GameStatePackVisitor.cpp 48 KB

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  1. /*
  2. * GameStatePackVisitor.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 "GameStatePackVisitor.h"
  12. #include "CGameState.h"
  13. #include "TavernHeroesPool.h"
  14. #include "../CPlayerState.h"
  15. #include "../CStack.h"
  16. #include "../IGameSettings.h"
  17. #include "../campaign/CampaignState.h"
  18. #include "../entities/artifact/ArtifactUtils.h"
  19. #include "../entities/artifact/CArtifact.h"
  20. #include "../entities/artifact/CArtifactFittingSet.h"
  21. #include "../mapObjects/CGHeroInstance.h"
  22. #include "../mapObjects/CGMarket.h"
  23. #include "../mapObjects/CGTownInstance.h"
  24. #include "../mapObjects/CQuest.h"
  25. #include "../mapObjects/FlaggableMapObject.h"
  26. #include "../mapObjects/MiscObjects.h"
  27. #include "../mapObjects/TownBuildingInstance.h"
  28. #include "../mapping/CMap.h"
  29. #include "../networkPacks/StackLocation.h"
  30. VCMI_LIB_NAMESPACE_BEGIN
  31. void GameStatePackVisitor::visitSetResources(SetResources & pack)
  32. {
  33. assert(pack.player.isValidPlayer());
  34. if(pack.mode == ChangeValueMode::ABSOLUTE)
  35. gs.getPlayerState(pack.player)->resources = pack.res;
  36. else
  37. gs.getPlayerState(pack.player)->resources += pack.res;
  38. gs.getPlayerState(pack.player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  39. //just ensure that player resources are not negative
  40. //server is responsible to check if player can afford deal
  41. //but events on server side are allowed to take more than player have
  42. gs.getPlayerState(pack.player)->resources.positive();
  43. }
  44. void GameStatePackVisitor::visitSetPrimarySkill(SetPrimarySkill & pack)
  45. {
  46. CGHeroInstance * hero = gs.getHero(pack.id);
  47. assert(hero);
  48. hero->setPrimarySkill(pack.which, pack.val, pack.mode);
  49. }
  50. void GameStatePackVisitor::visitSetHeroExperience(SetHeroExperience & pack)
  51. {
  52. CGHeroInstance * hero = gs.getHero(pack.id);
  53. assert(hero);
  54. hero->setExperience(pack.val, pack.mode);
  55. }
  56. void GameStatePackVisitor::visitGiveStackExperience(GiveStackExperience & pack)
  57. {
  58. auto * army = gs.getArmyInstance(pack.id);
  59. for (const auto & slot : pack.val)
  60. army->getStackPtr(slot.first)->giveAverageStackExperience(slot.second);
  61. army->nodeHasChanged();
  62. }
  63. void GameStatePackVisitor::visitSetSecSkill(SetSecSkill & pack)
  64. {
  65. CGHeroInstance *hero = gs.getHero(pack.id);
  66. hero->setSecSkillLevel(pack.which, pack.val, pack.mode);
  67. }
  68. void GameStatePackVisitor::visitSetCommanderProperty(SetCommanderProperty & pack)
  69. {
  70. const auto & commander = gs.getHero(pack.heroid)->getCommander();
  71. assert (commander);
  72. switch (pack.which)
  73. {
  74. case SetCommanderProperty::BONUS:
  75. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  76. break;
  77. case SetCommanderProperty::SPECIAL_SKILL:
  78. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  79. commander->specialSkills.insert (pack.additionalInfo);
  80. break;
  81. case SetCommanderProperty::SECONDARY_SKILL:
  82. commander->secondarySkills[pack.additionalInfo] = static_cast<ui8>(pack.amount);
  83. break;
  84. case SetCommanderProperty::ALIVE:
  85. if (pack.amount)
  86. commander->setAlive(true);
  87. else
  88. commander->setAlive(false);
  89. break;
  90. case SetCommanderProperty::EXPERIENCE:
  91. commander->giveTotalStackExperience(pack.amount);
  92. commander->nodeHasChanged();
  93. break;
  94. }
  95. }
  96. void GameStatePackVisitor::visitAddQuest(AddQuest & pack)
  97. {
  98. assert(vstd::contains(gs.players, pack.player));
  99. auto * vec = &gs.players.at(pack.player).quests;
  100. if (!vstd::contains(*vec, pack.quest))
  101. vec->push_back(pack.quest);
  102. else
  103. logNetwork->warn("Warning! Attempt to add duplicated quest");
  104. }
  105. void GameStatePackVisitor::visitChangeFormation(ChangeFormation & pack)
  106. {
  107. gs.getHero(pack.hid)->setFormation(pack.formation);
  108. }
  109. void GameStatePackVisitor::visitChangeTownName(ChangeTownName & pack)
  110. {
  111. gs.getTown(pack.tid)->setCustomName(pack.name);
  112. }
  113. void GameStatePackVisitor::visitHeroVisitCastle(HeroVisitCastle & pack)
  114. {
  115. CGHeroInstance *h = gs.getHero(pack.hid);
  116. CGTownInstance *t = gs.getTown(pack.tid);
  117. assert(h);
  118. assert(t);
  119. if(pack.start())
  120. t->setVisitingHero(h);
  121. else
  122. t->setVisitingHero(nullptr);
  123. }
  124. void GameStatePackVisitor::visitChangeSpells(ChangeSpells & pack)
  125. {
  126. CGHeroInstance *hero = gs.getHero(pack.hid);
  127. if(pack.learn)
  128. for(const auto & sid : pack.spells)
  129. hero->addSpellToSpellbook(sid);
  130. else
  131. for(const auto & sid : pack.spells)
  132. hero->removeSpellFromSpellbook(sid);
  133. }
  134. void GameStatePackVisitor::visitSetResearchedSpells(SetResearchedSpells & pack)
  135. {
  136. CGTownInstance *town = gs.getTown(pack.tid);
  137. town->spells[pack.level] = pack.spells;
  138. town->spellResearchCounterDay++;
  139. if(pack.accepted)
  140. town->spellResearchAcceptedCounter++;
  141. }
  142. void GameStatePackVisitor::visitSetMana(SetMana & pack)
  143. {
  144. CGHeroInstance * hero = gs.getHero(pack.hid);
  145. assert(hero);
  146. if(pack.mode == ChangeValueMode::ABSOLUTE)
  147. hero->mana = pack.val;
  148. else
  149. hero->mana += pack.val;
  150. vstd::amax(hero->mana, 0); //not less than 0
  151. }
  152. void GameStatePackVisitor::visitSetMovePoints(SetMovePoints & pack)
  153. {
  154. CGHeroInstance *hero = gs.getHero(pack.hid);
  155. assert(hero);
  156. hero->setMovementPoints(pack.val);
  157. }
  158. void GameStatePackVisitor::visitFoWChange(FoWChange & pack)
  159. {
  160. TeamState * team = gs.getPlayerTeam(pack.player);
  161. auto & fogOfWarMap = team->fogOfWarMap;
  162. for(const int3 & t : pack.tiles)
  163. fogOfWarMap[t.z][t.x][t.y] = pack.mode != ETileVisibility::HIDDEN;
  164. if (pack.mode == ETileVisibility::HIDDEN) //do not hide too much
  165. {
  166. FowTilesType tilesRevealed;
  167. for (auto & o : gs.getMap().getObjects())
  168. {
  169. if (o->asOwnable())
  170. {
  171. if(vstd::contains(team->players, o->getOwner())) //check owned observators
  172. gs.getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  173. }
  174. }
  175. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  176. fogOfWarMap[t.z][t.x][t.y] = 1;
  177. }
  178. }
  179. void GameStatePackVisitor::visitSetAvailableHero(SetAvailableHero & pack)
  180. {
  181. gs.heroesPool->setHeroForPlayer(pack.player, pack.slotID, pack.hid, pack.army, pack.roleID, pack.replenishPoints);
  182. }
  183. void GameStatePackVisitor::visitGiveBonus(GiveBonus & pack)
  184. {
  185. CBonusSystemNode *cbsn = nullptr;
  186. switch(pack.who)
  187. {
  188. case GiveBonus::ETarget::OBJECT:
  189. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.id.as<ObjectInstanceID>()));
  190. break;
  191. case GiveBonus::ETarget::HERO_COMMANDER:
  192. cbsn = gs.getHero(pack.id.as<ObjectInstanceID>())->getCommander();
  193. break;
  194. case GiveBonus::ETarget::PLAYER:
  195. cbsn = gs.getPlayerState(pack.id.as<PlayerColor>());
  196. break;
  197. case GiveBonus::ETarget::BATTLE:
  198. assert(Bonus::OneBattle(&pack.bonus));
  199. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.id.as<BattleID>()));
  200. break;
  201. }
  202. assert(cbsn);
  203. if(Bonus::OneWeek(&pack.bonus))
  204. pack.bonus.turnsRemain = 8 - gs.getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  205. auto b = std::make_shared<Bonus>(pack.bonus);
  206. cbsn->addNewBonus(b);
  207. }
  208. void GameStatePackVisitor::visitChangeObjPos(ChangeObjPos & pack)
  209. {
  210. CGObjectInstance *obj = gs.getObjInstance(pack.objid);
  211. if(!obj)
  212. {
  213. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", pack.objid.getNum());
  214. return;
  215. }
  216. gs.getMap().moveObject(pack.objid, pack.nPos + obj->getVisitableOffset());
  217. }
  218. void GameStatePackVisitor::visitChangeObjectVisitors(ChangeObjectVisitors & pack)
  219. {
  220. auto objectPtr = gs.getObjInstance(pack.object);
  221. switch (pack.mode)
  222. {
  223. case ChangeObjectVisitors::VISITOR_ADD_HERO:
  224. gs.getHero(pack.hero)->visitedObjects.insert(pack.object);
  225. [[fallthrough]];
  226. case ChangeObjectVisitors::VISITOR_ADD_PLAYER:
  227. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  228. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjects.insert(pack.object);
  229. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  230. break;
  231. case ChangeObjectVisitors::VISITOR_CLEAR:
  232. // remove visit info from all heroes, including those that are not present on map
  233. for (auto heroID : gs.getMap().getHeroesOnMap())
  234. gs.getHero(heroID)->visitedObjects.erase(pack.object);
  235. for (auto heroID : gs.getMap().getHeroesInPool())
  236. gs.getMap().tryGetFromHeroPool(heroID)->visitedObjects.erase(pack.object);
  237. for(auto &elem : gs.players)
  238. elem.second.visitedObjects.erase(pack.object);
  239. for(auto &elem : gs.teams)
  240. elem.second.scoutedObjects.erase(pack.object);
  241. break;
  242. case ChangeObjectVisitors::VISITOR_SCOUTED:
  243. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  244. break;
  245. }
  246. }
  247. void GameStatePackVisitor::visitChangeArtifactsCostume(ChangeArtifactsCostume & pack)
  248. {
  249. auto & allCostumes = gs.getPlayerState(pack.player)->costumesArtifacts;
  250. if(const auto & costume = allCostumes.find(pack.costumeIdx); costume != allCostumes.end())
  251. costume->second = pack.costumeSet;
  252. else
  253. allCostumes.try_emplace(pack.costumeIdx, pack.costumeSet);
  254. }
  255. void GameStatePackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack)
  256. {
  257. PlayerState *p = gs.getPlayerState(pack.player);
  258. if(pack.victoryLossCheckResult.victory())
  259. {
  260. p->status = EPlayerStatus::WINNER;
  261. // TODO: Campaign-specific code might as well go somewhere else
  262. // keep all heroes from the winning player
  263. if(p->human && gs.getStartInfo()->campState)
  264. {
  265. std::vector<CGHeroInstance *> crossoverHeroes;
  266. for (auto hero : p->getHeroes())
  267. if (hero->tempOwner == pack.player)
  268. crossoverHeroes.push_back(hero);
  269. gs.getStartInfo()->campState->setCurrentMapAsConquered(crossoverHeroes);
  270. }
  271. }
  272. else
  273. {
  274. p->status = EPlayerStatus::LOSER;
  275. }
  276. // defeated player may be making turn right now
  277. gs.actingPlayers.erase(pack.player);
  278. }
  279. void GameStatePackVisitor::visitRemoveBonus(RemoveBonus & pack)
  280. {
  281. CBonusSystemNode *node = nullptr;
  282. switch(pack.who)
  283. {
  284. case GiveBonus::ETarget::OBJECT:
  285. node = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.whoID.as<ObjectInstanceID>()));
  286. break;
  287. case GiveBonus::ETarget::PLAYER:
  288. node = gs.getPlayerState(pack.whoID.as<PlayerColor>());
  289. break;
  290. case GiveBonus::ETarget::BATTLE:
  291. assert(Bonus::OneBattle(&pack.bonus));
  292. node = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.whoID.as<BattleID>()));
  293. break;
  294. }
  295. BonusList &bonuses = node->getExportedBonusList();
  296. for(const auto & b : bonuses)
  297. {
  298. if(b->source == pack.source && b->sid == pack.id)
  299. {
  300. pack.bonus = *b; //backup bonus (to show to interfaces later)
  301. node->removeBonus(b);
  302. break;
  303. }
  304. }
  305. }
  306. void GameStatePackVisitor::visitRemoveObject(RemoveObject & pack)
  307. {
  308. CGObjectInstance *obj = gs.getObjInstance(pack.objectID);
  309. logGlobal->debug("removing object id=%d; address=%x; name=%s", pack.objectID, (intptr_t)obj, obj->getObjectName());
  310. if (pack.initiator.isValidPlayer())
  311. gs.getPlayerState(pack.initiator)->destroyedObjects.insert(pack.objectID);
  312. if(obj->getOwner().isValidPlayer())
  313. gs.getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
  314. if(obj->ID == Obj::HERO) //remove beaten hero
  315. {
  316. auto beatenHero = dynamic_cast<CGHeroInstance*>(obj);
  317. assert(beatenHero);
  318. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  319. {
  320. return asi.getArt()->getTypeId() == ArtifactID::GRAIL;
  321. });
  322. if(beatenHero->getVisitedTown())
  323. {
  324. if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
  325. beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
  326. else
  327. beatenHero->getVisitedTown()->setVisitingHero(nullptr);
  328. beatenHero->setVisitedTown(nullptr, false);
  329. }
  330. //If hero on Boat is removed, the Boat disappears
  331. if(beatenHero->inBoat())
  332. {
  333. auto boat = beatenHero->getBoat();
  334. beatenHero->setBoat(nullptr);
  335. gs.getMap().eraseObject(boat->id);
  336. }
  337. beatenHero->detachFromBonusSystem(gs);
  338. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  339. auto beatenObject = gs.getMap().eraseObject(obj->id);
  340. //return hero to the pool, so he may reappear in tavern
  341. gs.heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
  342. gs.getMap().addToHeroPool(std::dynamic_pointer_cast<CGHeroInstance>(beatenObject));
  343. return;
  344. }
  345. if(obj->ID == Obj::TOWN)
  346. {
  347. auto * town = dynamic_cast<CGTownInstance *>(obj);
  348. town->setVisitingHero(nullptr);
  349. if (town->getGarrisonHero())
  350. {
  351. gs.getMap().showObject(gs.getHero(town->getGarrisonHero()->id));
  352. town->setGarrisonedHero(nullptr);
  353. }
  354. }
  355. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  356. if (quest)
  357. {
  358. for (auto &player : gs.players)
  359. {
  360. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  361. return q.obj == obj->id;
  362. });
  363. }
  364. }
  365. obj->detachFromBonusSystem(gs);
  366. gs.getMap().eraseObject(pack.objectID);
  367. gs.getMap().calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  368. }
  369. static int getDir(const int3 & src, const int3 & dst)
  370. {
  371. int ret = -1;
  372. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  373. {
  374. ret = 1;
  375. }
  376. else if(dst.x == src.x && dst.y+1 == src.y) //t
  377. {
  378. ret = 2;
  379. }
  380. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  381. {
  382. ret = 3;
  383. }
  384. else if(dst.x-1 == src.x && dst.y == src.y) //r
  385. {
  386. ret = 4;
  387. }
  388. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  389. {
  390. ret = 5;
  391. }
  392. else if(dst.x == src.x && dst.y-1 == src.y) //b
  393. {
  394. ret = 6;
  395. }
  396. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  397. {
  398. ret = 7;
  399. }
  400. else if(dst.x+1 == src.x && dst.y == src.y) //l
  401. {
  402. ret = 8;
  403. }
  404. return ret;
  405. }
  406. void GameStatePackVisitor::visitTryMoveHero(TryMoveHero & pack)
  407. {
  408. CGHeroInstance *h = gs.getHero(pack.id);
  409. if (!h)
  410. {
  411. logGlobal->error("Attempt ot move unavailable hero %d", pack.id.getNum());
  412. return;
  413. }
  414. const TerrainTile & fromTile = gs.getMap().getTile(h->convertToVisitablePos(pack.start));
  415. const TerrainTile & destTile = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  416. h->setMovementPoints(pack.movePoints);
  417. if((pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::BLOCKING_VISIT || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK) && pack.start != pack.end)
  418. {
  419. auto dir = getDir(pack.start, pack.end);
  420. if(dir > 0 && dir <= 8)
  421. h->moveDir = dir;
  422. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  423. }
  424. if(pack.result == TryMoveHero::EMBARK) //hero enters boat at destination tile
  425. {
  426. const TerrainTile &tt = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  427. ObjectInstanceID topObjectID = tt.visitableObjects.back();
  428. CGObjectInstance * topObject = gs.getObjInstance(topObjectID);
  429. assert(tt.visitableObjects.size() >= 1 && topObject->ID == Obj::BOAT); //the only visitable object at destination is Boat
  430. auto * boat = dynamic_cast<CGBoat *>(topObject);
  431. assert(boat);
  432. gs.getMap().hideObject(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  433. h->setBoat(boat);
  434. }
  435. else if(pack.result == TryMoveHero::DISEMBARK) //hero leaves boat to destination tile
  436. {
  437. auto * b = h->getBoat();
  438. b->direction = h->moveDir;
  439. b->pos = pack.start;
  440. gs.getMap().showObject(b);
  441. h->setBoat(nullptr);
  442. }
  443. if(pack.start != pack.end && (pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::TELEPORTATION || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK))
  444. {
  445. gs.getMap().hideObject(h);
  446. h->setAnchorPos(pack.end);
  447. if(auto * b = h->getBoat())
  448. b->setAnchorPos(pack.end);
  449. gs.getMap().showObject(h);
  450. }
  451. auto & fogOfWarMap = gs.getPlayerTeam(h->getOwner())->fogOfWarMap;
  452. for(const int3 & t : pack.fowRevealed)
  453. fogOfWarMap[t.z][t.x][t.y] = 1;
  454. if (fromTile.getTerrainID() != destTile.getTerrainID())
  455. h->nodeHasChanged(); // update bonuses with terrain limiter
  456. }
  457. void GameStatePackVisitor::visitNewStructures(NewStructures & pack)
  458. {
  459. CGTownInstance *t = gs.getTown(pack.tid);
  460. for(const auto & id : pack.bid)
  461. {
  462. assert(t->getTown()->buildings.at(id) != nullptr);
  463. t->addBuilding(id);
  464. }
  465. t->updateAppearance();
  466. t->built = pack.built;
  467. t->recreateBuildingsBonuses();
  468. }
  469. void GameStatePackVisitor::visitRazeStructures(RazeStructures & pack)
  470. {
  471. CGTownInstance *t = gs.getTown(pack.tid);
  472. for(const auto & id : pack.bid)
  473. {
  474. t->removeBuilding(id);
  475. t->updateAppearance();
  476. }
  477. t->destroyed = pack.destroyed; //yeaha
  478. t->recreateBuildingsBonuses();
  479. }
  480. void GameStatePackVisitor::visitSetAvailableCreatures(SetAvailableCreatures & pack)
  481. {
  482. auto * dw = dynamic_cast<CGDwelling *>(gs.getObjInstance(pack.tid));
  483. assert(dw);
  484. dw->creatures = pack.creatures;
  485. }
  486. void GameStatePackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack)
  487. {
  488. CGTownInstance *t = gs.getTown(pack.tid);
  489. CGHeroInstance * v = gs.getHero(pack.visiting);
  490. CGHeroInstance * g = gs.getHero(pack.garrison);
  491. bool newVisitorComesFromGarrison = v && v == t->getGarrisonHero();
  492. bool newGarrisonComesFromVisiting = g && g == t->getVisitingHero();
  493. if(newVisitorComesFromGarrison)
  494. t->setGarrisonedHero(nullptr);
  495. if(newGarrisonComesFromVisiting)
  496. t->setVisitingHero(nullptr);
  497. if(!newGarrisonComesFromVisiting || v)
  498. t->setVisitingHero(v);
  499. if(!newVisitorComesFromGarrison || g)
  500. t->setGarrisonedHero(g);
  501. if(v)
  502. gs.getMap().showObject(v);
  503. if(g)
  504. gs.getMap().hideObject(g);
  505. }
  506. void GameStatePackVisitor::visitHeroRecruited(HeroRecruited & pack)
  507. {
  508. auto h = gs.heroesPool->takeHeroFromPool(pack.hid);
  509. CGTownInstance *t = gs.getTown(pack.tid);
  510. PlayerState *p = gs.getPlayerState(pack.player);
  511. if (pack.boatId.hasValue())
  512. {
  513. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  514. auto * boat = dynamic_cast<CGBoat *>(obj);
  515. if (boat)
  516. {
  517. gs.getMap().hideObject(boat);
  518. h->setBoat(boat);
  519. }
  520. }
  521. h->setOwner(pack.player);
  522. h->pos = pack.tile;
  523. h->updateAppearance();
  524. // Generate unique instance name before adding to map
  525. if (h->instanceName.empty())
  526. gs.getMap().generateUniqueInstanceName(h.get());
  527. gs.getMap().addNewObject(h);
  528. assert(h->id.hasValue());
  529. p->addOwnedObject(h.get());
  530. h->attachToBonusSystem(gs);
  531. if(t)
  532. t->setVisitingHero(h.get());
  533. }
  534. void GameStatePackVisitor::visitGiveHero(GiveHero & pack)
  535. {
  536. CGHeroInstance *h = gs.getHero(pack.id);
  537. if (pack.boatId.hasValue())
  538. {
  539. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  540. auto * boat = dynamic_cast<CGBoat *>(obj);
  541. if (boat)
  542. {
  543. gs.getMap().hideObject(boat);
  544. h->setBoat(boat);
  545. }
  546. }
  547. //bonus system
  548. h->detachFrom(gs.globalEffects);
  549. h->attachTo(*gs.getPlayerState(pack.player));
  550. auto oldVisitablePos = h->visitablePos();
  551. gs.getMap().hideObject(h);
  552. h->updateAppearance();
  553. h->setOwner(pack.player);
  554. h->setMovementPoints(h->movementPointsLimit(true));
  555. h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
  556. gs.getMap().heroAddedToMap(h);
  557. gs.getPlayerState(h->getOwner())->addOwnedObject(h);
  558. gs.getMap().showObject(h);
  559. h->setVisitedTown(nullptr, false);
  560. }
  561. void GameStatePackVisitor::visitNewObject(NewObject & pack)
  562. {
  563. gs.getMap().addNewObject(pack.newObject);
  564. gs.getMap().calculateGuardingGreaturePositions();
  565. // attach newly spawned wandering monster to global bonus system node
  566. auto newArmy = std::dynamic_pointer_cast<CArmedInstance>(pack.newObject);
  567. if (newArmy)
  568. newArmy->attachToBonusSystem(gs);
  569. logGlobal->debug("Added object id=%d; name=%s", pack.newObject->id, pack.newObject->getObjectName());
  570. }
  571. void GameStatePackVisitor::visitNewArtifact(NewArtifact & pack)
  572. {
  573. auto art = gs.createArtifact(pack.artId, pack.spellId);
  574. PutArtifact pa(art->getId(), ArtifactLocation(pack.artHolder, pack.pos), false);
  575. pa.visit(*this);
  576. }
  577. void GameStatePackVisitor::visitChangeStackCount(ChangeStackCount & pack)
  578. {
  579. auto * srcObj = gs.getArmyInstance(pack.army);
  580. if(!srcObj)
  581. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  582. if(pack.mode == ChangeValueMode::ABSOLUTE)
  583. srcObj->setStackCount(pack.slot, pack.count);
  584. else
  585. srcObj->changeStackCount(pack.slot, pack.count);
  586. }
  587. void GameStatePackVisitor::visitSetStackType(SetStackType & pack)
  588. {
  589. auto * srcObj = gs.getArmyInstance(pack.army);
  590. if(!srcObj)
  591. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  592. srcObj->setStackType(pack.slot, pack.type);
  593. }
  594. void GameStatePackVisitor::visitEraseStack(EraseStack & pack)
  595. {
  596. auto * srcObj = gs.getArmyInstance(pack.army);
  597. if(!srcObj)
  598. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  599. srcObj->eraseStack(pack.slot);
  600. }
  601. void GameStatePackVisitor::visitSwapStacks(SwapStacks & pack)
  602. {
  603. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  604. if(!srcObj)
  605. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  606. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  607. if(!dstObj)
  608. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  609. auto s1 = srcObj->detachStack(pack.srcSlot);
  610. auto s2 = dstObj->detachStack(pack.dstSlot);
  611. srcObj->putStack(pack.srcSlot, std::move(s2));
  612. dstObj->putStack(pack.dstSlot, std::move(s1));
  613. }
  614. void GameStatePackVisitor::visitInsertNewStack(InsertNewStack & pack)
  615. {
  616. if(auto * obj = gs.getArmyInstance(pack.army))
  617. obj->putStack(pack.slot, std::make_unique<CStackInstance>(&gs, pack.type, pack.count));
  618. else
  619. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  620. }
  621. void GameStatePackVisitor::visitRebalanceStacks(RebalanceStacks & pack)
  622. {
  623. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  624. if(!srcObj)
  625. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  626. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  627. if(!dstObj)
  628. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  629. StackLocation src(srcObj->id, pack.srcSlot);
  630. StackLocation dst(dstObj->id, pack.dstSlot);
  631. [[maybe_unused]] const CCreature * srcType = srcObj->getCreature(src.slot);
  632. const CCreature * dstType = dstObj->getCreature(dst.slot);
  633. TQuantity srcCount = srcObj->getStackCount(src.slot);
  634. if(srcCount == pack.count) //moving whole stack
  635. {
  636. if(dstType) //stack at dest -> merge
  637. {
  638. assert(dstType == srcType);
  639. const auto srcHero = dynamic_cast<CGHeroInstance*>(srcObj);
  640. const auto dstHero = dynamic_cast<CGHeroInstance*>(dstObj);
  641. auto srcStack = const_cast<CStackInstance*>(srcObj->getStackPtr(src.slot));
  642. auto dstStack = const_cast<CStackInstance*>(dstObj->getStackPtr(dst.slot));
  643. if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  644. {
  645. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  646. {
  647. bool artifactIsLost = true;
  648. if(srcHero)
  649. {
  650. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  651. if (dstSlot != ArtifactPosition::PRE_FIRST)
  652. {
  653. gs.getMap().moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  654. artifactIsLost = false;
  655. }
  656. }
  657. if (artifactIsLost)
  658. {
  659. BulkEraseArtifacts ea;
  660. ea.artHolder = dstHero->id;
  661. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  662. ea.creature = dst.slot;
  663. ea.visit(*this);
  664. logNetwork->warn("Cannot move artifact! No free slots");
  665. }
  666. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  667. //TODO: choose from dialog
  668. }
  669. else //just move to the other slot before stack gets erased
  670. {
  671. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  672. }
  673. }
  674. auto movedStack = srcObj->detachStack(src.slot);
  675. dstObj->joinStack(dst.slot, std::move(movedStack));
  676. }
  677. else
  678. {
  679. auto movedStack = srcObj->detachStack(src.slot);
  680. dstObj->putStack(dst.slot, std::move(movedStack));
  681. }
  682. }
  683. else
  684. {
  685. auto movedStack = srcObj->splitStack(src.slot, pack.count);
  686. if(dstType) //stack at dest -> rebalance
  687. {
  688. assert(dstType == srcType);
  689. dstObj->joinStack(dst.slot, std::move(movedStack));
  690. }
  691. else //move new stack to an empty slot
  692. {
  693. dstObj->putStack(dst.slot, std::move(movedStack));
  694. }
  695. }
  696. srcObj->nodeHasChanged();
  697. if (srcObj != dstObj)
  698. dstObj->nodeHasChanged();
  699. }
  700. void GameStatePackVisitor::visitBulkRebalanceStacks(BulkRebalanceStacks & pack)
  701. {
  702. for(auto & move : pack.moves)
  703. move.visit(*this);
  704. }
  705. void GameStatePackVisitor::visitGrowUpArtifact(GrowUpArtifact & pack)
  706. {
  707. auto artInst = gs.getArtInstance(pack.id);
  708. assert(artInst);
  709. artInst->growingUp();
  710. }
  711. void GameStatePackVisitor::visitPutArtifact(PutArtifact & pack)
  712. {
  713. auto art = gs.getArtInstance(pack.id);
  714. assert(!art->getParentNodes().empty());
  715. auto hero = gs.getHero(pack.al.artHolder);
  716. assert(hero);
  717. assert(art && art->canBePutAt(hero, pack.al.slot));
  718. assert(ArtifactUtils::checkIfSlotValid(*hero, pack.al.slot));
  719. gs.getMap().putArtifactInstance(*hero, art->getId(), pack.al.slot);
  720. }
  721. void GameStatePackVisitor::visitBulkEraseArtifacts(BulkEraseArtifacts & pack)
  722. {
  723. const auto artSet = gs.getArtSet(pack.artHolder);
  724. assert(artSet);
  725. std::sort(pack.posPack.begin(), pack.posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  726. {
  727. return slot0.num > slot1.num;
  728. });
  729. for(const auto & slot : pack.posPack)
  730. {
  731. const auto slotInfo = artSet->getSlot(slot);
  732. const ArtifactInstanceID artifactID = slotInfo->artifactID;
  733. const CArtifactInstance * artifact = gs.getArtInstance(artifactID);
  734. if(slotInfo->locked)
  735. {
  736. logGlobal->debug("Erasing locked artifact: %s", artifact->getType()->getNameTranslated());
  737. DisassembledArtifact dis;
  738. dis.al.artHolder = pack.artHolder;
  739. for(auto & slotInfoWorn : artSet->artifactsWorn)
  740. {
  741. auto art = slotInfoWorn.second.getArt();
  742. if(art->isCombined() && art->isPart(artifact))
  743. {
  744. dis.al.slot = artSet->getArtPos(art);
  745. break;
  746. }
  747. }
  748. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  749. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
  750. dis.visit(*this);
  751. }
  752. else
  753. {
  754. logGlobal->debug("Erasing artifact %s", artifact->getType()->getNameTranslated());
  755. }
  756. gs.getMap().removeArtifactInstance(*artSet, slot);
  757. }
  758. }
  759. void GameStatePackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack)
  760. {
  761. const auto bulkArtsRemove = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & artSet)
  762. {
  763. std::vector<ArtifactPosition> packToRemove;
  764. for(const auto & slotsPair : artsPack)
  765. packToRemove.push_back(slotsPair.srcPos);
  766. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  767. {
  768. return slot0.num > slot1.num;
  769. });
  770. for(const auto & slot : packToRemove)
  771. gs.getMap().removeArtifactInstance(artSet, slot);
  772. };
  773. const auto bulkArtsPut = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  774. {
  775. for(const auto & slotsPair : artsPack)
  776. {
  777. auto * art = initArtSet.getArt(slotsPair.srcPos);
  778. assert(art);
  779. gs.getMap().putArtifactInstance(dstArtSet, art->getId(), slotsPair.dstPos);
  780. }
  781. };
  782. auto * leftSet = gs.getArtSet(ArtifactLocation(pack.srcArtHolder, pack.srcCreature));
  783. assert(leftSet);
  784. auto * rightSet = gs.getArtSet(ArtifactLocation(pack.dstArtHolder, pack.dstCreature));
  785. assert(rightSet);
  786. CArtifactFittingSet artInitialSetLeft(*leftSet);
  787. bulkArtsRemove(pack.artsPack0, *leftSet);
  788. if(!pack.artsPack1.empty())
  789. {
  790. CArtifactFittingSet artInitialSetRight(*rightSet);
  791. bulkArtsRemove(pack.artsPack1, *rightSet);
  792. bulkArtsPut(pack.artsPack1, artInitialSetRight, *leftSet);
  793. }
  794. bulkArtsPut(pack.artsPack0, artInitialSetLeft, *rightSet);
  795. }
  796. void GameStatePackVisitor::visitDischargeArtifact(DischargeArtifact & pack)
  797. {
  798. auto artInst = gs.getArtInstance(pack.id);
  799. assert(artInst);
  800. artInst->discharge(pack.charges);
  801. if(artInst->getType()->getRemoveOnDepletion() && artInst->getCharges() == 0 && pack.artLoc.has_value())
  802. {
  803. BulkEraseArtifacts ePack;
  804. ePack.artHolder = pack.artLoc.value().artHolder;
  805. ePack.creature = pack.artLoc.value().creature;
  806. ePack.posPack.push_back(pack.artLoc.value().slot);
  807. ePack.visit(*this);
  808. }
  809. // Workaround to inform hero bonus node about changes. Obviously this has to be done somehow differently.
  810. if(pack.artLoc.has_value())
  811. gs.getHero(pack.artLoc.value().artHolder)->nodeHasChanged();
  812. }
  813. void GameStatePackVisitor::visitAssembledArtifact(AssembledArtifact & pack)
  814. {
  815. auto artSet = gs.getArtSet(pack.al.artHolder);
  816. assert(artSet);
  817. const auto transformedArt = artSet->getArt(pack.al.slot);
  818. assert(transformedArt);
  819. const auto builtArt = pack.artId.toArtifact();
  820. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  821. {
  822. return art->getId() == builtArt->getId();
  823. }));
  824. auto * combinedArt = gs.getMap().createArtifactComponent(pack.artId);
  825. // Find slots for all involved artifacts
  826. std::set<ArtifactPosition, std::greater<>> slotsInvolved = { pack.al.slot };
  827. CArtifactFittingSet fittingSet(*artSet);
  828. auto parts = builtArt->getConstituents();
  829. parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
  830. for(const auto constituent : parts)
  831. {
  832. const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
  833. fittingSet.lockSlot(slot);
  834. assert(slot != ArtifactPosition::PRE_FIRST);
  835. slotsInvolved.insert(slot);
  836. }
  837. // Find a slot for combined artifact
  838. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
  839. {
  840. pack.al.slot = ArtifactPosition::BACKPACK_START;
  841. }
  842. else if(ArtifactUtils::isSlotBackpack(pack.al.slot))
  843. {
  844. for(const auto & slot : slotsInvolved)
  845. if(ArtifactUtils::isSlotBackpack(slot))
  846. pack.al.slot = slot;
  847. }
  848. else
  849. {
  850. for(const auto & slot : slotsInvolved)
  851. if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), pack.al.slot)
  852. && vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
  853. {
  854. pack.al.slot = slot;
  855. break;
  856. }
  857. }
  858. // Delete parts from hero
  859. for(const auto & slot : slotsInvolved)
  860. {
  861. const auto constituentInstance = artSet->getArt(slot);
  862. gs.getMap().removeArtifactInstance(*artSet, slot);
  863. if(!combinedArt->getType()->isFused())
  864. {
  865. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && slot != pack.al.slot)
  866. combinedArt->addPart(constituentInstance, slot);
  867. else
  868. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  869. }
  870. }
  871. // Put new combined artifacts
  872. gs.getMap().putArtifactInstance(*artSet, combinedArt->getId(), pack.al.slot);
  873. }
  874. void GameStatePackVisitor::visitDisassembledArtifact(DisassembledArtifact & pack)
  875. {
  876. auto hero = gs.getHero(pack.al.artHolder);
  877. assert(hero);
  878. auto disassembledArtID = hero->getArtID(pack.al.slot);
  879. auto disassembledArt = gs.getArtInstance(disassembledArtID);
  880. assert(disassembledArt);
  881. const auto parts = disassembledArt->getPartsInfo();
  882. gs.getMap().removeArtifactInstance(*hero, pack.al.slot);
  883. for(auto & part : parts)
  884. {
  885. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  886. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : pack.al.slot);
  887. disassembledArt->detachFromSource(*part.getArtifact());
  888. gs.getMap().putArtifactInstance(*hero, part.getArtifact()->getId(), slot);
  889. }
  890. gs.getMap().eraseArtifactInstance(disassembledArt->getId());
  891. }
  892. void GameStatePackVisitor::visitHeroVisit(HeroVisit & pack)
  893. {
  894. }
  895. void GameStatePackVisitor::visitSetAvailableArtifacts(SetAvailableArtifacts & pack)
  896. {
  897. if(pack.id != ObjectInstanceID::NONE)
  898. {
  899. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs.getObjInstance(pack.id)))
  900. {
  901. bm->artifacts = pack.arts;
  902. }
  903. else
  904. {
  905. logNetwork->error("Wrong black market id!");
  906. }
  907. }
  908. else
  909. {
  910. gs.getMap().townMerchantArtifacts = pack.arts;
  911. }
  912. }
  913. void GameStatePackVisitor::visitNewTurn(NewTurn & pack)
  914. {
  915. gs.day = pack.day;
  916. // Update bonuses before doing anything else so hero don't get more MP than needed
  917. gs.globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  918. gs.globalEffects.reduceBonusDurations(Bonus::NDays);
  919. gs.globalEffects.reduceBonusDurations(Bonus::OneWeek);
  920. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  921. for(auto & manaPack : pack.heroesMana)
  922. manaPack.visit(*this);
  923. for(auto & movePack : pack.heroesMovement)
  924. movePack.visit(*this);
  925. gs.heroesPool->onNewDay();
  926. for(auto & entry : pack.playerIncome)
  927. {
  928. gs.getPlayerState(entry.first)->resources += entry.second;
  929. gs.getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  930. }
  931. for(auto & creatureSet : pack.availableCreatures) //set available creatures in towns
  932. creatureSet.visit(*this);
  933. for (const auto & townID : gs.getMap().getAllTowns())
  934. {
  935. auto t = gs.getTown(townID);
  936. t->built = 0;
  937. t->spellResearchCounterDay = 0;
  938. }
  939. if(pack.newRumor)
  940. gs.currentRumor = *pack.newRumor;
  941. }
  942. void GameStatePackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
  943. {
  944. CGObjectInstance *obj = gs.getObjInstance(pack.id);
  945. if(!obj)
  946. {
  947. logNetwork->error("Wrong object ID - property cannot be set!");
  948. return;
  949. }
  950. if(pack.what == ObjProperty::OWNER && obj->asOwnable())
  951. {
  952. PlayerColor oldOwner = obj->getOwner();
  953. PlayerColor newOwner = pack.identifier.as<PlayerColor>();
  954. if(oldOwner.isValidPlayer())
  955. gs.getPlayerState(oldOwner)->removeOwnedObject(obj);
  956. if(newOwner.isValidPlayer())
  957. gs.getPlayerState(newOwner)->addOwnedObject(obj);
  958. }
  959. if(pack.what == ObjProperty::OWNER)
  960. {
  961. if(obj->ID == Obj::TOWN)
  962. {
  963. auto * t = dynamic_cast<CGTownInstance *>(obj);
  964. assert(t);
  965. PlayerColor oldOwner = t->tempOwner;
  966. if(oldOwner.isValidPlayer())
  967. {
  968. auto * state = gs.getPlayerState(oldOwner);
  969. if(state->getTowns().empty())
  970. state->daysWithoutCastle = 0;
  971. }
  972. if(pack.identifier.as<PlayerColor>().isValidPlayer())
  973. {
  974. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  975. PlayerState * p = gs.getPlayerState(pack.identifier.as<PlayerColor>());
  976. if(p->daysWithoutCastle)
  977. p->daysWithoutCastle = std::nullopt;
  978. }
  979. }
  980. obj->detachFromBonusSystem(gs);
  981. obj->setProperty(pack.what, pack.identifier);
  982. obj->attachToBonusSystem(gs);
  983. }
  984. else //not an armed instance
  985. {
  986. obj->setProperty(pack.what, pack.identifier);
  987. }
  988. }
  989. void GameStatePackVisitor::visitHeroLevelUp(HeroLevelUp & pack)
  990. {
  991. auto * hero = gs.getHero(pack.heroId);
  992. assert(hero);
  993. hero->levelUp();
  994. }
  995. void GameStatePackVisitor::visitCommanderLevelUp(CommanderLevelUp & pack)
  996. {
  997. auto * hero = gs.getHero(pack.heroId);
  998. assert(hero);
  999. const auto & commander = hero->getCommander();
  1000. assert(commander);
  1001. commander->levelUp();
  1002. }
  1003. void GameStatePackVisitor::visitBattleStart(BattleStart & pack)
  1004. {
  1005. assert(pack.battleID == gs.nextBattleID);
  1006. pack.info->battleID = gs.nextBattleID;
  1007. pack.info->localInit();
  1008. if (pack.info->getDefendedTown() && pack.info->getSide(BattleSide::DEFENDER).heroID.hasValue())
  1009. {
  1010. CGTownInstance * town = gs.getTown(pack.info->townID);
  1011. CGHeroInstance * hero = gs.getHero(pack.info->getSideHero(BattleSide::DEFENDER)->id);
  1012. if (hero)
  1013. {
  1014. hero->detachFrom(town->townAndVis);
  1015. hero->attachTo(*town);
  1016. }
  1017. }
  1018. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  1019. {
  1020. if (pack.info->getSide(i).heroID.hasValue())
  1021. {
  1022. CGHeroInstance * hero = gs.getHero(pack.info->getSideHero(i)->id);
  1023. hero->mana = pack.info->getSide(i).initialMana + pack.info->getSide(i).additionalMana;
  1024. }
  1025. }
  1026. gs.currentBattles.push_back(std::move(pack.info));
  1027. gs.nextBattleID = BattleID(gs.nextBattleID.getNum() + 1);
  1028. }
  1029. void GameStatePackVisitor::visitBattleNextRound(BattleNextRound & pack)
  1030. {
  1031. gs.getBattle(pack.battleID)->nextRound();
  1032. }
  1033. void GameStatePackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack)
  1034. {
  1035. gs.getBattle(pack.battleID)->nextTurn(pack.stack, pack.reason);
  1036. }
  1037. void GameStatePackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack)
  1038. {
  1039. CStack * st = gs.getBattle(pack.battleID)->getStack(pack.stackID);
  1040. assert(st);
  1041. switch(pack.effect)
  1042. {
  1043. case BonusType::HP_REGENERATION:
  1044. {
  1045. int64_t toHeal = pack.val;
  1046. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1047. break;
  1048. }
  1049. case BonusType::MANA_DRAIN:
  1050. {
  1051. CGHeroInstance * h = gs.getHero(ObjectInstanceID(pack.additionalInfo));
  1052. st->drainedMana = true;
  1053. h->mana -= pack.val;
  1054. vstd::amax(h->mana, 0);
  1055. break;
  1056. }
  1057. case BonusType::POISON:
  1058. {
  1059. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1060. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1061. if (b)
  1062. b->val = pack.val;
  1063. break;
  1064. }
  1065. case BonusType::ENCHANTER:
  1066. case BonusType::MORALE:
  1067. break;
  1068. case BonusType::FEARFUL:
  1069. st->fear = true;
  1070. break;
  1071. default:
  1072. logNetwork->error("Unrecognized trigger effect type %d", static_cast<int>(pack.effect));
  1073. }
  1074. }
  1075. void GameStatePackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack)
  1076. {
  1077. if(gs.getBattle(pack.battleID))
  1078. gs.getBattle(pack.battleID)->si.gateState = pack.state;
  1079. }
  1080. void GameStatePackVisitor::visitBattleResultAccepted(BattleResultAccepted & pack)
  1081. {
  1082. // Remove any "until next battle" bonuses
  1083. if(const auto attackerHero = gs.getHero(pack.heroResult[BattleSide::ATTACKER].heroID))
  1084. attackerHero->removeBonusesRecursive(Bonus::OneBattle);
  1085. if(const auto defenderHero = gs.getHero(pack.heroResult[BattleSide::DEFENDER].heroID))
  1086. defenderHero->removeBonusesRecursive(Bonus::OneBattle);
  1087. }
  1088. void GameStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1089. {
  1090. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1091. pack.visitTyped(battleVisitor);
  1092. }
  1093. void GameStatePackVisitor::visitBattleAttack(BattleAttack & pack)
  1094. {
  1095. CStack * attacker = gs.getBattle(pack.battleID)->getStack(pack.stackAttacking);
  1096. assert(attacker);
  1097. pack.attackerChanges.visit(*this);
  1098. for(BattleStackAttacked & stack : pack.bsa)
  1099. gs.getBattle(pack.battleID)->setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1100. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1101. if(!pack.counter())
  1102. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1103. }
  1104. void GameStatePackVisitor::visitStartAction(StartAction & pack)
  1105. {
  1106. CStack *st = gs.getBattle(pack.battleID)->getStack(pack.ba.stackNumber);
  1107. if(pack.ba.actionType == EActionType::END_TACTIC_PHASE)
  1108. {
  1109. gs.getBattle(pack.battleID)->tacticDistance = 0;
  1110. return;
  1111. }
  1112. if(gs.getBattle(pack.battleID)->tacticDistance)
  1113. {
  1114. // moves in tactics phase do not affect creature status
  1115. // (tactics stack queue is managed by client)
  1116. return;
  1117. }
  1118. if (pack.ba.isUnitAction())
  1119. {
  1120. assert(st); // stack must exists for all non-hero actions
  1121. switch(pack.ba.actionType)
  1122. {
  1123. case EActionType::DEFEND:
  1124. st->waiting = false;
  1125. st->defending = true;
  1126. st->defendingAnim = true;
  1127. break;
  1128. case EActionType::WAIT:
  1129. st->defendingAnim = false;
  1130. st->waiting = true;
  1131. st->waitedThisTurn = true;
  1132. break;
  1133. case EActionType::HERO_SPELL: //no change in current stack state
  1134. break;
  1135. default: //any active stack action - attack, catapult, heal, spell...
  1136. st->waiting = false;
  1137. st->defendingAnim = false;
  1138. st->movedThisRound = true;
  1139. st->castSpellThisTurn = pack.ba.actionType == EActionType::MONSTER_SPELL;
  1140. break;
  1141. }
  1142. }
  1143. else
  1144. {
  1145. if(pack.ba.actionType == EActionType::HERO_SPELL)
  1146. gs.getBattle(pack.battleID)->getSide(pack.ba.side).usedSpellsHistory.push_back(pack.ba.spell);
  1147. }
  1148. }
  1149. void GameStatePackVisitor::visitBattleSpellCast(BattleSpellCast & pack)
  1150. {
  1151. if(pack.castByHero && pack.side != BattleSide::NONE)
  1152. gs.getBattle(pack.battleID)->getSide(pack.side).castSpellsCount++;
  1153. }
  1154. void GameStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1155. {
  1156. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1157. pack.visitTyped(battleVisitor);
  1158. }
  1159. void GameStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1160. {
  1161. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1162. pack.visitTyped(battleVisitor);
  1163. }
  1164. void GameStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1165. {
  1166. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1167. pack.visitTyped(battleVisitor);
  1168. }
  1169. void GameStatePackVisitor::restorePreBattleState(BattleID battleID)
  1170. {
  1171. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1172. {
  1173. return battle->battleID == battleID;
  1174. });
  1175. const auto & currentBattle = **battleIter;
  1176. if (currentBattle.getDefendedTown() && currentBattle.getSideHero(BattleSide::DEFENDER))
  1177. {
  1178. CGTownInstance * town = gs.getTown(currentBattle.townID);
  1179. CGHeroInstance * hero = gs.getHero(currentBattle.getSideHero(BattleSide::DEFENDER)->id);
  1180. if (hero)
  1181. {
  1182. hero->detachFrom(*town);
  1183. hero->attachTo(town->townAndVis);
  1184. }
  1185. }
  1186. }
  1187. void GameStatePackVisitor::visitBattleCancelled(BattleCancelled & pack)
  1188. {
  1189. restorePreBattleState(pack.battleID);
  1190. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1191. {
  1192. return battle->battleID == pack.battleID;
  1193. });
  1194. const auto & currentBattle = **battleIter;
  1195. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  1196. {
  1197. if (currentBattle.getSide(i).heroID.hasValue())
  1198. {
  1199. CGHeroInstance * hero = gs.getHero(currentBattle.getSideHero(i)->id);
  1200. hero->mana = currentBattle.getSide(i).initialMana;
  1201. }
  1202. }
  1203. assert(battleIter != gs.currentBattles.end());
  1204. gs.currentBattles.erase(battleIter);
  1205. }
  1206. void GameStatePackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack)
  1207. {
  1208. restorePreBattleState(pack.battleID);
  1209. pack.learnedSpells.visit(*this);
  1210. for(auto & discharging : pack.dischargingArtifacts)
  1211. discharging.visit(*this);
  1212. for(auto & growing : pack.growingArtifacts)
  1213. growing.visit(*this);
  1214. for(auto & movingPack : pack.movingArtifacts)
  1215. movingPack.visit(*this);
  1216. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1217. {
  1218. return battle->battleID == pack.battleID;
  1219. });
  1220. const auto & currentBattle = **battleIter;
  1221. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  1222. {
  1223. if (currentBattle.getSide(i).heroID.hasValue())
  1224. {
  1225. CGHeroInstance * hero = gs.getHero(currentBattle.getSideHero(i)->id);
  1226. hero->mana = std::min(hero->mana, currentBattle.getSide(i).initialMana);
  1227. }
  1228. }
  1229. }
  1230. void GameStatePackVisitor::visitBattleEnded(BattleEnded & pack)
  1231. {
  1232. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1233. {
  1234. return battle->battleID == pack.battleID;
  1235. });
  1236. assert(battleIter != gs.currentBattles.end());
  1237. gs.currentBattles.erase(battleIter);
  1238. }
  1239. void GameStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1240. {
  1241. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1242. pack.visitTyped(battleVisitor);
  1243. }
  1244. void GameStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1245. {
  1246. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1247. pack.visitTyped(battleVisitor);
  1248. }
  1249. void GameStatePackVisitor::visitBattleSetStackProperty(BattleSetStackProperty & pack)
  1250. {
  1251. CStack * stack = gs.getBattle(pack.battleID)->getStack(pack.stackID, false);
  1252. switch(pack.which)
  1253. {
  1254. case BattleSetStackProperty::CASTS:
  1255. {
  1256. if(pack.absolute)
  1257. logNetwork->error("Can not change casts in absolute mode");
  1258. else
  1259. stack->casts.use(-pack.val);
  1260. break;
  1261. }
  1262. case BattleSetStackProperty::ENCHANTER_COUNTER:
  1263. {
  1264. auto & counter = gs.getBattle(pack.battleID)->getSide(gs.getBattle(pack.battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  1265. if(pack.absolute)
  1266. counter = pack.val;
  1267. else
  1268. counter += pack.val;
  1269. vstd::amax(counter, 0);
  1270. break;
  1271. }
  1272. case BattleSetStackProperty::UNBIND:
  1273. {
  1274. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  1275. break;
  1276. }
  1277. case BattleSetStackProperty::CLONED:
  1278. {
  1279. stack->cloned = true;
  1280. break;
  1281. }
  1282. case BattleSetStackProperty::HAS_CLONE:
  1283. {
  1284. stack->cloneID = pack.val;
  1285. break;
  1286. }
  1287. }
  1288. }
  1289. void GameStatePackVisitor::visitPlayerCheated(PlayerCheated & pack)
  1290. {
  1291. assert(pack.player.isValidPlayer());
  1292. gs.getPlayerState(pack.player)->enteredLosingCheatCode = pack.losingCheatCode;
  1293. gs.getPlayerState(pack.player)->enteredWinningCheatCode = pack.winningCheatCode;
  1294. gs.getPlayerState(pack.player)->cheated = !pack.localOnlyCheat;
  1295. }
  1296. void GameStatePackVisitor::visitPlayerStartsTurn(PlayerStartsTurn & pack)
  1297. {
  1298. //assert(gs.actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  1299. gs.actingPlayers.insert(pack.player);
  1300. }
  1301. void GameStatePackVisitor::visitPlayerEndsTurn(PlayerEndsTurn & pack)
  1302. {
  1303. assert(gs.actingPlayers.count(pack.player) == 1);
  1304. gs.actingPlayers.erase(pack.player);
  1305. }
  1306. void GameStatePackVisitor::visitDaysWithoutTown(DaysWithoutTown & pack)
  1307. {
  1308. auto & playerState = gs.players.at(pack.player);
  1309. playerState.daysWithoutCastle = pack.daysWithoutCastle;
  1310. }
  1311. void GameStatePackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack)
  1312. {
  1313. auto & playerState = gs.players.at(pack.player);
  1314. playerState.turnTimer = pack.turnTimer;
  1315. }
  1316. void GameStatePackVisitor::visitEntitiesChanged(EntitiesChanged & pack)
  1317. {
  1318. for(const auto & change : pack.changes)
  1319. gs.updateEntity(change.metatype, change.entityIndex, change.data);
  1320. }
  1321. void GameStatePackVisitor::visitSetRewardableConfiguration(SetRewardableConfiguration & pack)
  1322. {
  1323. auto * objectPtr = gs.getObjInstance(pack.objectID);
  1324. if (!pack.buildingID.hasValue())
  1325. {
  1326. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  1327. assert(rewardablePtr);
  1328. rewardablePtr->configuration = pack.configuration;
  1329. rewardablePtr->initializeGuards();
  1330. }
  1331. else
  1332. {
  1333. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  1334. TownBuildingInstance * buildingPtr = nullptr;
  1335. for (auto & building : townPtr->rewardableBuildings)
  1336. if (building.second->getBuildingType() == pack.buildingID)
  1337. buildingPtr = building.second.get();
  1338. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  1339. assert(rewardablePtr);
  1340. rewardablePtr->configuration = pack.configuration;
  1341. }
  1342. }
  1343. void BattleStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1344. {
  1345. battleState.moveUnit(pack.stack, pack.tilesToMove.back());
  1346. }
  1347. void BattleStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1348. {
  1349. const auto * town = battleState.getDefendedTown();
  1350. if(!town)
  1351. throw std::runtime_error("CatapultAttack without town!");
  1352. if(town->fortificationsLevel().wallsHealth == 0)
  1353. throw std::runtime_error("CatapultAttack without walls!");
  1354. for(const auto & part : pack.attackedParts)
  1355. {
  1356. auto newWallState = SiegeInfo::applyDamage(battleState.getWallState(part.attackedPart), part.damageDealt);
  1357. battleState.setWallState(part.attackedPart, newWallState);
  1358. }
  1359. }
  1360. void BattleStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1361. {
  1362. for(const auto & change : pack.changes)
  1363. {
  1364. switch(change.operation)
  1365. {
  1366. case BattleChanges::EOperation::REMOVE:
  1367. battleState.removeObstacle(change.id);
  1368. break;
  1369. case BattleChanges::EOperation::ADD:
  1370. battleState.addObstacle(change);
  1371. break;
  1372. case BattleChanges::EOperation::UPDATE:
  1373. battleState.updateObstacle(change);
  1374. break;
  1375. default:
  1376. throw std::runtime_error("Unknown obstacle operation");
  1377. break;
  1378. }
  1379. }
  1380. }
  1381. void BattleStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1382. {
  1383. for(const auto & stackData : pack.toRemove)
  1384. battleState.removeUnitBonus(stackData.first, stackData.second);
  1385. for(const auto & stackData : pack.toUpdate)
  1386. battleState.updateUnitBonus(stackData.first, stackData.second);
  1387. for(const auto & stackData : pack.toAdd)
  1388. battleState.addUnitBonus(stackData.first, stackData.second);
  1389. }
  1390. void BattleStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1391. {
  1392. for(const BattleStackAttacked & stack : pack.stacks)
  1393. {
  1394. battleState.setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1395. }
  1396. }
  1397. void BattleStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1398. {
  1399. for(auto & elem : pack.changedStacks)
  1400. {
  1401. switch(elem.operation)
  1402. {
  1403. case BattleChanges::EOperation::RESET_STATE:
  1404. battleState.setUnitState(elem.id, elem.data, elem.healthDelta);
  1405. break;
  1406. case BattleChanges::EOperation::REMOVE:
  1407. battleState.removeUnit(elem.id);
  1408. break;
  1409. case BattleChanges::EOperation::ADD:
  1410. battleState.addUnit(elem.id, elem.data);
  1411. break;
  1412. case BattleChanges::EOperation::UPDATE:
  1413. battleState.updateUnit(elem.id, elem.data);
  1414. break;
  1415. default:
  1416. throw std::runtime_error("Unknown unit operation");
  1417. break;
  1418. }
  1419. }
  1420. }
  1421. VCMI_LIB_NAMESPACE_END