621. //we assume that no big artifacts can be found
  622. MoveArtifact ma;
  623. ma.src = ArtifactLocation(finishingBattle->loserHero,
  624. ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
  625. const CArtifactInstance * art = ma.src.getArt();
  626. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  627. {
  628. sendMoveArtifact(art, &ma);
  629. }
  630. }
  631. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  632. {
  633. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  634. for (auto artSlot : artifactsWorn)
  635. {
  636. MoveArtifact ma;
  637. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  638. const CArtifactInstance * art = ma.src.getArt();
  639. if (art && !art->artType->isBig())
  640. {
  641. sendMoveArtifact(art, &ma);
  642. }
  643. }
  644. }
  645. }
  646. for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
  647. {
  648. auto artifactsWorn = armySlot.second->artifactsWorn;
  649. for (auto artSlot : artifactsWorn)
  650. {
  651. MoveArtifact ma;
  652. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  653. const CArtifactInstance * art = ma.src.getArt();
  654. if (art && !art->artType->isBig())
  655. {
  656. sendMoveArtifact(art, &ma);
  657. }
  658. }
  659. }
  660. }
  661. if (arts.size()) //display loot
  662. {
  663. InfoWindow iw;
  664. iw.player = finishingBattle->winnerHero->tempOwner;
  665. iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
  666. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  667. {
  668. iw.components.emplace_back(
  669. Component::EComponentType::ARTIFACT, art->artType->getId(),
  670. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 0, 0);
  671. if (iw.components.size() >= 14)
  672. {
  673. sendAndApply(&iw);
  674. iw.components.clear();
  675. }
  676. }
  677. if (iw.components.size())
  678. {
  679. sendAndApply(&iw);
  680. }
  681. }
  682. //Eagle Eye secondary skill handling
  683. if (!cs.spells.empty())
  684. {
  685. cs.learn = 1;
  686. cs.hid = finishingBattle->winnerHero->id;
  687. InfoWindow iw;
  688. iw.player = finishingBattle->winnerHero->tempOwner;
  689. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  690. iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
  691. std::ostringstream names;
  692. for (int i = 0; i < cs.spells.size(); i++)
  693. {
  694. names << "%s";
  695. if (i < cs.spells.size() - 2)
  696. names << ", ";
  697. else if (i < cs.spells.size() - 1)
  698. names << "%s";
  699. }
  700. names << ".";
  701. iw.text.replaceRawString(names.str());
  702. auto it = cs.spells.begin();
  703. for (int i = 0; i < cs.spells.size(); i++, it++)
  704. {
  705. iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
  706. if (i == cs.spells.size() - 2) //we just added pre-last name
  707. iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
  708. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  709. }
  710. sendAndApply(&iw);
  711. sendAndApply(&cs);
  712. }
  713. cab1.updateArmy(this);
  714. cab2.updateArmy(this); //take casualties after battle is deleted
  715. if(finishingBattle->loserHero) //remove beaten hero
  716. {
  717. RemoveObject ro(finishingBattle->loserHero->id);
  718. sendAndApply(&ro);
  719. }
  720. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  721. {
  722. RemoveObject ro(finishingBattle->winnerHero->id);
  723. sendAndApply(&ro);
  724. }
  725. if(battleResult.data->winner == BattleSide::DEFENDER
  726. && finishingBattle->winnerHero
  727. && finishingBattle->winnerHero->visitedTown
  728. && !finishingBattle->winnerHero->inTownGarrison
  729. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  730. {
  731. swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  732. }
  733. //give exp
  734. if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  735. changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
  736. BattleResultAccepted raccepted;
  737. raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battleInfo->sides.at(0).armyObject);
  738. raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battleInfo->sides.at(1).armyObject);
  739. raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
  740. raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
  741. raccepted.heroResult[0].exp = battleResult.data->exp[0];
  742. raccepted.heroResult[1].exp = battleResult.data->exp[1];
  743. raccepted.winnerSide = finishingBattle->winnerSide;
  744. sendAndApply(&raccepted);
  745. queries.popIfTop(battleQuery);
  746. //--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query
  747. }
  748. void CGameHandler::battleAfterLevelUp(const BattleResult &result)
  749. {
  750. LOG_TRACE(logGlobal);
  751. if(!finishingBattle)
  752. return;
  753. finishingBattle->remainingBattleQueriesCount--;
  754. logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
  755. if (finishingBattle->remainingBattleQueriesCount > 0)
  756. //Battle results will be handled when all battle queries are closed
  757. return;
  758. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  759. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  760. // Still, it looks like a hole.
  761. // Necromancy if applicable.
  762. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
  763. // Give raised units to winner and show dialog, if any were raised,
  764. // units will be given after casualties are taken
  765. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  766. if (necroSlot != SlotID())
  767. {
  768. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, getRandomGenerator());
  769. addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  770. }
  771. BattleResultsApplied resultsApplied;
  772. resultsApplied.player1 = finishingBattle->victor;
  773. resultsApplied.player2 = finishingBattle->loser;
  774. sendAndApply(&resultsApplied);
  775. setBattle(nullptr);
  776. if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
  777. {
  778. logGlobal->trace("post-victory visit");
  779. visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
  780. }
  781. visitObjectAfterVictory = false;
  782. //handle victory/loss of engaged players
  783. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  784. checkVictoryLossConditions(playerColors);
  785. if (result.result == BattleResult::SURRENDER)
  786. heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
  787. if (result.result == BattleResult::ESCAPE)
  788. heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
  789. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  790. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  791. {
  792. RemoveObject ro(finishingBattle->winnerHero->id);
  793. sendAndApply(&ro);
  794. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  795. heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
  796. }
  797. finishingBattle.reset();
  798. }
  799. void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
  800. {
  801. if(first && !counter)
  802. handleAttackBeforeCasting(ranged, attacker, defender);
  803. FireShieldInfo fireShield;
  804. BattleAttack bat;
  805. BattleLogMessage blm;
  806. bat.stackAttacking = attacker->unitId();
  807. bat.tile = targetHex;
  808. std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
  809. if(ranged)
  810. bat.flags |= BattleAttack::SHOT;
  811. if(counter)
  812. bat.flags |= BattleAttack::COUNTER;
  813. const int attackerLuck = attacker->luckVal();
  814. if(attackerLuck > 0)
  815. {
  816. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
  817. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
  818. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  819. bat.flags |= BattleAttack::LUCKY;
  820. }
  821. if(attackerLuck < 0)
  822. {
  823. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
  824. size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
  825. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  826. bat.flags |= BattleAttack::UNLUCKY;
  827. }
  828. if (getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
  829. {
  830. bat.flags |= BattleAttack::DEATH_BLOW;
  831. }
  832. const auto * owner = gs->curB->getHero(attacker->unitOwner());
  833. if(owner)
  834. {
  835. int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
  836. if (chance > getRandomGenerator().nextInt(99))
  837. bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
  838. }
  839. int64_t drainedLife = 0;
  840. // only primary target
  841. if(defender->alive())
  842. drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
  843. //multiple-hex normal attack
  844. std::set<const CStack*> attackedCreatures = gs->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
  845. for(const CStack * stack : attackedCreatures)
  846. {
  847. if(stack != defender && stack->alive()) //do not hit same stack twice
  848. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  849. }
  850. std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
  851. if(bonus && ranged) //TODO: make it work in melee?
  852. {
  853. //this is need for displaying hit animation
  854. bat.flags |= BattleAttack::SPELL_LIKE;
  855. bat.spellID = SpellID(bonus->subtype);
  856. //TODO: should spell override creature`s projectile?
  857. auto spell = bat.spellID.toSpell();
  858. battle::Target target;
  859. target.emplace_back(defender, targetHex);
  860. spells::BattleCast event(gs->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
  861. event.setSpellLevel(bonus->val);
  862. auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
  863. //TODO: get exact attacked hex for defender
  864. for(const CStack * stack : attackedCreatures)
  865. {
  866. if(stack != defender && stack->alive()) //do not hit same stack twice
  867. {
  868. drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
  869. }
  870. }
  871. //now add effect info for all attacked stacks
  872. for (BattleStackAttacked & bsa : bat.bsa)
  873. {
  874. if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
  875. {
  876. //this is need for displaying affect animation
  877. bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
  878. bsa.spellID = SpellID(bonus->subtype);
  879. }
  880. }
  881. }
  882. attackerState->afterAttack(ranged, counter);
  883. {
  884. UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
  885. attackerState->save(info.data);
  886. bat.attackerChanges.changedStacks.push_back(info);
  887. }
  888. if (drainedLife > 0)
  889. bat.flags |= BattleAttack::LIFE_DRAIN;
  890. sendAndApply(&bat);
  891. {
  892. const bool multipleTargets = bat.bsa.size() > 1;
  893. int64_t totalDamage = 0;
  894. int32_t totalKills = 0;
  895. for(const BattleStackAttacked & bsa : bat.bsa)
  896. {
  897. totalDamage += bsa.damageAmount;
  898. totalKills += bsa.killedAmount;
  899. }
  900. {
  901. MetaString text;
  902. attacker->addText(text, EMetaText::GENERAL_TXT, 376);
  903. attacker->addNameReplacement(text);
  904. text.replaceNumber(totalDamage);
  905. blm.lines.push_back(text);
  906. }
  907. addGenericKilledLog(blm, defender, totalKills, multipleTargets);
  908. }
  909. // drain life effect (as well as log entry) must be applied after the attack
  910. if(drainedLife > 0)
  911. {
  912. MetaString text;
  913. attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
  914. attackerState->addNameReplacement(text, false);
  915. text.replaceNumber(drainedLife);
  916. defender->addNameReplacement(text, true);
  917. blm.lines.push_back(std::move(text));
  918. }
  919. if(!fireShield.empty())
  920. {
  921. //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
  922. const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
  923. int64_t totalDamage = 0;
  924. for(const auto & item : fireShield)
  925. {
  926. const CStack * actor = item.first;
  927. int64_t rawDamage = item.second;
  928. const CGHeroInstance * actorOwner = gs->curB->getHero(actor->unitOwner());
  929. if(actorOwner)
  930. {
  931. rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
  932. }
  933. else
  934. {
  935. rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
  936. }
  937. totalDamage+=rawDamage;
  938. //FIXME: add custom effect on actor
  939. }
  940. if (totalDamage > 0)
  941. {
  942. BattleStackAttacked bsa;
  943. bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
  944. bsa.stackAttacked = attacker->unitId(); //invert
  945. bsa.attackerID = defender->unitId();
  946. bsa.damageAmount = totalDamage;
  947. attacker->prepareAttacked(bsa, getRandomGenerator());
  948. StacksInjured pack;
  949. pack.stacks.push_back(bsa);
  950. sendAndApply(&pack);
  951. // TODO: this is already implemented in Damage::describeEffect()
  952. {
  953. MetaString text;
  954. text.appendLocalString(EMetaText::GENERAL_TXT, 376);
  955. text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);
  956. text.replaceNumber(totalDamage);
  957. blm.lines.push_back(std::move(text));
  958. }
  959. addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
  960. }
  961. }
  962. sendAndApply(&blm);
  963. handleAfterAttackCasting(ranged, attacker, defender);
  964. }
  965. int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
  966. {
  967. BattleStackAttacked bsa;
  968. if(secondary)
  969. bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
  970. bsa.attackerID = attackerState->unitId();
  971. bsa.stackAttacked = def->unitId();
  972. {
  973. BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
  974. bai.deathBlow = bat.deathBlow();
  975. bai.doubleDamage = bat.ballistaDoubleDmg();
  976. bai.luckyStrike = bat.lucky();
  977. bai.unluckyStrike = bat.unlucky();
  978. auto range = gs->curB->calculateDmgRange(bai);
  979. bsa.damageAmount = gs->curB->getActualDamage(range.damage, attackerState->getCount(), getRandomGenerator());
  980. CStack::prepareAttacked(bsa, getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
  981. }
  982. int64_t drainedLife = 0;
  983. //life drain handling
  984. if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
  985. {
  986. int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
  987. attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
  988. drainedLife += toHeal;
  989. }
  990. //soul steal handling
  991. if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
  992. {
  993. //we can have two bonuses - one with subtype 0 and another with subtype 1
  994. //try to use permanent first, use only one of two
  995. for(si32 subtype = 1; subtype >= 0; subtype--)
  996. {
  997. if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
  998. {
  999. int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
  1000. attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
  1001. drainedLife += toHeal;
  1002. break;
  1003. }
  1004. }
  1005. }
  1006. bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
  1007. //fire shield handling
  1008. if(!bat.shot() &&
  1009. !def->isClone() &&
  1010. def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
  1011. !attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
  1012. CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
  1013. )
  1014. {
  1015. //TODO: use damage with bonus but without penalties
  1016. auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
  1017. fireShield.push_back(std::make_pair(def, fireShieldDamage));
  1018. }
  1019. return drainedLife;
  1020. }
  1021. void CGameHandler::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
  1022. {
  1023. if(killed > 0)
  1024. {
  1025. BattleLogMessage blm;
  1026. addGenericKilledLog(blm, defender, killed, multiple);
  1027. sendAndApply(&blm);
  1028. }
  1029. }
  1030. void CGameHandler::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
  1031. {
  1032. if(killed > 0)
  1033. {
  1034. const int32_t txtIndex = (killed > 1) ? 379 : 378;
  1035. std::string formatString = VLC->generaltexth->allTexts[txtIndex];
  1036. // 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)
  1037. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
  1038. formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
  1039. boost::algorithm::trim(formatString);
  1040. boost::format txt(formatString);
  1041. if(killed > 1)
  1042. {
  1043. txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
  1044. }
  1045. else //killed == 1
  1046. {
  1047. txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
  1048. }
  1049. MetaString line;
  1050. line.appendRawString(txt.str());
  1051. blm.lines.push_back(std::move(line));
  1052. }
  1053. }
  1054. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  1055. {
  1056. if(lobby->state == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  1057. return;
  1058. for(auto & playerConnections : connections)
  1059. {
  1060. PlayerColor playerId = playerConnections.first;
  1061. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  1062. if(!playerSettings)
  1063. continue;
  1064. auto playerConnection = vstd::find(playerConnections.second, c);
  1065. if(playerConnection != playerConnections.second.end())
  1066. {
  1067. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  1068. playerMessages->broadcastMessage(playerId, messageText);
  1069. }
  1070. }
  1071. }
  1072. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  1073. {
  1074. //prepare struct informing that action was applied
  1075. auto sendPackageResponse = [&](bool succesfullyApplied)
  1076. {
  1077. PackageApplied applied;
  1078. applied.player = pack->player;
  1079. applied.result = succesfullyApplied;
  1080. applied.packType = typeList.getTypeID(pack);
  1081. applied.requestID = pack->requestID;
  1082. pack->c->sendPack(&applied);
  1083. };
  1084. CBaseForGHApply * apply = applier->getApplier(typeList.getTypeID(pack)); //and appropriate applier object
  1085. if(isBlockedByQueries(pack, pack->player))
  1086. {
  1087. sendPackageResponse(false);
  1088. }
  1089. else if(apply)
  1090. {
  1091. const bool result = apply->applyOnGH(this, this->gs, pack);
  1092. if(result)
  1093. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  1094. else
  1095. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  1096. % typeid(*pack).name()).str());
  1097. sendPackageResponse(true);
  1098. }
  1099. else
  1100. {
  1101. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  1102. sendPackageResponse(false);
  1103. }
  1104. vstd::clear_pointer(pack);
  1105. }
  1106. int CGameHandler::moveStack(int stack, BattleHex dest)
  1107. {
  1108. int ret = 0;
  1109. const CStack *curStack = gs->curB->battleGetStackByID(stack),
  1110. *stackAtEnd = gs->curB->battleGetStackByPos(dest);
  1111. assert(curStack);
  1112. assert(dest < GameConstants::BFIELD_SIZE);
  1113. if (gs->curB->tacticDistance)
  1114. {
  1115. assert(gs->curB->isInTacticRange(dest));
  1116. }
  1117. auto start = curStack->getPosition();
  1118. if (start == dest)
  1119. return 0;
  1120. //initing necessary tables
  1121. auto accessibility = getAccesibility(curStack);
  1122. std::set<BattleHex> passed;
  1123. //Ignore obstacles on starting position
  1124. passed.insert(curStack->getPosition());
  1125. if(curStack->doubleWide())
  1126. passed.insert(curStack->occupiedHex());
  1127. //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
  1128. if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
  1129. {
  1130. BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
  1131. if(accessibility.accessible(shifted, curStack))
  1132. dest = shifted;
  1133. }
  1134. if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
  1135. {
  1136. complain("Given destination is not accessible!");
  1137. return 0;
  1138. }
  1139. bool canUseGate = false;
  1140. auto dbState = gs->curB->si.gateState;
  1141. if(battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
  1142. dbState != EGateState::DESTROYED &&
  1143. dbState != EGateState::BLOCKED)
  1144. {
  1145. canUseGate = true;
  1146. }
  1147. std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
  1148. ret = path.second;
  1149. int creSpeed = curStack->speed(0, true);
  1150. if (gs->curB->tacticDistance > 0 && creSpeed > 0)
  1151. creSpeed = GameConstants::BFIELD_SIZE;
  1152. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  1153. {
  1154. return obst->obstacleType == CObstacleInstance::MOAT;
  1155. });
  1156. auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1157. {
  1158. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1159. return true;
  1160. if (hex == ESiegeHex::GATE_OUTER)
  1161. return true;
  1162. if (hex == ESiegeHex::GATE_INNER)
  1163. return true;
  1164. return false;
  1165. };
  1166. auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
  1167. {
  1168. if (isGateDrawbridgeHex(hex))
  1169. return true;
  1170. if (curStack->doubleWide())
  1171. {
  1172. BattleHex otherHex = curStack->occupiedHex(hex);
  1173. if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
  1174. return true;
  1175. }
  1176. return false;
  1177. };
  1178. if (curStack->hasBonusOfType(BonusType::FLYING))
  1179. {
  1180. if (path.second <= creSpeed && path.first.size() > 0)
  1181. {
  1182. if (canUseGate && dbState != EGateState::OPENED &&
  1183. occupyGateDrawbridgeHex(dest))
  1184. {
  1185. BattleUpdateGateState db;
  1186. db.state = EGateState::OPENED;
  1187. sendAndApply(&db);
  1188. }
  1189. //inform clients about move
  1190. BattleStackMoved sm;
  1191. sm.stack = curStack->unitId();
  1192. std::vector<BattleHex> tiles;
  1193. tiles.push_back(path.first[0]);
  1194. sm.tilesToMove = tiles;
  1195. sm.distance = path.second;
  1196. sm.teleporting = false;
  1197. sendAndApply(&sm);
  1198. }
  1199. }
  1200. else //for non-flying creatures
  1201. {
  1202. std::vector<BattleHex> tiles;
  1203. const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
  1204. int v = (int)path.first.size()-1;
  1205. path.first.push_back(start);
  1206. // check if gate need to be open or closed at some point
  1207. BattleHex openGateAtHex, gateMayCloseAtHex;
  1208. if (canUseGate)
  1209. {
  1210. for (int i = (int)path.first.size()-1; i >= 0; i--)
  1211. {
  1212. auto needOpenGates = [&](BattleHex hex) -> bool
  1213. {
  1214. if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
  1215. return true;
  1216. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
  1217. return true;
  1218. else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
  1219. return true;
  1220. return false;
  1221. };
  1222. auto hex = path.first[i];
  1223. if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
  1224. {
  1225. if (needOpenGates(hex))
  1226. openGateAtHex = path.first[i+1];
  1227. //TODO we need find batter way to handle double-wide stacks
  1228. //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.
  1229. if (curStack->doubleWide())
  1230. {
  1231. BattleHex otherHex = curStack->occupiedHex(hex);
  1232. if (otherHex.isValid() && needOpenGates(otherHex))
  1233. openGateAtHex = path.first[i+2];
  1234. }
  1235. //gate may be opened and then closed during stack movement, but not other way around
  1236. if (openGateAtHex.isValid())
  1237. dbState = EGateState::OPENED;
  1238. }
  1239. if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
  1240. {
  1241. if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1242. {
  1243. gateMayCloseAtHex = path.first[i-1];
  1244. }
  1245. if (hasWideMoat)
  1246. {
  1247. if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
  1248. {
  1249. gateMayCloseAtHex = path.first[i-1];
  1250. }
  1251. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
  1252. path.first[i-1] != ESiegeHex::GATE_INNER &&
  1253. path.first[i-1] != ESiegeHex::GATE_BRIDGE)
  1254. {
  1255. gateMayCloseAtHex = path.first[i-1];
  1256. }
  1257. }
  1258. else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
  1259. {
  1260. gateMayCloseAtHex = path.first[i-1];
  1261. }
  1262. }
  1263. }
  1264. }
  1265. bool stackIsMoving = true;
  1266. while(stackIsMoving)
  1267. {
  1268. if (v<tilesToMove)
  1269. {
  1270. logGlobal->error("Movement terminated abnormally");
  1271. break;
  1272. }
  1273. bool gateStateChanging = false;
  1274. //special handling for opening gate on from starting hex
  1275. if (openGateAtHex.isValid() && openGateAtHex == start)
  1276. gateStateChanging = true;
  1277. else
  1278. {
  1279. for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
  1280. {
  1281. BattleHex hex = path.first[v];
  1282. tiles.push_back(hex);
  1283. if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
  1284. (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
  1285. {
  1286. gateStateChanging = true;
  1287. }
  1288. //if we walked onto something, finalize this portion of stack movement check into obstacle
  1289. if(!battleGetAllObstaclesOnPos(hex, false).empty())
  1290. obstacleHit = true;
  1291. if (curStack->doubleWide())
  1292. {
  1293. BattleHex otherHex = curStack->occupiedHex(hex);
  1294. //two hex creature hit obstacle by backside
  1295. auto obstacle2 = battleGetAllObstaclesOnPos(otherHex, false);
  1296. if(otherHex.isValid() && !obstacle2.empty())
  1297. obstacleHit = true;
  1298. }
  1299. if(!obstacleHit)
  1300. passed.insert(hex);
  1301. }
  1302. }
  1303. if (!tiles.empty())
  1304. {
  1305. //commit movement
  1306. BattleStackMoved sm;
  1307. sm.stack = curStack->unitId();
  1308. sm.distance = path.second;
  1309. sm.teleporting = false;
  1310. sm.tilesToMove = tiles;
  1311. sendAndApply(&sm);
  1312. tiles.clear();
  1313. }
  1314. //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
  1315. if (curStack->getPosition() != dest)
  1316. {
  1317. if(stackIsMoving && start != curStack->getPosition())
  1318. {
  1319. stackIsMoving = handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1320. passed.insert(curStack->getPosition());
  1321. if(curStack->doubleWide())
  1322. passed.insert(curStack->occupiedHex());
  1323. }
  1324. if (gateStateChanging)
  1325. {
  1326. if (curStack->getPosition() == openGateAtHex)
  1327. {
  1328. openGateAtHex = BattleHex();
  1329. //only open gate if stack is still alive
  1330. if (curStack->alive())
  1331. {
  1332. BattleUpdateGateState db;
  1333. db.state = EGateState::OPENED;
  1334. sendAndApply(&db);
  1335. }
  1336. }
  1337. else if (curStack->getPosition() == gateMayCloseAtHex)
  1338. {
  1339. gateMayCloseAtHex = BattleHex();
  1340. updateGateState();
  1341. }
  1342. }
  1343. }
  1344. else
  1345. //movement finished normally: we reached destination
  1346. stackIsMoving = false;
  1347. }
  1348. }
  1349. //handle last hex separately for deviation
  1350. if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
  1351. {
  1352. if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
  1353. || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
  1354. passed.clear(); //Just empty passed, obstacles will handled automatically
  1355. }
  1356. //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
  1357. handleObstacleTriggersForUnit(*spellEnv, *curStack, passed);
  1358. return ret;
  1359. }
  1360. CGameHandler::CGameHandler(CVCMIServer * lobby)
  1361. : lobby(lobby)
  1362. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  1363. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  1364. , complainNoCreatures("No creatures to split")
  1365. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  1366. , complainInvalidSlot("Invalid slot accessed!")
  1367. {
  1368. QID = 1;
  1369. IObjectInterface::cb = this;
  1370. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  1371. registerTypesServerPacks(*applier);
  1372. visitObjectAfterVictory = false;
  1373. spellEnv = new ServerSpellCastEnvironment(this);
  1374. }
  1375. CGameHandler::~CGameHandler()
  1376. {
  1377. if (battleThread)
  1378. {
  1379. //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
  1380. battleMadeAction.setn(true);
  1381. battleThread->join();
  1382. }
  1383. delete spellEnv;
  1384. delete gs;
  1385. }
  1386. void CGameHandler::reinitScripting()
  1387. {
  1388. serverEventBus = std::make_unique<events::EventBus>();
  1389. #if SCRIPTING_ENABLED
  1390. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  1391. #endif
  1392. }
  1393. void CGameHandler::init(StartInfo *si)
  1394. {
  1395. if (si->seedToBeUsed == 0)
  1396. {
  1397. si->seedToBeUsed = static_cast<ui32>(std::time(nullptr));
  1398. }
  1399. CMapService mapService;
  1400. gs = new CGameState();
  1401. gs->preInit(VLC);
  1402. logGlobal->info("Gamestate created!");
  1403. gs->init(&mapService, si);
  1404. logGlobal->info("Gamestate initialized!");
  1405. // reset seed, so that clients can't predict any following random values
  1406. getRandomGenerator().resetSeed();
  1407. for (auto & elem : gs->players)
  1408. {
  1409. states.addPlayer(elem.first);
  1410. }
  1411. reinitScripting();
  1412. }
  1413. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  1414. {
  1415. return a.earlierThan(b);
  1416. }
  1417. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  1418. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  1419. const PlayerState * p = getPlayerState(town->tempOwner);
  1420. if (!p)
  1421. {
  1422. assert(town->tempOwner == PlayerColor::NEUTRAL);
  1423. return;
  1424. }
  1425. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  1426. {
  1427. SetAvailableCreatures ssi;
  1428. ssi.tid = town->id;
  1429. ssi.creatures = town->creatures;
  1430. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  1431. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  1432. if (dwellings.empty())//no dwellings - just remove
  1433. {
  1434. sendAndApply(&ssi);
  1435. return;
  1436. }
  1437. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  1438. // for multi-creature dwellings like Golem Factory
  1439. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  1440. if (clear)
  1441. {
  1442. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  1443. }
  1444. else
  1445. {
  1446. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  1447. }
  1448. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  1449. sendAndApply(&ssi);
  1450. }
  1451. }
  1452. void CGameHandler::newTurn()
  1453. {
  1454. logGlobal->trace("Turn %d", gs->day+1);
  1455. NewTurn n;
  1456. n.specialWeek = NewTurn::NO_ACTION;
  1457. n.creatureid = CreatureID::NONE;
  1458. n.day = gs->day + 1;
  1459. bool firstTurn = !getDate(Date::DAY);
  1460. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  1461. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  1462. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  1463. if (firstTurn)
  1464. {
  1465. for (auto obj : gs->map->objects)
  1466. {
  1467. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  1468. {
  1469. changePrimSkill (getHero(obj->id), PrimarySkill::EXPERIENCE, 0);
  1470. }
  1471. }
  1472. }
  1473. if (newWeek && !firstTurn)
  1474. {
  1475. n.specialWeek = NewTurn::NORMAL;
  1476. bool deityOfFireBuilt = false;
  1477. for (const CGTownInstance *t : gs->map->towns)
  1478. {
  1479. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  1480. {
  1481. deityOfFireBuilt = true;
  1482. break;
  1483. }
  1484. }
  1485. if (deityOfFireBuilt)
  1486. {
  1487. n.specialWeek = NewTurn::DEITYOFFIRE;
  1488. n.creatureid = CreatureID::IMP;
  1489. }
  1490. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  1491. {
  1492. int monthType = getRandomGenerator().nextInt(99);
  1493. if (newMonth) //new month
  1494. {
  1495. if (monthType < 40) //double growth
  1496. {
  1497. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  1498. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  1499. {
  1500. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  1501. }
  1502. else if (VLC->creh->doubledCreatures.size())
  1503. {
  1504. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  1505. }
  1506. else
  1507. {
  1508. complain("Cannot find creature that can be spawned!");
  1509. n.specialWeek = NewTurn::NORMAL;
  1510. }
  1511. }
  1512. else if (monthType < 50)
  1513. n.specialWeek = NewTurn::PLAGUE;
  1514. }
  1515. else //it's a week, but not full month
  1516. {
  1517. if (monthType < 25)
  1518. {
  1519. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  1520. std::pair<int, CreatureID> newMonster(54, CreatureID());
  1521. do
  1522. {
  1523. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  1524. } while (VLC->creh->objects[newMonster.second] &&
  1525. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  1526. n.creatureid = newMonster.second;
  1527. }
  1528. }
  1529. }
  1530. }
  1531. for (auto & elem : gs->players)
  1532. {
  1533. if (elem.first == PlayerColor::NEUTRAL)
  1534. continue;
  1535. else if (elem.first >= PlayerColor::PLAYER_LIMIT)
  1536. assert(0); //illegal player number!
  1537. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  1538. hadGold.insert(playerGold);
  1539. if (newWeek) //new heroes in tavern
  1540. heroPool->onNewWeek(elem.first);
  1541. n.res[elem.first] = elem.second.resources;
  1542. if(!firstTurn && newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  1543. {
  1544. bool hasCrystalGenCreature = false;
  1545. for(CGHeroInstance * hero : elem.second.heroes)
  1546. {
  1547. for(auto stack : hero->stacks)
  1548. {
  1549. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  1550. {
  1551. hasCrystalGenCreature = true;
  1552. break;
  1553. }
  1554. }
  1555. }
  1556. if(!hasCrystalGenCreature) //not found in armies, check towns
  1557. {
  1558. for(CGTownInstance * town : elem.second.towns)
  1559. {
  1560. for(auto stack : town->stacks)
  1561. {
  1562. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  1563. {
  1564. hasCrystalGenCreature = true;
  1565. break;
  1566. }
  1567. }
  1568. }
  1569. }
  1570. if(hasCrystalGenCreature)
  1571. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  1572. }
  1573. for (CGHeroInstance *h : (elem).second.heroes)
  1574. {
  1575. if (h->visitedTown)
  1576. giveSpells(h->visitedTown, h);
  1577. NewTurn::Hero hth;
  1578. hth.id = h->id;
  1579. auto ti = std::make_unique<TurnInfo>(h, 1);
  1580. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  1581. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  1582. hth.mana = h->getManaNewTurn();
  1583. n.heroes.insert(hth);
  1584. if (!firstTurn) //not first day
  1585. {
  1586. for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
  1587. {
  1588. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, k);
  1589. }
  1590. }
  1591. }
  1592. }
  1593. for (CGTownInstance *t : gs->map->towns)
  1594. {
  1595. PlayerColor player = t->tempOwner;
  1596. handleTownEvents(t, n);
  1597. if (newWeek) //first day of week
  1598. {
  1599. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1600. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  1601. if (!firstTurn)
  1602. if (t->hasBuilt(BuildingSubID::TREASURY) && player < PlayerColor::PLAYER_LIMIT)
  1603. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  1604. if (!vstd::contains(n.cres, t->id))
  1605. {
  1606. n.cres[t->id].tid = t->id;
  1607. n.cres[t->id].creatures = t->creatures;
  1608. }
  1609. auto & sac = n.cres.at(t->id);
  1610. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  1611. {
  1612. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  1613. {
  1614. ui32 &availableCount = sac.creatures.at(k).first;
  1615. const CCreature *cre = VLC->creh->objects.at(t->creatures.at(k).second.back());
  1616. if (n.specialWeek == NewTurn::PLAGUE)
  1617. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  1618. else
  1619. {
  1620. if (firstTurn) //first day of game: use only basic growths
  1621. availableCount = cre->getGrowth();
  1622. else
  1623. availableCount += t->creatureGrowth(k);
  1624. //Deity of fire week - upgrade both imps and upgrades
  1625. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  1626. availableCount += 15;
  1627. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  1628. {
  1629. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  1630. availableCount *= 2;
  1631. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  1632. availableCount += 5;
  1633. }
  1634. }
  1635. }
  1636. }
  1637. }
  1638. if (!firstTurn && player < PlayerColor::PLAYER_LIMIT)//not the first day and town not neutral
  1639. {
  1640. n.res[player] = n.res[player] + t->dailyIncome();
  1641. }
  1642. if(t->hasBuilt(BuildingID::GRAIL)
  1643. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  1644. {
  1645. // Skyship, probably easier to handle same as Veil of darkness
  1646. //do it every new day after veils apply
  1647. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  1648. {
  1649. FoWChange fw;
  1650. fw.mode = 1;
  1651. fw.player = player;
  1652. // find all hidden tiles
  1653. const auto fow = getPlayerTeam(player)->fogOfWarMap;
  1654. auto shape = fow->shape();
  1655. for(size_t z = 0; z < shape[0]; z++)
  1656. for(size_t x = 0; x < shape[1]; x++)
  1657. for(size_t y = 0; y < shape[2]; y++)
  1658. if (!(*fow)[z][x][y])
  1659. fw.tiles.insert(int3(x, y, z));
  1660. sendAndApply (&fw);
  1661. }
  1662. }
  1663. if (t->hasBonusOfType (BonusType::DARKNESS))
  1664. {
  1665. for (auto & player : gs->players)
  1666. {
  1667. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  1668. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  1669. changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
  1670. }
  1671. }
  1672. }
  1673. if (newMonth)
  1674. {
  1675. SetAvailableArtifacts saa;
  1676. saa.id = -1;
  1677. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  1678. sendAndApply(&saa);
  1679. }
  1680. sendAndApply(&n);
  1681. if (newWeek)
  1682. {
  1683. //spawn wandering monsters
  1684. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  1685. {
  1686. spawnWanderingMonsters(n.creatureid);
  1687. }
  1688. //new week info popup
  1689. if (!firstTurn)
  1690. {
  1691. InfoWindow iw;
  1692. switch (n.specialWeek)
  1693. {
  1694. case NewTurn::DOUBLE_GROWTH:
  1695. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  1696. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1697. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1698. break;
  1699. case NewTurn::PLAGUE:
  1700. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  1701. break;
  1702. case NewTurn::BONUS_GROWTH:
  1703. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  1704. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1705. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, n.creatureid);
  1706. break;
  1707. case NewTurn::DEITYOFFIRE:
  1708. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  1709. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  1710. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 42); //%s imp
  1711. iw.text.replacePositiveNumber(15); //%+d 15
  1712. iw.text.replaceLocalString(EMetaText::CRE_SING_NAMES, 43); //%s familiar
  1713. iw.text.replacePositiveNumber(15); //%+d 15
  1714. break;
  1715. default:
  1716. if (newMonth)
  1717. {
  1718. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  1719. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  1720. }
  1721. else
  1722. {
  1723. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  1724. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  1725. }
  1726. }
  1727. for (auto & elem : gs->players)
  1728. {
  1729. iw.player = elem.first;
  1730. sendAndApply(&iw);
  1731. }
  1732. }
  1733. }
  1734. logGlobal->trace("Info about turn %d has been sent!", n.day);
  1735. handleTimeEvents();
  1736. //call objects
  1737. for (auto & elem : gs->map->objects)
  1738. {
  1739. if (elem)
  1740. elem->newTurn(getRandomGenerator());
  1741. }
  1742. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  1743. }
  1744. void CGameHandler::run(bool resume)
  1745. {
  1746. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  1747. using namespace boost::posix_time;
  1748. for (auto cc : lobby->connections)
  1749. {
  1750. auto players = lobby->getAllClientPlayers(cc->connectionID);
  1751. std::stringstream sbuffer;
  1752. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  1753. for (PlayerColor color : players)
  1754. {
  1755. sbuffer << color << " ";
  1756. {
  1757. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  1758. connections[color].insert(cc);
  1759. }
  1760. }
  1761. logGlobal->info(sbuffer.str());
  1762. }
  1763. #if SCRIPTING_ENABLED
  1764. services()->scripts()->run(serverScripts);
  1765. #endif
  1766. if(resume)
  1767. events::GameResumed::defaultExecute(serverEventBus.get());
  1768. auto playerTurnOrder = generatePlayerTurnOrder();
  1769. while(lobby->state == EServerState::GAMEPLAY)
  1770. {
  1771. if(!resume)
  1772. {
  1773. newTurn();
  1774. events::TurnStarted::defaultExecute(serverEventBus.get());
  1775. }
  1776. std::list<PlayerColor>::iterator it;
  1777. if (resume)
  1778. {
  1779. it = std::find(playerTurnOrder.begin(), playerTurnOrder.end(), gs->currentPlayer);
  1780. }
  1781. else
  1782. {
  1783. it = playerTurnOrder.begin();
  1784. }
  1785. resume = false;
  1786. for (; (it != playerTurnOrder.end()) && (lobby->state == EServerState::GAMEPLAY) ; it++)
  1787. {
  1788. auto playerColor = *it;
  1789. auto onGetTurn = [&](events::PlayerGotTurn & event)
  1790. {
  1791. //if player runs out of time, he shouldn't get the turn (especially AI)
  1792. //pre-trigger may change anything, should check before each player
  1793. //TODO: is it enough to check only one player?
  1794. checkVictoryLossConditionsForAll();
  1795. auto player = event.getPlayer();
  1796. const PlayerState * playerState = &gs->players[player];
  1797. if(playerState->status != EPlayerStatus::INGAME)
  1798. {
  1799. event.setPlayer(PlayerColor::CANNOT_DETERMINE);
  1800. }
  1801. else
  1802. {
  1803. states.setFlag(player, &PlayerStatus::makingTurn, true);
  1804. YourTurn yt;
  1805. yt.player = player;
  1806. //Change local daysWithoutCastle counter for local interface message //TODO: needed?
  1807. yt.daysWithoutCastle = playerState->daysWithoutCastle;
  1808. applyAndSend(&yt);
  1809. }
  1810. };
  1811. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), onGetTurn, playerColor);
  1812. if(playerColor != PlayerColor::CANNOT_DETERMINE)
  1813. {
  1814. //wait till turn is done
  1815. boost::unique_lock<boost::mutex> lock(states.mx);
  1816. while(states.players.at(playerColor).makingTurn && lobby->state == EServerState::GAMEPLAY)
  1817. {
  1818. static time_duration p = milliseconds(100);
  1819. states.cv.timed_wait(lock, p);
  1820. }
  1821. }
  1822. }
  1823. //additional check that game is not finished
  1824. bool activePlayer = false;
  1825. for (auto player : playerTurnOrder)
  1826. {
  1827. if (gs->players[player].status == EPlayerStatus::INGAME)
  1828. activePlayer = true;
  1829. }
  1830. if(!activePlayer)
  1831. lobby->state = EServerState::GAMEPLAY_ENDED;
  1832. }
  1833. }
  1834. std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
  1835. {
  1836. // Generate player turn order
  1837. std::list<PlayerColor> playerTurnOrder;
  1838. for (const auto & player : gs->players) // add human players first
  1839. {
  1840. if (player.second.human)
  1841. playerTurnOrder.push_back(player.first);
  1842. }
  1843. for (const auto & player : gs->players) // then add non-human players
  1844. {
  1845. if (!player.second.human)
  1846. playerTurnOrder.push_back(player.first);
  1847. }
  1848. return playerTurnOrder;
  1849. }
  1850. void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  1851. {
  1852. battleResult.set(nullptr);
  1853. const auto & t = *getTile(tile);
  1854. TerrainId terrain = t.terType->getId();
  1855. if (gs->map->isCoastalTile(tile)) //coastal tile is always ground
  1856. terrain = ETerrainId::SAND;
  1857. BattleField terType = gs->battleGetBattlefieldType(tile, getRandomGenerator());
  1858. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  1859. terType = BattleField(*VLC->modh->identifiers.getIdentifier("core", "battlefield.ship_to_ship"));
  1860. //send info about battles
  1861. BattleStart bs;
  1862. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  1863. engageIntoBattle(bs.info->sides[0].color);
  1864. engageIntoBattle(bs.info->sides[1].color);
  1865. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(bs.info->sides[0].color));
  1866. bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
  1867. sendAndApply(&bs);
  1868. }
  1869. void CGameHandler::checkBattleStateChanges()
  1870. {
  1871. //check if drawbridge state need to be changes
  1872. if (battleGetSiegeLevel() > 0)
  1873. updateGateState();
  1874. //check if battle ended
  1875. if (auto result = battleIsFinished())
  1876. {
  1877. setBattleResult(BattleResult::NORMAL, *result);
  1878. }
  1879. }
  1880. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  1881. {
  1882. if (!h->hasSpellbook())
  1883. return; //hero hasn't spellbook
  1884. ChangeSpells cs;
  1885. cs.hid = h->id;
  1886. cs.learn = true;
  1887. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  1888. {
  1889. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  1890. for (int i = 0; i < h->maxSpellLevel(); i++)
  1891. {
  1892. std::vector<SpellID> spells;
  1893. getAllowedSpells(spells, i+1);
  1894. for (auto & spell : spells)
  1895. cs.spells.insert(spell);
  1896. }
  1897. }
  1898. else
  1899. {
  1900. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  1901. {
  1902. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  1903. {
  1904. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  1905. cs.spells.insert(t->spells.at(i).at(j));
  1906. }
  1907. }
  1908. }
  1909. if (!cs.spells.empty())
  1910. sendAndApply(&cs);
  1911. }
  1912. bool CGameHandler::removeObject(const CGObjectInstance * obj)
  1913. {
  1914. if (!obj || !getObj(obj->id))
  1915. {
  1916. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  1917. return false;
  1918. }
  1919. RemoveObject ro;
  1920. ro.id = obj->id;
  1921. sendAndApply(&ro);
  1922. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  1923. return true;
  1924. }
  1925. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
  1926. {
  1927. const CGHeroInstance *h = getHero(hid);
  1928. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  1929. if (!h || (asker != PlayerColor::NEUTRAL && (teleporting || h->getOwner() != gs->currentPlayer)))
  1930. {
  1931. logGlobal->error("Illegal call to move hero!");
  1932. return false;
  1933. }
  1934. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
  1935. const int3 hmpos = h->convertToVisitablePos(dst);
  1936. if (!gs->map->isInTheMap(hmpos))
  1937. {
  1938. logGlobal->error("Destination tile is outside the map!");
  1939. return false;
  1940. }
  1941. const TerrainTile t = *getTile(hmpos);
  1942. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1943. const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
  1944. const bool disembarking = h->boat
  1945. && t.terType->isLand()
  1946. && (dst == h->pos
  1947. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  1948. //result structure for start - movement failed, no move points used
  1949. TryMoveHero tmh;
  1950. tmh.id = hid;
  1951. tmh.start = h->pos;
  1952. tmh.end = dst;
  1953. tmh.result = TryMoveHero::FAILED;
  1954. tmh.movePoints = h->movementPointsRemaining();
  1955. //check if destination tile is available
  1956. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1957. auto ti = pathfinderHelper->getTurnInfo();
  1958. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  1959. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  1960. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  1961. //it's a rock or blocked and not visitable tile
  1962. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1963. if (((!t.terType->isPassable() || (t.blocked && !t.visitable && !canFly))
  1964. && complain("Cannot move hero, destination tile is blocked!"))
  1965. || ((!h->boat && !canWalkOnSea && !canFly && t.terType->isWater() && (t.visitableObjects.size() < 1 || !t.visitableObjects.back()->isCoastVisitable())) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1966. && complain("Cannot move hero, destination tile is on water!"))
  1967. || ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1968. && complain("Cannot disembark hero, tile is blocked!"))
  1969. || ((distance(h->pos, dst) >= 1.5 && !teleporting)
  1970. && complain("Tiles are not neighboring!"))
  1971. || ((h->inTownGarrison)
  1972. && complain("Can not move garrisoned hero!"))
  1973. || (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
  1974. && complain("Hero doesn't have any movement points left!"))
  1975. || ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
  1976. && complain("Hero cannot transit over this tile!"))
  1977. /*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
  1978. && complain("Cannot move hero during the battle"))*/)
  1979. {
  1980. //send info about movement failure
  1981. sendAndApply(&tmh);
  1982. return false;
  1983. }
  1984. //several generic blocks of code
  1985. // should be called if hero changes tile but before applying TryMoveHero package
  1986. auto leaveTile = [&]()
  1987. {
  1988. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1989. {
  1990. obj->onHeroLeave(h);
  1991. }
  1992. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
  1993. };
  1994. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1995. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1996. {
  1997. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1998. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1999. queries.addQuery(moveQuery);
  2000. if (leavingTile == LEAVING_TILE)
  2001. leaveTile();
  2002. if (isInTheMap(guardPos))
  2003. tmh.attackedFrom = std::make_optional(guardPos);
  2004. tmh.result = result;
  2005. sendAndApply(&tmh);
  2006. if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
  2007. { // Hero should be always able to visit any object he staying on even if there guards around
  2008. visitObjectOnTile(t, h);
  2009. }
  2010. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  2011. {
  2012. const TerrainTile &guardTile = *gs->getTile(guardPos);
  2013. objectVisited(guardTile.visitableObjects.back(), h);
  2014. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  2015. }
  2016. else if (visitDest == VISIT_DEST)
  2017. {
  2018. visitObjectOnTile(t, h);
  2019. }
  2020. queries.popIfTop(moveQuery);
  2021. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  2022. return result != TryMoveHero::FAILED;
  2023. };
  2024. //interaction with blocking object (like resources)
  2025. auto blockingVisit = [&]() -> bool
  2026. {
  2027. for (CGObjectInstance *obj : t.visitableObjects)
  2028. {
  2029. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  2030. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  2031. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  2032. {
  2033. EVisitDest visitDest = VISIT_DEST;
  2034. if(h->boat && !h->boat->onboardVisitAllowed)
  2035. visitDest = DONT_VISIT_DEST;
  2036. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  2037. }
  2038. }
  2039. return false;
  2040. };
  2041. if (!transit && embarking)
  2042. {
  2043. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  2044. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2045. // In H3 embark ignore guards
  2046. }
  2047. if (disembarking)
  2048. {
  2049. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  2050. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  2051. }
  2052. if (teleporting)
  2053. {
  2054. if (blockingVisit()) // e.g. hero on the other side of teleporter
  2055. return true;
  2056. doMove(TryMoveHero::TELEPORTATION, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  2057. // visit town for town portal \ castle gates
  2058. // do not use generic visitObjectOnTile to avoid double-teleporting
  2059. // if this moveHero call was triggered by teleporter
  2060. if (!t.visitableObjects.empty())
  2061. {
  2062. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(t.visitableObjects.back()))
  2063. town->onHeroVisit(h);
  2064. }
  2065. return true;
  2066. }
  2067. //still here? it is standard movement!
  2068. {
  2069. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  2070. ? h->movementPointsRemaining() - cost
  2071. : 0;
  2072. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  2073. EVisitDest visitDest = VISIT_DEST;
  2074. if (transit)
  2075. {
  2076. if (CGTeleport::isTeleport(t.topVisitableObj()))
  2077. visitDest = DONT_VISIT_DEST;
  2078. if (canFly)
  2079. {
  2080. lookForGuards = IGNORE_GUARDS;
  2081. visitDest = DONT_VISIT_DEST;
  2082. }
  2083. }
  2084. else if (blockingVisit())
  2085. return true;
  2086. if(h->boat && !h->boat->onboardAssaultAllowed)
  2087. lookForGuards = IGNORE_GUARDS;
  2088. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  2089. return true;
  2090. }
  2091. }
  2092. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  2093. {
  2094. const CGHeroInstance *h = getHero(hid);
  2095. const CGTownInstance *t = getTown(dstid);
  2096. if (!h || !t || h->getOwner() != gs->currentPlayer)
  2097. COMPLAIN_RET("Invalid call to teleportHero!");
  2098. const CGTownInstance *from = h->visitedTown;
  2099. if (((h->getOwner() != t->getOwner())
  2100. && complain("Cannot teleport hero to another player"))
  2101. || (from->town->faction->getId() != t->town->faction->getId()
  2102. && complain("Source town and destination town should belong to the same faction"))
  2103. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  2104. && complain("Hero must be in town with Castle gate for teleporting"))
  2105. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  2106. && complain("Cannot teleport hero to town without Castle gate in it")))
  2107. return false;
  2108. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  2109. moveHero(hid,pos,1);
  2110. return true;
  2111. }
  2112. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  2113. {
  2114. PlayerColor oldOwner = getOwner(obj->id);
  2115. SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
  2116. sendAndApply(&sop);
  2117. std::set<PlayerColor> playerColors = {owner, oldOwner};
  2118. checkVictoryLossConditions(playerColors);
  2119. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  2120. if (town) //town captured
  2121. {
  2122. if (owner < PlayerColor::PLAYER_LIMIT) //new owner is real player
  2123. {
  2124. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2125. setPortalDwelling(town, true, false);
  2126. }
  2127. if (oldOwner < PlayerColor::PLAYER_LIMIT) //old owner is real player
  2128. {
  2129. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last last town
  2130. {
  2131. InfoWindow iw;
  2132. iw.player = oldOwner;
  2133. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  2134. iw.text.replaceLocalString(EMetaText::COLOR, oldOwner.getNum());
  2135. sendAndApply(&iw);
  2136. }
  2137. }
  2138. }
  2139. const PlayerState * p = getPlayerState(owner);
  2140. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  2141. {
  2142. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  2143. {
  2144. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  2145. setPortalDwelling(t);//set initial creatures for all portals of summoning
  2146. }
  2147. }
  2148. }
  2149. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  2150. {
  2151. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  2152. queries.addQuery(dialogQuery);
  2153. iw->queryID = dialogQuery->queryID;
  2154. sendToAllClients(iw);
  2155. }
  2156. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  2157. {
  2158. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  2159. queries.addQuery(dialogQuery);
  2160. iw->queryID = dialogQuery->queryID;
  2161. sendToAllClients(iw);
  2162. }
  2163. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  2164. {
  2165. if (!val) return; //don't waste time on empty call
  2166. TResources resources;
  2167. resources[which] = val;
  2168. giveResources(player, resources);
  2169. }
  2170. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  2171. {
  2172. SetResources sr;
  2173. sr.abs = false;
  2174. sr.player = player;
  2175. sr.res = resources;
  2176. sendAndApply(&sr);
  2177. }
  2178. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  2179. {
  2180. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  2181. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  2182. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  2183. //first we move creatures to give to make them army of object-source
  2184. for (auto & elem : creatures.Slots())
  2185. {
  2186. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  2187. }
  2188. tryJoiningArmy(obj, h, remove, true);
  2189. }
  2190. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  2191. {
  2192. std::vector<CStackBasicDescriptor> cres = creatures;
  2193. if (cres.size() <= 0)
  2194. return;
  2195. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  2196. for (CStackBasicDescriptor &sbd : cres)
  2197. {
  2198. TQuantity collected = 0;
  2199. while(collected < sbd.count)
  2200. {
  2201. bool foundSth = false;
  2202. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  2203. {
  2204. if (i->second->type == sbd.type)
  2205. {
  2206. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  2207. changeStackCount(StackLocation(obj, i->first), -take, false);
  2208. collected += take;
  2209. foundSth = true;
  2210. break;
  2211. }
  2212. }
  2213. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  2214. {
  2215. complain("Unexpected failure during taking creatures!");
  2216. return;
  2217. }
  2218. }
  2219. }
  2220. }
  2221. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2222. {
  2223. HeroVisitCastle vc;
  2224. vc.hid = hero->id;
  2225. vc.tid = obj->id;
  2226. vc.flags |= 1;
  2227. sendAndApply(&vc);
  2228. visitCastleObjects(obj, hero);
  2229. giveSpells (obj, hero);
  2230. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  2231. }
  2232. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  2233. {
  2234. for (auto building : t->bonusingBuildings)
  2235. building->onHeroVisit(h);
  2236. }
  2237. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  2238. {
  2239. HeroVisitCastle vc;
  2240. vc.hid = hero->id;
  2241. vc.tid = obj->id;
  2242. sendAndApply(&vc);
  2243. }
  2244. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  2245. {
  2246. EraseArtifact ea;
  2247. ea.al = al;
  2248. sendAndApply(&ea);
  2249. }
  2250. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  2251. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  2252. const CGTownInstance *town) //use hero=nullptr for no hero
  2253. {
  2254. if(gs->curB)
  2255. gs->curB.dellNull();
  2256. static const CArmedInstance *armies[2];
  2257. armies[0] = army1;
  2258. armies[1] = army2;
  2259. static const CGHeroInstance*heroes[2];
  2260. heroes[0] = hero1;
  2261. heroes[1] = hero2;
  2262. setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  2263. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
  2264. //existing battle query for retying auto-combat
  2265. if(lastBattleQuery)
  2266. {
  2267. for(int i : {0, 1})
  2268. {
  2269. if(heroes[i])
  2270. {
  2271. SetMana restoreInitialMana;
  2272. restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
  2273. restoreInitialMana.hid = heroes[i]->id;
  2274. sendAndApply(&restoreInitialMana);
  2275. }
  2276. }
  2277. lastBattleQuery->bi = gs->curB;
  2278. lastBattleQuery->result = std::nullopt;
  2279. lastBattleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
  2280. lastBattleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
  2281. }
  2282. auto nextBattleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
  2283. for(int i : {0, 1})
  2284. {
  2285. if(heroes[i])
  2286. {
  2287. nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
  2288. }
  2289. }
  2290. queries.addQuery(nextBattleQuery);
  2291. this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
  2292. }
  2293. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  2294. {
  2295. startBattlePrimary(army1, army2, tile,
  2296. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  2297. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  2298. creatureBank);
  2299. }
  2300. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  2301. {
  2302. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  2303. }
  2304. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  2305. {
  2306. ChangeSpells cs;
  2307. cs.hid = hero->id;
  2308. cs.spells = spells;
  2309. cs.learn = give;
  2310. sendAndApply(&cs);
  2311. }
  2312. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  2313. {
  2314. sendAndApply(bonus);
  2315. }
  2316. void CGameHandler::setMovePoints(SetMovePoints * smp)
  2317. {
  2318. sendAndApply(smp);
  2319. }
  2320. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  2321. {
  2322. SetMana sm;
  2323. sm.hid = hid;
  2324. sm.val = val;
  2325. sm.absolute = true;
  2326. sendAndApply(&sm);
  2327. }
  2328. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  2329. {
  2330. GiveHero gh;
  2331. gh.id = id;
  2332. gh.player = player;
  2333. gh.boatId = boatId;
  2334. sendAndApply(&gh);
  2335. //Reveal fow around new hero, especially released from Prison
  2336. auto h = getHero(id);
  2337. changeFogOfWar(h->pos, h->getSightRadius(), player, false);
  2338. }
  2339. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos)
  2340. {
  2341. ChangeObjPos cop;
  2342. cop.objid = objid;
  2343. cop.nPos = newPos;
  2344. sendAndApply(&cop);
  2345. }
  2346. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  2347. {
  2348. const CGHeroInstance * h1 = getHero(fromHero);
  2349. const CGHeroInstance * h2 = getHero(toHero);
  2350. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  2351. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT, -1);
  2352. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  2353. {
  2354. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  2355. std::swap(fromHero, toHero);
  2356. }
  2357. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  2358. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  2359. return;//no scholar skill or no spellbook
  2360. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel()),
  2361. h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());//heroes can receive this levels
  2362. ChangeSpells cs1;
  2363. cs1.learn = true;
  2364. cs1.hid = toHero;//giving spells to first hero
  2365. for (auto it : h1->getSpellsInSpellbook())
  2366. if (h2Lvl >= it.toSpell()->level && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  2367. cs1.spells.insert(it);//spell to learn
  2368. ChangeSpells cs2;
  2369. cs2.learn = true;
  2370. cs2.hid = fromHero;
  2371. for (auto it : h2->getSpellsInSpellbook())
  2372. if (h1Lvl >= it.toSpell()->level && !h1->spellbookContainsSpell(it))
  2373. cs2.spells.insert(it);
  2374. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  2375. {
  2376. int ScholarSkillLevel = std::max(h1->getSecSkillLevel(SecondarySkill::SCHOLAR),
  2377. h2->getSecSkillLevel(SecondarySkill::SCHOLAR));
  2378. InfoWindow iw;
  2379. iw.player = h1->tempOwner;
  2380. iw.components.emplace_back(Component::EComponentType::SEC_SKILL, 18, ScholarSkillLevel, 0);
  2381. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  2382. iw.text.replaceRawString(h1->getNameTranslated());
  2383. if (!cs2.spells.empty())//if found new spell - apply
  2384. {
  2385. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  2386. int size = static_cast<int>(cs2.spells.size());
  2387. for (auto it : cs2.spells)
  2388. {
  2389. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2390. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  2391. switch (size--)
  2392. {
  2393. case 2:
  2394. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  2395. case 1:
  2396. break;
  2397. default:
  2398. iw.text.appendRawString(", ");
  2399. }
  2400. }
  2401. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  2402. iw.text.replaceRawString(h2->getNameTranslated());
  2403. sendAndApply(&cs2);
  2404. }
  2405. if (!cs1.spells.empty() && !cs2.spells.empty())
  2406. {
  2407. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  2408. }
  2409. if (!cs1.spells.empty())
  2410. {
  2411. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  2412. int size = static_cast<int>(cs1.spells.size());
  2413. for (auto it : cs1.spells)
  2414. {
  2415. iw.components.emplace_back(Component::EComponentType::SPELL, it, 1, 0);
  2416. iw.text.appendLocalString(EMetaText::SPELL_NAME, it.toEnum());
  2417. switch (size--)
  2418. {
  2419. case 2:
  2420. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  2421. case 1:
  2422. break;
  2423. default:
  2424. iw.text.appendRawString(", ");
  2425. }
  2426. }
  2427. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  2428. iw.text.replaceRawString(h2->getNameTranslated());
  2429. sendAndApply(&cs1);
  2430. }
  2431. sendAndApply(&iw);
  2432. }
  2433. }
  2434. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  2435. {
  2436. auto h1 = getHero(hero1), h2 = getHero(hero2);
  2437. if (getPlayerRelations(h1->getOwner(), h2->getOwner()))
  2438. {
  2439. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  2440. ExchangeDialog hex;
  2441. hex.queryID = exchange->queryID;
  2442. hex.player = h1->getOwner();
  2443. hex.hero1 = hero1;
  2444. hex.hero2 = hero2;
  2445. sendAndApply(&hex);
  2446. useScholarSkill(hero1,hero2);
  2447. queries.addQuery(exchange);
  2448. }
  2449. }
  2450. void CGameHandler::sendToAllClients(CPackForClient * pack)
  2451. {
  2452. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  2453. for (auto c : lobby->connections)
  2454. {
  2455. if(!c->isOpen())
  2456. continue;
  2457. c->sendPack(pack);
  2458. }
  2459. }
  2460. void CGameHandler::sendAndApply(CPackForClient * pack)
  2461. {
  2462. sendToAllClients(pack);
  2463. gs->apply(pack);
  2464. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  2465. }
  2466. void CGameHandler::applyAndSend(CPackForClient * pack)
  2467. {
  2468. gs->apply(pack);
  2469. sendToAllClients(pack);
  2470. }
  2471. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  2472. {
  2473. sendAndApply(static_cast<CPackForClient *>(pack));
  2474. checkVictoryLossConditionsForAll();
  2475. }
  2476. void CGameHandler::sendAndApply(SetResources * pack)
  2477. {
  2478. sendAndApply(static_cast<CPackForClient *>(pack));
  2479. checkVictoryLossConditionsForPlayer(pack->player);
  2480. }
  2481. void CGameHandler::sendAndApply(NewStructures * pack)
  2482. {
  2483. sendAndApply(static_cast<CPackForClient *>(pack));
  2484. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  2485. }
  2486. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  2487. {
  2488. return getPlayerAt(pack->c) == getOwner(id);
  2489. }
  2490. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  2491. {
  2492. if(pack->c)
  2493. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  2494. logNetwork->error("Player is not allowed to perform this action!");
  2495. throw ExceptionNotAllowedAction();
  2496. }
  2497. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  2498. {
  2499. std::ostringstream oss;
  2500. oss << "You were identified as player " << getPlayerAt(pack->c) << " while expecting " << expectedplayer;
  2501. logNetwork->error(oss.str());
  2502. if(pack->c)
  2503. playerMessages->sendSystemMessage(pack->c, oss.str());
  2504. }
  2505. void CGameHandler::throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  2506. {
  2507. if(!isPlayerOwns(pack, id))
  2508. {
  2509. wrongPlayerMessage(pack, getOwner(id));
  2510. throwNotAllowedAction(pack);
  2511. }
  2512. }
  2513. void CGameHandler::throwOnWrongPlayer(CPackForServer * pack, PlayerColor player)
  2514. {
  2515. if(!hasPlayerAt(player, pack->c) && player != getPlayerAt(pack->c))
  2516. {
  2517. wrongPlayerMessage(pack, player);
  2518. throwNotAllowedAction(pack);
  2519. }
  2520. }
  2521. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  2522. {
  2523. complain(txt);
  2524. throwNotAllowedAction(pack);
  2525. }
  2526. void CGameHandler::save(const std::string & filename)
  2527. {
  2528. logGlobal->info("Saving to %s", filename);
  2529. const auto stem = FileInfo::GetPathStem(filename);
  2530. const auto savefname = stem.to_string() + ".vsgm1";
  2531. CResourceHandler::get("local")->createResource(savefname);
  2532. try
  2533. {
  2534. {
  2535. CSaveFile save(*CResourceHandler::get("local")->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)));
  2536. saveCommonState(save);
  2537. logGlobal->info("Saving server state");
  2538. save << *this;
  2539. }
  2540. logGlobal->info("Game has been successfully saved!");
  2541. }
  2542. catch(std::exception &e)
  2543. {
  2544. logGlobal->error("Failed to save game: %s", e.what());
  2545. }
  2546. }
  2547. bool CGameHandler::load(const std::string & filename)
  2548. {
  2549. logGlobal->info("Loading from %s", filename);
  2550. const auto stem = FileInfo::GetPathStem(filename);
  2551. reinitScripting();
  2552. try
  2553. {
  2554. {
  2555. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourceID(stem.to_string(), EResType::SAVEGAME)), MINIMAL_SERIALIZATION_VERSION);
  2556. loadCommonState(lf);
  2557. logGlobal->info("Loading server state");
  2558. lf >> *this;
  2559. }
  2560. logGlobal->info("Game has been successfully loaded!");
  2561. }
  2562. catch(const CModHandler::Incompatibility & e)
  2563. {
  2564. logGlobal->error("Failed to load game: %s", e.what());
  2565. auto errorMsg = VLC->generaltexth->translate("vcmi.server.errors.modsIncompatibility") + '\n';
  2566. errorMsg += e.what();
  2567. lobby->announceMessage(errorMsg);
  2568. return false;
  2569. }
  2570. catch(const std::exception & e)
  2571. {
  2572. logGlobal->error("Failed to load game: %s", e.what());
  2573. return false;
  2574. }
  2575. gs->preInit(VLC);
  2576. gs->updateOnLoad(lobby->si.get());
  2577. return true;
  2578. }
  2579. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  2580. {
  2581. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2582. return false;
  2583. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2584. const CCreatureSet & creatureSet = *army;
  2585. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2586. || (howMany < 1 && complain("Invalid split parameter!")))
  2587. {
  2588. return false;
  2589. }
  2590. auto actualAmount = army->getStackCount(slotSrc);
  2591. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  2592. return false;
  2593. auto freeSlots = creatureSet.getFreeSlots();
  2594. if(freeSlots.empty() && complain("No empty stacks"))
  2595. return false;
  2596. BulkRebalanceStacks bulkRS;
  2597. for(auto slot : freeSlots)
  2598. {
  2599. RebalanceStacks rs;
  2600. rs.srcArmy = army->id;
  2601. rs.dstArmy = army->id;
  2602. rs.srcSlot = slotSrc;
  2603. rs.dstSlot = slot;
  2604. rs.count = howMany;
  2605. bulkRS.moves.push_back(rs);
  2606. actualAmount -= howMany;
  2607. if(actualAmount <= howMany)
  2608. break;
  2609. }
  2610. sendAndApply(&bulkRS);
  2611. return true;
  2612. }
  2613. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  2614. {
  2615. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2616. return false;
  2617. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2618. const CCreatureSet & creatureSet = *army;
  2619. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2620. return false;
  2621. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2622. if(actualAmount < 1 && complain(complainNoCreatures))
  2623. return false;
  2624. auto currentCreature = creatureSet.getCreature(slotSrc);
  2625. if(!currentCreature && complain(complainNoCreatures))
  2626. return false;
  2627. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  2628. if(!creatureSlots.size())
  2629. return false;
  2630. BulkRebalanceStacks bulkRS;
  2631. for(auto slot : creatureSlots)
  2632. {
  2633. RebalanceStacks rs;
  2634. rs.srcArmy = army->id;
  2635. rs.dstArmy = army->id;
  2636. rs.srcSlot = slot;
  2637. rs.dstSlot = slotSrc;
  2638. rs.count = creatureSet.getStackCount(slot);
  2639. bulkRS.moves.push_back(rs);
  2640. }
  2641. sendAndApply(&bulkRS);
  2642. return true;
  2643. }
  2644. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  2645. {
  2646. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  2647. return false;
  2648. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  2649. const CCreatureSet & setSrc = *armySrc;
  2650. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  2651. return false;
  2652. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  2653. const CCreatureSet & setDest = *armyDest;
  2654. auto freeSlots = setDest.getFreeSlotsQueue();
  2655. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  2656. TRebalanceMap moves;
  2657. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  2658. auto slotsLeft = setSrc.stacksCount();
  2659. auto destMap = setDest.getCreatureMap();
  2660. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  2661. while(!srcQueue.empty())
  2662. {
  2663. auto pair = srcQueue.top();
  2664. srcQueue.pop();
  2665. auto currCreature = pair.first;
  2666. auto currSlot = pair.second;
  2667. const auto quantity = setSrc.getStackCount(currSlot);
  2668. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  2669. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  2670. if(!alreadyExists)
  2671. {
  2672. if(freeSlots.empty())
  2673. continue;
  2674. auto currFreeSlot = freeSlots.front();
  2675. freeSlots.pop();
  2676. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  2677. }
  2678. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  2679. slotsLeft--;
  2680. }
  2681. if(slotsLeft == 1)
  2682. {
  2683. auto lastCreature = setSrc.getCreature(srcSlot);
  2684. auto slotToMove = SlotID();
  2685. // Try to find a slot for last creature
  2686. if(destMap.find(lastCreature) == destMap.end())
  2687. {
  2688. if(!freeSlots.empty())
  2689. slotToMove = freeSlots.front();
  2690. }
  2691. else
  2692. {
  2693. slotToMove = destMap[lastCreature];
  2694. }
  2695. if(slotToMove != SlotID())
  2696. {
  2697. const bool needsLastStack = armySrc->needsLastStack();
  2698. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  2699. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  2700. }
  2701. }
  2702. BulkRebalanceStacks bulkRS;
  2703. for(auto & move : moves)
  2704. {
  2705. RebalanceStacks rs;
  2706. rs.srcArmy = armySrc->id;
  2707. rs.dstArmy = armyDest->id;
  2708. rs.srcSlot = move.first;
  2709. rs.dstSlot = move.second.first;
  2710. rs.count = move.second.second;
  2711. bulkRS.moves.push_back(rs);
  2712. }
  2713. sendAndApply(&bulkRS);
  2714. return true;
  2715. }
  2716. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  2717. {
  2718. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  2719. return false;
  2720. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  2721. const CCreatureSet & creatureSet = *army;
  2722. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  2723. return false;
  2724. auto actualAmount = creatureSet.getStackCount(slotSrc);
  2725. if(actualAmount <= 1 && complain(complainNoCreatures))
  2726. return false;
  2727. auto freeSlot = creatureSet.getFreeSlot();
  2728. auto currentCreature = creatureSet.getCreature(slotSrc);
  2729. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  2730. return true;
  2731. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  2732. TQuantity totalCreatures = 0;
  2733. for(auto slot : creatureSlots)
  2734. totalCreatures += creatureSet.getStackCount(slot);
  2735. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  2736. return false;
  2737. if(freeSlot != SlotID())
  2738. creatureSlots.push_back(freeSlot);
  2739. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  2740. return false;
  2741. const auto totalCreatureSlots = creatureSlots.size();
  2742. const auto rem = totalCreatures % totalCreatureSlots;
  2743. const auto quotient = totalCreatures / totalCreatureSlots;
  2744. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  2745. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  2746. BulkSmartRebalanceStacks bulkSRS;
  2747. if(freeSlot != SlotID())
  2748. {
  2749. RebalanceStacks rs;
  2750. rs.srcArmy = rs.dstArmy = army->id;
  2751. rs.srcSlot = slotSrc;
  2752. rs.dstSlot = freeSlot;
  2753. rs.count = 1;
  2754. bulkSRS.moves.push_back(rs);
  2755. }
  2756. auto currSlot = 0;
  2757. auto check = 0;
  2758. for(auto slot : creatureSlots)
  2759. {
  2760. ChangeStackCount csc;
  2761. csc.army = army->id;
  2762. csc.slot = slot;
  2763. csc.count = (currSlot < rem)
  2764. ? quotient + 1
  2765. : quotient;
  2766. csc.absoluteValue = true;
  2767. bulkSRS.changes.push_back(csc);
  2768. currSlot++;
  2769. check += csc.count;
  2770. }
  2771. if(check != totalCreatures)
  2772. {
  2773. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  2774. return false;
  2775. }
  2776. sendAndApply(&bulkSRS);
  2777. return true;
  2778. }
  2779. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  2780. {
  2781. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1)),
  2782. * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  2783. const CCreatureSet &S1 = *s1, &S2 = *s2;
  2784. StackLocation sl1(s1, p1), sl2(s2, p2);
  2785. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  2786. {
  2787. complain(complainInvalidSlot);
  2788. return false;
  2789. }
  2790. if (!isAllowedExchange(id1,id2))
  2791. {
  2792. complain("Cannot exchange stacks between these two objects!\n");
  2793. return false;
  2794. }
  2795. // We can always put stacks into locked garrison, but not take them out of it
  2796. auto notRemovable = [&](const CArmedInstance * army)
  2797. {
  2798. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  2799. {
  2800. auto g = dynamic_cast<const CGGarrison *>(army);
  2801. if (g && !g->removableUnits)
  2802. {
  2803. complain("Stacks in this garrison are not removable!\n");
  2804. return true;
  2805. }
  2806. }
  2807. return false;
  2808. };
  2809. if (what==1) //swap
  2810. {
  2811. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  2812. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  2813. {
  2814. complain("Can't take troops from another player!");
  2815. return false;
  2816. }
  2817. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  2818. {
  2819. complain("Cannot swap stacks - slots are the same!");
  2820. return false;
  2821. }
  2822. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  2823. {
  2824. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  2825. return false;
  2826. }
  2827. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  2828. return false;
  2829. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  2830. return false;
  2831. swapStacks(sl1, sl2);
  2832. }
  2833. else if (what==2)//merge
  2834. {
  2835. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  2836. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  2837. return false;
  2838. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  2839. {
  2840. complain("Cannot merge empty stack!");
  2841. return false;
  2842. }
  2843. else if (notRemovable(sl1.army))
  2844. return false;
  2845. moveStack(sl1, sl2);
  2846. }
  2847. else if (what==3) //split
  2848. {
  2849. const int countToMove = val - s2->getStackCount(p2);
  2850. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  2851. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  2852. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  2853. {
  2854. complain("Can't move troops of another player!");
  2855. return false;
  2856. }
  2857. //general conditions checking
  2858. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  2859. || (val<1 && complain(complainNoCreatures)) )
  2860. {
  2861. return false;
  2862. }
  2863. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  2864. {
  2865. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  2866. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  2867. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  2868. )
  2869. {
  2870. return false;
  2871. }
  2872. if (notRemovable(sl1.army))
  2873. {
  2874. if (s1->getStackCount(p1) > countLeftOnSrc)
  2875. return false;
  2876. }
  2877. else if (notRemovable(sl2.army))
  2878. {
  2879. if (s2->getStackCount(p1) < countLeftOnSrc)
  2880. return false;
  2881. }
  2882. moveStack(sl1, sl2, countToMove);
  2883. //S2.slots[p2]->count = val;
  2884. //S1.slots[p1]->count = total - val;
  2885. }
  2886. else //split one stack to the two
  2887. {
  2888. if (s1->getStackCount(p1) < val)//not enough creatures
  2889. {
  2890. complain(complainNotEnoughCreatures);
  2891. return false;
  2892. }
  2893. if (notRemovable(sl1.army))
  2894. return false;
  2895. moveStack(sl1, sl2, val);
  2896. }
  2897. }
  2898. return true;
  2899. }
  2900. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  2901. {
  2902. return connections.at(player).count(c);
  2903. }
  2904. PlayerColor CGameHandler::getPlayerAt(std::shared_ptr<CConnection> c) const
  2905. {
  2906. std::set<PlayerColor> all;
  2907. for (auto i=connections.cbegin(); i!=connections.cend(); i++)
  2908. if(vstd::contains(i->second, c))
  2909. all.insert(i->first);
  2910. switch(all.size())
  2911. {
  2912. case 0:
  2913. return PlayerColor::NEUTRAL;
  2914. case 1:
  2915. return *all.begin();
  2916. default:
  2917. {
  2918. //if we have more than one player at this connection, try to pick active one
  2919. if (vstd::contains(all, gs->currentPlayer))
  2920. return gs->currentPlayer;
  2921. else
  2922. return PlayerColor::CANNOT_DETERMINE; //cannot say which player is it
  2923. }
  2924. }
  2925. }
  2926. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  2927. {
  2928. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  2929. if (!vstd::contains(s1->stacks,pos))
  2930. {
  2931. complain("Illegal call to disbandCreature - no such stack in army!");
  2932. return false;
  2933. }
  2934. eraseStack(StackLocation(s1, pos));
  2935. return true;
  2936. }
  2937. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  2938. {
  2939. const CGTownInstance * t = getTown(tid);
  2940. if(!t)
  2941. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  2942. if(!t->town->buildings.count(requestedID))
  2943. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  2944. if(t->hasBuilt(requestedID))
  2945. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  2946. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2947. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2948. std::vector<const CBuilding*> remainingAutoBuildings;
  2949. std::set<BuildingID> buildingsThatWillBe;
  2950. //Check validity of request
  2951. if(!force)
  2952. {
  2953. switch(requestedBuilding->mode)
  2954. {
  2955. case CBuilding::BUILD_NORMAL :
  2956. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2957. COMPLAIN_RET("Cannot build that building!");
  2958. break;
  2959. case CBuilding::BUILD_AUTO :
  2960. case CBuilding::BUILD_SPECIAL:
  2961. COMPLAIN_RET("This building can not be constructed normally!");
  2962. case CBuilding::BUILD_GRAIL :
  2963. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2964. {
  2965. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2966. COMPLAIN_RET("Cannot build this without grail!")
  2967. else
  2968. removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2969. }
  2970. break;
  2971. }
  2972. }
  2973. //Performs stuff that has to be done before new building is built
  2974. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2975. {
  2976. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2977. {
  2978. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2979. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2980. if(upgradeNumber >= t->town->creatures.at(level).size())
  2981. {
  2982. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  2983. "no creature found (upgrade number %d, level %d!")
  2984. % buildingID % upgradeNumber % level));
  2985. return;
  2986. }
  2987. CCreature * crea = VLC->creh->objects.at(t->town->creatures.at(level).at(upgradeNumber));
  2988. SetAvailableCreatures ssi;
  2989. ssi.tid = t->id;
  2990. ssi.creatures = t->creatures;
  2991. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2992. ssi.creatures[level].first = crea->getGrowth();
  2993. ssi.creatures[level].second.push_back(crea->getId());
  2994. sendAndApply(&ssi);
  2995. }
  2996. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2997. {
  2998. setPortalDwelling(t);
  2999. }
  3000. };
  3001. //Performs stuff that has to be done after new building is built
  3002. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  3003. {
  3004. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  3005. auto isLibrary = isMageGuild ? false
  3006. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  3007. if(isMageGuild || isLibrary || (t->subID == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  3008. {
  3009. if(t->visitingHero)
  3010. giveSpells(t,t->visitingHero);
  3011. if(t->garrisonHero)
  3012. giveSpells(t,t->garrisonHero);
  3013. }
  3014. };
  3015. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  3016. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  3017. {
  3018. return buildingsThatWillBe.count(buildID);
  3019. };
  3020. //Init the vectors
  3021. for(auto & build : t->town->buildings)
  3022. {
  3023. if(t->hasBuilt(build.first))
  3024. {
  3025. buildingsThatWillBe.insert(build.first);
  3026. }
  3027. else
  3028. {
  3029. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  3030. remainingAutoBuildings.push_back(build.second);
  3031. }
  3032. }
  3033. //Prepare structure (list of building ids will be filled later)
  3034. NewStructures ns;
  3035. ns.tid = tid;
  3036. ns.builded = force ? t->builded : (t->builded+1);
  3037. std::queue<const CBuilding*> buildingsToAdd;
  3038. buildingsToAdd.push(requestedBuilding);
  3039. while(!buildingsToAdd.empty())
  3040. {
  3041. auto b = buildingsToAdd.front();
  3042. buildingsToAdd.pop();
  3043. ns.bid.insert(b->bid);
  3044. buildingsThatWillBe.insert(b->bid);
  3045. remainingAutoBuildings -= b;
  3046. for(auto autoBuilding : remainingAutoBuildings)
  3047. {
  3048. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  3049. if(actualRequirements.test(areRequirementsFullfilled))
  3050. buildingsToAdd.push(autoBuilding);
  3051. }
  3052. }
  3053. // 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.
  3054. for(auto builtID : ns.bid)
  3055. processBeforeBuiltStructure(builtID);
  3056. //Take cost
  3057. if(!force)
  3058. giveResources(t->tempOwner, -requestedBuilding->resources);
  3059. //We know what has been built, apply changes. Do this as final step to properly update town window
  3060. sendAndApply(&ns);
  3061. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  3062. for(auto builtID : ns.bid)
  3063. processAfterBuiltStructure(builtID);
  3064. // now when everything is built - reveal tiles for lookout tower
  3065. FoWChange fw;
  3066. fw.player = t->tempOwner;
  3067. fw.mode = 1;
  3068. getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
  3069. sendAndApply(&fw);
  3070. if(t->visitingHero)
  3071. visitCastleObjects(t, t->visitingHero);
  3072. if(t->garrisonHero)
  3073. visitCastleObjects(t, t->garrisonHero);
  3074. checkVictoryLossConditionsForPlayer(t->tempOwner);
  3075. return true;
  3076. }
  3077. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  3078. {
  3079. ///incomplete, simply erases target building
  3080. const CGTownInstance * t = getTown(tid);
  3081. if (!vstd::contains(t->builtBuildings, bid))
  3082. return false;
  3083. RazeStructures rs;
  3084. rs.tid = tid;
  3085. rs.bid.insert(bid);
  3086. rs.destroyed = t->destroyed + 1;
  3087. sendAndApply(&rs);
  3088. //TODO: Remove dwellers
  3089. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  3090. // {
  3091. // RemoveBonus rb(RemoveBonus::TOWN);
  3092. // rb.whoID = t->id;
  3093. // rb.source = BonusSource::TOWN_STRUCTURE;
  3094. // rb.id = 17;
  3095. // sendAndApply(&rb);
  3096. // }
  3097. return true;
  3098. }
  3099. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl)
  3100. {
  3101. const CGDwelling * dw = static_cast<const CGDwelling *>(getObj(objid));
  3102. const CArmedInstance *dst = nullptr;
  3103. const CCreature *c = VLC->creh->objects.at(crid);
  3104. const bool warMachine = c->warMachine != ArtifactID::NONE;
  3105. //TODO: test for owning
  3106. //TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
  3107. dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
  3108. assert(dw && dst);
  3109. //verify
  3110. bool found = false;
  3111. int level = 0;
  3112. for (; level < dw->creatures.size(); level++) //iterate through all levels
  3113. {
  3114. if ((fromLvl != -1) && (level !=fromLvl))
  3115. continue;
  3116. const auto &cur = dw->creatures.at(level); //current level info <amount, list of cr. ids>
  3117. int i = 0;
  3118. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  3119. if (cur.second.at(i) == crid)
  3120. break;
  3121. if (i < cur.second.size())
  3122. {
  3123. found = true;
  3124. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  3125. break;
  3126. }
  3127. }
  3128. SlotID slot = dst->getSlotFor(crid);
  3129. if ((!found && complain("Cannot recruit: no such creatures!"))
  3130. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  3131. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  3132. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  3133. {
  3134. return false;
  3135. }
  3136. //recruit
  3137. giveResources(dst->tempOwner, -(c->getFullRecruitCost() * cram));
  3138. SetAvailableCreatures sac;
  3139. sac.tid = objid;
  3140. sac.creatures = dw->creatures;
  3141. sac.creatures[level].first -= cram;
  3142. sendAndApply(&sac);
  3143. if (warMachine)
  3144. {
  3145. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
  3146. COMPLAIN_RET_FALSE_IF(!h, "Only hero can buy war machines");
  3147. ArtifactID artId = c->warMachine;
  3148. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  3149. const CArtifact * art = artId.toArtifact();
  3150. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  3151. return giveHeroNewArtifact(h, art);
  3152. }
  3153. else
  3154. {
  3155. addToSlot(StackLocation(dst, slot), c, cram);
  3156. }
  3157. return true;
  3158. }
  3159. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  3160. {
  3161. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  3162. if (!obj->hasStackAtSlot(pos))
  3163. {
  3164. COMPLAIN_RET("Cannot upgrade, no stack at slot " + boost::to_string(pos));
  3165. }
  3166. UpgradeInfo ui;
  3167. fillUpgradeInfo(obj, pos, ui);
  3168. PlayerColor player = obj->tempOwner;
  3169. const PlayerState *p = getPlayerState(player);
  3170. int crQuantity = obj->stacks.at(pos)->count;
  3171. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  3172. //check if upgrade is possible
  3173. if ((ui.oldID<0 || newIDpos == -1) && complain("That upgrade is not possible!"))
  3174. {
  3175. return false;
  3176. }
  3177. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  3178. //check if player has enough resources
  3179. if (!p->resources.canAfford(totalCost))
  3180. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  3181. //take resources
  3182. giveResources(player, -totalCost);
  3183. //upgrade creature
  3184. changeStackType(StackLocation(obj, pos), VLC->creh->objects.at(upgID));
  3185. return true;
  3186. }
  3187. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  3188. {
  3189. if (!sl.army->hasStackAtSlot(sl.slot))
  3190. COMPLAIN_RET("Cannot find a stack to change type");
  3191. SetStackType sst;
  3192. sst.army = sl.army->id;
  3193. sst.slot = sl.slot;
  3194. sst.type = c->getId();
  3195. sendAndApply(&sst);
  3196. return true;
  3197. }
  3198. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  3199. {
  3200. assert(src->canBeMergedWith(*dst, allowMerging));
  3201. while(src->stacksCount())//while there are unmoved creatures
  3202. {
  3203. auto i = src->Slots().begin(); //iterator to stack to move
  3204. StackLocation sl(src, i->first); //location of stack to move
  3205. SlotID pos = dst->getSlotFor(i->second->type);
  3206. if (!pos.validSlot())
  3207. {
  3208. //try to merge two other stacks to make place
  3209. std::pair<SlotID, SlotID> toMerge;
  3210. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  3211. {
  3212. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  3213. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  3214. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  3215. }
  3216. else
  3217. {
  3218. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  3219. return;
  3220. }
  3221. }
  3222. else
  3223. {
  3224. moveStack(sl, StackLocation(dst, pos));
  3225. }
  3226. }
  3227. }
  3228. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  3229. {
  3230. const CGTownInstance * town = getTown(tid);
  3231. if(!town->garrisonHero == !town->visitingHero)
  3232. return false;
  3233. SetHeroesInTown intown;
  3234. intown.tid = tid;
  3235. if(town->garrisonHero) //garrison -> vising
  3236. {
  3237. intown.garrison = ObjectInstanceID();
  3238. intown.visiting = town->garrisonHero->id;
  3239. }
  3240. else //visiting -> garrison
  3241. {
  3242. if(town->armedGarrison())
  3243. town->mergeGarrisonOnSiege();
  3244. intown.visiting = ObjectInstanceID();
  3245. intown.garrison = town->visitingHero->id;
  3246. }
  3247. sendAndApply(&intown);
  3248. return true;
  3249. }
  3250. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  3251. {
  3252. const CGTownInstance * town = getTown(tid);
  3253. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  3254. {
  3255. if (!town->visitingHero->canBeMergedWith(*town))
  3256. {
  3257. complain("Cannot make garrison swap, not enough free slots!");
  3258. return false;
  3259. }
  3260. moveArmy(town, town->visitingHero, true);
  3261. SetHeroesInTown intown;
  3262. intown.tid = tid;
  3263. intown.visiting = ObjectInstanceID();
  3264. intown.garrison = town->visitingHero->id;
  3265. sendAndApply(&intown);
  3266. return true;
  3267. }
  3268. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  3269. {
  3270. //check if moving hero out of town will break 8 wandering heroes limit
  3271. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  3272. {
  3273. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  3274. return false;
  3275. }
  3276. SetHeroesInTown intown;
  3277. intown.tid = tid;
  3278. intown.garrison = ObjectInstanceID();
  3279. intown.visiting = town->garrisonHero->id;
  3280. sendAndApply(&intown);
  3281. return true;
  3282. }
  3283. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  3284. {
  3285. SetHeroesInTown intown;
  3286. intown.tid = tid;
  3287. intown.garrison = town->visitingHero->id;
  3288. intown.visiting = town->garrisonHero->id;
  3289. sendAndApply(&intown);
  3290. return true;
  3291. }
  3292. else
  3293. {
  3294. complain("Cannot swap garrison hero!");
  3295. return false;
  3296. }
  3297. }
  3298. // With the amount of changes done to the function, it's more like transferArtifacts.
  3299. // 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.
  3300. bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
  3301. {
  3302. ArtifactLocation src = al1, dst = al2;
  3303. const PlayerColor srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
  3304. const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
  3305. // Make sure exchange is even possible between the two heroes.
  3306. if(!isAllowedExchange(srcObj->id, dstObj->id))
  3307. COMPLAIN_RET("That heroes cannot make any exchange!");
  3308. const CArtifactInstance *srcArtifact = src.getArt();
  3309. const CArtifactInstance *destArtifact = dst.getArt();
  3310. const bool isDstSlotBackpack = ArtifactUtils::isSlotBackpack(dst.slot);
  3311. if(srcArtifact == nullptr)
  3312. COMPLAIN_RET("No artifact to move!");
  3313. if(destArtifact && srcPlayer != dstPlayer && !isDstSlotBackpack)
  3314. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  3315. // Check if src/dest slots are appropriate for the artifacts exchanged.
  3316. // Moving to the backpack is always allowed.
  3317. if((!srcArtifact || !isDstSlotBackpack)
  3318. && srcArtifact && !srcArtifact->canBePutAt(dst, true))
  3319. COMPLAIN_RET("Cannot move artifact!");
  3320. auto srcSlot = src.getSlot();
  3321. auto dstSlot = dst.getSlot();
  3322. if((srcSlot && srcSlot->locked) || (dstSlot && dstSlot->locked))
  3323. COMPLAIN_RET("Cannot move artifact locks.");
  3324. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  3325. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  3326. if(src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
  3327. COMPLAIN_RET("Cannot move catapult!");
  3328. if(isDstSlotBackpack)
  3329. {
  3330. if(!ArtifactUtils::isBackpackFreeSlots(dst.getHolderArtSet()))
  3331. COMPLAIN_RET("Backpack is full!");
  3332. vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
  3333. }
  3334. if(!(src.slot == ArtifactPosition::TRANSITION_POS && dst.slot == ArtifactPosition::TRANSITION_POS))
  3335. {
  3336. if(src.slot == dst.slot && src.artHolder == dst.artHolder)
  3337. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  3338. // Check if dst slot is occupied
  3339. if(!isDstSlotBackpack && destArtifact)
  3340. {
  3341. // Previous artifact must be removed first
  3342. moveArtifact(dst, ArtifactLocation(dst.artHolder, ArtifactPosition::TRANSITION_POS));
  3343. }
  3344. try
  3345. {
  3346. auto hero = std::get<ConstTransitivePtr<CGHeroInstance>>(dst.artHolder);
  3347. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dst.slot))
  3348. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3349. }
  3350. catch(const std::bad_variant_access &)
  3351. {
  3352. // object other than hero received an art - ignore
  3353. }
  3354. MoveArtifact ma(&src, &dst);
  3355. if(dst.slot == ArtifactPosition::TRANSITION_POS)
  3356. ma.askAssemble = false;
  3357. sendAndApply(&ma);
  3358. }
  3359. return true;
  3360. }
  3361. bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
  3362. {
  3363. // Make sure exchange is even possible between the two heroes.
  3364. if(!isAllowedExchange(srcHero, dstHero))
  3365. COMPLAIN_RET("That heroes cannot make any exchange!");
  3366. auto psrcHero = getHero(srcHero);
  3367. auto pdstHero = getHero(dstHero);
  3368. if((!psrcHero) || (!pdstHero))
  3369. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  3370. BulkMoveArtifacts ma(static_cast<ConstTransitivePtr<CGHeroInstance>>(psrcHero),
  3371. static_cast<ConstTransitivePtr<CGHeroInstance>>(pdstHero), swap);
  3372. auto & slotsSrcDst = ma.artsPack0;
  3373. auto & slotsDstSrc = ma.artsPack1;
  3374. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  3375. CArtifactFittingSet artFittingSet(pdstHero->bearerType());
  3376. auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
  3377. ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
  3378. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3379. {
  3380. assert(artifact);
  3381. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  3382. if(dstSlot != ArtifactPosition::PRE_FIRST)
  3383. {
  3384. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  3385. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  3386. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  3387. giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3388. }
  3389. };
  3390. if(swap)
  3391. {
  3392. auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
  3393. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3394. {
  3395. for(auto & artifact : srcHero->artifactsWorn)
  3396. {
  3397. if(ArtifactUtils::isArtRemovable(artifact))
  3398. moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
  3399. }
  3400. };
  3401. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  3402. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  3403. {
  3404. for(auto & slotInfo : artSet->artifactsInBackpack)
  3405. {
  3406. auto slot = artSet->getArtPos(slotInfo.artifact);
  3407. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  3408. }
  3409. };
  3410. // Move over artifacts that are worn srcHero -> dstHero
  3411. moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
  3412. artFittingSet.artifactsWorn.clear();
  3413. // Move over artifacts that are worn dstHero -> srcHero
  3414. moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
  3415. // Move over artifacts that are in backpack srcHero -> dstHero
  3416. moveArtsInBackpack(psrcHero, slotsSrcDst);
  3417. // Move over artifacts that are in backpack dstHero -> srcHero
  3418. moveArtsInBackpack(pdstHero, slotsDstSrc);
  3419. }
  3420. else
  3421. {
  3422. artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
  3423. artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
  3424. // Move over artifacts that are worn
  3425. for(auto & artInfo : psrcHero->artifactsWorn)
  3426. {
  3427. if(ArtifactUtils::isArtRemovable(artInfo))
  3428. {
  3429. moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
  3430. }
  3431. }
  3432. // Move over artifacts that are in backpack
  3433. for(auto & slotInfo : psrcHero->artifactsInBackpack)
  3434. {
  3435. moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
  3436. psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
  3437. }
  3438. }
  3439. sendAndApply(&ma);
  3440. return true;
  3441. }
  3442. /**
  3443. * Assembles or disassembles a combination artifact.
  3444. * @param heroID ID of hero holding the artifact(s).
  3445. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  3446. * @param assemble True for assembly operation, false for disassembly.
  3447. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  3448. * artifact to assemble to. Otherwise it's not used.
  3449. */
  3450. bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  3451. {
  3452. const CGHeroInstance * hero = getHero(heroID);
  3453. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  3454. if(!destArtifact)
  3455. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  3456. if(assemble)
  3457. {
  3458. CArtifact * combinedArt = VLC->arth->objects[assembleTo];
  3459. if(!combinedArt->isCombined())
  3460. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  3461. if (!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId(),
  3462. ArtifactUtils::isSlotEquipment(artifactSlot)), combinedArt))
  3463. {
  3464. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  3465. }
  3466. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  3467. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3468. AssembledArtifact aa;
  3469. aa.al = ArtifactLocation(hero, artifactSlot);
  3470. aa.builtArt = combinedArt;
  3471. sendAndApply(&aa);
  3472. }
  3473. else
  3474. {
  3475. if(!destArtifact->isCombined())
  3476. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  3477. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  3478. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  3479. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  3480. DisassembledArtifact da;
  3481. da.al = ArtifactLocation(hero, artifactSlot);
  3482. sendAndApply(&da);
  3483. }
  3484. return true;
  3485. }
  3486. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  3487. {
  3488. const auto * hero = getHero(al.relatedObj()->id);
  3489. if(hero == nullptr)
  3490. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  3491. const auto * art = al.getArt();
  3492. if(art == nullptr)
  3493. COMPLAIN_RET("Cannot remove artifact!");
  3494. if(al.getArt()->artType->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  3495. COMPLAIN_RET("Illegal artifact removal request");
  3496. removeArtifact(al);
  3497. return true;
  3498. }
  3499. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  3500. {
  3501. const CGHeroInstance * hero = getHero(hid);
  3502. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  3503. const CGTownInstance * town = hero->visitedTown;
  3504. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  3505. if (aid==ArtifactID::SPELLBOOK)
  3506. {
  3507. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  3508. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  3509. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  3510. )
  3511. return false;
  3512. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  3513. giveHeroNewArtifact(hero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
  3514. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  3515. giveSpells(town,hero);
  3516. return true;
  3517. }
  3518. else
  3519. {
  3520. const CArtifact * art = aid.toArtifact();
  3521. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  3522. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  3523. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  3524. const int price = art->getPrice();
  3525. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  3526. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  3527. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  3528. {
  3529. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  3530. return giveHeroNewArtifact(hero, art);
  3531. }
  3532. else
  3533. COMPLAIN_RET("This machine is unavailable here!");
  3534. }
  3535. }
  3536. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  3537. {
  3538. if(!h)
  3539. COMPLAIN_RET("Only hero can buy artifacts!");
  3540. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  3541. COMPLAIN_RET("That artifact is unavailable!");
  3542. int b1, b2;
  3543. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  3544. if (getResource(h->tempOwner, rid) < b1)
  3545. COMPLAIN_RET("You can't afford to buy this artifact!");
  3546. giveResource(h->tempOwner, rid, -b1);
  3547. SetAvailableArtifacts saa;
  3548. if(dynamic_cast<const CGTownInstance *>(m))
  3549. {
  3550. saa.id = -1;
  3551. saa.arts = CGTownInstance::merchantArtifacts;
  3552. }
  3553. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  3554. {
  3555. saa.id = bm->id.getNum();
  3556. saa.arts = bm->artifacts;
  3557. }
  3558. else
  3559. COMPLAIN_RET("Wrong marktet...");
  3560. bool found = false;
  3561. for (const CArtifact *&art : saa.arts)
  3562. {
  3563. if (art && art->getId() == aid)
  3564. {
  3565. art = nullptr;
  3566. found = true;
  3567. break;
  3568. }
  3569. }
  3570. if (!found)
  3571. COMPLAIN_RET("Cannot find selected artifact on the list");
  3572. sendAndApply(&saa);
  3573. giveHeroNewArtifact(h, VLC->arth->objects[aid], ArtifactPosition::FIRST_AVAILABLE);
  3574. return true;
  3575. }
  3576. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  3577. {
  3578. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  3579. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  3580. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  3581. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  3582. int resVal = 0, dump = 1;
  3583. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  3584. removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
  3585. giveResource(h->tempOwner, rid, resVal);
  3586. return true;
  3587. }
  3588. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  3589. {
  3590. if (!h)
  3591. COMPLAIN_RET("You need hero to buy a skill!");
  3592. if (h->getSecSkillLevel(SecondarySkill(skill)))
  3593. COMPLAIN_RET("Hero already know this skill");
  3594. if (!h->canLearnSkill())
  3595. COMPLAIN_RET("Hero can't learn any more skills");
  3596. if (!h->canLearnSkill(skill))
  3597. COMPLAIN_RET("The hero can't learn this skill!");
  3598. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  3599. COMPLAIN_RET("That skill is unavailable!");
  3600. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  3601. COMPLAIN_RET("You can't afford to buy this skill");
  3602. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  3603. changeSecSkill(h, skill, 1, true);
  3604. return true;
  3605. }
  3606. bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
  3607. {
  3608. TResourceCap r1 = getPlayerState(player)->resources[id1];
  3609. vstd::amin(val, r1); //can't trade more resources than have
  3610. int b1, b2; //base quantities for trade
  3611. market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  3612. int units = val / b1; //how many base quantities we trade
  3613. if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3614. {
  3615. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  3616. }
  3617. giveResource(player, GameResID(id1), - b1 * units);
  3618. giveResource(player, GameResID(id2), b2 * units);
  3619. return true;
  3620. }
  3621. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  3622. {
  3623. if(!hero)
  3624. COMPLAIN_RET("Only hero can sell creatures!");
  3625. if (!vstd::contains(hero->Slots(), slot))
  3626. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  3627. const CStackInstance &s = hero->getStack(slot);
  3628. if (s.count < (TQuantity)count //can't sell more creatures than have
  3629. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  3630. {
  3631. COMPLAIN_RET("Not enough creatures in army!");
  3632. }
  3633. int b1, b2; //base quantities for trade
  3634. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  3635. int units = count / b1; //how many base quantities we trade
  3636. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  3637. {
  3638. //TODO: complain?
  3639. assert(0);
  3640. }
  3641. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  3642. giveResource(hero->tempOwner, resourceID, b2 * units);
  3643. return true;
  3644. }
  3645. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  3646. {
  3647. const CArmedInstance *army = nullptr;
  3648. if (hero)
  3649. army = hero;
  3650. else
  3651. army = dynamic_cast<const CGTownInstance *>(market);
  3652. if (!army)
  3653. COMPLAIN_RET("Incorrect call to transform in undead!");
  3654. if (!army->hasStackAtSlot(slot))
  3655. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  3656. const CStackInstance &s = army->getStack(slot);
  3657. //resulting creature - bone dragons or skeletons
  3658. CreatureID resCreature = CreatureID::SKELETON;
  3659. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  3660. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  3661. || (s.getCreatureID() == CreatureID::HYDRA)
  3662. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  3663. resCreature = CreatureID::BONE_DRAGON;
  3664. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  3665. return true;
  3666. }
  3667. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  3668. {
  3669. const PlayerState *p2 = getPlayerState(r2, false);
  3670. if (!p2 || p2->status != EPlayerStatus::INGAME)
  3671. {
  3672. complain("Dest player must be in game!");
  3673. return false;
  3674. }
  3675. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  3676. vstd::amin(val, curRes1);
  3677. giveResource(player, r1, -(int)val);
  3678. giveResource(r2, r1, val);
  3679. return true;
  3680. }
  3681. bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
  3682. {
  3683. const CGHeroInstance *h = getHero(hid);
  3684. if (!h)
  3685. {
  3686. logGlobal->error("Hero doesn't exist!");
  3687. return false;
  3688. }
  3689. ChangeFormation cf;
  3690. cf.hid = hid;
  3691. cf.formation = formation;
  3692. sendAndApply(&cf);
  3693. return true;
  3694. }
  3695. bool CGameHandler::queryReply(QueryID qid, const JsonNode & answer, PlayerColor player)
  3696. {
  3697. boost::unique_lock<boost::recursive_mutex> lock(gsm);
  3698. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  3699. logGlobal->trace(answer.toJson());
  3700. auto topQuery = queries.topQuery(player);
  3701. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  3702. if(topQuery->queryID != qid)
  3703. {
  3704. auto currentQuery = queries.getQuery(qid);
  3705. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  3706. currentQuery->setReply(answer);
  3707. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  3708. }
  3709. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  3710. topQuery->setReply(answer);
  3711. queries.popQuery(topQuery);
  3712. return true;
  3713. }
  3714. static EndAction end_action;
  3715. void CGameHandler::updateGateState()
  3716. {
  3717. // GATE_BRIDGE - leftmost tile, located over moat
  3718. // GATE_OUTER - central tile, mostly covered by gate image
  3719. // GATE_INNER - rightmost tile, inside the walls
  3720. // GATE_OUTER or GATE_INNER:
  3721. // - if defender moves unit on these tiles, bridge will open
  3722. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  3723. // - blocked to attacker if bridge is closed
  3724. // GATE_BRIDGE
  3725. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  3726. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  3727. // - deals moat damage to attacker if bridge is closed (fortress only)
  3728. bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
  3729. bool hasStackAtGateInner = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
  3730. bool hasStackAtGateOuter = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
  3731. bool hasStackAtGateBridge = gs->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
  3732. bool hasWideMoat = vstd::contains_if(battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  3733. {
  3734. return obst->obstacleType == CObstacleInstance::MOAT;
  3735. });
  3736. BattleUpdateGateState db;
  3737. db.state = gs->curB->si.gateState;
  3738. if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
  3739. {
  3740. db.state = EGateState::DESTROYED;
  3741. }
  3742. else if (db.state == EGateState::OPENED)
  3743. {
  3744. bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
  3745. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  3746. if (gateCanClose)
  3747. db.state = EGateState::CLOSED;
  3748. else
  3749. db.state = EGateState::OPENED;
  3750. }
  3751. else // CLOSED or BLOCKED
  3752. {
  3753. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  3754. if (gateBlocked)
  3755. db.state = EGateState::BLOCKED;
  3756. else
  3757. db.state = EGateState::CLOSED;
  3758. }
  3759. if (db.state != gs->curB->si.gateState)
  3760. sendAndApply(&db);
  3761. }
  3762. bool CGameHandler::makeBattleAction(BattleAction &ba)
  3763. {
  3764. boost::unique_lock lock(battleActionMutex);
  3765. bool ok = true;
  3766. battle::Target target = ba.getTarget(gs->curB);
  3767. const CStack * stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
  3768. const bool isAboutActiveStack = stack && (ba.stackNumber == gs->curB->getActiveStackID());
  3769. logGlobal->trace("Making action: %s", ba.toString());
  3770. switch(ba.actionType)
  3771. {
  3772. case EActionType::WALK: //walk
  3773. case EActionType::DEFEND: //defend
  3774. case EActionType::WAIT: //wait
  3775. case EActionType::WALK_AND_ATTACK: //walk or attack
  3776. case EActionType::SHOOT: //shoot
  3777. case EActionType::CATAPULT: //catapult
  3778. case EActionType::STACK_HEAL: //healing with First Aid Tent
  3779. case EActionType::MONSTER_SPELL:
  3780. if (!stack)
  3781. {
  3782. complain("No such stack!");
  3783. return false;
  3784. }
  3785. if (!stack->alive())
  3786. {
  3787. complain("This stack is dead: " + stack->nodeName());
  3788. return false;
  3789. }
  3790. if (battleTacticDist())
  3791. {
  3792. if (stack && stack->unitSide() != battleGetTacticsSide())
  3793. {
  3794. complain("This is not a stack of side that has tactics!");
  3795. return false;
  3796. }
  3797. }
  3798. else if (!isAboutActiveStack)
  3799. {
  3800. complain("Action has to be about active stack!");
  3801. return false;
  3802. }
  3803. }
  3804. auto wrapAction = [this](BattleAction &ba)
  3805. {
  3806. StartAction startAction(ba);
  3807. sendAndApply(&startAction);
  3808. return vstd::makeScopeGuard([&]()
  3809. {
  3810. sendAndApply(&end_action);
  3811. });
  3812. };
  3813. switch(ba.actionType)
  3814. {
  3815. case EActionType::END_TACTIC_PHASE: //wait
  3816. case EActionType::BAD_MORALE:
  3817. case EActionType::NO_ACTION:
  3818. {
  3819. auto wrapper = wrapAction(ba);
  3820. break;
  3821. }
  3822. case EActionType::WALK:
  3823. {
  3824. auto wrapper = wrapAction(ba);
  3825. if(target.size() < 1)
  3826. {
  3827. complain("Destination required for move action.");
  3828. ok = false;
  3829. break;
  3830. }
  3831. int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
  3832. if (!walkedTiles)
  3833. complain("Stack failed movement!");
  3834. break;
  3835. }
  3836. case EActionType::DEFEND:
  3837. {
  3838. //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
  3839. SetStackEffect sse;
  3840. Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
  3841. Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),
  3842. -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
  3843. Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
  3844. BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
  3845. int oldDefenceValue = defence.totalValue();
  3846. defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
  3847. defence.push_back(std::make_shared<Bonus>(bonus2));
  3848. int difference = defence.totalValue() - oldDefenceValue;
  3849. std::vector<Bonus> buffer;
  3850. if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
  3851. {
  3852. difference = 1;
  3853. buffer.push_back(alternativeWeakCreatureBonus);
  3854. }
  3855. else
  3856. {
  3857. buffer.push_back(defenseBonusToAdd);
  3858. }
  3859. buffer.push_back(bonus2);
  3860. sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
  3861. sendAndApply(&sse);
  3862. BattleLogMessage message;
  3863. MetaString text;
  3864. stack->addText(text, EMetaText::GENERAL_TXT, 120);
  3865. stack->addNameReplacement(text);
  3866. text.replaceNumber(difference);
  3867. message.lines.push_back(text);
  3868. sendAndApply(&message);
  3869. //don't break - we share code with next case
  3870. }
  3871. [[fallthrough]];
  3872. case EActionType::WAIT:
  3873. {
  3874. auto wrapper = wrapAction(ba);
  3875. break;
  3876. }
  3877. case EActionType::RETREAT: //retreat/flee
  3878. {
  3879. if (!gs->curB->battleCanFlee(gs->curB->sides.at(ba.side).color))
  3880. complain("Cannot retreat!");
  3881. else
  3882. setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
  3883. break;
  3884. }
  3885. case EActionType::SURRENDER:
  3886. {
  3887. PlayerColor player = gs->curB->sides.at(ba.side).color;
  3888. int cost = gs->curB->battleGetSurrenderCost(player);
  3889. if (cost < 0)
  3890. complain("Cannot surrender!");
  3891. else if (getResource(player, EGameResID::GOLD) < cost)
  3892. complain("Not enough gold to surrender!");
  3893. else
  3894. {
  3895. giveResource(player, EGameResID::GOLD, -cost);
  3896. setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
  3897. }
  3898. break;
  3899. }
  3900. case EActionType::WALK_AND_ATTACK: //walk or attack
  3901. {
  3902. auto wrapper = wrapAction(ba);
  3903. if(!stack)
  3904. {
  3905. complain("No attacker");
  3906. ok = false;
  3907. break;
  3908. }
  3909. if(target.size() < 2)
  3910. {
  3911. complain("Two destinations required for attack action.");
  3912. ok = false;
  3913. break;
  3914. }
  3915. BattleHex attackPos = target.at(0).hexValue;
  3916. BattleHex destinationTile = target.at(1).hexValue;
  3917. const CStack * destinationStack = gs->curB->battleGetStackByPos(destinationTile, true);
  3918. if(!destinationStack)
  3919. {
  3920. complain("Invalid target to attack");
  3921. ok = false;
  3922. break;
  3923. }
  3924. BattleHex startingPos = stack->getPosition();
  3925. int distance = moveStack(ba.stackNumber, attackPos);
  3926. logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
  3927. if(stack->getPosition() != attackPos
  3928. && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
  3929. )
  3930. {
  3931. // we were not able to reach destination tile, nor occupy specified hex
  3932. // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
  3933. break;
  3934. }
  3935. if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
  3936. {
  3937. destinationStack = nullptr;
  3938. }
  3939. if(!destinationStack)
  3940. {
  3941. complain("Unit can not attack itself");
  3942. ok = false;
  3943. break;
  3944. }
  3945. if(!CStack::isMeleeAttackPossible(stack, destinationStack))
  3946. {
  3947. complain("Attack cannot be performed!");
  3948. ok = false;
  3949. break;
  3950. }
  3951. //attack
  3952. int totalAttacks = stack->totalAttacks.getMeleeValue();
  3953. //TODO: move to CUnitState
  3954. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  3955. if(attackingHero)
  3956. {
  3957. totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  3958. }
  3959. const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
  3960. const bool retaliation = destinationStack->ableToRetaliate();
  3961. for (int i = 0; i < totalAttacks; ++i)
  3962. {
  3963. //first strike
  3964. if(i == 0 && firstStrike && retaliation)
  3965. {
  3966. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3967. }
  3968. //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
  3969. if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
  3970. {
  3971. makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
  3972. }
  3973. //counterattack
  3974. //we check retaliation twice, so if it unblocked during attack it will work only on next attack
  3975. if(stack->alive()
  3976. && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
  3977. && (i == 0 && !firstStrike)
  3978. && retaliation && destinationStack->ableToRetaliate())
  3979. {
  3980. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
  3981. }
  3982. }
  3983. //return
  3984. if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
  3985. && target.size() == 3
  3986. && startingPos != stack->getPosition()
  3987. && startingPos == target.at(2).hexValue
  3988. && stack->alive())
  3989. {
  3990. moveStack(ba.stackNumber, startingPos);
  3991. //NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
  3992. }
  3993. break;
  3994. }
  3995. case EActionType::SHOOT:
  3996. {
  3997. if(target.size() < 1)
  3998. {
  3999. complain("Destination required for shot action.");
  4000. ok = false;
  4001. break;
  4002. }
  4003. auto destination = target.at(0).hexValue;
  4004. const CStack * destinationStack = gs->curB->battleGetStackByPos(destination);
  4005. if (!gs->curB->battleCanShoot(stack, destination))
  4006. {
  4007. complain("Cannot shoot!");
  4008. break;
  4009. }
  4010. if (!destinationStack)
  4011. {
  4012. complain("No target to shoot!");
  4013. break;
  4014. }
  4015. auto wrapper = wrapAction(ba);
  4016. makeAttack(stack, destinationStack, 0, destination, true, true, false);
  4017. //ranged counterattack
  4018. if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
  4019. && !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
  4020. && destinationStack->ableToRetaliate()
  4021. && gs->curB->battleCanShoot(destinationStack, stack->getPosition())
  4022. && stack->alive()) //attacker may have died (fire shield)
  4023. {
  4024. makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
  4025. }
  4026. //allow more than one additional attack
  4027. int totalRangedAttacks = stack->totalAttacks.getRangedValue();
  4028. //TODO: move to CUnitState
  4029. const auto * attackingHero = gs->curB->battleGetFightingHero(ba.side);
  4030. if(attackingHero)
  4031. {
  4032. totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
  4033. }
  4034. for(int i = 1; i < totalRangedAttacks; ++i)
  4035. {
  4036. if(
  4037. stack->alive()
  4038. && destinationStack->alive()
  4039. && stack->shots.canUse()
  4040. )
  4041. {
  4042. makeAttack(stack, destinationStack, 0, destination, false, true, false);
  4043. }
  4044. }
  4045. break;
  4046. }
  4047. case EActionType::CATAPULT:
  4048. {
  4049. auto wrapper = wrapAction(ba);
  4050. const CStack * shooter = gs->curB->battleGetStackByID(ba.stackNumber);
  4051. std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
  4052. if(!catapultAbility || catapultAbility->subtype < 0)
  4053. {
  4054. complain("We do not know how to shoot :P");
  4055. }
  4056. else
  4057. {
  4058. const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
  4059. spells::BattleCast parameters(gs->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
  4060. auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
  4061. parameters.setSpellLevel(shotLevel);
  4062. parameters.cast(spellEnv, target);
  4063. }
  4064. //finish by scope guard
  4065. break;
  4066. }
  4067. case EActionType::STACK_HEAL: //healing with First Aid Tent
  4068. {
  4069. auto wrapper = wrapAction(ba);
  4070. const CStack * healer = gs->curB->battleGetStackByID(ba.stackNumber);
  4071. if(target.size() < 1)
  4072. {
  4073. complain("Destination required for heal action.");
  4074. ok = false;
  4075. break;
  4076. }
  4077. const battle::Unit * destStack = nullptr;
  4078. std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
  4079. if(target.at(0).unitValue)
  4080. destStack = target.at(0).unitValue;
  4081. else
  4082. destStack = gs->curB->battleGetUnitByPos(target.at(0).hexValue);
  4083. if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
  4084. {
  4085. complain("There is either no healer, no destination, or healer cannot heal :P");
  4086. }
  4087. else
  4088. {
  4089. const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
  4090. spells::BattleCast parameters(gs->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
  4091. auto dest = battle::Destination(destStack, target.at(0).hexValue);
  4092. parameters.setSpellLevel(0);
  4093. parameters.cast(spellEnv, {dest});
  4094. }
  4095. break;
  4096. }
  4097. case EActionType::MONSTER_SPELL:
  4098. {
  4099. auto wrapper = wrapAction(ba);
  4100. const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
  4101. SpellID spellID = SpellID(ba.actionSubtype);
  4102. std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
  4103. std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
  4104. //TODO special bonus for genies ability
  4105. if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
  4106. spellID = battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
  4107. if (spellID < 0)
  4108. complain("That stack can't cast spells!");
  4109. else
  4110. {
  4111. const CSpell * spell = SpellID(spellID).toSpell();
  4112. spells::BattleCast parameters(gs->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
  4113. int32_t spellLvl = 0;
  4114. if(spellcaster)
  4115. vstd::amax(spellLvl, spellcaster->val);
  4116. if(randSpellcaster)
  4117. vstd::amax(spellLvl, randSpellcaster->val);
  4118. parameters.setSpellLevel(spellLvl);
  4119. parameters.cast(spellEnv, target);
  4120. }
  4121. break;
  4122. }
  4123. }
  4124. if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
  4125. || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
  4126. handleObstacleTriggersForUnit(*spellEnv, *stack);
  4127. if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
  4128. battleMadeAction.setn(true);
  4129. return ok;
  4130. }
  4131. bool CGameHandler::makeCustomAction(BattleAction & ba)
  4132. {
  4133. boost::unique_lock lock(battleActionMutex);
  4134. switch(ba.actionType)
  4135. {
  4136. case EActionType::HERO_SPELL:
  4137. {
  4138. COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
  4139. const CGHeroInstance *h = gs->curB->battleGetFightingHero(ba.side);
  4140. COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
  4141. const CSpell * s = SpellID(ba.actionSubtype).toSpell();
  4142. if (!s)
  4143. {
  4144. logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
  4145. return false;
  4146. }
  4147. spells::BattleCast parameters(gs->curB, h, spells::Mode::HERO, s);
  4148. spells::detail::ProblemImpl problem;
  4149. auto m = s->battleMechanics(&parameters);
  4150. if(!m->canBeCast(problem))//todo: should we check aimed cast?
  4151. {
  4152. logGlobal->warn("Spell cannot be cast!");
  4153. std::vector<std::string> texts;
  4154. problem.getAll(texts);
  4155. for(auto s : texts)
  4156. logGlobal->warn(s);
  4157. return false;
  4158. }
  4159. StartAction start_action(ba);
  4160. sendAndApply(&start_action); //start spell casting
  4161. parameters.cast(spellEnv, ba.getTarget(gs->curB));
  4162. sendAndApply(&end_action);
  4163. if (!gs->curB->battleGetStackByID(gs->curB->activeStack))
  4164. {
  4165. battleMadeAction.setn(true);
  4166. }
  4167. checkBattleStateChanges();
  4168. if (battleResult.get())
  4169. {
  4170. battleMadeAction.setn(true);
  4171. //battle will be ended by startBattle function
  4172. //endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
  4173. }
  4174. return true;
  4175. }
  4176. }
  4177. return false;
  4178. }
  4179. void CGameHandler::stackEnchantedTrigger(const CStack * st)
  4180. {
  4181. auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
  4182. for(auto b : bl)
  4183. {
  4184. const CSpell * sp = SpellID(b->subtype).toSpell();
  4185. if(!sp)
  4186. continue;
  4187. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  4188. const int32_t level = ((val > 3) ? (val - 3) : val);
  4189. spells::BattleCast battleCast(gs->curB, st, spells::Mode::PASSIVE, sp);
  4190. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  4191. battleCast.setEffectDuration(50);
  4192. battleCast.setSpellLevel(level);
  4193. spells::Target target;
  4194. if(val > 3)
  4195. {
  4196. for(auto s : gs->curB->battleGetAllStacks())
  4197. if(battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  4198. target.emplace_back(s);
  4199. }
  4200. else
  4201. {
  4202. target.emplace_back(st);
  4203. }
  4204. battleCast.applyEffects(spellEnv, target, false, true);
  4205. }
  4206. }
  4207. void CGameHandler::stackTurnTrigger(const CStack *st)
  4208. {
  4209. BattleTriggerEffect bte;
  4210. bte.stackID = st->unitId();
  4211. bte.effect = -1;
  4212. bte.val = 0;
  4213. bte.additionalInfo = 0;
  4214. if (st->alive())
  4215. {
  4216. //unbind
  4217. if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
  4218. {
  4219. bool unbind = true;
  4220. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
  4221. auto adjacent = gs->curB->battleAdjacentUnits(st);
  4222. for (auto b : bl)
  4223. {
  4224. if(b->additionalInfo != CAddInfo::NONE)
  4225. {
  4226. const CStack * stack = gs->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  4227. if(stack)
  4228. {
  4229. if(vstd::contains(adjacent, stack)) //binding stack is still present
  4230. unbind = false;
  4231. }
  4232. }
  4233. else
  4234. {
  4235. unbind = false;
  4236. }
  4237. }
  4238. if (unbind)
  4239. {
  4240. BattleSetStackProperty ssp;
  4241. ssp.which = BattleSetStackProperty::UNBIND;
  4242. ssp.stackID = st->unitId();
  4243. sendAndApply(&ssp);
  4244. }
  4245. }
  4246. if (st->hasBonusOfType(BonusType::POISON))
  4247. {
  4248. std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
  4249. if (b) //TODO: what if not?...
  4250. {
  4251. bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
  4252. if (bte.val < b->val) //(negative) poison effect increases - update it
  4253. {
  4254. bte.effect = vstd::to_underlying(BonusType::POISON);
  4255. sendAndApply(&bte);
  4256. }
  4257. }
  4258. }
  4259. if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
  4260. {
  4261. const PlayerColor opponent = gs->curB->otherPlayer(gs->curB->battleGetOwner(st));
  4262. const CGHeroInstance * opponentHero = gs->curB->getHero(opponent);
  4263. if(opponentHero)
  4264. {
  4265. ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
  4266. vstd::amin(manaDrained, opponentHero->mana);
  4267. if(manaDrained)
  4268. {
  4269. bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
  4270. bte.val = manaDrained;
  4271. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  4272. sendAndApply(&bte);
  4273. }
  4274. }
  4275. }
  4276. if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
  4277. {
  4278. bool fearsomeCreature = false;
  4279. for (CStack * stack : gs->curB->stacks)
  4280. {
  4281. if (battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
  4282. {
  4283. fearsomeCreature = true;
  4284. break;
  4285. }
  4286. }
  4287. if (fearsomeCreature)
  4288. {
  4289. if (getRandomGenerator().nextInt(99) < 10) //fixed 10%
  4290. {
  4291. bte.effect = vstd::to_underlying(BonusType::FEAR);
  4292. sendAndApply(&bte);
  4293. }
  4294. }
  4295. }
  4296. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
  4297. int side = gs->curB->whatSide(st->unitOwner());
  4298. if(st->canCast() && gs->curB->battleGetEnchanterCounter(side) == 0)
  4299. {
  4300. bool cast = false;
  4301. while(!bl.empty() && !cast)
  4302. {
  4303. auto bonus = *RandomGeneratorUtil::nextItem(bl, getRandomGenerator());
  4304. auto spellID = SpellID(bonus->subtype);
  4305. const CSpell * spell = SpellID(spellID).toSpell();
  4306. bl.remove_if([&bonus](const Bonus * b)
  4307. {
  4308. return b == bonus.get();
  4309. });
  4310. spells::BattleCast parameters(gs->curB, st, spells::Mode::ENCHANTER, spell);
  4311. parameters.setSpellLevel(bonus->val);
  4312. parameters.massive = true;
  4313. parameters.smart = true;
  4314. //todo: recheck effect level
  4315. if(parameters.castIfPossible(spellEnv, spells::Target(1, spells::Destination())))
  4316. {
  4317. cast = true;
  4318. int cooldown = bonus->additionalInfo[0];
  4319. BattleSetStackProperty ssp;
  4320. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  4321. ssp.absolute = false;
  4322. ssp.val = cooldown;
  4323. ssp.stackID = st->unitId();
  4324. sendAndApply(&ssp);
  4325. }
  4326. }
  4327. }
  4328. }
  4329. }
  4330. void CGameHandler::handleTimeEvents()
  4331. {
  4332. gs->map->events.sort(evntCmp);
  4333. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  4334. {
  4335. CMapEvent ev = gs->map->events.front();
  4336. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  4337. {
  4338. auto color = PlayerColor(player);
  4339. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  4340. if (pinfo //player exists
  4341. && (ev.players & 1<<player) //event is enabled to this player
  4342. && ((ev.computerAffected && !pinfo->human)
  4343. || (ev.humanAffected && pinfo->human)
  4344. )
  4345. )
  4346. {
  4347. //give resources
  4348. giveResources(color, ev.resources);
  4349. //prepare dialog
  4350. InfoWindow iw;
  4351. iw.player = color;
  4352. iw.text.appendRawString(ev.message);
  4353. for (int i=0; i<ev.resources.size(); i++)
  4354. {
  4355. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  4356. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,ev.resources[i],0);
  4357. }
  4358. sendAndApply(&iw); //show dialog
  4359. }
  4360. } //PLAYERS LOOP
  4361. if (ev.nextOccurence)
  4362. {
  4363. gs->map->events.pop_front();
  4364. ev.firstOccurence += ev.nextOccurence;
  4365. auto it = gs->map->events.begin();
  4366. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  4367. it++;
  4368. gs->map->events.insert(it, ev);
  4369. }
  4370. else
  4371. {
  4372. gs->map->events.pop_front();
  4373. }
  4374. }
  4375. //TODO send only if changed
  4376. UpdateMapEvents ume;
  4377. ume.events = gs->map->events;
  4378. sendAndApply(&ume);
  4379. }
  4380. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  4381. {
  4382. town->events.sort(evntCmp);
  4383. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  4384. {
  4385. PlayerColor player = town->tempOwner;
  4386. CCastleEvent ev = town->events.front();
  4387. const PlayerState * pinfo = getPlayerState(player, false);
  4388. if (pinfo //player exists
  4389. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  4390. && ((ev.computerAffected && !pinfo->human)
  4391. || (ev.humanAffected && pinfo->human)))
  4392. {
  4393. // dialog
  4394. InfoWindow iw;
  4395. iw.player = player;
  4396. iw.text.appendRawString(ev.message);
  4397. if (ev.resources.nonZero())
  4398. {
  4399. TResources was = n.res[player];
  4400. n.res[player] += ev.resources;
  4401. n.res[player].amax(0);
  4402. for (int i=0; i<ev.resources.size(); i++)
  4403. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  4404. iw.components.emplace_back(Component::EComponentType::RESOURCE,i,n.res.at(player)[i]-was[i],0);
  4405. }
  4406. for (auto & i : ev.buildings)
  4407. {
  4408. if (!town->hasBuilt(i))
  4409. {
  4410. buildStructure(town->id, i, true);
  4411. iw.components.emplace_back(Component::EComponentType::BUILDING, town->subID, i, 0);
  4412. }
  4413. }
  4414. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  4415. {
  4416. n.cres[town->id].tid = town->id;
  4417. n.cres[town->id].creatures = town->creatures;
  4418. }
  4419. auto & sac = n.cres[town->id];
  4420. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  4421. {
  4422. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  4423. {
  4424. sac.creatures[i].first += ev.creatures.at(i);
  4425. iw.components.emplace_back(Component::EComponentType::CREATURE,
  4426. town->creatures.at(i).second.back(), ev.creatures.at(i), 0);
  4427. }
  4428. }
  4429. sendAndApply(&iw); //show dialog
  4430. }
  4431. if (ev.nextOccurence)
  4432. {
  4433. town->events.pop_front();
  4434. ev.firstOccurence += ev.nextOccurence;
  4435. auto it = town->events.begin();
  4436. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  4437. it++;
  4438. town->events.insert(it, ev);
  4439. }
  4440. else
  4441. {
  4442. town->events.pop_front();
  4443. }
  4444. }
  4445. //TODO send only if changed
  4446. UpdateCastleEvents uce;
  4447. uce.town = town->id;
  4448. uce.events = town->events;
  4449. sendAndApply(&uce);
  4450. }
  4451. bool CGameHandler::complain(const std::string &problem)
  4452. {
  4453. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  4454. logGlobal->error(problem);
  4455. return true;
  4456. }
  4457. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  4458. {
  4459. //PlayerColor player = getOwner(hid);
  4460. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  4461. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  4462. assert(lowerArmy);
  4463. assert(upperArmy);
  4464. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  4465. queries.addQuery(garrisonQuery);
  4466. GarrisonDialog gd;
  4467. gd.hid = hid;
  4468. gd.objid = upobj;
  4469. gd.removableUnits = removableUnits;
  4470. gd.queryID = garrisonQuery->queryID;
  4471. sendAndApply(&gd);
  4472. }
  4473. void CGameHandler::showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId)
  4474. {
  4475. OpenWindow ow;
  4476. ow.window = EOpenWindowMode::THIEVES_GUILD;
  4477. ow.id1 = player.getNum();
  4478. ow.id2 = requestingObjId.getNum();
  4479. sendAndApply(&ow);
  4480. }
  4481. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  4482. {
  4483. if (id1 == id2)
  4484. return true;
  4485. const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
  4486. if (!o1 || !o2)
  4487. return true; //arranging stacks within an object should be always allowed
  4488. if (o1 && o2)
  4489. {
  4490. if (o1->ID == Obj::TOWN)
  4491. {
  4492. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  4493. if (t->visitingHero == o2 || t->garrisonHero == o2)
  4494. return true;
  4495. }
  4496. if (o2->ID == Obj::TOWN)
  4497. {
  4498. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  4499. if (t->visitingHero == o1 || t->garrisonHero == o1)
  4500. return true;
  4501. }
  4502. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  4503. {
  4504. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  4505. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  4506. // two heroes in same town (garrisoned and visiting)
  4507. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  4508. return true;
  4509. }
  4510. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  4511. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o1->tempOwner));
  4512. if (!dialog)
  4513. {
  4514. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries.topQuery(o2->tempOwner));
  4515. }
  4516. if (dialog)
  4517. {
  4518. auto topArmy = dialog->exchangingArmies.at(0);
  4519. auto bottomArmy = dialog->exchangingArmies.at(1);
  4520. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  4521. return true;
  4522. }
  4523. }
  4524. return false;
  4525. }
  4526. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  4527. {
  4528. using events::ObjectVisitStarted;
  4529. logGlobal->debug("%s visits %s (%d:%d)", h->nodeName(), obj->getObjectName(), obj->ID, obj->subID);
  4530. std::shared_ptr<CObjectVisitQuery> visitQuery;
  4531. auto startVisit = [&](ObjectVisitStarted & event)
  4532. {
  4533. auto visitedObject = obj;
  4534. if(obj->ID == Obj::HERO)
  4535. {
  4536. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  4537. const auto visitedTown = visitedHero->visitedTown;
  4538. if(visitedTown)
  4539. {
  4540. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  4541. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  4542. visitedObject = visitedTown;
  4543. }
  4544. }
  4545. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  4546. queries.addQuery(visitQuery); //TODO real visit pos
  4547. HeroVisit hv;
  4548. hv.objId = obj->id;
  4549. hv.heroId = h->id;
  4550. hv.player = h->tempOwner;
  4551. hv.starting = true;
  4552. sendAndApply(&hv);
  4553. obj->onHeroVisit(h);
  4554. };
  4555. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  4556. if(visitQuery)
  4557. queries.popIfTop(visitQuery); //visit ends here if no queries were created
  4558. }
  4559. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  4560. {
  4561. using events::ObjectVisitEnded;
  4562. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  4563. auto endVisit = [&](ObjectVisitEnded & event)
  4564. {
  4565. HeroVisit hv;
  4566. hv.player = event.getPlayer();
  4567. hv.heroId = event.getHero();
  4568. hv.starting = false;
  4569. sendAndApply(&hv);
  4570. };
  4571. //TODO: ObjectVisitEnded should also have id of visited object,
  4572. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  4573. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  4574. }
  4575. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  4576. {
  4577. const IShipyard *obj = IShipyard::castFrom(getObj(objid));
  4578. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  4579. {
  4580. complain("Cannot build boat in this shipyard!");
  4581. return false;
  4582. }
  4583. TResources boatCost;
  4584. obj->getBoatCost(boatCost);
  4585. TResources aviable = getPlayerState(playerID)->resources;
  4586. if (!aviable.canAfford(boatCost))
  4587. {
  4588. complain("Not enough resources to build a boat!");
  4589. return false;
  4590. }
  4591. int3 tile = obj->bestLocation();
  4592. if (!gs->map->isInTheMap(tile))
  4593. {
  4594. complain("Cannot find appropriate tile for a boat!");
  4595. return false;
  4596. }
  4597. giveResources(playerID, -boatCost);
  4598. createObject(tile, Obj::BOAT, obj->getBoatType().getNum());
  4599. return true;
  4600. }
  4601. void CGameHandler::engageIntoBattle(PlayerColor player)
  4602. {
  4603. //notify interfaces
  4604. PlayerBlocked pb;
  4605. pb.player = player;
  4606. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  4607. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  4608. sendAndApply(&pb);
  4609. }
  4610. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  4611. {
  4612. for (auto playerColor : playerColors)
  4613. {
  4614. if (getPlayerState(playerColor, false))
  4615. checkVictoryLossConditionsForPlayer(playerColor);
  4616. }
  4617. }
  4618. void CGameHandler::checkVictoryLossConditionsForAll()
  4619. {
  4620. std::set<PlayerColor> playerColors;
  4621. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  4622. {
  4623. playerColors.insert(PlayerColor(i));
  4624. }
  4625. checkVictoryLossConditions(playerColors);
  4626. }
  4627. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  4628. {
  4629. const PlayerState * p = getPlayerState(player);
  4630. if(!p || p->status != EPlayerStatus::INGAME) return;
  4631. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  4632. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  4633. {
  4634. InfoWindow iw;
  4635. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  4636. sendAndApply(&iw);
  4637. PlayerEndsGame peg;
  4638. peg.player = player;
  4639. peg.victoryLossCheckResult = victoryLossCheckResult;
  4640. sendAndApply(&peg);
  4641. if (victoryLossCheckResult.victory())
  4642. {
  4643. //one player won -> all enemies lost
  4644. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  4645. {
  4646. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  4647. {
  4648. peg.player = i->first;
  4649. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  4650. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  4651. InfoWindow iw;
  4652. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  4653. iw.player = i->first;
  4654. sendAndApply(&iw);
  4655. sendAndApply(&peg);
  4656. }
  4657. }
  4658. if(p->human)
  4659. {
  4660. lobby->state = EServerState::GAMEPLAY_ENDED;
  4661. }
  4662. }
  4663. else
  4664. {
  4665. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  4666. auto hlp = p->heroes;
  4667. for (auto h : hlp) //eliminate heroes
  4668. {
  4669. if (h.get())
  4670. removeObject(h);
  4671. }
  4672. //player lost -> all his objects become unflagged (neutral)
  4673. for (auto obj : gs->map->objects) //unflag objs
  4674. {
  4675. if (obj.get() && obj->tempOwner == player)
  4676. setOwner(obj, PlayerColor::NEUTRAL);
  4677. }
  4678. //eliminating one player may cause victory of another:
  4679. std::set<PlayerColor> playerColors;
  4680. //do not copy player state (CBonusSystemNode) by value
  4681. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  4682. {
  4683. if (p.first != player)
  4684. playerColors.insert(p.first);
  4685. }
  4686. //notify all players
  4687. for (auto pc : playerColors)
  4688. {
  4689. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  4690. {
  4691. InfoWindow iw;
  4692. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  4693. iw.player = pc;
  4694. sendAndApply(&iw);
  4695. }
  4696. }
  4697. checkVictoryLossConditions(playerColors);
  4698. }
  4699. auto playerInfo = getPlayerState(gs->currentPlayer, false);
  4700. // If we are called before the actual game start, there might be no current player
  4701. if (playerInfo && playerInfo->status != EPlayerStatus::INGAME)
  4702. {
  4703. // If player making turn has lost his turn must be over as well
  4704. states.setFlag(gs->currentPlayer, &PlayerStatus::makingTurn, false);
  4705. }
  4706. }
  4707. }
  4708. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  4709. {
  4710. out.player = player;
  4711. out.text = victoryLossCheckResult.messageToSelf;
  4712. out.text.replaceLocalString(EMetaText::COLOR, player.getNum());
  4713. out.components.emplace_back(Component::EComponentType::FLAG, player.getNum(), 0, 0);
  4714. }
  4715. bool CGameHandler::dig(const CGHeroInstance *h)
  4716. {
  4717. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  4718. COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
  4719. createObject(h->visitablePos(), Obj::HOLE, 0 );
  4720. //take MPs
  4721. SetMovePoints smp;
  4722. smp.hid = h->id;
  4723. smp.val = 0;
  4724. sendAndApply(&smp);
  4725. InfoWindow iw;
  4726. iw.type = EInfoWindowMode::AUTO;
  4727. iw.player = h->tempOwner;
  4728. if (gs->map->grailPos == h->visitablePos())
  4729. {
  4730. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
  4731. iw.text.appendLocalString(EMetaText::ART_NAMES, ArtifactID::GRAIL);
  4732. iw.soundID = soundBase::ULTIMATEARTIFACT;
  4733. giveHeroNewArtifact(h, VLC->arth->objects[ArtifactID::GRAIL], ArtifactPosition::FIRST_AVAILABLE); //give grail
  4734. sendAndApply(&iw);
  4735. iw.soundID = soundBase::invalid;
  4736. iw.components.emplace_back(Component::EComponentType::ARTIFACT, ArtifactID::GRAIL, 0, 0);
  4737. iw.text.clear();
  4738. iw.text.appendLocalString(EMetaText::ART_DESCR, ArtifactID::GRAIL);
  4739. sendAndApply(&iw);
  4740. }
  4741. else
  4742. {
  4743. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  4744. iw.soundID = soundBase::Dig;
  4745. sendAndApply(&iw);
  4746. }
  4747. return true;
  4748. }
  4749. void CGameHandler::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
  4750. {
  4751. if(attacker->hasBonusOfType(attackMode))
  4752. {
  4753. std::set<SpellID> spellsToCast;
  4754. TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
  4755. for(const auto & sf : *spells)
  4756. {
  4757. spellsToCast.insert(SpellID(sf->subtype));
  4758. }
  4759. for(SpellID spellID : spellsToCast)
  4760. {
  4761. bool castMe = false;
  4762. if(!defender->alive())
  4763. {
  4764. logGlobal->debug("attackCasting: all attacked creatures have been killed");
  4765. return;
  4766. }
  4767. int32_t spellLevel = 0;
  4768. TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
  4769. for(const auto & sf : *spellsByType)
  4770. {
  4771. int meleeRanged;
  4772. if(sf->additionalInfo.size() < 2)
  4773. {
  4774. // legacy format
  4775. vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
  4776. meleeRanged = sf->additionalInfo[0] / 1000;
  4777. }
  4778. else
  4779. {
  4780. vstd::amax(spellLevel, sf->additionalInfo[0]);
  4781. meleeRanged = sf->additionalInfo[1];
  4782. }
  4783. if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
  4784. castMe = true;
  4785. }
  4786. int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
  4787. vstd::amin(chance, 100);
  4788. const CSpell * spell = SpellID(spellID).toSpell();
  4789. spells::AbilityCaster caster(attacker, spellLevel);
  4790. spells::Target target;
  4791. target.emplace_back(defender);
  4792. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4793. auto m = spell->battleMechanics(&parameters);
  4794. spells::detail::ProblemImpl ignored;
  4795. if(!m->canBeCastAt(target, ignored))
  4796. continue;
  4797. //check if spell should be cast (probability handling)
  4798. if(getRandomGenerator().nextInt(99) >= chance)
  4799. continue;
  4800. //casting
  4801. if(castMe)
  4802. {
  4803. parameters.cast(spellEnv, target);
  4804. }
  4805. }
  4806. }
  4807. }
  4808. void CGameHandler::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4809. {
  4810. attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
  4811. }
  4812. void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
  4813. {
  4814. if(!attacker->alive() || !defender->alive()) // can be already dead
  4815. return;
  4816. attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
  4817. if(!defender->alive())
  4818. {
  4819. //don't try death stare or acid breath on dead stack (crash!)
  4820. return;
  4821. }
  4822. if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
  4823. {
  4824. // mechanics of Death Stare as in H3:
  4825. // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
  4826. //original formula x = min(x, (gorgons_count + 9)/10);
  4827. double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
  4828. vstd::amin(chanceToKill, 1); //cap at 100%
  4829. std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
  4830. int staredCreatures = distribution(getRandomGenerator().getStdGenerator());
  4831. double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
  4832. int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
  4833. vstd::amin(staredCreatures, maxToKill);
  4834. staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
  4835. if(staredCreatures)
  4836. {
  4837. //TODO: death stare was not originally available for multiple-hex attacks, but...
  4838. const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
  4839. spells::AbilityCaster caster(attacker, 0);
  4840. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4841. spells::Target target;
  4842. target.emplace_back(defender);
  4843. parameters.setEffectValue(staredCreatures);
  4844. parameters.cast(spellEnv, target);
  4845. }
  4846. }
  4847. if(!defender->alive())
  4848. return;
  4849. int64_t acidDamage = 0;
  4850. TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
  4851. for(const auto & b : *acidBreath)
  4852. {
  4853. if(b->additionalInfo[0] > getRandomGenerator().nextInt(99))
  4854. acidDamage += b->val;
  4855. }
  4856. if(acidDamage > 0)
  4857. {
  4858. const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
  4859. spells::AbilityCaster caster(attacker, 0);
  4860. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  4861. spells::Target target;
  4862. target.emplace_back(defender);
  4863. parameters.setEffectValue(acidDamage * attacker->getCount());
  4864. parameters.cast(spellEnv, target);
  4865. }
  4866. if(!defender->alive())
  4867. return;
  4868. if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
  4869. {
  4870. double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
  4871. vstd::amin(chanceToTrigger, 1); //cap at 100%
  4872. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4873. return;
  4874. int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
  4875. if(defender->unitType()->getId() == bonusAdditionalInfo ||
  4876. (bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
  4877. return;
  4878. battle::UnitInfo resurrectInfo;
  4879. resurrectInfo.id = gs->curB->battleNextUnitId();
  4880. resurrectInfo.summoned = false;
  4881. resurrectInfo.position = defender->getPosition();
  4882. resurrectInfo.side = defender->unitSide();
  4883. if(bonusAdditionalInfo != CAddInfo::NONE)
  4884. resurrectInfo.type = CreatureID(bonusAdditionalInfo);
  4885. else
  4886. resurrectInfo.type = attacker->creatureId();
  4887. if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
  4888. resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
  4889. else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
  4890. resurrectInfo.count = defender->getCount();
  4891. else
  4892. return; //wrong subtype
  4893. BattleUnitsChanged addUnits;
  4894. addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
  4895. resurrectInfo.save(addUnits.changedStacks.back().data);
  4896. BattleUnitsChanged removeUnits;
  4897. removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
  4898. sendAndApply(&removeUnits);
  4899. sendAndApply(&addUnits);
  4900. }
  4901. if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
  4902. {
  4903. double chanceToTrigger = 0;
  4904. int amountToDie = 0;
  4905. if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
  4906. {
  4907. chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
  4908. int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
  4909. amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
  4910. }
  4911. else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
  4912. {
  4913. chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
  4914. amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
  4915. }
  4916. vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
  4917. if(getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
  4918. return;
  4919. BattleStackAttacked bsa;
  4920. bsa.attackerID = -1;
  4921. bsa.stackAttacked = defender->unitId();
  4922. bsa.damageAmount = amountToDie * defender->getMaxHealth();
  4923. bsa.flags = BattleStackAttacked::SPELL_EFFECT;
  4924. bsa.spellID = SpellID::SLAYER;
  4925. defender->prepareAttacked(bsa, getRandomGenerator());
  4926. StacksInjured si;
  4927. si.stacks.push_back(bsa);
  4928. sendAndApply(&si);
  4929. sendGenericKilledLog(defender, bsa.killedAmount, false);
  4930. }
  4931. }
  4932. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  4933. {
  4934. if (!t.visitableObjects.empty())
  4935. {
  4936. //to prevent self-visiting heroes on space press
  4937. if (t.visitableObjects.back() != h)
  4938. objectVisited(t.visitableObjects.back(), h);
  4939. else if (t.visitableObjects.size() > 1)
  4940. objectVisited(*(t.visitableObjects.end()-2),h);
  4941. }
  4942. }
  4943. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  4944. {
  4945. if (!hero)
  4946. COMPLAIN_RET("You need hero to sacrifice creature!");
  4947. int expSum = 0;
  4948. auto finish = [this, &hero, &expSum]()
  4949. {
  4950. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4951. };
  4952. for(int i = 0; i < slot.size(); ++i)
  4953. {
  4954. int oldCount = hero->getStackCount(slot[i]);
  4955. if(oldCount < (int)count[i])
  4956. {
  4957. finish();
  4958. COMPLAIN_RET("Not enough creatures to sacrifice!")
  4959. }
  4960. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  4961. {
  4962. finish();
  4963. COMPLAIN_RET("Cannot sacrifice last creature!");
  4964. }
  4965. int crid = hero->getStack(slot[i]).type->getId();
  4966. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  4967. int dump, exp;
  4968. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  4969. exp *= count[i];
  4970. expSum += exp;
  4971. }
  4972. finish();
  4973. return true;
  4974. }
  4975. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot)
  4976. {
  4977. if (!hero)
  4978. COMPLAIN_RET("You need hero to sacrifice artifact!");
  4979. int expSum = 0;
  4980. auto finish = [this, &hero, &expSum]()
  4981. {
  4982. changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(expSum));
  4983. };
  4984. for(int i = 0; i < slot.size(); ++i)
  4985. {
  4986. ArtifactLocation al(hero, slot[i]);
  4987. const CArtifactInstance * a = al.getArt();
  4988. if(!a)
  4989. {
  4990. finish();
  4991. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  4992. }
  4993. const CArtifactInstance * art = hero->getArt(slot[i]);
  4994. if(!art)
  4995. {
  4996. finish();
  4997. COMPLAIN_RET("No artifact at position to sacrifice!");
  4998. }
  4999. si32 typId = art->artType->getId();
  5000. int dmp, expToGive;
  5001. m->getOffer(typId, 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  5002. expSum += expToGive;
  5003. removeArtifact(al);
  5004. }
  5005. finish();
  5006. return true;
  5007. }
  5008. void CGameHandler::makeStackDoNothing(const CStack * next)
  5009. {
  5010. BattleAction doNothing;
  5011. doNothing.actionType = EActionType::NO_ACTION;
  5012. doNothing.side = next->unitSide();
  5013. doNothing.stackNumber = next->unitId();
  5014. makeAutomaticAction(next, doNothing);
  5015. }
  5016. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  5017. {
  5018. if (sl.army->hasStackAtSlot(sl.slot))
  5019. COMPLAIN_RET("Slot is already taken!");
  5020. if (!sl.slot.validSlot())
  5021. COMPLAIN_RET("Cannot insert stack to that slot!");
  5022. InsertNewStack ins;
  5023. ins.army = sl.army->id;
  5024. ins.slot = sl.slot;
  5025. ins.type = c->getId();
  5026. ins.count = count;
  5027. sendAndApply(&ins);
  5028. return true;
  5029. }
  5030. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  5031. {
  5032. if (!sl.army->hasStackAtSlot(sl.slot))
  5033. COMPLAIN_RET("Cannot find a stack to erase");
  5034. if (sl.army->stacksCount() == 1 //from the last stack
  5035. && sl.army->needsLastStack() //that must be left
  5036. && !forceRemoval) //ignore above conditions if we are forcing removal
  5037. {
  5038. COMPLAIN_RET("Cannot erase the last stack!");
  5039. }
  5040. EraseStack es;
  5041. es.army = sl.army->id;
  5042. es.slot = sl.slot;
  5043. sendAndApply(&es);
  5044. return true;
  5045. }
  5046. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  5047. {
  5048. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  5049. if ((absoluteValue && count < 0)
  5050. || (!absoluteValue && -count > currentCount))
  5051. {
  5052. COMPLAIN_RET("Cannot take more stacks than present!");
  5053. }
  5054. if ((currentCount == -count && !absoluteValue)
  5055. || (!count && absoluteValue))
  5056. {
  5057. eraseStack(sl);
  5058. }
  5059. else
  5060. {
  5061. ChangeStackCount csc;
  5062. csc.army = sl.army->id;
  5063. csc.slot = sl.slot;
  5064. csc.count = count;
  5065. csc.absoluteValue = absoluteValue;
  5066. sendAndApply(&csc);
  5067. }
  5068. return true;
  5069. }
  5070. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  5071. {
  5072. const CCreature *slotC = sl.army->getCreature(sl.slot);
  5073. if (!slotC) //slot is empty
  5074. insertNewStack(sl, c, count);
  5075. else if (c == slotC)
  5076. changeStackCount(sl, count);
  5077. else
  5078. {
  5079. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  5080. }
  5081. return true;
  5082. }
  5083. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  5084. {
  5085. if (removeObjWhenFinished)
  5086. removeAfterVisit(src);
  5087. if (!src->canBeMergedWith(*dst, allowMerging))
  5088. {
  5089. if (allowMerging) //do that, add all matching creatures.
  5090. {
  5091. bool cont = true;
  5092. while (cont)
  5093. {
  5094. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  5095. {
  5096. SlotID pos = dst->getSlotFor(i->second->type);
  5097. if (pos.validSlot())
  5098. {
  5099. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  5100. cont = true;
  5101. break; //or iterator crashes
  5102. }
  5103. cont = false;
  5104. }
  5105. }
  5106. }
  5107. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  5108. }
  5109. else //merge
  5110. {
  5111. moveArmy(src, dst, allowMerging);
  5112. }
  5113. }
  5114. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  5115. {
  5116. if (!src.army->hasStackAtSlot(src.slot))
  5117. COMPLAIN_RET("No stack to move!");
  5118. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  5119. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  5120. if (!dst.slot.validSlot())
  5121. COMPLAIN_RET("Cannot move stack to that slot!");
  5122. if (count == -1)
  5123. {
  5124. count = src.army->getStackCount(src.slot);
  5125. }
  5126. if (src.army != dst.army //moving away
  5127. && count == src.army->getStackCount(src.slot) //all creatures
  5128. && src.army->stacksCount() == 1 //from the last stack
  5129. && src.army->needsLastStack()) //that must be left
  5130. {
  5131. COMPLAIN_RET("Cannot move away the last creature!");
  5132. }
  5133. RebalanceStacks rs;
  5134. rs.srcArmy = src.army->id;
  5135. rs.dstArmy = dst.army->id;
  5136. rs.srcSlot = src.slot;
  5137. rs.dstSlot = dst.slot;
  5138. rs.count = count;
  5139. sendAndApply(&rs);
  5140. return true;
  5141. }
  5142. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  5143. {
  5144. const CSpell * s = spellID.toSpell();
  5145. if(!s)
  5146. return;
  5147. AdventureSpellCastParameters p;
  5148. p.caster = caster;
  5149. p.pos = pos;
  5150. s->adventureCast(spellEnv, p);
  5151. }
  5152. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  5153. {
  5154. if(!sl1.army->hasStackAtSlot(sl1.slot))
  5155. {
  5156. return moveStack(sl2, sl1);
  5157. }
  5158. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  5159. {
  5160. return moveStack(sl1, sl2);
  5161. }
  5162. else
  5163. {
  5164. SwapStacks ss;
  5165. ss.srcArmy = sl1.army->id;
  5166. ss.dstArmy = sl2.army->id;
  5167. ss.srcSlot = sl1.slot;
  5168. ss.dstSlot = sl2.slot;
  5169. sendAndApply(&ss);
  5170. return true;
  5171. }
  5172. }
  5173. void CGameHandler::runBattle()
  5174. {
  5175. boost::unique_lock lock(battleActionMutex);
  5176. setBattle(gs->curB);
  5177. assert(gs->curB);
  5178. //TODO: pre-tactic stuff, call scripts etc.
  5179. //Moat should be initialized here, because only here we can use spellcasting
  5180. if (gs->curB->town && gs->curB->town->fortLevel() >= CGTownInstance::CITADEL)
  5181. {
  5182. const auto * h = gs->curB->battleGetFightingHero(BattleSide::DEFENDER);
  5183. const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
  5184. auto moatCaster = spells::SilentCaster(gs->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
  5185. auto cast = spells::BattleCast(gs->curB, &moatCaster, spells::Mode::PASSIVE, gs->curB->town->town->moatAbility.toSpell());
  5186. auto target = spells::Target();
  5187. cast.cast(spellEnv, target);
  5188. }
  5189. //tactic round
  5190. {
  5191. while ((lobby->state != EServerState::SHUTDOWN) && gs->curB->tacticDistance && !battleResult.get())
  5192. {
  5193. auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
  5194. boost::this_thread::sleep(boost::posix_time::milliseconds(50));
  5195. }
  5196. }
  5197. //initial stacks appearance triggers, e.g. built-in bonus spells
  5198. auto initialStacks = gs->curB->stacks; //use temporary variable to outclude summoned stacks added to gs->curB->stacks from processing
  5199. for (CStack * stack : initialStacks)
  5200. {
  5201. if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
  5202. {
  5203. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
  5204. auto accessibility = getAccesibility();
  5205. CreatureID creatureData = CreatureID(summonInfo->subtype);
  5206. std::vector<BattleHex> targetHexes;
  5207. const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
  5208. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  5209. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  5210. For one-hex targets there are four guardians - front, back and one per side (up + down).
  5211. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  5212. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  5213. if (!guardianIsBig)
  5214. targetHexes = stack->getSurroundingHexes();
  5215. else
  5216. summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
  5217. for(auto hex : targetHexes)
  5218. {
  5219. if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
  5220. {
  5221. battle::UnitInfo info;
  5222. info.id = gs->curB->battleNextUnitId();
  5223. info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
  5224. info.type = creatureData;
  5225. info.side = stack->unitSide();
  5226. info.position = hex;
  5227. info.summoned = true;
  5228. BattleUnitsChanged pack;
  5229. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  5230. info.save(pack.changedStacks.back().data);
  5231. sendAndApply(&pack);
  5232. }
  5233. }
  5234. }
  5235. stackEnchantedTrigger(stack);
  5236. }
  5237. //spells opening battle
  5238. for (int i = 0; i < 2; ++i)
  5239. {
  5240. auto h = gs->curB->battleGetFightingHero(i);
  5241. if (h)
  5242. {
  5243. TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
  5244. for (auto b : *bl)
  5245. {
  5246. spells::BonusCaster caster(h, b);
  5247. const CSpell * spell = SpellID(b->subtype).toSpell();
  5248. spells::BattleCast parameters(gs->curB, &caster, spells::Mode::PASSIVE, spell);
  5249. parameters.setSpellLevel(3);
  5250. parameters.setEffectDuration(b->val);
  5251. parameters.massive = true;
  5252. parameters.castIfPossible(spellEnv, spells::Target());
  5253. }
  5254. }
  5255. }
  5256. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  5257. checkBattleStateChanges();
  5258. bool firstRound = true;//FIXME: why first round is -1?
  5259. //main loop
  5260. while ((lobby->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
  5261. {
  5262. BattleNextRound bnr;
  5263. bnr.round = gs->curB->round + 1;
  5264. logGlobal->debug("Round %d", bnr.round);
  5265. sendAndApply(&bnr);
  5266. auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
  5267. for (auto &obstPtr : obstacles)
  5268. {
  5269. if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
  5270. if (sco->turnsRemaining == 0)
  5271. removeObstacle(*obstPtr);
  5272. }
  5273. const BattleInfo & curB = *gs->curB;
  5274. for(auto stack : curB.stacks)
  5275. {
  5276. if(stack->alive() && !firstRound)
  5277. stackEnchantedTrigger(stack);
  5278. }
  5279. //stack loop
  5280. auto getNextStack = [this]() -> const CStack *
  5281. {
  5282. if(battleResult.get())
  5283. return nullptr;
  5284. std::vector<battle::Units> q;
  5285. gs->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  5286. if(!q.empty())
  5287. {
  5288. if(!q.front().empty())
  5289. {
  5290. auto next = q.front().front();
  5291. const auto stack = dynamic_cast<const CStack *>(next);
  5292. // regeneration takes place before everything else but only during first turn attempt in each round
  5293. // also works under blind and similar effects
  5294. if(stack && stack->alive() && !stack->waiting)
  5295. {
  5296. BattleTriggerEffect bte;
  5297. bte.stackID = stack->unitId();
  5298. bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
  5299. const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
  5300. if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
  5301. bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
  5302. if(bte.val) // anything to heal
  5303. sendAndApply(&bte);
  5304. }
  5305. if(next->willMove())
  5306. return stack;
  5307. }
  5308. }
  5309. return nullptr;
  5310. };
  5311. const CStack * next = nullptr;
  5312. while((lobby->state != EServerState::SHUTDOWN) && (next = getNextStack()))
  5313. {
  5314. BattleUnitsChanged removeGhosts;
  5315. for(auto stack : curB.stacks)
  5316. {
  5317. if(stack->ghostPending)
  5318. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  5319. }
  5320. if(!removeGhosts.changedStacks.empty())
  5321. sendAndApply(&removeGhosts);
  5322. // check for bad morale => freeze
  5323. int nextStackMorale = next->moraleVal();
  5324. if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
  5325. {
  5326. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
  5327. size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
  5328. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5329. {
  5330. //unit loses its turn - empty freeze action
  5331. BattleAction ba;
  5332. ba.actionType = EActionType::BAD_MORALE;
  5333. ba.side = next->unitSide();
  5334. ba.stackNumber = next->unitId();
  5335. makeAutomaticAction(next, ba);
  5336. continue;
  5337. }
  5338. }
  5339. if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
  5340. {
  5341. logGlobal->trace("Handle Berserk effect");
  5342. std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
  5343. if (attackInfo.first != nullptr)
  5344. {
  5345. BattleAction attack;
  5346. attack.actionType = EActionType::WALK_AND_ATTACK;
  5347. attack.side = next->unitSide();
  5348. attack.stackNumber = next->unitId();
  5349. attack.aimToHex(attackInfo.second);
  5350. attack.aimToUnit(attackInfo.first);
  5351. makeAutomaticAction(next, attack);
  5352. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  5353. }
  5354. else
  5355. {
  5356. makeStackDoNothing(next);
  5357. logGlobal->trace("No target found");
  5358. }
  5359. continue;
  5360. }
  5361. const CGHeroInstance * curOwner = battleGetOwnerHero(next);
  5362. const int stackCreatureId = next->unitType()->getId();
  5363. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  5364. && (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
  5365. {
  5366. BattleAction attack;
  5367. attack.actionType = EActionType::SHOOT;
  5368. attack.side = next->unitSide();
  5369. attack.stackNumber = next->unitId();
  5370. //TODO: select target by priority
  5371. const battle::Unit * target = nullptr;
  5372. for(auto & elem : gs->curB->stacks)
  5373. {
  5374. if(elem->unitType()->getId() != CreatureID::CATAPULT
  5375. && elem->unitOwner() != next->unitOwner()
  5376. && elem->isValidTarget()
  5377. && gs->curB->battleCanShoot(next, elem->getPosition()))
  5378. {
  5379. target = elem;
  5380. break;
  5381. }
  5382. }
  5383. if(target == nullptr)
  5384. {
  5385. makeStackDoNothing(next);
  5386. }
  5387. else
  5388. {
  5389. attack.aimToUnit(target);
  5390. makeAutomaticAction(next, attack);
  5391. }
  5392. continue;
  5393. }
  5394. if (next->unitType()->getId() == CreatureID::CATAPULT)
  5395. {
  5396. const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
  5397. if (attackableBattleHexes.empty())
  5398. {
  5399. makeStackDoNothing(next);
  5400. continue;
  5401. }
  5402. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
  5403. {
  5404. BattleAction attack;
  5405. attack.actionType = EActionType::CATAPULT;
  5406. attack.side = next->unitSide();
  5407. attack.stackNumber = next->unitId();
  5408. makeAutomaticAction(next, attack);
  5409. continue;
  5410. }
  5411. }
  5412. if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
  5413. {
  5414. TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
  5415. {
  5416. return s->unitOwner() == next->unitOwner() && s->canBeHealed();
  5417. });
  5418. if (!possibleStacks.size())
  5419. {
  5420. makeStackDoNothing(next);
  5421. continue;
  5422. }
  5423. if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
  5424. {
  5425. RandomGeneratorUtil::randomShuffle(possibleStacks, getRandomGenerator());
  5426. const CStack * toBeHealed = possibleStacks.front();
  5427. BattleAction heal;
  5428. heal.actionType = EActionType::STACK_HEAL;
  5429. heal.aimToUnit(toBeHealed);
  5430. heal.side = next->unitSide();
  5431. heal.stackNumber = next->unitId();
  5432. makeAutomaticAction(next, heal);
  5433. continue;
  5434. }
  5435. }
  5436. int numberOfAsks = 1;
  5437. bool breakOuter = false;
  5438. do
  5439. {//ask interface and wait for answer
  5440. if (!battleResult.get())
  5441. {
  5442. stackTurnTrigger(next); //various effects
  5443. if(next->fear)
  5444. {
  5445. makeStackDoNothing(next); //end immediately if stack was affected by fear
  5446. }
  5447. else
  5448. {
  5449. logGlobal->trace("Activating %s", next->nodeName());
  5450. auto nextId = next->unitId();
  5451. BattleSetActiveStack sas;
  5452. sas.stack = nextId;
  5453. sendAndApply(&sas);
  5454. auto actionWasMade = [&]() -> bool
  5455. {
  5456. if (battleMadeAction.data)//active stack has made its action
  5457. return true;
  5458. if (battleResult.get())// battle is finished
  5459. return true;
  5460. if (next == nullptr)//active stack was been removed
  5461. return true;
  5462. return !next->alive();//active stack is dead
  5463. };
  5464. boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
  5465. battleMadeAction.data = false;
  5466. while ((lobby->state != EServerState::SHUTDOWN) && !actionWasMade())
  5467. {
  5468. {
  5469. auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
  5470. battleMadeAction.cond.wait(lock);
  5471. }
  5472. if (battleGetStackByID(nextId, false) != next)
  5473. next = nullptr; //it may be removed, while we wait
  5474. }
  5475. }
  5476. }
  5477. if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
  5478. {
  5479. breakOuter = true;
  5480. break;
  5481. }
  5482. //we're after action, all results applied
  5483. checkBattleStateChanges(); //check if this action ended the battle
  5484. if(next != nullptr)
  5485. {
  5486. //check for good morale
  5487. nextStackMorale = next->moraleVal();
  5488. if( !battleResult.get()
  5489. && !next->hadMorale
  5490. && !next->defending
  5491. && !next->waited()
  5492. && !next->fear
  5493. && next->alive()
  5494. && nextStackMorale > 0)
  5495. {
  5496. auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
  5497. size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
  5498. if(diceSize.size() > 0 && getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
  5499. {
  5500. BattleTriggerEffect bte;
  5501. bte.stackID = next->unitId();
  5502. bte.effect = vstd::to_underlying(BonusType::MORALE);
  5503. bte.val = 1;
  5504. bte.additionalInfo = 0;
  5505. sendAndApply(&bte); //play animation
  5506. ++numberOfAsks; //move this stack once more
  5507. }
  5508. }
  5509. }
  5510. --numberOfAsks;
  5511. } while (numberOfAsks > 0);
  5512. if (breakOuter)
  5513. {
  5514. break;
  5515. }
  5516. }
  5517. firstRound = false;
  5518. }
  5519. if (lobby->state != EServerState::SHUTDOWN)
  5520. endBattle(gs->curB->tile, gs->curB->battleGetFightingHero(0), gs->curB->battleGetFightingHero(1));
  5521. }
  5522. bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
  5523. {
  5524. BattleSetActiveStack bsa;
  5525. bsa.stack = stack->unitId();
  5526. bsa.askPlayerInterface = false;
  5527. sendAndApply(&bsa);
  5528. bool ret = makeBattleAction(ba);
  5529. checkBattleStateChanges();
  5530. return ret;
  5531. }
  5532. bool CGameHandler::giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos)
  5533. {
  5534. assert(a->artType);
  5535. ArtifactLocation al(h, ArtifactPosition::PRE_FIRST);
  5536. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5537. {
  5538. al.slot = ArtifactUtils::getArtAnyPosition(h, a->getTypeId());
  5539. }
  5540. else if(ArtifactUtils::isSlotBackpack(pos))
  5541. {
  5542. al.slot = ArtifactUtils::getArtBackpackPosition(h, a->getTypeId());
  5543. }
  5544. else
  5545. {
  5546. al.slot = pos;
  5547. }
  5548. if(a->canBePutAt(al))
  5549. putArtifact(al, a);
  5550. else
  5551. return false;
  5552. return true;
  5553. }
  5554. void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
  5555. {
  5556. PutArtifact pa;
  5557. pa.art = a;
  5558. pa.al = al;
  5559. sendAndApply(&pa);
  5560. }
  5561. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  5562. {
  5563. assert(artType);
  5564. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  5565. {
  5566. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  5567. COMPLAIN_RET("Cannot put artifact in that slot!");
  5568. }
  5569. else if(ArtifactUtils::isSlotBackpack(pos))
  5570. {
  5571. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  5572. COMPLAIN_RET("Cannot put artifact in that slot!");
  5573. }
  5574. else
  5575. {
  5576. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  5577. }
  5578. auto * newArtInst = new CArtifactInstance();
  5579. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  5580. NewArtifact na;
  5581. na.art = newArtInst;
  5582. sendAndApply(&na); // -> updates newArtInst!!!
  5583. if(giveHeroArtifact(h, newArtInst, pos))
  5584. return true;
  5585. else
  5586. return false;
  5587. }
  5588. void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
  5589. {
  5590. boost::unique_lock<boost::mutex> guard(battleResult.mx);
  5591. if (battleResult.data)
  5592. {
  5593. complain((boost::format("The battle result has been already set (to %d, asked to %d)")
  5594. % battleResult.data->result % resultType).str());
  5595. return;
  5596. }
  5597. auto br = new BattleResult();
  5598. br->result = resultType;
  5599. br->winner = victoriusSide; //surrendering side loses
  5600. gs->curB->calculateCasualties(br->casualties);
  5601. battleResult.data = br;
  5602. }
  5603. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  5604. {
  5605. std::vector<int3>::iterator tile;
  5606. std::vector<int3> tiles;
  5607. getFreeTiles(tiles);
  5608. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  5609. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  5610. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  5611. const CCreature *cre = VLC->creh->objects.at(creatureID);
  5612. for (int i = 0; i < (int)amount; ++i)
  5613. {
  5614. tile = tiles.begin();
  5615. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  5616. {
  5617. auto count = cre->getRandomAmount(std::rand);
  5618. createObject(*tile, Obj::MONSTER, creatureID);
  5619. auto monsterId = getTopObj(*tile)->id;
  5620. setObjProperty(monsterId, ObjProperty::MONSTER_COUNT, count);
  5621. setObjProperty(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  5622. }
  5623. tiles.erase(tile); //not use it again
  5624. }
  5625. }
  5626. void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
  5627. {
  5628. BattleObstaclesChanged obsRem;
  5629. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  5630. sendAndApply(&obsRem);
  5631. }
  5632. void CGameHandler::synchronizeArtifactHandlerLists()
  5633. {
  5634. UpdateArtHandlerLists uahl;
  5635. uahl.treasures = VLC->arth->treasures;
  5636. uahl.minors = VLC->arth->minors;
  5637. uahl.majors = VLC->arth->majors;
  5638. uahl.relics = VLC->arth->relics;
  5639. sendAndApply(&uahl);
  5640. }
  5641. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  5642. {
  5643. return vstd::contains(gs->map->objects, obj);
  5644. }
  5645. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  5646. {
  5647. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  5648. return false;
  5649. auto query = queries.topQuery(player);
  5650. if (query && query->blocksPack(pack))
  5651. {
  5652. complain(boost::str(boost::format(
  5653. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  5654. % boost::to_upper_copy<std::string>(player.getStr())
  5655. % query->toString()
  5656. ));
  5657. return true;
  5658. }
  5659. return false;
  5660. }
  5661. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  5662. {
  5663. //If the object is being visited, there must be a matching query
  5664. for (const auto &query : queries.allQueries())
  5665. {
  5666. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  5667. {
  5668. if (someVistQuery->visitedObject == object)
  5669. {
  5670. someVistQuery->removeObjectAfterVisit = true;
  5671. return;
  5672. }
  5673. }
  5674. }
  5675. //If we haven't returned so far, there is no query and no visit, call was wrong
  5676. assert("This function needs to be called during the object visit!");
  5677. }
  5678. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
  5679. {
  5680. std::unordered_set<int3> tiles;
  5681. getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
  5682. if (hide)
  5683. {
  5684. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  5685. auto p = getPlayerState(player);
  5686. for (auto h : p->heroes)
  5687. {
  5688. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
  5689. }
  5690. for (auto t : p->towns)
  5691. {
  5692. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
  5693. }
  5694. for (auto tile : observedTiles)
  5695. vstd::erase_if_present (tiles, tile);
  5696. }
  5697. changeFogOfWar(tiles, player, hide);
  5698. }
  5699. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
  5700. {
  5701. FoWChange fow;
  5702. fow.tiles = tiles;
  5703. fow.player = player;
  5704. fow.mode = hide? 0 : 1;
  5705. sendAndApply(&fow);
  5706. }
  5707. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  5708. {
  5709. if (auto topQuery = queries.topQuery(hero->getOwner()))
  5710. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  5711. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  5712. return true;
  5713. }
  5714. void CGameHandler::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
  5715. {
  5716. SetObjectProperty sob;
  5717. sob.id = objid;
  5718. sob.what = prop;
  5719. sob.val = static_cast<ui32>(val);
  5720. sendAndApply(&sob);
  5721. }
  5722. void CGameHandler::showInfoDialog(InfoWindow * iw)
  5723. {
  5724. sendAndApply(iw);
  5725. }
  5726. void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
  5727. {
  5728. InfoWindow iw;
  5729. iw.player = player;
  5730. iw.text.appendRawString(msg);
  5731. showInfoDialog(&iw);
  5732. }
  5733. CasualtiesAfterBattle::CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat):
  5734. army(battleSide.armyObject)
  5735. {
  5736. heroWithDeadCommander = ObjectInstanceID();
  5737. PlayerColor color = battleSide.color;
  5738. for(CStack * st : bat->stacks)
  5739. {
  5740. if(st->summoned) //don't take into account temporary summoned stacks
  5741. continue;
  5742. if(st->unitOwner() != color) //remove only our stacks
  5743. continue;
  5744. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  5745. st->health.takeResurrected();
  5746. if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
  5747. {
  5748. logGlobal->debug("Ignored arrow towers stack.");
  5749. }
  5750. else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
  5751. {
  5752. auto warMachine = st->unitType()->warMachine;
  5753. if(warMachine == ArtifactID::NONE)
  5754. {
  5755. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  5756. }
  5757. //catapult artifact remain even if "creature" killed in siege
  5758. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  5759. {
  5760. logGlobal->debug("War machine has been destroyed");
  5761. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  5762. if (hero)
  5763. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  5764. else
  5765. logGlobal->error("War machine in army without hero");
  5766. }
  5767. }
  5768. else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  5769. {
  5770. if(st->alive() && st->getCount() > 0)
  5771. {
  5772. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  5773. const CreatureID summonedType = st->creatureId();
  5774. summoned[summonedType] += st->getCount();
  5775. }
  5776. }
  5777. else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  5778. {
  5779. if (nullptr == st->base)
  5780. {
  5781. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  5782. }
  5783. else
  5784. {
  5785. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  5786. if(c)
  5787. {
  5788. auto h = dynamic_cast <const CGHeroInstance *>(army);
  5789. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  5790. {
  5791. logGlobal->debug("Commander is dead.");
  5792. heroWithDeadCommander = army->id; //TODO: unify commander handling
  5793. }
  5794. }
  5795. else
  5796. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  5797. }
  5798. }
  5799. else if(st->base && !army->slotEmpty(st->unitSlot()))
  5800. {
  5801. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
  5802. if(st->getCount() == 0 || !st->alive())
  5803. {
  5804. logGlobal->debug("Stack has been destroyed.");
  5805. StackLocation sl(army, st->unitSlot());
  5806. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  5807. }
  5808. else if(st->getCount() < army->getStackCount(st->unitSlot()))
  5809. {
  5810. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
  5811. StackLocation sl(army, st->unitSlot());
  5812. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5813. }
  5814. else if(st->getCount() > army->getStackCount(st->unitSlot()))
  5815. {
  5816. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
  5817. StackLocation sl(army, st->unitSlot());
  5818. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  5819. }
  5820. }
  5821. else
  5822. {
  5823. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  5824. }
  5825. }
  5826. }
  5827. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  5828. {
  5829. for (TStackAndItsNewCount &ncount : newStackCounts)
  5830. {
  5831. if (ncount.second > 0)
  5832. gh->changeStackCount(ncount.first, ncount.second, true);
  5833. else
  5834. gh->eraseStack(ncount.first, true);
  5835. }
  5836. for (auto summoned_iter : summoned)
  5837. {
  5838. SlotID slot = army->getSlotFor(summoned_iter.first);
  5839. if (slot.validSlot())
  5840. {
  5841. StackLocation location(army, slot);
  5842. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  5843. }
  5844. else
  5845. {
  5846. //even if it will be possible to summon anything permanently it should be checked for free slot
  5847. //necromancy is handled separately
  5848. gh->complain("No free slot to put summoned creature");
  5849. }
  5850. }
  5851. for (auto al : removedWarMachines)
  5852. {
  5853. gh->removeArtifact(al);
  5854. }
  5855. if (heroWithDeadCommander != ObjectInstanceID())
  5856. {
  5857. SetCommanderProperty scp;
  5858. scp.heroid = heroWithDeadCommander;
  5859. scp.which = SetCommanderProperty::ALIVE;
  5860. scp.amount = 0;
  5861. gh->sendAndApply(&scp);
  5862. }
  5863. }
  5864. CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount)
  5865. {
  5866. assert(Query->result);
  5867. assert(Query->bi);
  5868. auto &result = *Query->result;
  5869. auto &info = *Query->bi;
  5870. winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
  5871. loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
  5872. victor = info.sides[result.winner].color;
  5873. loser = info.sides[!result.winner].color;
  5874. winnerSide = result.winner;
  5875. remainingBattleQueriesCount = RemainingBattleQueriesCount;
  5876. }
  5877. CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
  5878. {
  5879. winnerHero = loserHero = nullptr;
  5880. winnerSide = 0;
  5881. remainingBattleQueriesCount = 0;
  5882. }
  5883. CRandomGenerator & CGameHandler::getRandomGenerator()
  5884. {
  5885. return CRandomGenerator::getDefault();
  5886. }
  5887. #if SCRIPTING_ENABLED
  5888. scripting::Pool * CGameHandler::getGlobalContextPool() const
  5889. {
  5890. return serverScripts.get();
  5891. }
  5892. scripting::Pool * CGameHandler::getContextPool() const
  5893. {
  5894. return serverScripts.get();
  5895. }
  5896. #endif
  5897. void CGameHandler::createObject(const int3 & visitablePosition, Obj type, int32_t subtype)
  5898. {
  5899. NewObject no;
  5900. no.ID = type;
  5901. no.subID= subtype;
  5902. no.targetPos = visitablePosition;
  5903. sendAndApply(&no);
  5904. }
  5905. void CGameHandler::deserializationFix()
  5906. {
  5907. //FIXME: pointer to GameHandler itself can't be deserialized at the moment since GameHandler is top-level entity in serialization
  5908. // restore any places that requires such pointer manually
  5909. heroPool->gameHandler = this;
  5910. playerMessages->gameHandler = this;
  5911. }