CGameHandler.cpp 121 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 "CVCMIServer.h"
  13. #include "TurnTimerHandler.h"
  14. #include "ServerNetPackVisitors.h"
  15. #include "ServerSpellCastEnvironment.h"
  16. #include "battles/BattleProcessor.h"
  17. #include "processors/HeroPoolProcessor.h"
  18. #include "processors/NewTurnProcessor.h"
  19. #include "processors/PlayerMessageProcessor.h"
  20. #include "processors/TurnOrderProcessor.h"
  21. #include "queries/QueriesProcessor.h"
  22. #include "queries/MapQueries.h"
  23. #include "../lib/ArtifactUtils.h"
  24. #include "../lib/CArtHandler.h"
  25. #include "../lib/CConfigHandler.h"
  26. #include "../lib/CCreatureHandler.h"
  27. #include "../lib/CCreatureSet.h"
  28. #include "../lib/texts/CGeneralTextHandler.h"
  29. #include "../lib/CHeroHandler.h"
  30. #include "../lib/CPlayerState.h"
  31. #include "../lib/CRandomGenerator.h"
  32. #include "../lib/CSoundBase.h"
  33. #include "../lib/CThreadHelper.h"
  34. #include "../lib/GameConstants.h"
  35. #include "../lib/UnlockGuard.h"
  36. #include "../lib/GameSettings.h"
  37. #include "../lib/ScriptHandler.h"
  38. #include "../lib/StartInfo.h"
  39. #include "../lib/TerrainHandler.h"
  40. #include "../lib/VCMIDirs.h"
  41. #include "../lib/VCMI_Lib.h"
  42. #include "../lib/int3.h"
  43. #include "../lib/battle/BattleInfo.h"
  44. #include "../lib/entities/building/CBuilding.h"
  45. #include "../lib/entities/faction/CTownHandler.h"
  46. #include "../lib/filesystem/FileInfo.h"
  47. #include "../lib/filesystem/Filesystem.h"
  48. #include "../lib/gameState/CGameState.h"
  49. #include "../lib/mapping/CMap.h"
  50. #include "../lib/mapping/CMapService.h"
  51. #include "../lib/mapObjects/CGCreature.h"
  52. #include "../lib/mapObjects/CGMarket.h"
  53. #include "../lib/mapObjects/TownBuildingInstance.h"
  54. #include "../lib/mapObjects/CGTownInstance.h"
  55. #include "../lib/mapObjects/MiscObjects.h"
  56. #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
  57. #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
  58. #include "../lib/modding/ModIncompatibility.h"
  59. #include "../lib/networkPacks/StackLocation.h"
  60. #include "../lib/pathfinder/CPathfinder.h"
  61. #include "../lib/pathfinder/PathfinderOptions.h"
  62. #include "../lib/pathfinder/TurnInfo.h"
  63. #include "../lib/rmg/CMapGenOptions.h"
  64. #include "../lib/serializer/CSaveFile.h"
  65. #include "../lib/serializer/CLoadFile.h"
  66. #include "../lib/serializer/Connection.h"
  67. #include "../lib/spells/CSpellHandler.h"
  68. #include <vstd/RNG.h>
  69. #include <vstd/CLoggerBase.h>
  70. #include <vcmi/events/EventBus.h>
  71. #include <vcmi/events/GenericEvents.h>
  72. #include <vcmi/events/AdventureEvents.h>
  73. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  74. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  75. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  76. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  77. static inline double distance(int3 a, int3 b)
  78. {
  79. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  80. }
  81. template <typename T>
  82. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  83. {
  84. fun(args[which]);
  85. }
  86. const Services * CGameHandler::services() const
  87. {
  88. return VLC;
  89. }
  90. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  91. {
  92. return gs->getBattle(battleID);
  93. }
  94. const CGameHandler::GameCb * CGameHandler::game() const
  95. {
  96. return this;
  97. }
  98. vstd::CLoggerBase * CGameHandler::logger() const
  99. {
  100. return logGlobal;
  101. }
  102. events::EventBus * CGameHandler::eventBus() const
  103. {
  104. return serverEventBus.get();
  105. }
  106. CVCMIServer * CGameHandler::gameLobby() const
  107. {
  108. return lobby;
  109. }
  110. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  111. {
  112. changeSecSkill(hero, skill, 1, 0);
  113. expGiven(hero);
  114. }
  115. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  116. {
  117. // required exp for at least 1 lvl-up hasn't been reached
  118. if (!hero->gainsLevel())
  119. {
  120. return;
  121. }
  122. // give primary skill
  123. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  124. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  125. SetPrimSkill sps;
  126. sps.id = hero->id;
  127. sps.which = primarySkill;
  128. sps.abs = false;
  129. sps.val = 1;
  130. sendAndApply(&sps);
  131. HeroLevelUp hlu;
  132. hlu.player = hero->tempOwner;
  133. hlu.heroId = hero->id;
  134. hlu.primskill = primarySkill;
  135. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  136. if (hlu.skills.size() == 0)
  137. {
  138. sendAndApply(&hlu);
  139. levelUpHero(hero);
  140. }
  141. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  142. {
  143. sendAndApply(&hlu);
  144. levelUpHero(hero, hlu.skills.front());
  145. }
  146. else if (hlu.skills.size() > 1)
  147. {
  148. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  149. hlu.queryID = levelUpQuery->queryID;
  150. queries->addQuery(levelUpQuery);
  151. sendAndApply(&hlu);
  152. //level up will be called on query reply
  153. }
  154. }
  155. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  156. {
  157. SetCommanderProperty scp;
  158. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  159. if (hero)
  160. scp.heroid = hero->id;
  161. else
  162. {
  163. complain ("Commander is not led by hero!");
  164. return;
  165. }
  166. scp.accumulatedBonus.additionalInfo = 0;
  167. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  168. scp.accumulatedBonus.turnsRemain = 0;
  169. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  170. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  171. if (skill <= ECommander::SPELL_POWER)
  172. {
  173. scp.which = SetCommanderProperty::BONUS;
  174. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  175. {
  176. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  177. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  178. };
  179. switch (skill)
  180. {
  181. case ECommander::ATTACK:
  182. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  183. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  184. break;
  185. case ECommander::DEFENSE:
  186. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  187. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  188. break;
  189. case ECommander::HEALTH:
  190. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  191. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.
  192. break;
  193. case ECommander::DAMAGE:
  194. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  195. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  196. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  197. break;
  198. case ECommander::SPEED:
  199. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  200. break;
  201. case ECommander::SPELL_POWER:
  202. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  203. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  204. sendAndApply (&scp); //additional pack
  205. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  206. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  207. sendAndApply (&scp); //additional pack
  208. scp.accumulatedBonus.type = BonusType::CASTS;
  209. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  210. sendAndApply (&scp); //additional pack
  211. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  212. break;
  213. }
  214. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  215. sendAndApply (&scp);
  216. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  217. scp.additionalInfo = skill;
  218. scp.amount = c->secondarySkills.at(skill) + 1;
  219. sendAndApply (&scp);
  220. }
  221. else if (skill >= 100)
  222. {
  223. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  224. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  225. scp.additionalInfo = skill; //unnormalized
  226. sendAndApply (&scp);
  227. }
  228. expGiven(hero);
  229. }
  230. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  231. {
  232. if (!c->gainsLevel())
  233. {
  234. return;
  235. }
  236. CommanderLevelUp clu;
  237. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  238. if(hero)
  239. {
  240. clu.heroId = hero->id;
  241. clu.player = hero->tempOwner;
  242. }
  243. else
  244. {
  245. complain ("Commander is not led by hero!");
  246. return;
  247. }
  248. //picking sec. skills for choice
  249. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  250. {
  251. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  252. clu.skills.push_back(i);
  253. }
  254. int i = 100;
  255. for (auto specialSkill : VLC->creh->skillRequirements)
  256. {
  257. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  258. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  259. && !vstd::contains (c->specialSkills, i))
  260. clu.skills.push_back (i);
  261. ++i;
  262. }
  263. int skillAmount = static_cast<int>(clu.skills.size());
  264. if (!skillAmount)
  265. {
  266. sendAndApply(&clu);
  267. levelUpCommander(c);
  268. }
  269. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  270. {
  271. sendAndApply(&clu);
  272. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  273. }
  274. else if (skillAmount > 1) //apply and ask for secondary skill
  275. {
  276. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  277. clu.queryID = commanderLevelUp->queryID;
  278. queries->addQuery(commanderLevelUp);
  279. sendAndApply(&clu);
  280. }
  281. }
  282. void CGameHandler::expGiven(const CGHeroInstance *hero)
  283. {
  284. if (hero->gainsLevel())
  285. levelUpHero(hero);
  286. else if (hero->commander && hero->commander->gainsLevel())
  287. levelUpCommander(hero->commander);
  288. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  289. // levelUpCommander(hero->commander);
  290. // else
  291. // levelUpHero(hero);
  292. }
  293. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  294. {
  295. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  296. TExpType currExp = hero->exp;
  297. if (gs->map->levelLimit != 0)
  298. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  299. TExpType canGainExp = 0;
  300. if (maxExp > currExp)
  301. canGainExp = maxExp - currExp;
  302. if (amountToGain > canGainExp)
  303. {
  304. // set given experience to max possible, but don't decrease if hero already over top
  305. amountToGain = canGainExp;
  306. InfoWindow iw;
  307. iw.player = hero->tempOwner;
  308. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  309. iw.text.replaceTextID(hero->getNameTextID());
  310. sendAndApply(&iw);
  311. }
  312. SetPrimSkill sps;
  313. sps.id = hero->id;
  314. sps.which = PrimarySkill::EXPERIENCE;
  315. sps.abs = false;
  316. sps.val = amountToGain;
  317. sendAndApply(&sps);
  318. //hero may level up
  319. if (hero->commander && hero->commander->alive)
  320. {
  321. //FIXME: trim experience according to map limit?
  322. SetCommanderProperty scp;
  323. scp.heroid = hero->id;
  324. scp.which = SetCommanderProperty::EXPERIENCE;
  325. scp.amount = amountToGain;
  326. sendAndApply (&scp);
  327. CBonusSystemNode::treeHasChanged();
  328. }
  329. expGiven(hero);
  330. }
  331. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  332. {
  333. SetPrimSkill sps;
  334. sps.id = hero->id;
  335. sps.which = which;
  336. sps.abs = abs;
  337. sps.val = val;
  338. sendAndApply(&sps);
  339. }
  340. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  341. {
  342. if(!hero)
  343. {
  344. logGlobal->error("changeSecSkill provided no hero");
  345. return;
  346. }
  347. SetSecSkill sss;
  348. sss.id = hero->id;
  349. sss.which = which;
  350. sss.val = val;
  351. sss.abs = abs;
  352. sendAndApply(&sss);
  353. if (hero->visitedTown)
  354. giveSpells(hero->visitedTown, hero);
  355. // Our scouting range may have changed - update it
  356. if (hero->getOwner().isValidPlayer())
  357. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  358. }
  359. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  360. {
  361. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  362. {
  363. assert(0); // game should have shut down before reaching this point!
  364. return;
  365. }
  366. for(auto & playerConnections : connections)
  367. {
  368. PlayerColor playerId = playerConnections.first;
  369. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  370. if(!playerSettings)
  371. continue;
  372. auto playerConnection = vstd::find(playerConnections.second, c);
  373. if(playerConnection != playerConnections.second.end())
  374. {
  375. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  376. playerMessages->broadcastMessage(playerId, messageText);
  377. }
  378. }
  379. }
  380. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  381. {
  382. //prepare struct informing that action was applied
  383. auto sendPackageResponse = [&](bool successfullyApplied)
  384. {
  385. PackageApplied applied;
  386. applied.player = pack->player;
  387. applied.result = successfullyApplied;
  388. applied.packType = CTypeList::getInstance().getTypeID(pack);
  389. applied.requestID = pack->requestID;
  390. pack->c->sendPack(&applied);
  391. };
  392. if(isBlockedByQueries(pack, pack->player))
  393. {
  394. sendPackageResponse(false);
  395. }
  396. bool result;
  397. try
  398. {
  399. ApplyGhNetPackVisitor applier(*this);
  400. pack->visit(applier);
  401. result = applier.getResult();
  402. }
  403. catch(ExceptionNotAllowedAction &)
  404. {
  405. result = false;
  406. }
  407. if(result)
  408. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  409. else
  410. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  411. % typeid(*pack).name()).str());
  412. sendPackageResponse(true);
  413. vstd::clear_pointer(pack);
  414. }
  415. CGameHandler::CGameHandler(CVCMIServer * lobby)
  416. : lobby(lobby)
  417. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  418. , battles(std::make_unique<BattleProcessor>(this))
  419. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  420. , queries(std::make_unique<QueriesProcessor>())
  421. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  422. , randomNumberGenerator(std::make_unique<CRandomGenerator>())
  423. , complainNoCreatures("No creatures to split")
  424. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  425. , complainInvalidSlot("Invalid slot accessed!")
  426. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  427. , newTurnProcessor(std::make_unique<NewTurnProcessor>(this))
  428. {
  429. QID = 1;
  430. spellEnv = new ServerSpellCastEnvironment(this);
  431. }
  432. CGameHandler::~CGameHandler()
  433. {
  434. delete spellEnv;
  435. delete gs;
  436. gs = nullptr;
  437. }
  438. void CGameHandler::reinitScripting()
  439. {
  440. serverEventBus = std::make_unique<events::EventBus>();
  441. #if SCRIPTING_ENABLED
  442. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  443. #endif
  444. }
  445. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  446. {
  447. int requestedSeed = settings["server"]["seed"].Integer();
  448. if (requestedSeed != 0)
  449. randomNumberGenerator->setSeed(requestedSeed);
  450. logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
  451. CMapService mapService;
  452. gs = new CGameState();
  453. gs->preInit(VLC, this);
  454. logGlobal->info("Gamestate created!");
  455. gs->init(&mapService, si, progressTracking);
  456. logGlobal->info("Gamestate initialized!");
  457. for (auto & elem : gs->players)
  458. turnOrder->addPlayer(elem.first);
  459. for (auto & elem : gs->map->allHeroes)
  460. {
  461. if(elem)
  462. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  463. }
  464. reinitScripting();
  465. }
  466. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  467. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  468. const PlayerState * p = getPlayerState(town->tempOwner);
  469. if (!p)
  470. {
  471. assert(town->tempOwner == PlayerColor::NEUTRAL);
  472. return;
  473. }
  474. if (forced || town->creatures.at(town->town->creatures.size()).second.empty())//we need to change creature
  475. {
  476. SetAvailableCreatures ssi;
  477. ssi.tid = town->id;
  478. ssi.creatures = town->creatures;
  479. ssi.creatures[town->town->creatures.size()].second.clear();//remove old one
  480. std::set<CreatureID> availableCreatures;
  481. for (const auto & dwelling : p->getOwnedObjects())
  482. {
  483. const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
  484. availableCreatures.insert(dwellingCreatures.begin(), dwellingCreatures.end());
  485. }
  486. if (availableCreatures.empty())
  487. return;
  488. CreatureID creatureId = *RandomGeneratorUtil::nextItem(availableCreatures, getRandomGenerator());
  489. if (clear)
  490. {
  491. ssi.creatures[town->town->creatures.size()].first = std::max(1, (creatureId.toEntity(VLC)->getGrowth())/2);
  492. }
  493. else
  494. {
  495. ssi.creatures[town->town->creatures.size()].first = creatureId.toEntity(VLC)->getGrowth();
  496. }
  497. ssi.creatures[town->town->creatures.size()].second.push_back(creatureId);
  498. sendAndApply(&ssi);
  499. }
  500. }
  501. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  502. {
  503. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  504. turnTimerHandler->onPlayerGetTurn(which);
  505. newTurnProcessor->onPlayerTurnStarted(which);
  506. }
  507. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  508. {
  509. newTurnProcessor->onPlayerTurnEnded(which);
  510. }
  511. void CGameHandler::addStatistics(StatisticDataSet &stat) const
  512. {
  513. for (const auto & elem : gs->players)
  514. {
  515. if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
  516. continue;
  517. auto data = StatisticDataSet::createEntry(&elem.second, gs);
  518. stat.add(data);
  519. }
  520. }
  521. void CGameHandler::onNewTurn()
  522. {
  523. logGlobal->trace("Turn %d", gs->day+1);
  524. bool firstTurn = !getDate(Date::DAY);
  525. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  526. if (firstTurn)
  527. {
  528. for (auto obj : gs->map->objects)
  529. {
  530. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  531. {
  532. giveExperience(getHero(obj->id), 0);
  533. }
  534. }
  535. for (auto & elem : gs->players)
  536. heroPool->onNewWeek(elem.first);
  537. }
  538. else
  539. {
  540. addStatistics(gameState()->statistic); // write at end of turn
  541. }
  542. for (CGTownInstance *t : gs->map->towns)
  543. {
  544. PlayerColor player = t->tempOwner;
  545. if(t->hasBuilt(BuildingID::GRAIL)
  546. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  547. {
  548. // Skyship, probably easier to handle same as Veil of darkness
  549. // do it every new day before veils
  550. if (player.isValidPlayer())
  551. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), player, ETileVisibility::REVEALED);
  552. }
  553. }
  554. for (CGTownInstance *t : gs->map->towns)
  555. {
  556. if (t->hasBonusOfType (BonusType::DARKNESS))
  557. {
  558. for (auto & player : gs->players)
  559. {
  560. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  561. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  562. changeFogOfWar(t->getSightCenter(), t->valOfBonuses(BonusType::DARKNESS), player.first, ETileVisibility::HIDDEN);
  563. }
  564. }
  565. }
  566. if (newMonth)
  567. {
  568. SetAvailableArtifacts saa;
  569. saa.id = ObjectInstanceID::NONE;
  570. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  571. sendAndApply(&saa);
  572. }
  573. newTurnProcessor->onNewTurn();
  574. if (!firstTurn)
  575. checkVictoryLossConditionsForAll(); // check for map turn limit
  576. //call objects
  577. for (auto & elem : gs->map->objects)
  578. {
  579. if (elem)
  580. elem->newTurn(getRandomGenerator());
  581. }
  582. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  583. }
  584. void CGameHandler::start(bool resume)
  585. {
  586. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  587. for (auto cc : lobby->activeConnections)
  588. {
  589. auto players = lobby->getAllClientPlayers(cc->connectionID);
  590. std::stringstream sbuffer;
  591. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  592. for (PlayerColor color : players)
  593. {
  594. sbuffer << color << " ";
  595. connections[color].insert(cc);
  596. }
  597. logGlobal->info(sbuffer.str());
  598. }
  599. #if SCRIPTING_ENABLED
  600. services()->scripts()->run(serverScripts);
  601. #endif
  602. if (!resume)
  603. {
  604. onNewTurn();
  605. events::TurnStarted::defaultExecute(serverEventBus.get());
  606. for(auto & player : gs->players)
  607. turnTimerHandler->onGameplayStart(player.first);
  608. }
  609. else
  610. events::GameResumed::defaultExecute(serverEventBus.get());
  611. turnOrder->onGameStarted();
  612. }
  613. void CGameHandler::tick(int millisecondsPassed)
  614. {
  615. turnTimerHandler->update(millisecondsPassed);
  616. }
  617. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  618. {
  619. if (!h->hasSpellbook())
  620. return; //hero hasn't spellbook
  621. ChangeSpells cs;
  622. cs.hid = h->id;
  623. cs.learn = true;
  624. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  625. {
  626. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  627. for (int i = 0; i < h->maxSpellLevel(); i++)
  628. {
  629. std::vector<SpellID> spells;
  630. getAllowedSpells(spells, i+1);
  631. for (auto & spell : spells)
  632. cs.spells.insert(spell);
  633. }
  634. }
  635. else
  636. {
  637. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  638. {
  639. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  640. {
  641. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  642. cs.spells.insert(t->spells.at(i).at(j));
  643. }
  644. }
  645. }
  646. if (!cs.spells.empty())
  647. sendAndApply(&cs);
  648. }
  649. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  650. {
  651. if (!obj || !getObj(obj->id))
  652. {
  653. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  654. return false;
  655. }
  656. RemoveObject ro;
  657. ro.objectID = obj->id;
  658. ro.initiator = initiator;
  659. sendAndApply(&ro);
  660. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  661. return true;
  662. }
  663. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  664. {
  665. const CGHeroInstance *h = getHero(hid);
  666. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  667. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  668. {
  669. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  670. return true; //timer expired, no error
  671. logGlobal->error("Illegal call to move hero!");
  672. return false;
  673. }
  674. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  675. const int3 hmpos = h->convertToVisitablePos(dst);
  676. if (!gs->map->isInTheMap(hmpos))
  677. {
  678. logGlobal->error("Destination tile is outside the map!");
  679. return false;
  680. }
  681. const TerrainTile t = *getTile(hmpos);
  682. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  683. CGObjectInstance * objectToVisit = nullptr;
  684. CGObjectInstance * guardian = nullptr;
  685. if (!t.visitableObjects.empty())
  686. objectToVisit = t.visitableObjects.back();
  687. if (isInTheMap(guardPos))
  688. {
  689. for (auto const & object : getTile(guardPos)->visitableObjects)
  690. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  691. guardian = object;
  692. }
  693. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  694. const bool disembarking = h->boat
  695. && t.terType->isLand()
  696. && (dst == h->pos
  697. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  698. //result structure for start - movement failed, no move points used
  699. TryMoveHero tmh;
  700. tmh.id = hid;
  701. tmh.start = h->pos;
  702. tmh.end = dst;
  703. tmh.result = TryMoveHero::FAILED;
  704. tmh.movePoints = h->movementPointsRemaining();
  705. //check if destination tile is available
  706. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  707. auto ti = pathfinderHelper->getTurnInfo();
  708. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  709. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  710. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  711. const bool movingOntoObstacle = t.blocked && !t.visitable;
  712. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  713. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  714. const auto complainRet = [&](const std::string & message)
  715. {
  716. //send info about movement failure
  717. complain(message);
  718. sendAndApply(&tmh);
  719. return false;
  720. };
  721. if (guardian && getVisitingHero(guardian) != nullptr)
  722. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  723. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  724. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  725. if (objectToVisit &&
  726. objectToVisit->getOwner().isValidPlayer() &&
  727. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  728. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  729. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  730. //it's a rock or blocked and not visitable tile
  731. //OR hero is on land and dest is water and (there is not present only one object - boat)
  732. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  733. return complainRet("Cannot move hero, destination tile is blocked!");
  734. //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)
  735. if(movingOntoWater && !canFly && !canWalkOnSea)
  736. return complainRet("Cannot move hero, destination tile is on water!");
  737. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  738. return complainRet("Cannot disembark hero, tile is blocked!");
  739. if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
  740. return complainRet("Tiles are not neighboring!");
  741. if(h->inTownGarrison)
  742. return complainRet("Can not move garrisoned hero!");
  743. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  744. return complainRet("Hero doesn't have any movement points left!");
  745. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  746. return complainRet("Hero cannot transit over this tile!");
  747. //several generic blocks of code
  748. // should be called if hero changes tile but before applying TryMoveHero package
  749. auto leaveTile = [&]()
  750. {
  751. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  752. {
  753. obj->onHeroLeave(h);
  754. }
  755. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  756. };
  757. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  758. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  759. {
  760. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  761. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  762. queries->addQuery(moveQuery);
  763. if (leavingTile == LEAVING_TILE)
  764. leaveTile();
  765. if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  766. tmh.attackedFrom = std::make_optional(guardPos);
  767. tmh.result = result;
  768. sendAndApply(&tmh);
  769. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  770. { // Hero should be always able to visit any object he is staying on even if there are guards around
  771. visitObjectOnTile(t, h);
  772. }
  773. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  774. {
  775. objectVisited(guardian, h);
  776. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  777. }
  778. else if (visitDest == VISIT_DEST)
  779. {
  780. visitObjectOnTile(t, h);
  781. }
  782. queries->popIfTop(moveQuery);
  783. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  784. return result != TryMoveHero::FAILED;
  785. };
  786. //interaction with blocking object (like resources)
  787. auto blockingVisit = [&]() -> bool
  788. {
  789. for (CGObjectInstance *obj : t.visitableObjects)
  790. {
  791. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  792. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  793. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  794. {
  795. EVisitDest visitDest = VISIT_DEST;
  796. if(h->boat && !h->boat->onboardVisitAllowed)
  797. visitDest = DONT_VISIT_DEST;
  798. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  799. }
  800. }
  801. return false;
  802. };
  803. if (!transit && embarking)
  804. {
  805. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  806. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  807. // In H3 embark ignore guards
  808. }
  809. if (disembarking)
  810. {
  811. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  812. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  813. }
  814. if (movementMode != EMovementMode::STANDARD)
  815. {
  816. if (blockingVisit()) // e.g. hero on the other side of teleporter
  817. return true;
  818. EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  819. ? CHECK_FOR_GUARDS
  820. : IGNORE_GUARDS;
  821. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  822. // visit town for town portal \ castle gates
  823. // do not use generic visitObjectOnTile to avoid double-teleporting
  824. // if this moveHero call was triggered by teleporter
  825. if (objectToVisit)
  826. {
  827. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  828. town->onHeroVisit(h);
  829. }
  830. return true;
  831. }
  832. //still here? it is standard movement!
  833. {
  834. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  835. ? h->movementPointsRemaining() - cost
  836. : 0;
  837. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  838. EVisitDest visitDest = VISIT_DEST;
  839. if (transit)
  840. {
  841. if (CGTeleport::isTeleport(objectToVisit))
  842. visitDest = DONT_VISIT_DEST;
  843. if (canFly || (canWalkOnSea && t.terType->isWater()))
  844. {
  845. lookForGuards = IGNORE_GUARDS;
  846. visitDest = DONT_VISIT_DEST;
  847. }
  848. }
  849. else if (blockingVisit())
  850. return true;
  851. if(h->boat && !h->boat->onboardAssaultAllowed)
  852. lookForGuards = IGNORE_GUARDS;
  853. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  854. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  855. gs->statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
  856. return true;
  857. }
  858. }
  859. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  860. {
  861. const CGHeroInstance *h = getHero(hid);
  862. const CGTownInstance *t = getTown(dstid);
  863. if (!h || !t)
  864. COMPLAIN_RET("Invalid call to teleportHero!");
  865. const CGTownInstance *from = h->visitedTown;
  866. if (((h->getOwner() != t->getOwner())
  867. && complain("Cannot teleport hero to another player"))
  868. || (from->town->faction->getId() != t->town->faction->getId()
  869. && complain("Source town and destination town should belong to the same faction"))
  870. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  871. && complain("Hero must be in town with Castle gate for teleporting"))
  872. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  873. && complain("Cannot teleport hero to town without Castle gate in it")))
  874. return false;
  875. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  876. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  877. return true;
  878. }
  879. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  880. {
  881. PlayerColor oldOwner = getOwner(obj->id);
  882. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  883. std::set<PlayerColor> playerColors = {owner, oldOwner};
  884. checkVictoryLossConditions(playerColors);
  885. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  886. if (town) //town captured
  887. {
  888. gs->statistic.accumulatedValues[owner].lastCapturedTownDay = gs->getDate(Date::DAY);
  889. if (owner.isValidPlayer()) //new owner is real player
  890. {
  891. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  892. setPortalDwelling(town, true, false);
  893. }
  894. }
  895. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4))
  896. {
  897. for (const CGTownInstance * t : getPlayerState(owner)->getTowns())
  898. {
  899. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  900. setPortalDwelling(t);//set initial creatures for all portals of summoning
  901. }
  902. }
  903. }
  904. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  905. {
  906. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  907. queries->addQuery(dialogQuery);
  908. iw->queryID = dialogQuery->queryID;
  909. sendToAllClients(iw);
  910. }
  911. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  912. {
  913. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  914. queries->addQuery(dialogQuery);
  915. iw->queryID = dialogQuery->queryID;
  916. sendToAllClients(iw);
  917. }
  918. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  919. {
  920. if (!val) return; //don't waste time on empty call
  921. TResources resources;
  922. resources[which] = val;
  923. giveResources(player, resources);
  924. }
  925. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  926. {
  927. SetResources sr;
  928. sr.abs = false;
  929. sr.player = player;
  930. sr.res = resources;
  931. sendAndApply(&sr);
  932. }
  933. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  934. {
  935. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  936. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  937. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  938. //first we move creatures to give to make them army of object-source
  939. for (auto & elem : creatures.Slots())
  940. {
  941. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  942. }
  943. tryJoiningArmy(obj, h, remove, true);
  944. }
  945. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  946. {
  947. std::vector<CStackBasicDescriptor> cres = creatures;
  948. if (cres.size() <= 0)
  949. return;
  950. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  951. for (CStackBasicDescriptor &sbd : cres)
  952. {
  953. TQuantity collected = 0;
  954. while(collected < sbd.count)
  955. {
  956. bool foundSth = false;
  957. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  958. {
  959. if (i->second->type == sbd.type)
  960. {
  961. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  962. changeStackCount(StackLocation(obj, i->first), -take, false);
  963. collected += take;
  964. foundSth = true;
  965. break;
  966. }
  967. }
  968. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  969. {
  970. complain("Unexpected failure during taking creatures!");
  971. return;
  972. }
  973. }
  974. }
  975. }
  976. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  977. {
  978. if (obj->visitingHero != hero && obj->garrisonHero != hero)
  979. {
  980. HeroVisitCastle vc;
  981. vc.hid = hero->id;
  982. vc.tid = obj->id;
  983. vc.flags |= 1;
  984. sendAndApply(&vc);
  985. }
  986. visitCastleObjects(obj, hero);
  987. giveSpells (obj, hero);
  988. if (obj->visitingHero && obj->garrisonHero)
  989. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  990. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  991. }
  992. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  993. {
  994. for (auto & building : t->rewardableBuildings)
  995. building.second->onHeroVisit(h);
  996. }
  997. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  998. {
  999. HeroVisitCastle vc;
  1000. vc.hid = hero->id;
  1001. vc.tid = obj->id;
  1002. sendAndApply(&vc);
  1003. }
  1004. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1005. {
  1006. EraseArtifact ea;
  1007. ea.al = al;
  1008. sendAndApply(&ea);
  1009. }
  1010. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1011. {
  1012. ChangeSpells cs;
  1013. cs.hid = hero->id;
  1014. cs.spells = spells;
  1015. cs.learn = give;
  1016. sendAndApply(&cs);
  1017. }
  1018. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1019. {
  1020. sendAndApply(bonus);
  1021. }
  1022. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1023. {
  1024. sendAndApply(smp);
  1025. }
  1026. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1027. {
  1028. SetMovePoints smp;
  1029. smp.hid = hid;
  1030. smp.val = val;
  1031. smp.absolute = absolute;
  1032. sendAndApply(&smp);
  1033. }
  1034. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1035. {
  1036. SetMana sm;
  1037. sm.hid = hid;
  1038. sm.val = val;
  1039. sm.absolute = true;
  1040. sendAndApply(&sm);
  1041. }
  1042. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1043. {
  1044. GiveHero gh;
  1045. gh.id = id;
  1046. gh.player = player;
  1047. gh.boatId = boatId;
  1048. sendAndApply(&gh);
  1049. //Reveal fow around new hero, especially released from Prison
  1050. auto h = getHero(id);
  1051. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1052. }
  1053. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1054. {
  1055. ChangeObjPos cop;
  1056. cop.objid = objid;
  1057. cop.nPos = newPos;
  1058. cop.initiator = initiator;
  1059. sendAndApply(&cop);
  1060. }
  1061. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1062. {
  1063. const CGHeroInstance * h1 = getHero(fromHero);
  1064. const CGHeroInstance * h2 = getHero(toHero);
  1065. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1066. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1067. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1068. {
  1069. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1070. std::swap(fromHero, toHero);
  1071. }
  1072. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1073. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1074. return;//no scholar skill or no spellbook
  1075. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1076. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1077. ChangeSpells cs1;
  1078. cs1.learn = true;
  1079. cs1.hid = toHero;//giving spells to first hero
  1080. for (auto it : h1->getSpellsInSpellbook())
  1081. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1082. cs1.spells.insert(it);//spell to learn
  1083. ChangeSpells cs2;
  1084. cs2.learn = true;
  1085. cs2.hid = fromHero;
  1086. for (auto it : h2->getSpellsInSpellbook())
  1087. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1088. cs2.spells.insert(it);
  1089. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1090. {
  1091. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1092. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1093. InfoWindow iw;
  1094. iw.player = h1->tempOwner;
  1095. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1096. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1097. iw.text.replaceTextID(h1->getNameTextID());
  1098. if (!cs2.spells.empty())//if found new spell - apply
  1099. {
  1100. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1101. int size = static_cast<int>(cs2.spells.size());
  1102. for (auto it : cs2.spells)
  1103. {
  1104. iw.components.emplace_back(ComponentType::SPELL, it);
  1105. iw.text.appendName(it);
  1106. switch (size--)
  1107. {
  1108. case 2:
  1109. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1110. case 1:
  1111. break;
  1112. default:
  1113. iw.text.appendRawString(", ");
  1114. }
  1115. }
  1116. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1117. iw.text.replaceTextID(h2->getNameTextID());
  1118. sendAndApply(&cs2);
  1119. }
  1120. if (!cs1.spells.empty() && !cs2.spells.empty())
  1121. {
  1122. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1123. }
  1124. if (!cs1.spells.empty())
  1125. {
  1126. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1127. int size = static_cast<int>(cs1.spells.size());
  1128. for (auto it : cs1.spells)
  1129. {
  1130. iw.components.emplace_back(ComponentType::SPELL, it);
  1131. iw.text.appendName(it);
  1132. switch (size--)
  1133. {
  1134. case 2:
  1135. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1136. case 1:
  1137. break;
  1138. default:
  1139. iw.text.appendRawString(", ");
  1140. }
  1141. }
  1142. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1143. iw.text.replaceTextID(h2->getNameTextID());
  1144. sendAndApply(&cs1);
  1145. }
  1146. sendAndApply(&iw);
  1147. }
  1148. }
  1149. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1150. {
  1151. auto h1 = getHero(hero1);
  1152. auto h2 = getHero(hero2);
  1153. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1154. {
  1155. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1156. ExchangeDialog hex;
  1157. hex.queryID = exchange->queryID;
  1158. hex.player = h1->getOwner();
  1159. hex.hero1 = hero1;
  1160. hex.hero2 = hero2;
  1161. sendAndApply(&hex);
  1162. useScholarSkill(hero1,hero2);
  1163. queries->addQuery(exchange);
  1164. }
  1165. }
  1166. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1167. {
  1168. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1169. for (auto c : lobby->activeConnections)
  1170. c->sendPack(pack);
  1171. }
  1172. void CGameHandler::sendAndApply(CPackForClient * pack)
  1173. {
  1174. sendToAllClients(pack);
  1175. gs->apply(pack);
  1176. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1177. }
  1178. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1179. {
  1180. sendAndApply(static_cast<CPackForClient *>(pack));
  1181. checkVictoryLossConditionsForAll();
  1182. }
  1183. void CGameHandler::sendAndApply(SetResources * pack)
  1184. {
  1185. sendAndApply(static_cast<CPackForClient *>(pack));
  1186. checkVictoryLossConditionsForPlayer(pack->player);
  1187. }
  1188. void CGameHandler::sendAndApply(NewStructures * pack)
  1189. {
  1190. sendAndApply(static_cast<CPackForClient *>(pack));
  1191. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1192. }
  1193. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1194. {
  1195. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1196. }
  1197. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1198. {
  1199. if(pack->c)
  1200. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1201. logNetwork->error("Player is not allowed to perform this action!");
  1202. throw ExceptionNotAllowedAction();
  1203. }
  1204. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1205. {
  1206. std::ostringstream oss;
  1207. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1208. logNetwork->error(oss.str());
  1209. if(pack->c)
  1210. playerMessages->sendSystemMessage(pack->c, oss.str());
  1211. }
  1212. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1213. {
  1214. if(!isPlayerOwns(pack, id))
  1215. {
  1216. wrongPlayerMessage(pack, getOwner(id));
  1217. throwNotAllowedAction(pack);
  1218. }
  1219. }
  1220. void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
  1221. {
  1222. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1223. throwNotAllowedAction(pack);
  1224. }
  1225. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1226. {
  1227. throwIfWrongPlayer(pack, pack->player);
  1228. }
  1229. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1230. {
  1231. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1232. {
  1233. wrongPlayerMessage(pack, player);
  1234. throwNotAllowedAction(pack);
  1235. }
  1236. }
  1237. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1238. {
  1239. complain(txt);
  1240. throwNotAllowedAction(pack);
  1241. }
  1242. void CGameHandler::save(const std::string & filename)
  1243. {
  1244. logGlobal->info("Saving to %s", filename);
  1245. const auto stem = FileInfo::GetPathStem(filename);
  1246. const auto savefname = stem.to_string() + ".vsgm1";
  1247. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1248. CResourceHandler::get("local")->createResource(savefname);
  1249. try
  1250. {
  1251. {
  1252. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1253. saveCommonState(save);
  1254. logGlobal->info("Saving server state");
  1255. save << *this;
  1256. }
  1257. logGlobal->info("Game has been successfully saved!");
  1258. }
  1259. catch(std::exception &e)
  1260. {
  1261. logGlobal->error("Failed to save game: %s", e.what());
  1262. }
  1263. }
  1264. bool CGameHandler::load(const std::string & filename)
  1265. {
  1266. logGlobal->info("Loading from %s", filename);
  1267. const auto stem = FileInfo::GetPathStem(filename);
  1268. reinitScripting();
  1269. try
  1270. {
  1271. {
  1272. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1273. lf.serializer.cb = this;
  1274. loadCommonState(lf);
  1275. logGlobal->info("Loading server state");
  1276. lf >> *this;
  1277. }
  1278. logGlobal->info("Game has been successfully loaded!");
  1279. }
  1280. catch(const ModIncompatibility & e)
  1281. {
  1282. logGlobal->error("Failed to load game: %s", e.what());
  1283. std::string errorMsg;
  1284. if(!e.whatMissing().empty())
  1285. {
  1286. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1287. errorMsg += e.whatMissing();
  1288. }
  1289. if(!e.whatExcessive().empty())
  1290. {
  1291. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1292. errorMsg += e.whatExcessive();
  1293. }
  1294. lobby->announceMessage(errorMsg);
  1295. return false;
  1296. }
  1297. catch(const IdentifierResolutionException & e)
  1298. {
  1299. logGlobal->error("Failed to load game: %s", e.what());
  1300. MetaString errorMsg;
  1301. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1302. errorMsg.replaceRawString(e.identifierName);
  1303. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1304. return false;
  1305. }
  1306. catch(const std::exception & e)
  1307. {
  1308. logGlobal->error("Failed to load game: %s", e.what());
  1309. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1310. return false;
  1311. }
  1312. gs->preInit(VLC, this);
  1313. gs->updateOnLoad(lobby->si.get());
  1314. return true;
  1315. }
  1316. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1317. {
  1318. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1319. return false;
  1320. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1321. const CCreatureSet & creatureSet = *army;
  1322. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1323. || (howMany < 1 && complain("Invalid split parameter!")))
  1324. {
  1325. return false;
  1326. }
  1327. auto actualAmount = army->getStackCount(slotSrc);
  1328. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1329. return false;
  1330. auto freeSlots = creatureSet.getFreeSlots();
  1331. if(freeSlots.empty() && complain("No empty stacks"))
  1332. return false;
  1333. BulkRebalanceStacks bulkRS;
  1334. for(auto slot : freeSlots)
  1335. {
  1336. RebalanceStacks rs;
  1337. rs.srcArmy = army->id;
  1338. rs.dstArmy = army->id;
  1339. rs.srcSlot = slotSrc;
  1340. rs.dstSlot = slot;
  1341. rs.count = howMany;
  1342. bulkRS.moves.push_back(rs);
  1343. actualAmount -= howMany;
  1344. if(actualAmount <= howMany)
  1345. break;
  1346. }
  1347. sendAndApply(&bulkRS);
  1348. return true;
  1349. }
  1350. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1351. {
  1352. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1353. return false;
  1354. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1355. const CCreatureSet & creatureSet = *army;
  1356. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1357. return false;
  1358. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1359. if(actualAmount < 1 && complain(complainNoCreatures))
  1360. return false;
  1361. auto currentCreature = creatureSet.getCreature(slotSrc);
  1362. if(!currentCreature && complain(complainNoCreatures))
  1363. return false;
  1364. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1365. if(!creatureSlots.size())
  1366. return false;
  1367. BulkRebalanceStacks bulkRS;
  1368. for(auto slot : creatureSlots)
  1369. {
  1370. RebalanceStacks rs;
  1371. rs.srcArmy = army->id;
  1372. rs.dstArmy = army->id;
  1373. rs.srcSlot = slot;
  1374. rs.dstSlot = slotSrc;
  1375. rs.count = creatureSet.getStackCount(slot);
  1376. bulkRS.moves.push_back(rs);
  1377. }
  1378. sendAndApply(&bulkRS);
  1379. return true;
  1380. }
  1381. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1382. {
  1383. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1384. return false;
  1385. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1386. const CCreatureSet & setSrc = *armySrc;
  1387. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1388. return false;
  1389. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1390. const CCreatureSet & setDest = *armyDest;
  1391. auto freeSlots = setDest.getFreeSlotsQueue();
  1392. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1393. TRebalanceMap moves;
  1394. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1395. auto slotsLeft = setSrc.stacksCount();
  1396. auto destMap = setDest.getCreatureMap();
  1397. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1398. while(!srcQueue.empty())
  1399. {
  1400. auto pair = srcQueue.top();
  1401. srcQueue.pop();
  1402. auto currCreature = pair.first;
  1403. auto currSlot = pair.second;
  1404. const auto quantity = setSrc.getStackCount(currSlot);
  1405. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1406. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1407. if(!alreadyExists)
  1408. {
  1409. if(freeSlots.empty())
  1410. continue;
  1411. auto currFreeSlot = freeSlots.front();
  1412. freeSlots.pop();
  1413. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1414. }
  1415. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1416. slotsLeft--;
  1417. }
  1418. if(slotsLeft == 1)
  1419. {
  1420. auto lastCreature = setSrc.getCreature(srcSlot);
  1421. auto slotToMove = SlotID();
  1422. // Try to find a slot for last creature
  1423. if(destMap.find(lastCreature) == destMap.end())
  1424. {
  1425. if(!freeSlots.empty())
  1426. slotToMove = freeSlots.front();
  1427. }
  1428. else
  1429. {
  1430. slotToMove = destMap[lastCreature];
  1431. }
  1432. if(slotToMove != SlotID())
  1433. {
  1434. const bool needsLastStack = armySrc->needsLastStack();
  1435. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1436. if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0
  1437. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1438. }
  1439. }
  1440. BulkRebalanceStacks bulkRS;
  1441. for(auto & move : moves)
  1442. {
  1443. RebalanceStacks rs;
  1444. rs.srcArmy = armySrc->id;
  1445. rs.dstArmy = armyDest->id;
  1446. rs.srcSlot = move.first;
  1447. rs.dstSlot = move.second.first;
  1448. rs.count = move.second.second;
  1449. bulkRS.moves.push_back(rs);
  1450. }
  1451. sendAndApply(&bulkRS);
  1452. return true;
  1453. }
  1454. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1455. {
  1456. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1457. return false;
  1458. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1459. const CCreatureSet & creatureSet = *army;
  1460. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1461. return false;
  1462. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1463. if(actualAmount <= 1 && complain(complainNoCreatures))
  1464. return false;
  1465. auto freeSlot = creatureSet.getFreeSlot();
  1466. auto currentCreature = creatureSet.getCreature(slotSrc);
  1467. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1468. return true;
  1469. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1470. TQuantity totalCreatures = 0;
  1471. for(auto slot : creatureSlots)
  1472. totalCreatures += creatureSet.getStackCount(slot);
  1473. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1474. return false;
  1475. if(freeSlot != SlotID())
  1476. creatureSlots.push_back(freeSlot);
  1477. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1478. return false;
  1479. const auto totalCreatureSlots = creatureSlots.size();
  1480. const auto rem = totalCreatures % totalCreatureSlots;
  1481. const auto quotient = totalCreatures / totalCreatureSlots;
  1482. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1483. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1484. BulkSmartRebalanceStacks bulkSRS;
  1485. if(freeSlot != SlotID())
  1486. {
  1487. RebalanceStacks rs;
  1488. rs.srcArmy = rs.dstArmy = army->id;
  1489. rs.srcSlot = slotSrc;
  1490. rs.dstSlot = freeSlot;
  1491. rs.count = 1;
  1492. bulkSRS.moves.push_back(rs);
  1493. }
  1494. auto currSlot = 0;
  1495. auto check = 0;
  1496. for(auto slot : creatureSlots)
  1497. {
  1498. ChangeStackCount csc;
  1499. csc.army = army->id;
  1500. csc.slot = slot;
  1501. csc.count = (currSlot < rem)
  1502. ? quotient + 1
  1503. : quotient;
  1504. csc.absoluteValue = true;
  1505. bulkSRS.changes.push_back(csc);
  1506. currSlot++;
  1507. check += csc.count;
  1508. }
  1509. if(check != totalCreatures)
  1510. {
  1511. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1512. return false;
  1513. }
  1514. sendAndApply(&bulkSRS);
  1515. return true;
  1516. }
  1517. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1518. {
  1519. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1520. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1521. const CCreatureSet & S1 = *s1;
  1522. const CCreatureSet & S2 = *s2;
  1523. StackLocation sl1(s1, p1);
  1524. StackLocation sl2(s2, p2);
  1525. if (s1 == nullptr || s2 == nullptr)
  1526. {
  1527. complain("Cannot exchange stacks between non-existing objects!!\n");
  1528. return false;
  1529. }
  1530. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1531. {
  1532. complain(complainInvalidSlot);
  1533. return false;
  1534. }
  1535. if (!isAllowedExchange(id1,id2))
  1536. {
  1537. complain("Cannot exchange stacks between these two objects!\n");
  1538. return false;
  1539. }
  1540. // We can always put stacks into locked garrison, but not take them out of it
  1541. auto notRemovable = [&](const CArmedInstance * army)
  1542. {
  1543. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1544. {
  1545. auto g = dynamic_cast<const CGGarrison *>(army);
  1546. if (g && !g->removableUnits)
  1547. {
  1548. complain("Stacks in this garrison are not removable!\n");
  1549. return true;
  1550. }
  1551. }
  1552. return false;
  1553. };
  1554. if (what==1) //swap
  1555. {
  1556. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1557. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1558. {
  1559. complain("Can't take troops from another player!");
  1560. return false;
  1561. }
  1562. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1563. {
  1564. complain("Cannot swap stacks - slots are the same!");
  1565. return false;
  1566. }
  1567. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1568. {
  1569. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1570. return false;
  1571. }
  1572. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1573. return false;
  1574. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1575. return false;
  1576. swapStacks(sl1, sl2);
  1577. }
  1578. else if (what==2)//merge
  1579. {
  1580. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1581. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1582. return false;
  1583. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1584. {
  1585. complain("Cannot merge empty stack!");
  1586. return false;
  1587. }
  1588. else if (notRemovable(sl1.army))
  1589. return false;
  1590. moveStack(sl1, sl2);
  1591. }
  1592. else if (what==3) //split
  1593. {
  1594. const int countToMove = val - s2->getStackCount(p2);
  1595. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1596. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1597. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1598. {
  1599. complain("Can't move troops of another player!");
  1600. return false;
  1601. }
  1602. //general conditions checking
  1603. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1604. || (val<1 && complain(complainNoCreatures)) )
  1605. {
  1606. return false;
  1607. }
  1608. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1609. {
  1610. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1611. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1612. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1613. )
  1614. {
  1615. return false;
  1616. }
  1617. if (notRemovable(sl1.army))
  1618. {
  1619. if (s1->getStackCount(p1) > countLeftOnSrc)
  1620. return false;
  1621. }
  1622. else if (notRemovable(sl2.army))
  1623. {
  1624. if (s2->getStackCount(p1) < countLeftOnSrc)
  1625. return false;
  1626. }
  1627. moveStack(sl1, sl2, countToMove);
  1628. //S2.slots[p2]->count = val;
  1629. //S1.slots[p1]->count = total - val;
  1630. }
  1631. else //split one stack to the two
  1632. {
  1633. if (s1->getStackCount(p1) < val)//not enough creatures
  1634. {
  1635. complain(complainNotEnoughCreatures);
  1636. return false;
  1637. }
  1638. if (notRemovable(sl1.army))
  1639. return false;
  1640. moveStack(sl1, sl2, val);
  1641. }
  1642. }
  1643. return true;
  1644. }
  1645. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1646. {
  1647. return connections.count(player) && connections.at(player).count(c);
  1648. }
  1649. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1650. {
  1651. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1652. }
  1653. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1654. {
  1655. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1656. if (!vstd::contains(s1->stacks,pos))
  1657. {
  1658. complain("Illegal call to disbandCreature - no such stack in army!");
  1659. return false;
  1660. }
  1661. eraseStack(StackLocation(s1, pos));
  1662. return true;
  1663. }
  1664. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1665. {
  1666. const CGTownInstance * t = getTown(tid);
  1667. if(!t)
  1668. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1669. if(!t->town->buildings.count(requestedID))
  1670. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1671. if(t->hasBuilt(requestedID))
  1672. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1673. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1674. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1675. std::vector<const CBuilding*> remainingAutoBuildings;
  1676. std::set<BuildingID> buildingsThatWillBe;
  1677. //Check validity of request
  1678. if(!force)
  1679. {
  1680. switch(requestedBuilding->mode)
  1681. {
  1682. case CBuilding::BUILD_NORMAL :
  1683. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1684. COMPLAIN_RET("Cannot build that building!");
  1685. break;
  1686. case CBuilding::BUILD_AUTO :
  1687. case CBuilding::BUILD_SPECIAL:
  1688. COMPLAIN_RET("This building can not be constructed normally!");
  1689. case CBuilding::BUILD_GRAIL :
  1690. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1691. {
  1692. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1693. COMPLAIN_RET("Cannot build this without grail!")
  1694. else
  1695. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1696. }
  1697. break;
  1698. }
  1699. }
  1700. //Performs stuff that has to be done before new building is built
  1701. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1702. {
  1703. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1704. {
  1705. int level = BuildingID::getLevelFromDwelling(buildingID);
  1706. int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID);
  1707. if(upgradeNumber >= t->town->creatures.at(level).size())
  1708. {
  1709. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  1710. "no creature found (upgrade number %d, level %d!")
  1711. % buildingID % upgradeNumber % level));
  1712. return;
  1713. }
  1714. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  1715. SetAvailableCreatures ssi;
  1716. ssi.tid = t->id;
  1717. ssi.creatures = t->creatures;
  1718. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1719. ssi.creatures[level].first = crea->getGrowth();
  1720. ssi.creatures[level].second.push_back(crea->getId());
  1721. sendAndApply(&ssi);
  1722. }
  1723. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1724. {
  1725. setPortalDwelling(t);
  1726. }
  1727. };
  1728. //Performs stuff that has to be done after new building is built
  1729. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  1730. {
  1731. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  1732. auto isLibrary = isMageGuild ? false
  1733. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  1734. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  1735. {
  1736. if(t->visitingHero)
  1737. giveSpells(t,t->visitingHero);
  1738. if(t->garrisonHero)
  1739. giveSpells(t,t->garrisonHero);
  1740. }
  1741. };
  1742. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  1743. auto areRequirementsFulfilled = [&](const BuildingID & buildID)
  1744. {
  1745. return buildingsThatWillBe.count(buildID);
  1746. };
  1747. //Init the vectors
  1748. for(auto & build : t->town->buildings)
  1749. {
  1750. if(t->hasBuilt(build.first))
  1751. {
  1752. buildingsThatWillBe.insert(build.first);
  1753. }
  1754. else
  1755. {
  1756. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  1757. remainingAutoBuildings.push_back(build.second);
  1758. }
  1759. }
  1760. //Prepare structure (list of building ids will be filled later)
  1761. NewStructures ns;
  1762. ns.tid = tid;
  1763. ns.built = force ? t->built : (t->built+1);
  1764. std::queue<const CBuilding*> buildingsToAdd;
  1765. buildingsToAdd.push(requestedBuilding);
  1766. while(!buildingsToAdd.empty())
  1767. {
  1768. auto b = buildingsToAdd.front();
  1769. buildingsToAdd.pop();
  1770. ns.bid.insert(b->bid);
  1771. buildingsThatWillBe.insert(b->bid);
  1772. remainingAutoBuildings -= b;
  1773. for(auto autoBuilding : remainingAutoBuildings)
  1774. {
  1775. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  1776. if(actualRequirements.test(areRequirementsFulfilled))
  1777. buildingsToAdd.push(autoBuilding);
  1778. }
  1779. }
  1780. // 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.
  1781. for(auto builtID : ns.bid)
  1782. processBeforeBuiltStructure(builtID);
  1783. //Take cost
  1784. if(!force)
  1785. {
  1786. giveResources(t->tempOwner, -requestedBuilding->resources);
  1787. gs->statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
  1788. }
  1789. //We know what has been built, apply changes. Do this as final step to properly update town window
  1790. sendAndApply(&ns);
  1791. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  1792. for(auto builtID : ns.bid)
  1793. processAfterBuiltStructure(builtID);
  1794. // now when everything is built - reveal tiles for lookout tower
  1795. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  1796. if(t->garrisonHero) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  1797. objectVisited(t, t->garrisonHero);
  1798. if(t->visitingHero)
  1799. objectVisited(t, t->visitingHero);
  1800. checkVictoryLossConditionsForPlayer(t->tempOwner);
  1801. return true;
  1802. }
  1803. bool CGameHandler::triggerTownSpecialBuildingAction(ObjectInstanceID tid, BuildingSubID::EBuildingSubID sid)
  1804. {
  1805. const CGTownInstance * t = getTown(tid);
  1806. if(t->town->getBuildingType(sid) == BuildingID::NONE)
  1807. return false;
  1808. if(sid == BuildingSubID::EBuildingSubID::BANK)
  1809. {
  1810. TResources res;
  1811. res[EGameResID::GOLD] = 2500;
  1812. giveResources(t->getOwner(), res);
  1813. setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);
  1814. }
  1815. return true;
  1816. }
  1817. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  1818. {
  1819. ///incomplete, simply erases target building
  1820. const CGTownInstance * t = getTown(tid);
  1821. if(!t->hasBuilt(bid))
  1822. return false;
  1823. RazeStructures rs;
  1824. rs.tid = tid;
  1825. rs.bid.insert(bid);
  1826. rs.destroyed = t->destroyed + 1;
  1827. sendAndApply(&rs);
  1828. //TODO: Remove dwellers
  1829. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  1830. // {
  1831. // RemoveBonus rb(RemoveBonus::TOWN);
  1832. // rb.whoID = t->id;
  1833. // rb.source = BonusSource::TOWN_STRUCTURE;
  1834. // rb.id = 17;
  1835. // sendAndApply(&rb);
  1836. // }
  1837. return true;
  1838. }
  1839. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  1840. {
  1841. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  1842. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  1843. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  1844. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  1845. const CCreature * c = crid.toCreature();
  1846. const bool warMachine = c->warMachine != ArtifactID::NONE;
  1847. //TODO: check if hero is actually visiting object
  1848. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  1849. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  1850. if (town)
  1851. {
  1852. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  1853. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  1854. }
  1855. else
  1856. {
  1857. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  1858. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  1859. }
  1860. //verify
  1861. bool found = false;
  1862. int level = 0;
  1863. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  1864. {
  1865. if ((fromLvl != -1) && (level !=fromLvl))
  1866. continue;
  1867. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  1868. int i = 0;
  1869. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  1870. if (cur.second.at(i) == crid)
  1871. break;
  1872. if (i < cur.second.size())
  1873. {
  1874. found = true;
  1875. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  1876. break;
  1877. }
  1878. }
  1879. SlotID slot = army->getSlotFor(crid);
  1880. if ((!found && complain("Cannot recruit: no such creatures!"))
  1881. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  1882. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  1883. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  1884. {
  1885. return false;
  1886. }
  1887. //recruit
  1888. TResources cost = (c->getFullRecruitCost() * cram);
  1889. giveResources(army->tempOwner, -cost);
  1890. gs->statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
  1891. SetAvailableCreatures sac;
  1892. sac.tid = objid;
  1893. sac.creatures = dwelling->creatures;
  1894. sac.creatures[level].first -= cram;
  1895. sendAndApply(&sac);
  1896. if (warMachine)
  1897. {
  1898. ArtifactID artId = c->warMachine;
  1899. const CArtifact * art = artId.toArtifact();
  1900. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  1901. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  1902. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  1903. return giveHeroNewArtifact(hero, art);
  1904. }
  1905. else
  1906. {
  1907. addToSlot(StackLocation(army, slot), c, cram);
  1908. }
  1909. return true;
  1910. }
  1911. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  1912. {
  1913. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  1914. if (!obj->hasStackAtSlot(pos))
  1915. {
  1916. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  1917. }
  1918. UpgradeInfo ui;
  1919. fillUpgradeInfo(obj, pos, ui);
  1920. PlayerColor player = obj->tempOwner;
  1921. const PlayerState *p = getPlayerState(player);
  1922. int crQuantity = obj->stacks.at(pos)->count;
  1923. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  1924. //check if upgrade is possible
  1925. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  1926. {
  1927. return false;
  1928. }
  1929. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  1930. //check if player has enough resources
  1931. if (!p->resources.canAfford(totalCost))
  1932. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  1933. //take resources
  1934. giveResources(player, -totalCost);
  1935. gs->statistic.accumulatedValues[player].spentResourcesForArmy += totalCost;
  1936. //upgrade creature
  1937. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  1938. return true;
  1939. }
  1940. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  1941. {
  1942. if (!sl.army->hasStackAtSlot(sl.slot))
  1943. COMPLAIN_RET("Cannot find a stack to change type");
  1944. SetStackType sst;
  1945. sst.army = sl.army->id;
  1946. sst.slot = sl.slot;
  1947. sst.type = c->getId();
  1948. sendAndApply(&sst);
  1949. return true;
  1950. }
  1951. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  1952. {
  1953. assert(src->canBeMergedWith(*dst, allowMerging));
  1954. while(src->stacksCount())//while there are unmoved creatures
  1955. {
  1956. auto i = src->Slots().begin(); //iterator to stack to move
  1957. StackLocation sl(src, i->first); //location of stack to move
  1958. SlotID pos = dst->getSlotFor(i->second->type);
  1959. if (!pos.validSlot())
  1960. {
  1961. //try to merge two other stacks to make place
  1962. std::pair<SlotID, SlotID> toMerge;
  1963. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  1964. {
  1965. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  1966. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  1967. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  1968. }
  1969. else
  1970. {
  1971. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  1972. return;
  1973. }
  1974. }
  1975. else
  1976. {
  1977. moveStack(sl, StackLocation(dst, pos));
  1978. }
  1979. }
  1980. }
  1981. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  1982. {
  1983. const CGTownInstance * town = getTown(tid);
  1984. if(!town->garrisonHero == !town->visitingHero)
  1985. return false;
  1986. SetHeroesInTown intown;
  1987. intown.tid = tid;
  1988. if(town->garrisonHero) //garrison -> vising
  1989. {
  1990. intown.garrison = ObjectInstanceID();
  1991. intown.visiting = town->garrisonHero->id;
  1992. }
  1993. else //visiting -> garrison
  1994. {
  1995. if(town->armedGarrison())
  1996. town->mergeGarrisonOnSiege();
  1997. intown.visiting = ObjectInstanceID();
  1998. intown.garrison = town->visitingHero->id;
  1999. }
  2000. sendAndApply(&intown);
  2001. return true;
  2002. }
  2003. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2004. {
  2005. const CGTownInstance * town = getTown(tid);
  2006. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2007. {
  2008. if (!town->visitingHero->canBeMergedWith(*town))
  2009. {
  2010. complain("Cannot make garrison swap, not enough free slots!");
  2011. return false;
  2012. }
  2013. moveArmy(town, town->visitingHero, true);
  2014. SetHeroesInTown intown;
  2015. intown.tid = tid;
  2016. intown.visiting = ObjectInstanceID();
  2017. intown.garrison = town->visitingHero->id;
  2018. sendAndApply(&intown);
  2019. return true;
  2020. }
  2021. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2022. {
  2023. int mapCap = VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
  2024. //check if moving hero out of town will break wandering heroes limit
  2025. if (getHeroCount(town->garrisonHero->tempOwner,false) >= mapCap)
  2026. {
  2027. complain("Cannot move hero out of the garrison, there are already " + std::to_string(mapCap) + " wandering heroes!");
  2028. return false;
  2029. }
  2030. SetHeroesInTown intown;
  2031. intown.tid = tid;
  2032. intown.garrison = ObjectInstanceID();
  2033. intown.visiting = town->garrisonHero->id;
  2034. sendAndApply(&intown);
  2035. return true;
  2036. }
  2037. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2038. {
  2039. SetHeroesInTown intown;
  2040. intown.tid = tid;
  2041. intown.garrison = town->visitingHero->id;
  2042. intown.visiting = town->garrisonHero->id;
  2043. sendAndApply(&intown);
  2044. return true;
  2045. }
  2046. else
  2047. {
  2048. complain("Cannot swap garrison hero!");
  2049. return false;
  2050. }
  2051. }
  2052. // With the amount of changes done to the function, it's more like transferArtifacts.
  2053. // 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.
  2054. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2055. {
  2056. const auto srcArtSet = getArtSet(src);
  2057. const auto dstArtSet = getArtSet(dst);
  2058. assert(srcArtSet);
  2059. assert(dstArtSet);
  2060. // Make sure exchange is even possible between the two heroes.
  2061. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2062. COMPLAIN_RET("That heroes cannot make any exchange!");
  2063. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2064. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2065. auto dstSlot = dst.slot;
  2066. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2067. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2068. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2069. return true;
  2070. const auto dstArtifact = dstArtSet->getArt(dstSlot);
  2071. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2072. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2073. if(srcArtifact == nullptr)
  2074. COMPLAIN_RET("No artifact to move!");
  2075. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2076. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2077. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2078. // Moving to the backpack is always allowed.
  2079. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2080. COMPLAIN_RET("Cannot move artifact!");
  2081. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2082. auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2083. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2084. COMPLAIN_RET("Cannot move artifact locks.");
  2085. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2086. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2087. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2088. COMPLAIN_RET("Cannot move catapult!");
  2089. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2090. COMPLAIN_RET("Backpack is full!");
  2091. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2092. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2093. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2094. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2095. ma.srcCreature = src.creature;
  2096. ma.dstCreature = dst.creature;
  2097. // Check if dst slot is occupied
  2098. if(!isDstSlotBackpack && isDstSlotOccupied)
  2099. {
  2100. // Previous artifact must be swapped
  2101. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2102. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2103. }
  2104. auto hero = getHero(dst.artHolder);
  2105. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2106. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2107. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2108. if(src.artHolder != dst.artHolder)
  2109. ma.artsPack0.back().askAssemble = true;
  2110. sendAndApply(&ma);
  2111. return true;
  2112. }
  2113. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2114. {
  2115. // Make sure exchange is even possible between the two heroes.
  2116. if(!isAllowedExchange(srcId, dstId))
  2117. COMPLAIN_RET("That heroes cannot make any exchange!");
  2118. auto psrcSet = getArtSet(srcId);
  2119. auto pdstSet = getArtSet(dstId);
  2120. if((!psrcSet) || (!pdstSet))
  2121. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2122. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2123. auto & slotsSrcDst = ma.artsPack0;
  2124. auto & slotsDstSrc = ma.artsPack1;
  2125. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2126. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2127. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2128. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2129. {
  2130. assert(artifact);
  2131. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2132. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2133. {
  2134. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2135. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2136. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2137. if(auto dstHero = getHero(dstId))
  2138. {
  2139. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2140. giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2141. }
  2142. }
  2143. };
  2144. if(swap)
  2145. {
  2146. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2147. {
  2148. for(auto & artifact : srcArtSet->artifactsWorn)
  2149. {
  2150. if(ArtifactUtils::isArtRemovable(artifact))
  2151. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2152. }
  2153. };
  2154. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2155. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2156. {
  2157. for(auto & slotInfo : artSet->artifactsInBackpack)
  2158. {
  2159. auto slot = artSet->getArtPos(slotInfo.artifact);
  2160. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2161. }
  2162. };
  2163. if(equipped)
  2164. {
  2165. // Move over artifacts that are worn srcHero -> dstHero
  2166. moveArtsWorn(psrcSet, slotsSrcDst);
  2167. artFittingSet.artifactsWorn.clear();
  2168. // Move over artifacts that are worn dstHero -> srcHero
  2169. moveArtsWorn(pdstSet, slotsDstSrc);
  2170. }
  2171. if(backpack)
  2172. {
  2173. // Move over artifacts that are in backpack srcHero -> dstHero
  2174. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2175. // Move over artifacts that are in backpack dstHero -> srcHero
  2176. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2177. }
  2178. }
  2179. else
  2180. {
  2181. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2182. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2183. if(equipped)
  2184. {
  2185. // Move over artifacts that are worn
  2186. for(auto & artInfo : psrcSet->artifactsWorn)
  2187. {
  2188. if(ArtifactUtils::isArtRemovable(artInfo))
  2189. {
  2190. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2191. }
  2192. }
  2193. }
  2194. if(backpack)
  2195. {
  2196. // Move over artifacts that are in backpack
  2197. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2198. {
  2199. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2200. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2201. }
  2202. }
  2203. }
  2204. sendAndApply(&ma);
  2205. return true;
  2206. }
  2207. bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
  2208. {
  2209. const auto artSet = getArtSet(heroID);
  2210. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
  2211. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2212. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2213. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2214. {
  2215. if(left)
  2216. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
  2217. else
  2218. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
  2219. sendAndApply(&bma);
  2220. }
  2221. return true;
  2222. }
  2223. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2224. {
  2225. auto artSet = getArtSet(heroID);
  2226. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2227. ChangeArtifactsCostume costume(player, costumeIdx);
  2228. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2229. {
  2230. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2231. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2232. }
  2233. sendAndApply(&costume);
  2234. return true;
  2235. }
  2236. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2237. {
  2238. const auto artSet = getArtSet(heroID);
  2239. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2240. const auto playerState = getPlayerState(player);
  2241. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2242. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2243. {
  2244. CArtifactFittingSet artFittingSet(*artSet);
  2245. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2246. auto costumeArtMap = costume->second;
  2247. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2248. // First, find those artifacts that are already in place
  2249. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2250. {
  2251. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2252. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2253. {
  2254. costumeArtMap.erase(artPos);
  2255. artFittingSet.removeArtifact(slot);
  2256. }
  2257. }
  2258. // Second, find the necessary artifacts for the costume
  2259. for(const auto & artPos : costumeArtMap)
  2260. {
  2261. if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
  2262. {
  2263. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
  2264. {
  2265. artSet->getArtPos(artFittingSet.getArt(availableArts.front())),
  2266. artPos.first
  2267. });
  2268. artFittingSet.removeArtifact(availableArts.front());
  2269. if(ArtifactUtils::isSlotBackpack(availableArts.front()))
  2270. estimateBackpackSize--;
  2271. }
  2272. }
  2273. // Third, put unnecessary artifacts into backpack
  2274. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2275. if(artFittingSet.getArt(slot))
  2276. {
  2277. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
  2278. estimateBackpackSize++;
  2279. }
  2280. const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2281. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2282. sendAndApply(&bma);
  2283. }
  2284. return true;
  2285. }
  2286. /**
  2287. * Assembles or disassembles a combination artifact.
  2288. * @param heroID ID of hero holding the artifact(s).
  2289. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2290. * @param assemble True for assembly operation, false for disassembly.
  2291. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2292. * artifact to assemble to. Otherwise it's not used.
  2293. */
  2294. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2295. {
  2296. const CGHeroInstance * hero = getHero(heroID);
  2297. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2298. if(!destArtifact)
  2299. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2300. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2301. if(assemble)
  2302. {
  2303. const CArtifact * combinedArt = assembleTo.toArtifact();
  2304. if(!combinedArt->isCombined())
  2305. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2306. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2307. {
  2308. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2309. }
  2310. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2311. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2312. {
  2313. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2314. }
  2315. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2316. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2317. AssembledArtifact aa;
  2318. aa.al = dstLoc;
  2319. aa.builtArt = combinedArt;
  2320. sendAndApply(&aa);
  2321. }
  2322. else
  2323. {
  2324. if(!destArtifact->isCombined())
  2325. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2326. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2327. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2328. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2329. DisassembledArtifact da;
  2330. da.al = dstLoc;
  2331. sendAndApply(&da);
  2332. }
  2333. return true;
  2334. }
  2335. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2336. {
  2337. const auto * hero = getHero(al.artHolder);
  2338. if(hero == nullptr)
  2339. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2340. const auto * art = hero->getArt(al.slot);
  2341. if(art == nullptr)
  2342. COMPLAIN_RET("Cannot remove artifact!");
  2343. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2344. COMPLAIN_RET("Illegal artifact removal request");
  2345. removeArtifact(al);
  2346. return true;
  2347. }
  2348. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2349. {
  2350. const CGHeroInstance * hero = getHero(hid);
  2351. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2352. const CGTownInstance * town = hero->visitedTown;
  2353. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2354. if (aid==ArtifactID::SPELLBOOK)
  2355. {
  2356. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2357. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2358. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2359. )
  2360. return false;
  2361. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2362. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2363. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2364. giveSpells(town,hero);
  2365. return true;
  2366. }
  2367. else
  2368. {
  2369. const CArtifact * art = aid.toArtifact();
  2370. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2371. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2372. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2373. const int price = art->getPrice();
  2374. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2375. if(town->isWarMachineAvailable(aid))
  2376. {
  2377. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2378. return giveHeroNewArtifact(hero, art);
  2379. }
  2380. else
  2381. COMPLAIN_RET("This machine is unavailable here!");
  2382. }
  2383. }
  2384. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2385. {
  2386. if(!h)
  2387. COMPLAIN_RET("Only hero can buy artifacts!");
  2388. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2389. COMPLAIN_RET("That artifact is unavailable!");
  2390. int b1;
  2391. int b2;
  2392. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2393. if (getResource(h->tempOwner, rid) < b1)
  2394. COMPLAIN_RET("You can't afford to buy this artifact!");
  2395. giveResource(h->tempOwner, rid, -b1);
  2396. SetAvailableArtifacts saa;
  2397. if(dynamic_cast<const CGTownInstance *>(m))
  2398. {
  2399. saa.id = ObjectInstanceID::NONE;
  2400. saa.arts = gs->map->townMerchantArtifacts;
  2401. }
  2402. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2403. {
  2404. saa.id = bm->id;
  2405. saa.arts = bm->artifacts;
  2406. }
  2407. else
  2408. COMPLAIN_RET("Wrong marktet...");
  2409. bool found = false;
  2410. for (const CArtifact *&art : saa.arts)
  2411. {
  2412. if (art && art->getId() == aid)
  2413. {
  2414. art = nullptr;
  2415. found = true;
  2416. break;
  2417. }
  2418. }
  2419. if (!found)
  2420. COMPLAIN_RET("Cannot find selected artifact on the list");
  2421. sendAndApply(&saa);
  2422. giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  2423. return true;
  2424. }
  2425. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2426. {
  2427. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2428. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2429. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2430. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2431. int resVal = 0;
  2432. int dump = 1;
  2433. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2434. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2435. giveResource(h->tempOwner, rid, resVal);
  2436. return true;
  2437. }
  2438. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2439. {
  2440. if (!h)
  2441. COMPLAIN_RET("You need hero to buy a skill!");
  2442. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2443. COMPLAIN_RET("Hero already know this skill");
  2444. if (!h->canLearnSkill())
  2445. COMPLAIN_RET("Hero can't learn any more skills");
  2446. if (!h->canLearnSkill(skill))
  2447. COMPLAIN_RET("The hero can't learn this skill!");
  2448. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2449. COMPLAIN_RET("That skill is unavailable!");
  2450. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2451. COMPLAIN_RET("You can't afford to buy this skill");
  2452. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2453. changeSecSkill(h, skill, 1, true);
  2454. return true;
  2455. }
  2456. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2457. {
  2458. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2459. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2460. int b1; //base quantities for trade
  2461. int b2;
  2462. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2463. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2464. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2465. {
  2466. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2467. }
  2468. giveResource(player, toSell, -b1 * amountToBoy);
  2469. giveResource(player, toBuy, b2 * amountToBoy);
  2470. gs->statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
  2471. gs->statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
  2472. return true;
  2473. }
  2474. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2475. {
  2476. if(!hero)
  2477. COMPLAIN_RET("Only hero can sell creatures!");
  2478. if (!vstd::contains(hero->Slots(), slot))
  2479. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2480. const CStackInstance &s = hero->getStack(slot);
  2481. if (s.count < (TQuantity)count //can't sell more creatures than have
  2482. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2483. {
  2484. COMPLAIN_RET("Not enough creatures in army!");
  2485. }
  2486. int b1; //base quantities for trade
  2487. int b2;
  2488. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2489. int units = count / b1; //how many base quantities we trade
  2490. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2491. {
  2492. //TODO: complain?
  2493. assert(0);
  2494. }
  2495. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2496. giveResource(hero->tempOwner, resourceID, b2 * units);
  2497. return true;
  2498. }
  2499. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2500. {
  2501. const CArmedInstance *army = nullptr;
  2502. if (hero)
  2503. army = hero;
  2504. else
  2505. army = dynamic_cast<const CGTownInstance *>(market);
  2506. if (!army)
  2507. COMPLAIN_RET("Incorrect call to transform in undead!");
  2508. if (!army->hasStackAtSlot(slot))
  2509. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2510. const CStackInstance &s = army->getStack(slot);
  2511. //resulting creature - bone dragons or skeletons
  2512. CreatureID resCreature = CreatureID::SKELETON;
  2513. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2514. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2515. || (s.getCreatureID() == CreatureID::HYDRA)
  2516. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2517. resCreature = CreatureID::BONE_DRAGON;
  2518. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2519. return true;
  2520. }
  2521. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2522. {
  2523. const PlayerState *p2 = getPlayerState(r2, false);
  2524. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2525. {
  2526. complain("Dest player must be in game!");
  2527. return false;
  2528. }
  2529. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2530. vstd::amin(val, curRes1);
  2531. giveResource(player, r1, -(int)val);
  2532. giveResource(r2, r1, val);
  2533. return true;
  2534. }
  2535. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2536. {
  2537. const CGHeroInstance *h = getHero(hid);
  2538. if (!h)
  2539. {
  2540. logGlobal->error("Hero doesn't exist!");
  2541. return false;
  2542. }
  2543. ChangeFormation cf;
  2544. cf.hid = hid;
  2545. cf.formation = formation;
  2546. sendAndApply(&cf);
  2547. return true;
  2548. }
  2549. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2550. {
  2551. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2552. if (answer)
  2553. logGlobal->trace("%d", *answer);
  2554. auto topQuery = queries->topQuery(player);
  2555. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2556. if(topQuery->queryID != qid)
  2557. {
  2558. auto currentQuery = queries->getQuery(qid);
  2559. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2560. currentQuery->setReply(answer);
  2561. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2562. }
  2563. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2564. topQuery->setReply(answer);
  2565. queries->popQuery(topQuery);
  2566. return true;
  2567. }
  2568. bool CGameHandler::complain(const std::string &problem)
  2569. {
  2570. #ifndef ENABLE_GOLDMASTER
  2571. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2572. #endif
  2573. logGlobal->error(problem);
  2574. return true;
  2575. }
  2576. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2577. {
  2578. //PlayerColor player = getOwner(hid);
  2579. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2580. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2581. assert(lowerArmy);
  2582. assert(upperArmy);
  2583. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2584. queries->addQuery(garrisonQuery);
  2585. GarrisonDialog gd;
  2586. gd.hid = hid;
  2587. gd.objid = upobj;
  2588. gd.removableUnits = removableUnits;
  2589. gd.queryID = garrisonQuery->queryID;
  2590. sendAndApply(&gd);
  2591. }
  2592. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2593. {
  2594. OpenWindow pack;
  2595. pack.window = window;
  2596. pack.object = object->id;
  2597. pack.visitor = visitor->id;
  2598. if (addQuery)
  2599. {
  2600. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2601. pack.queryID = windowQuery->queryID;
  2602. queries->addQuery(windowQuery);
  2603. }
  2604. sendAndApply(&pack);
  2605. }
  2606. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2607. {
  2608. if (id1 == id2)
  2609. return true;
  2610. const CGObjectInstance *o1 = getObj(id1);
  2611. const CGObjectInstance *o2 = getObj(id2);
  2612. if (!o1 || !o2)
  2613. return true; //arranging stacks within an object should be always allowed
  2614. if (o1 && o2)
  2615. {
  2616. if (o1->ID == Obj::TOWN)
  2617. {
  2618. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2619. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2620. return true;
  2621. }
  2622. if (o2->ID == Obj::TOWN)
  2623. {
  2624. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2625. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2626. return true;
  2627. }
  2628. auto market = getMarket(id1);
  2629. if(market == nullptr)
  2630. market = getMarket(id2);
  2631. if(market)
  2632. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  2633. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2634. {
  2635. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2636. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2637. // two heroes in same town (garrisoned and visiting)
  2638. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2639. return true;
  2640. }
  2641. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2642. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2643. if (!dialog)
  2644. {
  2645. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2646. }
  2647. if (dialog)
  2648. {
  2649. auto topArmy = dialog->exchangingArmies.at(0);
  2650. auto bottomArmy = dialog->exchangingArmies.at(1);
  2651. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2652. return true;
  2653. }
  2654. }
  2655. return false;
  2656. }
  2657. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2658. {
  2659. using events::ObjectVisitStarted;
  2660. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  2661. if (getVisitingHero(obj) != nullptr)
  2662. {
  2663. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  2664. throw std::runtime_error("Can not visit object that is being visited");
  2665. }
  2666. std::shared_ptr<CObjectVisitQuery> visitQuery;
  2667. auto startVisit = [&](ObjectVisitStarted & event)
  2668. {
  2669. auto visitedObject = obj;
  2670. if(obj->ID == Obj::HERO)
  2671. {
  2672. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2673. const auto visitedTown = visitedHero->visitedTown;
  2674. if(visitedTown)
  2675. {
  2676. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2677. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2678. visitedObject = visitedTown;
  2679. }
  2680. }
  2681. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  2682. queries->addQuery(visitQuery); //TODO real visit pos
  2683. HeroVisit hv;
  2684. hv.objId = obj->id;
  2685. hv.heroId = h->id;
  2686. hv.player = h->tempOwner;
  2687. hv.starting = true;
  2688. sendAndApply(&hv);
  2689. obj->onHeroVisit(h);
  2690. };
  2691. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2692. if(visitQuery)
  2693. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2694. }
  2695. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  2696. {
  2697. using events::ObjectVisitEnded;
  2698. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  2699. auto endVisit = [&](ObjectVisitEnded & event)
  2700. {
  2701. HeroVisit hv;
  2702. hv.player = event.getPlayer();
  2703. hv.heroId = event.getHero();
  2704. hv.starting = false;
  2705. sendAndApply(&hv);
  2706. };
  2707. //TODO: ObjectVisitEnded should also have id of visited object,
  2708. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2709. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  2710. }
  2711. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2712. {
  2713. const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
  2714. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2715. {
  2716. complain("Cannot build boat in this shipyard!");
  2717. return false;
  2718. }
  2719. TResources boatCost;
  2720. obj->getBoatCost(boatCost);
  2721. TResources available = getPlayerState(playerID)->resources;
  2722. if (!available.canAfford(boatCost))
  2723. {
  2724. complain("Not enough resources to build a boat!");
  2725. return false;
  2726. }
  2727. int3 tile = obj->bestLocation();
  2728. if (!gs->map->isInTheMap(tile))
  2729. {
  2730. complain("Cannot find appropriate tile for a boat!");
  2731. return false;
  2732. }
  2733. giveResources(playerID, -boatCost);
  2734. createBoat(tile, obj->getBoatType(), playerID);
  2735. return true;
  2736. }
  2737. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  2738. {
  2739. for (auto playerColor : playerColors)
  2740. {
  2741. if (getPlayerState(playerColor, false))
  2742. checkVictoryLossConditionsForPlayer(playerColor);
  2743. }
  2744. }
  2745. void CGameHandler::checkVictoryLossConditionsForAll()
  2746. {
  2747. std::set<PlayerColor> playerColors;
  2748. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  2749. {
  2750. playerColors.insert(PlayerColor(i));
  2751. }
  2752. checkVictoryLossConditions(playerColors);
  2753. }
  2754. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  2755. {
  2756. const PlayerState * p = getPlayerState(player);
  2757. if(!p || p->status != EPlayerStatus::INGAME) return;
  2758. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  2759. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  2760. {
  2761. InfoWindow iw;
  2762. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  2763. sendAndApply(&iw);
  2764. PlayerEndsGame peg;
  2765. peg.player = player;
  2766. peg.victoryLossCheckResult = victoryLossCheckResult;
  2767. peg.statistic = StatisticDataSet(gameState()->statistic);
  2768. addStatistics(peg.statistic); // add last turn befor win / loss
  2769. sendAndApply(&peg);
  2770. turnOrder->onPlayerEndsGame(player);
  2771. if (victoryLossCheckResult.victory())
  2772. {
  2773. //one player won -> all enemies lost
  2774. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  2775. {
  2776. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  2777. {
  2778. peg.player = i->first;
  2779. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  2780. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  2781. InfoWindow iw;
  2782. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  2783. iw.player = i->first;
  2784. sendAndApply(&iw);
  2785. sendAndApply(&peg);
  2786. }
  2787. }
  2788. if(p->human)
  2789. {
  2790. lobby->setState(EServerState::SHUTDOWN);
  2791. }
  2792. }
  2793. else
  2794. {
  2795. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  2796. auto hlp = p->getHeroes();
  2797. for (auto h : hlp) //eliminate heroes
  2798. {
  2799. if (h)
  2800. removeObject(h, player);
  2801. }
  2802. //player lost -> all his objects become unflagged (neutral)
  2803. for (auto obj : gs->map->objects) //unflag objs
  2804. {
  2805. if (obj.get() && obj->tempOwner == player)
  2806. setOwner(obj, PlayerColor::NEUTRAL);
  2807. }
  2808. //eliminating one player may cause victory of another:
  2809. std::set<PlayerColor> playerColors;
  2810. //do not copy player state (CBonusSystemNode) by value
  2811. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  2812. {
  2813. if (p.first != player)
  2814. playerColors.insert(p.first);
  2815. }
  2816. //notify all players
  2817. for (auto pc : playerColors)
  2818. {
  2819. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  2820. {
  2821. InfoWindow iw;
  2822. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  2823. iw.player = pc;
  2824. sendAndApply(&iw);
  2825. }
  2826. }
  2827. checkVictoryLossConditions(playerColors);
  2828. }
  2829. }
  2830. }
  2831. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  2832. {
  2833. out.player = player;
  2834. out.text = victoryLossCheckResult.messageToSelf;
  2835. out.text.replaceName(player);
  2836. out.components.emplace_back(ComponentType::FLAG, player);
  2837. }
  2838. bool CGameHandler::dig(const CGHeroInstance *h)
  2839. {
  2840. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  2841. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  2842. createHole(h->visitablePos(), h->getOwner());
  2843. //take MPs
  2844. SetMovePoints smp;
  2845. smp.hid = h->id;
  2846. smp.val = 0;
  2847. sendAndApply(&smp);
  2848. InfoWindow iw;
  2849. iw.type = EInfoWindowMode::AUTO;
  2850. iw.player = h->tempOwner;
  2851. if (gs->map->grailPos == h->visitablePos())
  2852. {
  2853. ArtifactID grail = ArtifactID::GRAIL;
  2854. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  2855. iw.text.appendName(grail); // ... " The Grail"
  2856. iw.soundID = soundBase::ULTIMATEARTIFACT;
  2857. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  2858. sendAndApply(&iw);
  2859. iw.soundID = soundBase::invalid;
  2860. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  2861. iw.text.clear();
  2862. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  2863. sendAndApply(&iw);
  2864. }
  2865. else
  2866. {
  2867. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  2868. iw.soundID = soundBase::Dig;
  2869. sendAndApply(&iw);
  2870. }
  2871. return true;
  2872. }
  2873. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  2874. {
  2875. if (!t.visitableObjects.empty())
  2876. {
  2877. //to prevent self-visiting heroes on space press
  2878. if (t.visitableObjects.back() != h)
  2879. objectVisited(t.visitableObjects.back(), h);
  2880. else if (t.visitableObjects.size() > 1)
  2881. objectVisited(*(t.visitableObjects.end()-2),h);
  2882. }
  2883. }
  2884. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  2885. {
  2886. if (!hero)
  2887. COMPLAIN_RET("You need hero to sacrifice creature!");
  2888. int expSum = 0;
  2889. auto finish = [this, &hero, &expSum]()
  2890. {
  2891. giveExperience(hero, hero->calculateXp(expSum));
  2892. };
  2893. for(int i = 0; i < slot.size(); ++i)
  2894. {
  2895. int oldCount = hero->getStackCount(slot[i]);
  2896. if(oldCount < (int)count[i])
  2897. {
  2898. finish();
  2899. COMPLAIN_RET("Not enough creatures to sacrifice!")
  2900. }
  2901. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  2902. {
  2903. finish();
  2904. COMPLAIN_RET("Cannot sacrifice last creature!");
  2905. }
  2906. int crid = hero->getStack(slot[i]).type->getId();
  2907. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  2908. int dump;
  2909. int exp;
  2910. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  2911. exp *= count[i];
  2912. expSum += exp;
  2913. }
  2914. finish();
  2915. return true;
  2916. }
  2917. bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  2918. {
  2919. if (!hero)
  2920. COMPLAIN_RET("You need hero to sacrifice artifact!");
  2921. if(hero->getAlignment() == EAlignment::EVIL)
  2922. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  2923. assert(market);
  2924. const auto artSet = market->getArtifactsStorage();
  2925. int expSum = 0;
  2926. auto finish = [this, &hero, &expSum]()
  2927. {
  2928. giveExperience(hero, hero->calculateXp(expSum));
  2929. };
  2930. for(const auto & artInstId : arts)
  2931. {
  2932. if(auto art = artSet->getArtByInstanceId(artInstId))
  2933. {
  2934. if(art->artType->isTradable())
  2935. {
  2936. int dmp;
  2937. int expToGive;
  2938. market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  2939. expSum += expToGive;
  2940. removeArtifact(ArtifactLocation(market->getObjInstanceID(), artSet->getArtPos(art)));
  2941. }
  2942. else
  2943. {
  2944. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  2945. }
  2946. }
  2947. else
  2948. {
  2949. finish();
  2950. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  2951. }
  2952. }
  2953. finish();
  2954. return true;
  2955. }
  2956. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  2957. {
  2958. if (sl.army->hasStackAtSlot(sl.slot))
  2959. COMPLAIN_RET("Slot is already taken!");
  2960. if (!sl.slot.validSlot())
  2961. COMPLAIN_RET("Cannot insert stack to that slot!");
  2962. InsertNewStack ins;
  2963. ins.army = sl.army->id;
  2964. ins.slot = sl.slot;
  2965. ins.type = c->getId();
  2966. ins.count = count;
  2967. sendAndApply(&ins);
  2968. return true;
  2969. }
  2970. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  2971. {
  2972. if (!sl.army->hasStackAtSlot(sl.slot))
  2973. COMPLAIN_RET("Cannot find a stack to erase");
  2974. if (sl.army->stacksCount() == 1 //from the last stack
  2975. && sl.army->needsLastStack() //that must be left
  2976. && !forceRemoval) //ignore above conditions if we are forcing removal
  2977. {
  2978. COMPLAIN_RET("Cannot erase the last stack!");
  2979. }
  2980. EraseStack es;
  2981. es.army = sl.army->id;
  2982. es.slot = sl.slot;
  2983. sendAndApply(&es);
  2984. return true;
  2985. }
  2986. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  2987. {
  2988. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  2989. if ((absoluteValue && count < 0)
  2990. || (!absoluteValue && -count > currentCount))
  2991. {
  2992. COMPLAIN_RET("Cannot take more stacks than present!");
  2993. }
  2994. if ((currentCount == -count && !absoluteValue)
  2995. || (!count && absoluteValue))
  2996. {
  2997. eraseStack(sl);
  2998. }
  2999. else
  3000. {
  3001. ChangeStackCount csc;
  3002. csc.army = sl.army->id;
  3003. csc.slot = sl.slot;
  3004. csc.count = count;
  3005. csc.absoluteValue = absoluteValue;
  3006. sendAndApply(&csc);
  3007. }
  3008. return true;
  3009. }
  3010. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3011. {
  3012. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3013. if (!slotC) //slot is empty
  3014. insertNewStack(sl, c, count);
  3015. else if (c == slotC)
  3016. changeStackCount(sl, count);
  3017. else
  3018. {
  3019. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3020. }
  3021. return true;
  3022. }
  3023. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3024. {
  3025. if (removeObjWhenFinished)
  3026. removeAfterVisit(src);
  3027. if (!src->canBeMergedWith(*dst, allowMerging))
  3028. {
  3029. if (allowMerging) //do that, add all matching creatures.
  3030. {
  3031. bool cont = true;
  3032. while (cont)
  3033. {
  3034. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3035. {
  3036. SlotID pos = dst->getSlotFor(i->second->type);
  3037. if (pos.validSlot())
  3038. {
  3039. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3040. cont = true;
  3041. break; //or iterator crashes
  3042. }
  3043. cont = false;
  3044. }
  3045. }
  3046. }
  3047. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3048. }
  3049. else //merge
  3050. {
  3051. moveArmy(src, dst, allowMerging);
  3052. }
  3053. }
  3054. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3055. {
  3056. if (!src.army->hasStackAtSlot(src.slot))
  3057. COMPLAIN_RET("No stack to move!");
  3058. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3059. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3060. if (!dst.slot.validSlot())
  3061. COMPLAIN_RET("Cannot move stack to that slot!");
  3062. if (count == -1)
  3063. {
  3064. count = src.army->getStackCount(src.slot);
  3065. }
  3066. if (src.army != dst.army //moving away
  3067. && count == src.army->getStackCount(src.slot) //all creatures
  3068. && src.army->stacksCount() == 1 //from the last stack
  3069. && src.army->needsLastStack()) //that must be left
  3070. {
  3071. COMPLAIN_RET("Cannot move away the last creature!");
  3072. }
  3073. RebalanceStacks rs;
  3074. rs.srcArmy = src.army->id;
  3075. rs.dstArmy = dst.army->id;
  3076. rs.srcSlot = src.slot;
  3077. rs.dstSlot = dst.slot;
  3078. rs.count = count;
  3079. sendAndApply(&rs);
  3080. return true;
  3081. }
  3082. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3083. {
  3084. if (!spellID.hasValue())
  3085. return;
  3086. AdventureSpellCastParameters p;
  3087. p.caster = caster;
  3088. p.pos = pos;
  3089. const CSpell * s = spellID.toSpell();
  3090. s->adventureCast(spellEnv, p);
  3091. }
  3092. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3093. {
  3094. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3095. {
  3096. return moveStack(sl2, sl1);
  3097. }
  3098. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3099. {
  3100. return moveStack(sl1, sl2);
  3101. }
  3102. else
  3103. {
  3104. SwapStacks ss;
  3105. ss.srcArmy = sl1.army->id;
  3106. ss.dstArmy = sl2.army->id;
  3107. ss.srcSlot = sl1.slot;
  3108. ss.dstSlot = sl2.slot;
  3109. sendAndApply(&ss);
  3110. return true;
  3111. }
  3112. }
  3113. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3114. {
  3115. assert(art && art->artType);
  3116. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3117. dst.creature = al.creature;
  3118. auto putTo = getArtSet(al);
  3119. assert(putTo);
  3120. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3121. {
  3122. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3123. }
  3124. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3125. {
  3126. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3127. }
  3128. else
  3129. {
  3130. dst.slot = al.slot;
  3131. }
  3132. if(!askAssemble.has_value())
  3133. {
  3134. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3135. askAssemble = true;
  3136. else
  3137. askAssemble = false;
  3138. }
  3139. if(art->canBePutAt(putTo, dst.slot))
  3140. {
  3141. PutArtifact pa(dst, askAssemble.value());
  3142. pa.art = art;
  3143. sendAndApply(&pa);
  3144. return true;
  3145. }
  3146. else
  3147. {
  3148. return false;
  3149. }
  3150. }
  3151. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3152. {
  3153. assert(artType);
  3154. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3155. {
  3156. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3157. COMPLAIN_RET("Cannot put artifact in that slot!");
  3158. }
  3159. else if(ArtifactUtils::isSlotBackpack(pos))
  3160. {
  3161. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3162. COMPLAIN_RET("Cannot put artifact in that slot!");
  3163. }
  3164. else
  3165. {
  3166. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3167. }
  3168. auto * newArtInst = new CArtifactInstance();
  3169. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3170. NewArtifact na;
  3171. na.art = newArtInst;
  3172. sendAndApply(&na); // -> updates newArtInst!!!
  3173. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3174. return true;
  3175. else
  3176. return false;
  3177. }
  3178. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3179. {
  3180. std::vector<int3>::iterator tile;
  3181. std::vector<int3> tiles;
  3182. getFreeTiles(tiles);
  3183. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3184. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3185. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3186. const CCreature *cre = creatureID.toCreature();
  3187. for (int i = 0; i < (int)amount; ++i)
  3188. {
  3189. tile = tiles.begin();
  3190. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3191. {
  3192. auto count = cre->getRandomAmount(std::rand);
  3193. createWanderingMonster(*tile, creatureID);
  3194. auto monsterId = getTopObj(*tile)->id;
  3195. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3196. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3197. }
  3198. tiles.erase(tile); //not use it again
  3199. }
  3200. }
  3201. void CGameHandler::synchronizeArtifactHandlerLists()
  3202. {
  3203. UpdateArtHandlerLists uahl;
  3204. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3205. sendAndApply(&uahl);
  3206. }
  3207. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3208. {
  3209. return vstd::contains(gs->map->objects, obj);
  3210. }
  3211. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3212. {
  3213. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3214. return false;
  3215. auto query = queries->topQuery(player);
  3216. if (query && query->blocksPack(pack))
  3217. {
  3218. complain(boost::str(boost::format(
  3219. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3220. % boost::to_upper_copy<std::string>(player.toString())
  3221. % query->toString()
  3222. ));
  3223. return true;
  3224. }
  3225. return false;
  3226. }
  3227. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3228. {
  3229. //If the object is being visited, there must be a matching query
  3230. for (const auto &query : queries->allQueries())
  3231. {
  3232. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3233. {
  3234. if (someVistQuery->visitedObject == object)
  3235. {
  3236. someVistQuery->removeObjectAfterVisit = true;
  3237. return;
  3238. }
  3239. }
  3240. }
  3241. //If we haven't returned so far, there is no query and no visit, call was wrong
  3242. assert("This function needs to be called during the object visit!");
  3243. }
  3244. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3245. {
  3246. std::unordered_set<int3> tiles;
  3247. if (mode == ETileVisibility::HIDDEN)
  3248. {
  3249. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3250. }
  3251. else
  3252. {
  3253. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3254. }
  3255. changeFogOfWar(tiles, player, mode);
  3256. }
  3257. void CGameHandler::changeFogOfWar(const std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3258. {
  3259. if (tiles.empty())
  3260. return;
  3261. FoWChange fow;
  3262. fow.tiles = tiles;
  3263. fow.player = player;
  3264. fow.mode = mode;
  3265. if (mode == ETileVisibility::HIDDEN)
  3266. {
  3267. // do not hide tiles observed by owned objects. May lead to disastrous AI problems
  3268. // FIXME: this leads to a bug - shroud of darkness from Necropolis does can not override Skyship from Tower
  3269. std::unordered_set<int3> observedTiles;
  3270. auto p = getPlayerState(player);
  3271. for (auto obj : p->getOwnedObjects())
  3272. getTilesInRange(observedTiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::REVEALED, obj->getOwner());
  3273. for (auto tile : observedTiles)
  3274. vstd::erase_if_present (fow.tiles, tile);
  3275. if (fow.tiles.empty())
  3276. return;
  3277. }
  3278. sendAndApply(&fow);
  3279. }
  3280. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3281. {
  3282. assert(obj);
  3283. for(const auto & query : queries->allQueries())
  3284. {
  3285. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3286. if (visit && visit->visitedObject == obj)
  3287. return visit->visitingHero;
  3288. }
  3289. return nullptr;
  3290. }
  3291. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3292. {
  3293. assert(hero);
  3294. for(const auto & query : queries->allQueries())
  3295. {
  3296. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3297. if (visit && visit->visitingHero == hero)
  3298. return visit->visitedObject;
  3299. }
  3300. return nullptr;
  3301. }
  3302. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3303. {
  3304. assert(obj);
  3305. assert(hero);
  3306. assert(getVisitingHero(obj) == hero);
  3307. // Check top query of targeted player:
  3308. // If top query is NOT visit to targeted object then we assume that
  3309. // visitation query is covered by other query that must be answered first
  3310. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3311. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3312. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3313. return true;
  3314. }
  3315. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3316. {
  3317. SetObjectProperty sob;
  3318. sob.id = objid;
  3319. sob.what = prop;
  3320. sob.identifier = NumericID(value);
  3321. sendAndApply(&sob);
  3322. }
  3323. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3324. {
  3325. SetObjectProperty sob;
  3326. sob.id = objid;
  3327. sob.what = prop;
  3328. sob.identifier = identifier;
  3329. sendAndApply(&sob);
  3330. }
  3331. void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration)
  3332. {
  3333. SetBankConfiguration srb;
  3334. srb.objectID = objid;
  3335. srb.configuration = configuration;
  3336. sendAndApply(&srb);
  3337. }
  3338. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
  3339. {
  3340. SetRewardableConfiguration srb;
  3341. srb.objectID = objid;
  3342. srb.configuration = configuration;
  3343. sendAndApply(&srb);
  3344. }
  3345. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
  3346. {
  3347. SetRewardableConfiguration srb;
  3348. srb.objectID = townInstanceID;
  3349. srb.buildingID = buildingID;
  3350. srb.configuration = configuration;
  3351. sendAndApply(&srb);
  3352. }
  3353. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3354. {
  3355. sendAndApply(iw);
  3356. }
  3357. vstd::RNG & CGameHandler::getRandomGenerator()
  3358. {
  3359. return *randomNumberGenerator;
  3360. }
  3361. #if SCRIPTING_ENABLED
  3362. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3363. {
  3364. return serverScripts.get();
  3365. }
  3366. //scripting::Pool * CGameHandler::getContextPool() const
  3367. //{
  3368. // return serverScripts.get();
  3369. //}
  3370. #endif
  3371. CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
  3372. {
  3373. TerrainId terrainType = ETerrainId::NONE;
  3374. if (!gs->isInTheMap(visitablePosition))
  3375. throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
  3376. const TerrainTile & t = gs->map->getTile(visitablePosition);
  3377. terrainType = t.terType->getId();
  3378. auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);
  3379. CGObjectInstance * o = handler->create(gs->callback, nullptr);
  3380. handler->configureObject(o, getRandomGenerator());
  3381. assert(o->ID == objectID);
  3382. assert(!handler->getTemplates(terrainType).empty());
  3383. if (handler->getTemplates().empty())
  3384. throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
  3385. if (!handler->getTemplates(terrainType).empty())
  3386. o->appearance = handler->getTemplates(terrainType).front();
  3387. else
  3388. o->appearance = handler->getTemplates().front();
  3389. o->pos = visitablePosition + o->getVisitableOffset();
  3390. return o;
  3391. }
  3392. void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature)
  3393. {
  3394. auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
  3395. auto * cre = dynamic_cast<CGCreature *>(createdObject);
  3396. assert(cre);
  3397. cre->notGrowingTeam = cre->neverFlees = false;
  3398. cre->character = 2;
  3399. cre->gainedArtifact = ArtifactID::NONE;
  3400. cre->identifier = -1;
  3401. cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack
  3402. newObject(createdObject, PlayerColor::NEUTRAL);
  3403. }
  3404. void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
  3405. {
  3406. auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
  3407. newObject(createdObject, initiator);
  3408. }
  3409. void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
  3410. {
  3411. auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
  3412. newObject(createdObject, initiator);
  3413. }
  3414. void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
  3415. {
  3416. object->initObj(gs->getRandomGenerator());
  3417. NewObject no;
  3418. no.newObject = object;
  3419. no.initiator = initiator;
  3420. sendAndApply(&no);
  3421. }
  3422. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3423. {
  3424. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3425. }
  3426. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3427. {
  3428. battles->startBattleI(army1, army2, tile, creatureBank);
  3429. }
  3430. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3431. {
  3432. battles->startBattleI(army1, army2, creatureBank);
  3433. }