CGameHandler.cpp 130 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/PlayerMessageProcessor.h"
  19. #include "processors/TurnOrderProcessor.h"
  20. #include "queries/QueriesProcessor.h"
  21. #include "queries/MapQueries.h"
  22. #include "../lib/ArtifactUtils.h"
  23. #include "../lib/CArtHandler.h"
  24. #include "../lib/CBuildingHandler.h"
  25. #include "../lib/CCreatureHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/CGeneralTextHandler.h"
  28. #include "../lib/CHeroHandler.h"
  29. #include "../lib/CPlayerState.h"
  30. #include "../lib/CSoundBase.h"
  31. #include "../lib/CThreadHelper.h"
  32. #include "../lib/CTownHandler.h"
  33. #include "../lib/GameConstants.h"
  34. #include "../lib/UnlockGuard.h"
  35. #include "../lib/GameSettings.h"
  36. #include "../lib/ScriptHandler.h"
  37. #include "../lib/StartInfo.h"
  38. #include "../lib/TerrainHandler.h"
  39. #include "../lib/VCMIDirs.h"
  40. #include "../lib/VCMI_Lib.h"
  41. #include "../lib/int3.h"
  42. #include "../lib/battle/BattleInfo.h"
  43. #include "../lib/filesystem/FileInfo.h"
  44. #include "../lib/filesystem/Filesystem.h"
  45. #include "../lib/gameState/CGameState.h"
  46. #include "../lib/mapping/CMap.h"
  47. #include "../lib/mapping/CMapService.h"
  48. #include "../lib/mapObjects/CGMarket.h"
  49. #include "../lib/mapObjects/CGTownInstance.h"
  50. #include "../lib/mapObjects/MiscObjects.h"
  51. #include "../lib/modding/ModIncompatibility.h"
  52. #include "../lib/networkPacks/StackLocation.h"
  53. #include "../lib/pathfinder/CPathfinder.h"
  54. #include "../lib/pathfinder/PathfinderOptions.h"
  55. #include "../lib/pathfinder/TurnInfo.h"
  56. #include "../lib/registerTypes/RegisterTypesServerPacks.h"
  57. #include "../lib/rmg/CMapGenOptions.h"
  58. #include "../lib/serializer/CSaveFile.h"
  59. #include "../lib/serializer/CLoadFile.h"
  60. #include "../lib/serializer/Connection.h"
  61. #include "../lib/spells/CSpellHandler.h"
  62. #include "vstd/CLoggerBase.h"
  63. #include <vcmi/events/EventBus.h>
  64. #include <vcmi/events/GenericEvents.h>
  65. #include <vcmi/events/AdventureEvents.h>
  66. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  67. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  68. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  69. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  70. template <typename T> class CApplyOnGH;
  71. class CBaseForGHApply
  72. {
  73. public:
  74. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const =0;
  75. virtual ~CBaseForGHApply(){}
  76. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  77. {
  78. return new CApplyOnGH<U>();
  79. }
  80. };
  81. template <typename T> class CApplyOnGH : public CBaseForGHApply
  82. {
  83. public:
  84. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  85. {
  86. T *ptr = static_cast<T*>(pack);
  87. try
  88. {
  89. ApplyGhNetPackVisitor applier(*gh);
  90. ptr->visit(applier);
  91. return applier.getResult();
  92. }
  93. catch(ExceptionNotAllowedAction & e)
  94. {
  95. (void)e;
  96. return false;
  97. }
  98. }
  99. };
  100. template <>
  101. class CApplyOnGH<CPack> : public CBaseForGHApply
  102. {
  103. public:
  104. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  105. {
  106. logGlobal->error("Cannot apply on GH plain CPack!");
  107. assert(0);
  108. return false;
  109. }
  110. };
  111. static inline double distance(int3 a, int3 b)
  112. {
  113. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  114. }
  115. template <typename T>
  116. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  117. {
  118. fun(args[which]);
  119. }
  120. const Services * CGameHandler::services() const
  121. {
  122. return VLC;
  123. }
  124. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  125. {
  126. return gs->getBattle(battleID);
  127. }
  128. const CGameHandler::GameCb * CGameHandler::game() const
  129. {
  130. return this;
  131. }
  132. vstd::CLoggerBase * CGameHandler::logger() const
  133. {
  134. return logGlobal;
  135. }
  136. events::EventBus * CGameHandler::eventBus() const
  137. {
  138. return serverEventBus.get();
  139. }
  140. CVCMIServer * CGameHandler::gameLobby() const
  141. {
  142. return lobby;
  143. }
  144. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  145. {
  146. changeSecSkill(hero, skill, 1, 0);
  147. expGiven(hero);
  148. }
  149. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  150. {
  151. // required exp for at least 1 lvl-up hasn't been reached
  152. if (!hero->gainsLevel())
  153. {
  154. return;
  155. }
  156. // give primary skill
  157. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  158. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  159. SetPrimSkill sps;
  160. sps.id = hero->id;
  161. sps.which = primarySkill;
  162. sps.abs = false;
  163. sps.val = 1;
  164. sendAndApply(&sps);
  165. HeroLevelUp hlu;
  166. hlu.player = hero->tempOwner;
  167. hlu.heroId = hero->id;
  168. hlu.primskill = primarySkill;
  169. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  170. if (hlu.skills.size() == 0)
  171. {
  172. sendAndApply(&hlu);
  173. levelUpHero(hero);
  174. }
  175. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  176. {
  177. sendAndApply(&hlu);
  178. levelUpHero(hero, hlu.skills.front());
  179. }
  180. else if (hlu.skills.size() > 1)
  181. {
  182. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  183. hlu.queryID = levelUpQuery->queryID;
  184. queries->addQuery(levelUpQuery);
  185. sendAndApply(&hlu);
  186. //level up will be called on query reply
  187. }
  188. }
  189. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  190. {
  191. SetCommanderProperty scp;
  192. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  193. if (hero)
  194. scp.heroid = hero->id;
  195. else
  196. {
  197. complain ("Commander is not led by hero!");
  198. return;
  199. }
  200. scp.accumulatedBonus.additionalInfo = 0;
  201. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  202. scp.accumulatedBonus.turnsRemain = 0;
  203. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  204. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  205. if (skill <= ECommander::SPELL_POWER)
  206. {
  207. scp.which = SetCommanderProperty::BONUS;
  208. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  209. {
  210. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  211. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  212. };
  213. switch (skill)
  214. {
  215. case ECommander::ATTACK:
  216. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  217. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  218. break;
  219. case ECommander::DEFENSE:
  220. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  221. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  222. break;
  223. case ECommander::HEALTH:
  224. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  225. 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.
  226. break;
  227. case ECommander::DAMAGE:
  228. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  229. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  230. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  231. break;
  232. case ECommander::SPEED:
  233. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  234. break;
  235. case ECommander::SPELL_POWER:
  236. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  237. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  238. sendAndApply (&scp); //additional pack
  239. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  240. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  241. sendAndApply (&scp); //additional pack
  242. scp.accumulatedBonus.type = BonusType::CASTS;
  243. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  244. sendAndApply (&scp); //additional pack
  245. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  246. break;
  247. }
  248. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  249. sendAndApply (&scp);
  250. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  251. scp.additionalInfo = skill;
  252. scp.amount = c->secondarySkills.at(skill) + 1;
  253. sendAndApply (&scp);
  254. }
  255. else if (skill >= 100)
  256. {
  257. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  258. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  259. scp.additionalInfo = skill; //unnormalized
  260. sendAndApply (&scp);
  261. }
  262. expGiven(hero);
  263. }
  264. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  265. {
  266. if (!c->gainsLevel())
  267. {
  268. return;
  269. }
  270. CommanderLevelUp clu;
  271. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  272. if(hero)
  273. {
  274. clu.heroId = hero->id;
  275. clu.player = hero->tempOwner;
  276. }
  277. else
  278. {
  279. complain ("Commander is not led by hero!");
  280. return;
  281. }
  282. //picking sec. skills for choice
  283. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  284. {
  285. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  286. clu.skills.push_back(i);
  287. }
  288. int i = 100;
  289. for (auto specialSkill : VLC->creh->skillRequirements)
  290. {
  291. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  292. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  293. && !vstd::contains (c->specialSkills, i))
  294. clu.skills.push_back (i);
  295. ++i;
  296. }
  297. int skillAmount = static_cast<int>(clu.skills.size());
  298. if (!skillAmount)
  299. {
  300. sendAndApply(&clu);
  301. levelUpCommander(c);
  302. }
  303. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  304. {
  305. sendAndApply(&clu);
  306. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  307. }
  308. else if (skillAmount > 1) //apply and ask for secondary skill
  309. {
  310. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  311. clu.queryID = commanderLevelUp->queryID;
  312. queries->addQuery(commanderLevelUp);
  313. sendAndApply(&clu);
  314. }
  315. }
  316. void CGameHandler::expGiven(const CGHeroInstance *hero)
  317. {
  318. if (hero->gainsLevel())
  319. levelUpHero(hero);
  320. else if (hero->commander && hero->commander->gainsLevel())
  321. levelUpCommander(hero->commander);
  322. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  323. // levelUpCommander(hero->commander);
  324. // else
  325. // levelUpHero(hero);
  326. }
  327. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  328. {
  329. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  330. TExpType currExp = hero->exp;
  331. if (gs->map->levelLimit != 0)
  332. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  333. TExpType canGainExp = 0;
  334. if (maxExp > currExp)
  335. canGainExp = maxExp - currExp;
  336. if (amountToGain > canGainExp)
  337. {
  338. // set given experience to max possible, but don't decrease if hero already over top
  339. amountToGain = canGainExp;
  340. InfoWindow iw;
  341. iw.player = hero->tempOwner;
  342. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  343. iw.text.replaceTextID(hero->getNameTextID());
  344. sendAndApply(&iw);
  345. }
  346. SetPrimSkill sps;
  347. sps.id = hero->id;
  348. sps.which = PrimarySkill::EXPERIENCE;
  349. sps.abs = false;
  350. sps.val = amountToGain;
  351. sendAndApply(&sps);
  352. //hero may level up
  353. if (hero->commander && hero->commander->alive)
  354. {
  355. //FIXME: trim experience according to map limit?
  356. SetCommanderProperty scp;
  357. scp.heroid = hero->id;
  358. scp.which = SetCommanderProperty::EXPERIENCE;
  359. scp.amount = amountToGain;
  360. sendAndApply (&scp);
  361. CBonusSystemNode::treeHasChanged();
  362. }
  363. expGiven(hero);
  364. }
  365. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  366. {
  367. SetPrimSkill sps;
  368. sps.id = hero->id;
  369. sps.which = which;
  370. sps.abs = abs;
  371. sps.val = val;
  372. sendAndApply(&sps);
  373. }
  374. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  375. {
  376. if(!hero)
  377. {
  378. logGlobal->error("changeSecSkill provided no hero");
  379. return;
  380. }
  381. SetSecSkill sss;
  382. sss.id = hero->id;
  383. sss.which = which;
  384. sss.val = val;
  385. sss.abs = abs;
  386. sendAndApply(&sss);
  387. if (hero->visitedTown)
  388. giveSpells(hero->visitedTown, hero);
  389. }
  390. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  391. {
  392. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  393. {
  394. assert(0); // game should have shut down before reaching this point!
  395. return;
  396. }
  397. for(auto & playerConnections : connections)
  398. {
  399. PlayerColor playerId = playerConnections.first;
  400. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  401. if(!playerSettings)
  402. continue;
  403. auto playerConnection = vstd::find(playerConnections.second, c);
  404. if(playerConnection != playerConnections.second.end())
  405. {
  406. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  407. playerMessages->broadcastMessage(playerId, messageText);
  408. }
  409. }
  410. }
  411. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  412. {
  413. //prepare struct informing that action was applied
  414. auto sendPackageResponse = [&](bool succesfullyApplied)
  415. {
  416. PackageApplied applied;
  417. applied.player = pack->player;
  418. applied.result = succesfullyApplied;
  419. applied.packType = CTypeList::getInstance().getTypeID(pack);
  420. applied.requestID = pack->requestID;
  421. pack->c->sendPack(&applied);
  422. };
  423. CBaseForGHApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //and appropriate applier object
  424. if(isBlockedByQueries(pack, pack->player))
  425. {
  426. sendPackageResponse(false);
  427. }
  428. else if(apply)
  429. {
  430. const bool result = apply->applyOnGH(this, this->gs, pack);
  431. if(result)
  432. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  433. else
  434. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  435. % typeid(*pack).name()).str());
  436. sendPackageResponse(true);
  437. }
  438. else
  439. {
  440. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  441. sendPackageResponse(false);
  442. }
  443. vstd::clear_pointer(pack);
  444. }
  445. CGameHandler::CGameHandler(CVCMIServer * lobby)
  446. : lobby(lobby)
  447. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  448. , battles(std::make_unique<BattleProcessor>(this))
  449. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  450. , queries(std::make_unique<QueriesProcessor>())
  451. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  452. , complainNoCreatures("No creatures to split")
  453. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  454. , complainInvalidSlot("Invalid slot accessed!")
  455. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  456. {
  457. QID = 1;
  458. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  459. registerTypesServerPacks(*applier);
  460. spellEnv = new ServerSpellCastEnvironment(this);
  461. }
  462. CGameHandler::~CGameHandler()
  463. {
  464. delete spellEnv;
  465. delete gs;
  466. gs = nullptr;
  467. }
  468. void CGameHandler::reinitScripting()
  469. {
  470. serverEventBus = std::make_unique<events::EventBus>();
  471. #if SCRIPTING_ENABLED
  472. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  473. #endif
  474. }
  475. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  476. {
  477. if (si->seedToBeUsed == 0)
  478. {
  479. si->seedToBeUsed = CRandomGenerator::getDefault().nextInt();
  480. }
  481. CMapService mapService;
  482. gs = new CGameState();
  483. gs->preInit(VLC, this);
  484. logGlobal->info("Gamestate created!");
  485. gs->init(&mapService, si, progressTracking);
  486. logGlobal->info("Gamestate initialized!");
  487. // reset seed, so that clients can't predict any following random values
  488. getRandomGenerator().resetSeed();
  489. for (auto & elem : gs->players)
  490. turnOrder->addPlayer(elem.first);
  491. for (auto & elem : gs->map->allHeroes)
  492. {
  493. if(elem)
  494. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  495. }
  496. reinitScripting();
  497. }
  498. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  499. {
  500. return a.earlierThan(b);
  501. }
  502. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  503. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  504. const PlayerState * p = getPlayerState(town->tempOwner);
  505. if (!p)
  506. {
  507. assert(town->tempOwner == PlayerColor::NEUTRAL);
  508. return;
  509. }
  510. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  511. {
  512. SetAvailableCreatures ssi;
  513. ssi.tid = town->id;
  514. ssi.creatures = town->creatures;
  515. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  516. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  517. if (dwellings.empty())//no dwellings - just remove
  518. {
  519. sendAndApply(&ssi);
  520. return;
  521. }
  522. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  523. // for multi-creature dwellings like Golem Factory
  524. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  525. if (clear)
  526. {
  527. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  528. }
  529. else
  530. {
  531. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  532. }
  533. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  534. sendAndApply(&ssi);
  535. }
  536. }
  537. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  538. {
  539. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  540. turnTimerHandler->onPlayerGetTurn(which);
  541. }
  542. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  543. {
  544. const auto * playerState = gs->getPlayerState(which);
  545. assert(playerState->status == EPlayerStatus::INGAME);
  546. if (playerState->towns.empty())
  547. {
  548. DaysWithoutTown pack;
  549. pack.player = which;
  550. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  551. sendAndApply(&pack);
  552. }
  553. else
  554. {
  555. if (playerState->daysWithoutCastle.has_value())
  556. {
  557. DaysWithoutTown pack;
  558. pack.player = which;
  559. pack.daysWithoutCastle = std::nullopt;
  560. sendAndApply(&pack);
  561. }
  562. }
  563. // check for 7 days without castle
  564. checkVictoryLossConditionsForPlayer(which);
  565. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  566. if (newWeek) //new heroes in tavern
  567. heroPool->onNewWeek(which);
  568. }
  569. void CGameHandler::onNewTurn()
  570. {
  571. logGlobal->trace("Turn %d", gs->day+1);
  572. NewTurn n;
  573. n.specialWeek = NewTurn::NO_ACTION;
  574. n.creatureid = CreatureID::NONE;
  575. n.day = gs->day + 1;
  576. bool firstTurn = !getDate(Date::DAY);
  577. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  578. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  579. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  580. if (firstTurn)
  581. {
  582. for (auto obj : gs->map->objects)
  583. {
  584. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  585. {
  586. giveExperience(getHero(obj->id), 0);
  587. }
  588. }
  589. }
  590. if (newWeek && !firstTurn)
  591. {
  592. n.specialWeek = NewTurn::NORMAL;
  593. bool deityOfFireBuilt = false;
  594. for (const CGTownInstance *t : gs->map->towns)
  595. {
  596. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  597. {
  598. deityOfFireBuilt = true;
  599. break;
  600. }
  601. }
  602. if (deityOfFireBuilt)
  603. {
  604. n.specialWeek = NewTurn::DEITYOFFIRE;
  605. n.creatureid = CreatureID::IMP;
  606. }
  607. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  608. {
  609. int monthType = getRandomGenerator().nextInt(99);
  610. if (newMonth) //new month
  611. {
  612. if (monthType < 40) //double growth
  613. {
  614. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  615. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  616. {
  617. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  618. }
  619. else if (VLC->creh->doubledCreatures.size())
  620. {
  621. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  622. }
  623. else
  624. {
  625. complain("Cannot find creature that can be spawned!");
  626. n.specialWeek = NewTurn::NORMAL;
  627. }
  628. }
  629. else if (monthType < 50)
  630. n.specialWeek = NewTurn::PLAGUE;
  631. }
  632. else //it's a week, but not full month
  633. {
  634. if (monthType < 25)
  635. {
  636. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  637. std::pair<int, CreatureID> newMonster(54, CreatureID());
  638. do
  639. {
  640. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  641. } while (VLC->creh->objects[newMonster.second] &&
  642. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  643. n.creatureid = newMonster.second;
  644. }
  645. }
  646. }
  647. }
  648. for (auto & elem : gs->players)
  649. {
  650. if (elem.first == PlayerColor::NEUTRAL)
  651. continue;
  652. assert(elem.first.isValidPlayer());//illegal player number!
  653. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  654. hadGold.insert(playerGold);
  655. if (firstTurn)
  656. heroPool->onNewWeek(elem.first);
  657. n.res[elem.first] = elem.second.resources;
  658. if(!firstTurn)
  659. {
  660. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  661. {
  662. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
  663. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * elem.second.towns.size();
  664. }
  665. if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  666. {
  667. bool hasCrystalGenCreature = false;
  668. for(CGHeroInstance * hero : elem.second.heroes)
  669. {
  670. for(auto stack : hero->stacks)
  671. {
  672. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  673. {
  674. hasCrystalGenCreature = true;
  675. break;
  676. }
  677. }
  678. }
  679. if(!hasCrystalGenCreature) //not found in armies, check towns
  680. {
  681. for(CGTownInstance * town : elem.second.towns)
  682. {
  683. for(auto stack : town->stacks)
  684. {
  685. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  686. {
  687. hasCrystalGenCreature = true;
  688. break;
  689. }
  690. }
  691. }
  692. }
  693. if(hasCrystalGenCreature)
  694. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  695. }
  696. }
  697. for (CGHeroInstance *h : (elem).second.heroes)
  698. {
  699. if (h->visitedTown)
  700. giveSpells(h->visitedTown, h);
  701. NewTurn::Hero hth;
  702. hth.id = h->id;
  703. auto ti = std::make_unique<TurnInfo>(h, 1);
  704. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  705. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  706. hth.mana = h->getManaNewTurn();
  707. n.heroes.insert(hth);
  708. if (!firstTurn) //not first day
  709. {
  710. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  711. {
  712. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  713. }
  714. }
  715. }
  716. }
  717. for (CGTownInstance *t : gs->map->towns)
  718. {
  719. PlayerColor player = t->tempOwner;
  720. handleTownEvents(t, n);
  721. if (newWeek) //first day of week
  722. {
  723. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  724. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  725. if (!firstTurn)
  726. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  727. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  728. if (!vstd::contains(n.cres, t->id))
  729. {
  730. n.cres[t->id].tid = t->id;
  731. n.cres[t->id].creatures = t->creatures;
  732. }
  733. auto & sac = n.cres.at(t->id);
  734. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  735. {
  736. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  737. {
  738. ui32 &availableCount = sac.creatures.at(k).first;
  739. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  740. if (n.specialWeek == NewTurn::PLAGUE)
  741. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  742. else
  743. {
  744. if (firstTurn) //first day of game: use only basic growths
  745. availableCount = cre->getGrowth();
  746. else
  747. availableCount += t->creatureGrowth(k);
  748. //Deity of fire week - upgrade both imps and upgrades
  749. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  750. availableCount += 15;
  751. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  752. {
  753. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  754. availableCount *= 2;
  755. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  756. availableCount += 5;
  757. }
  758. }
  759. }
  760. }
  761. }
  762. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  763. {
  764. n.res[player] = n.res[player] + t->dailyIncome();
  765. }
  766. if(t->hasBuilt(BuildingID::GRAIL)
  767. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  768. {
  769. // Skyship, probably easier to handle same as Veil of darkness
  770. //do it every new day after veils apply
  771. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  772. {
  773. FoWChange fw;
  774. fw.mode = ETileVisibility::REVEALED;
  775. fw.player = player;
  776. // find all hidden tiles
  777. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  778. auto shape = fow->shape();
  779. for(size_t z = 0; z < shape[0]; z++)
  780. for(size_t x = 0; x < shape[1]; x++)
  781. for(size_t y = 0; y < shape[2]; y++)
  782. if (!(*fow)[z][x][y])
  783. fw.tiles.insert(int3(x, y, z));
  784. sendAndApply (&fw);
  785. }
  786. }
  787. if (t->hasBonusOfType (BonusType::DARKNESS))
  788. {
  789. for (auto & player : gs->players)
  790. {
  791. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  792. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  793. changeFogOfWar(t->getSightCenter(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  794. }
  795. }
  796. }
  797. if (newMonth)
  798. {
  799. SetAvailableArtifacts saa;
  800. saa.id = ObjectInstanceID::NONE;
  801. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  802. sendAndApply(&saa);
  803. }
  804. sendAndApply(&n);
  805. if (newWeek)
  806. {
  807. //spawn wandering monsters
  808. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  809. {
  810. spawnWanderingMonsters(n.creatureid);
  811. }
  812. //new week info popup
  813. if (!firstTurn)
  814. {
  815. InfoWindow iw;
  816. switch (n.specialWeek)
  817. {
  818. case NewTurn::DOUBLE_GROWTH:
  819. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  820. iw.text.replaceNameSingular(n.creatureid);
  821. iw.text.replaceNameSingular(n.creatureid);
  822. break;
  823. case NewTurn::PLAGUE:
  824. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  825. break;
  826. case NewTurn::BONUS_GROWTH:
  827. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  828. iw.text.replaceNameSingular(n.creatureid);
  829. iw.text.replaceNameSingular(n.creatureid);
  830. break;
  831. case NewTurn::DEITYOFFIRE:
  832. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  833. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  834. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  835. iw.text.replacePositiveNumber(15);//%+d 15
  836. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  837. iw.text.replacePositiveNumber(15);//%+d 15
  838. break;
  839. default:
  840. if (newMonth)
  841. {
  842. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  843. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  844. }
  845. else
  846. {
  847. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  848. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  849. }
  850. }
  851. for (auto & elem : gs->players)
  852. {
  853. iw.player = elem.first;
  854. sendAndApply(&iw);
  855. }
  856. }
  857. }
  858. if (!firstTurn)
  859. checkVictoryLossConditionsForAll(); // check for map turn limit
  860. logGlobal->trace("Info about turn %d has been sent!", n.day);
  861. handleTimeEvents();
  862. //call objects
  863. for (auto & elem : gs->map->objects)
  864. {
  865. if (elem)
  866. elem->newTurn(getRandomGenerator());
  867. }
  868. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  869. }
  870. void CGameHandler::start(bool resume)
  871. {
  872. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  873. for (auto cc : lobby->activeConnections)
  874. {
  875. auto players = lobby->getAllClientPlayers(cc->connectionID);
  876. std::stringstream sbuffer;
  877. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  878. for (PlayerColor color : players)
  879. {
  880. sbuffer << color << " ";
  881. connections[color].insert(cc);
  882. }
  883. logGlobal->info(sbuffer.str());
  884. }
  885. #if SCRIPTING_ENABLED
  886. services()->scripts()->run(serverScripts);
  887. #endif
  888. if (!resume)
  889. {
  890. onNewTurn();
  891. events::TurnStarted::defaultExecute(serverEventBus.get());
  892. for(auto & player : gs->players)
  893. turnTimerHandler->onGameplayStart(player.first);
  894. }
  895. else
  896. events::GameResumed::defaultExecute(serverEventBus.get());
  897. turnOrder->onGameStarted();
  898. }
  899. void CGameHandler::tick(int millisecondsPassed)
  900. {
  901. turnTimerHandler->update(millisecondsPassed);
  902. }
  903. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  904. {
  905. if (!h->hasSpellbook())
  906. return; //hero hasn't spellbook
  907. ChangeSpells cs;
  908. cs.hid = h->id;
  909. cs.learn = true;
  910. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  911. {
  912. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  913. for (int i = 0; i < h->maxSpellLevel(); i++)
  914. {
  915. std::vector<SpellID> spells;
  916. getAllowedSpells(spells, i+1);
  917. for (auto & spell : spells)
  918. cs.spells.insert(spell);
  919. }
  920. }
  921. else
  922. {
  923. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  924. {
  925. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  926. {
  927. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  928. cs.spells.insert(t->spells.at(i).at(j));
  929. }
  930. }
  931. }
  932. if (!cs.spells.empty())
  933. sendAndApply(&cs);
  934. }
  935. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  936. {
  937. if (!obj || !getObj(obj->id))
  938. {
  939. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  940. return false;
  941. }
  942. RemoveObject ro;
  943. ro.objectID = obj->id;
  944. ro.initiator = initiator;
  945. sendAndApply(&ro);
  946. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  947. return true;
  948. }
  949. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  950. {
  951. const CGHeroInstance *h = getHero(hid);
  952. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  953. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  954. {
  955. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  956. return true; //timer expired, no error
  957. logGlobal->error("Illegal call to move hero!");
  958. return false;
  959. }
  960. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  961. const int3 hmpos = h->convertToVisitablePos(dst);
  962. if (!gs->map->isInTheMap(hmpos))
  963. {
  964. logGlobal->error("Destination tile is outside the map!");
  965. return false;
  966. }
  967. const TerrainTile t = *getTile(hmpos);
  968. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  969. CGObjectInstance * objectToVisit = nullptr;
  970. CGObjectInstance * guardian = nullptr;
  971. if (!t.visitableObjects.empty())
  972. objectToVisit = t.visitableObjects.back();
  973. if (isInTheMap(guardPos))
  974. guardian = getTile(guardPos)->visitableObjects.back();
  975. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  976. const bool disembarking = h->boat
  977. && t.terType->isLand()
  978. && (dst == h->pos
  979. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  980. //result structure for start - movement failed, no move points used
  981. TryMoveHero tmh;
  982. tmh.id = hid;
  983. tmh.start = h->pos;
  984. tmh.end = dst;
  985. tmh.result = TryMoveHero::FAILED;
  986. tmh.movePoints = h->movementPointsRemaining();
  987. //check if destination tile is available
  988. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  989. auto ti = pathfinderHelper->getTurnInfo();
  990. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  991. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  992. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  993. const bool movingOntoObstacle = t.blocked && !t.visitable;
  994. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  995. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  996. const auto complainRet = [&](const std::string & message)
  997. {
  998. //send info about movement failure
  999. complain(message);
  1000. sendAndApply(&tmh);
  1001. return false;
  1002. };
  1003. if (guardian && getVisitingHero(guardian) != nullptr)
  1004. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  1005. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  1006. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  1007. if (objectToVisit &&
  1008. objectToVisit->getOwner().isValidPlayer() &&
  1009. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  1010. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1011. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  1012. //it's a rock or blocked and not visitable tile
  1013. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1014. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1015. return complainRet("Cannot move hero, destination tile is blocked!");
  1016. //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)
  1017. if(movingOntoWater && !canFly && !canWalkOnSea)
  1018. return complainRet("Cannot move hero, destination tile is on water!");
  1019. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1020. return complainRet("Cannot disembark hero, tile is blocked!");
  1021. if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
  1022. return complainRet("Tiles are not neighboring!");
  1023. if(h->inTownGarrison)
  1024. return complainRet("Can not move garrisoned hero!");
  1025. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  1026. return complainRet("Hero doesn't have any movement points left!");
  1027. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1028. return complainRet("Hero cannot transit over this tile!");
  1029. //several generic blocks of code
  1030. // should be called if hero changes tile but before applying TryMoveHero package
  1031. auto leaveTile = [&]()
  1032. {
  1033. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1034. {
  1035. obj->onHeroLeave(h);
  1036. }
  1037. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  1038. };
  1039. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1040. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1041. {
  1042. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1043. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1044. queries->addQuery(moveQuery);
  1045. if (leavingTile == LEAVING_TILE)
  1046. leaveTile();
  1047. if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1048. tmh.attackedFrom = std::make_optional(guardPos);
  1049. tmh.result = result;
  1050. sendAndApply(&tmh);
  1051. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1052. { // Hero should be always able to visit any object he is staying on even if there are guards around
  1053. visitObjectOnTile(t, h);
  1054. }
  1055. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1056. {
  1057. objectVisited(guardian, h);
  1058. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1059. }
  1060. else if (visitDest == VISIT_DEST)
  1061. {
  1062. visitObjectOnTile(t, h);
  1063. }
  1064. queries->popIfTop(moveQuery);
  1065. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1066. return result != TryMoveHero::FAILED;
  1067. };
  1068. //interaction with blocking object (like resources)
  1069. auto blockingVisit = [&]() -> bool
  1070. {
  1071. for (CGObjectInstance *obj : t.visitableObjects)
  1072. {
  1073. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1074. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1075. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1076. {
  1077. EVisitDest visitDest = VISIT_DEST;
  1078. if(h->boat && !h->boat->onboardVisitAllowed)
  1079. visitDest = DONT_VISIT_DEST;
  1080. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1081. }
  1082. }
  1083. return false;
  1084. };
  1085. if (!transit && embarking)
  1086. {
  1087. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1088. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1089. // In H3 embark ignore guards
  1090. }
  1091. if (disembarking)
  1092. {
  1093. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1094. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1095. }
  1096. if (movementMode != EMovementMode::STANDARD)
  1097. {
  1098. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1099. return true;
  1100. EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  1101. ? CHECK_FOR_GUARDS
  1102. : IGNORE_GUARDS;
  1103. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  1104. // visit town for town portal \ castle gates
  1105. // do not use generic visitObjectOnTile to avoid double-teleporting
  1106. // if this moveHero call was triggered by teleporter
  1107. if (objectToVisit)
  1108. {
  1109. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1110. town->onHeroVisit(h);
  1111. }
  1112. return true;
  1113. }
  1114. //still here? it is standard movement!
  1115. {
  1116. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1117. ? h->movementPointsRemaining() - cost
  1118. : 0;
  1119. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1120. EVisitDest visitDest = VISIT_DEST;
  1121. if (transit)
  1122. {
  1123. if (CGTeleport::isTeleport(objectToVisit))
  1124. visitDest = DONT_VISIT_DEST;
  1125. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1126. {
  1127. lookForGuards = IGNORE_GUARDS;
  1128. visitDest = DONT_VISIT_DEST;
  1129. }
  1130. }
  1131. else if (blockingVisit())
  1132. return true;
  1133. if(h->boat && !h->boat->onboardAssaultAllowed)
  1134. lookForGuards = IGNORE_GUARDS;
  1135. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1136. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1137. return true;
  1138. }
  1139. }
  1140. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1141. {
  1142. const CGHeroInstance *h = getHero(hid);
  1143. const CGTownInstance *t = getTown(dstid);
  1144. if (!h || !t)
  1145. COMPLAIN_RET("Invalid call to teleportHero!");
  1146. const CGTownInstance *from = h->visitedTown;
  1147. if (((h->getOwner() != t->getOwner())
  1148. && complain("Cannot teleport hero to another player"))
  1149. || (from->town->faction->getId() != t->town->faction->getId()
  1150. && complain("Source town and destination town should belong to the same faction"))
  1151. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1152. && complain("Hero must be in town with Castle gate for teleporting"))
  1153. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1154. && complain("Cannot teleport hero to town without Castle gate in it")))
  1155. return false;
  1156. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1157. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  1158. return true;
  1159. }
  1160. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1161. {
  1162. PlayerColor oldOwner = getOwner(obj->id);
  1163. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  1164. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1165. checkVictoryLossConditions(playerColors);
  1166. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1167. if (town) //town captured
  1168. {
  1169. if (owner.isValidPlayer()) //new owner is real player
  1170. {
  1171. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1172. setPortalDwelling(town, true, false);
  1173. }
  1174. if (oldOwner.isValidPlayer()) //old owner is real player
  1175. {
  1176. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last town
  1177. {
  1178. InfoWindow iw;
  1179. iw.player = oldOwner;
  1180. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  1181. iw.text.replaceName(oldOwner);
  1182. sendAndApply(&iw);
  1183. }
  1184. }
  1185. }
  1186. const PlayerState * p = getPlayerState(owner);
  1187. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1188. {
  1189. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1190. {
  1191. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1192. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1193. }
  1194. }
  1195. }
  1196. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1197. {
  1198. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1199. queries->addQuery(dialogQuery);
  1200. iw->queryID = dialogQuery->queryID;
  1201. sendToAllClients(iw);
  1202. }
  1203. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1204. {
  1205. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1206. queries->addQuery(dialogQuery);
  1207. iw->queryID = dialogQuery->queryID;
  1208. sendToAllClients(iw);
  1209. }
  1210. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1211. {
  1212. if (!val) return; //don't waste time on empty call
  1213. TResources resources;
  1214. resources[which] = val;
  1215. giveResources(player, resources);
  1216. }
  1217. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1218. {
  1219. SetResources sr;
  1220. sr.abs = false;
  1221. sr.player = player;
  1222. sr.res = resources;
  1223. sendAndApply(&sr);
  1224. }
  1225. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1226. {
  1227. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1228. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1229. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1230. //first we move creatures to give to make them army of object-source
  1231. for (auto & elem : creatures.Slots())
  1232. {
  1233. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1234. }
  1235. tryJoiningArmy(obj, h, remove, true);
  1236. }
  1237. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1238. {
  1239. std::vector<CStackBasicDescriptor> cres = creatures;
  1240. if (cres.size() <= 0)
  1241. return;
  1242. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1243. for (CStackBasicDescriptor &sbd : cres)
  1244. {
  1245. TQuantity collected = 0;
  1246. while(collected < sbd.count)
  1247. {
  1248. bool foundSth = false;
  1249. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1250. {
  1251. if (i->second->type == sbd.type)
  1252. {
  1253. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1254. changeStackCount(StackLocation(obj, i->first), -take, false);
  1255. collected += take;
  1256. foundSth = true;
  1257. break;
  1258. }
  1259. }
  1260. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1261. {
  1262. complain("Unexpected failure during taking creatures!");
  1263. return;
  1264. }
  1265. }
  1266. }
  1267. }
  1268. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1269. {
  1270. HeroVisitCastle vc;
  1271. vc.hid = hero->id;
  1272. vc.tid = obj->id;
  1273. vc.flags |= 1;
  1274. sendAndApply(&vc);
  1275. visitCastleObjects(obj, hero);
  1276. giveSpells (obj, hero);
  1277. if (obj->visitingHero && obj->garrisonHero)
  1278. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  1279. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1280. }
  1281. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1282. {
  1283. for (auto building : t->bonusingBuildings)
  1284. building->onHeroVisit(h);
  1285. }
  1286. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1287. {
  1288. HeroVisitCastle vc;
  1289. vc.hid = hero->id;
  1290. vc.tid = obj->id;
  1291. sendAndApply(&vc);
  1292. }
  1293. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1294. {
  1295. EraseArtifact ea;
  1296. ea.al = al;
  1297. sendAndApply(&ea);
  1298. }
  1299. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1300. {
  1301. ChangeSpells cs;
  1302. cs.hid = hero->id;
  1303. cs.spells = spells;
  1304. cs.learn = give;
  1305. sendAndApply(&cs);
  1306. }
  1307. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1308. {
  1309. sendAndApply(bonus);
  1310. }
  1311. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1312. {
  1313. sendAndApply(smp);
  1314. }
  1315. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1316. {
  1317. SetMovePoints smp;
  1318. smp.hid = hid;
  1319. smp.val = val;
  1320. smp.absolute = absolute;
  1321. sendAndApply(&smp);
  1322. }
  1323. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1324. {
  1325. SetMana sm;
  1326. sm.hid = hid;
  1327. sm.val = val;
  1328. sm.absolute = true;
  1329. sendAndApply(&sm);
  1330. }
  1331. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1332. {
  1333. GiveHero gh;
  1334. gh.id = id;
  1335. gh.player = player;
  1336. gh.boatId = boatId;
  1337. sendAndApply(&gh);
  1338. //Reveal fow around new hero, especially released from Prison
  1339. auto h = getHero(id);
  1340. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1341. }
  1342. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1343. {
  1344. ChangeObjPos cop;
  1345. cop.objid = objid;
  1346. cop.nPos = newPos;
  1347. cop.initiator = initiator;
  1348. sendAndApply(&cop);
  1349. }
  1350. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1351. {
  1352. const CGHeroInstance * h1 = getHero(fromHero);
  1353. const CGHeroInstance * h2 = getHero(toHero);
  1354. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1355. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1356. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1357. {
  1358. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1359. std::swap(fromHero, toHero);
  1360. }
  1361. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1362. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1363. return;//no scholar skill or no spellbook
  1364. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1365. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1366. ChangeSpells cs1;
  1367. cs1.learn = true;
  1368. cs1.hid = toHero;//giving spells to first hero
  1369. for (auto it : h1->getSpellsInSpellbook())
  1370. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1371. cs1.spells.insert(it);//spell to learn
  1372. ChangeSpells cs2;
  1373. cs2.learn = true;
  1374. cs2.hid = fromHero;
  1375. for (auto it : h2->getSpellsInSpellbook())
  1376. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1377. cs2.spells.insert(it);
  1378. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1379. {
  1380. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1381. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1382. InfoWindow iw;
  1383. iw.player = h1->tempOwner;
  1384. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1385. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1386. iw.text.replaceTextID(h1->getNameTextID());
  1387. if (!cs2.spells.empty())//if found new spell - apply
  1388. {
  1389. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1390. int size = static_cast<int>(cs2.spells.size());
  1391. for (auto it : cs2.spells)
  1392. {
  1393. iw.components.emplace_back(ComponentType::SPELL, it);
  1394. iw.text.appendName(it);
  1395. switch (size--)
  1396. {
  1397. case 2:
  1398. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1399. case 1:
  1400. break;
  1401. default:
  1402. iw.text.appendRawString(", ");
  1403. }
  1404. }
  1405. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1406. iw.text.replaceTextID(h2->getNameTextID());
  1407. sendAndApply(&cs2);
  1408. }
  1409. if (!cs1.spells.empty() && !cs2.spells.empty())
  1410. {
  1411. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1412. }
  1413. if (!cs1.spells.empty())
  1414. {
  1415. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1416. int size = static_cast<int>(cs1.spells.size());
  1417. for (auto it : cs1.spells)
  1418. {
  1419. iw.components.emplace_back(ComponentType::SPELL, it);
  1420. iw.text.appendName(it);
  1421. switch (size--)
  1422. {
  1423. case 2:
  1424. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1425. case 1:
  1426. break;
  1427. default:
  1428. iw.text.appendRawString(", ");
  1429. }
  1430. }
  1431. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1432. iw.text.replaceTextID(h2->getNameTextID());
  1433. sendAndApply(&cs1);
  1434. }
  1435. sendAndApply(&iw);
  1436. }
  1437. }
  1438. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1439. {
  1440. auto h1 = getHero(hero1);
  1441. auto h2 = getHero(hero2);
  1442. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1443. {
  1444. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1445. ExchangeDialog hex;
  1446. hex.queryID = exchange->queryID;
  1447. hex.player = h1->getOwner();
  1448. hex.hero1 = hero1;
  1449. hex.hero2 = hero2;
  1450. sendAndApply(&hex);
  1451. useScholarSkill(hero1,hero2);
  1452. queries->addQuery(exchange);
  1453. }
  1454. }
  1455. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1456. {
  1457. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1458. for (auto c : lobby->activeConnections)
  1459. c->sendPack(pack);
  1460. }
  1461. void CGameHandler::sendAndApply(CPackForClient * pack)
  1462. {
  1463. sendToAllClients(pack);
  1464. gs->apply(pack);
  1465. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1466. }
  1467. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1468. {
  1469. sendAndApply(static_cast<CPackForClient *>(pack));
  1470. checkVictoryLossConditionsForAll();
  1471. }
  1472. void CGameHandler::sendAndApply(SetResources * pack)
  1473. {
  1474. sendAndApply(static_cast<CPackForClient *>(pack));
  1475. checkVictoryLossConditionsForPlayer(pack->player);
  1476. }
  1477. void CGameHandler::sendAndApply(NewStructures * pack)
  1478. {
  1479. sendAndApply(static_cast<CPackForClient *>(pack));
  1480. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1481. }
  1482. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1483. {
  1484. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1485. }
  1486. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1487. {
  1488. if(pack->c)
  1489. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1490. logNetwork->error("Player is not allowed to perform this action!");
  1491. throw ExceptionNotAllowedAction();
  1492. }
  1493. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1494. {
  1495. std::ostringstream oss;
  1496. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1497. logNetwork->error(oss.str());
  1498. if(pack->c)
  1499. playerMessages->sendSystemMessage(pack->c, oss.str());
  1500. }
  1501. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1502. {
  1503. if(!isPlayerOwns(pack, id))
  1504. {
  1505. wrongPlayerMessage(pack, getOwner(id));
  1506. throwNotAllowedAction(pack);
  1507. }
  1508. }
  1509. void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
  1510. {
  1511. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1512. throwNotAllowedAction(pack);
  1513. }
  1514. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1515. {
  1516. throwIfWrongPlayer(pack, pack->player);
  1517. }
  1518. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1519. {
  1520. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1521. {
  1522. wrongPlayerMessage(pack, player);
  1523. throwNotAllowedAction(pack);
  1524. }
  1525. }
  1526. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1527. {
  1528. complain(txt);
  1529. throwNotAllowedAction(pack);
  1530. }
  1531. void CGameHandler::save(const std::string & filename)
  1532. {
  1533. logGlobal->info("Saving to %s", filename);
  1534. const auto stem = FileInfo::GetPathStem(filename);
  1535. const auto savefname = stem.to_string() + ".vsgm1";
  1536. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1537. CResourceHandler::get("local")->createResource(savefname);
  1538. try
  1539. {
  1540. {
  1541. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1542. saveCommonState(save);
  1543. logGlobal->info("Saving server state");
  1544. save << *this;
  1545. }
  1546. logGlobal->info("Game has been successfully saved!");
  1547. }
  1548. catch(std::exception &e)
  1549. {
  1550. logGlobal->error("Failed to save game: %s", e.what());
  1551. }
  1552. }
  1553. bool CGameHandler::load(const std::string & filename)
  1554. {
  1555. logGlobal->info("Loading from %s", filename);
  1556. const auto stem = FileInfo::GetPathStem(filename);
  1557. reinitScripting();
  1558. try
  1559. {
  1560. {
  1561. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1562. lf.serializer.cb = this;
  1563. loadCommonState(lf);
  1564. logGlobal->info("Loading server state");
  1565. lf >> *this;
  1566. }
  1567. logGlobal->info("Game has been successfully loaded!");
  1568. }
  1569. catch(const ModIncompatibility & e)
  1570. {
  1571. logGlobal->error("Failed to load game: %s", e.what());
  1572. std::string errorMsg;
  1573. if(!e.whatMissing().empty())
  1574. {
  1575. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1576. errorMsg += e.whatMissing();
  1577. }
  1578. if(!e.whatExcessive().empty())
  1579. {
  1580. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1581. errorMsg += e.whatExcessive();
  1582. }
  1583. lobby->announceMessage(errorMsg);
  1584. return false;
  1585. }
  1586. catch(const IdentifierResolutionException & e)
  1587. {
  1588. logGlobal->error("Failed to load game: %s", e.what());
  1589. MetaString errorMsg;
  1590. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1591. errorMsg.replaceRawString(e.identifierName);
  1592. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1593. return false;
  1594. }
  1595. catch(const std::exception & e)
  1596. {
  1597. logGlobal->error("Failed to load game: %s", e.what());
  1598. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1599. return false;
  1600. }
  1601. gs->preInit(VLC, this);
  1602. gs->updateOnLoad(lobby->si.get());
  1603. return true;
  1604. }
  1605. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1606. {
  1607. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1608. return false;
  1609. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1610. const CCreatureSet & creatureSet = *army;
  1611. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1612. || (howMany < 1 && complain("Invalid split parameter!")))
  1613. {
  1614. return false;
  1615. }
  1616. auto actualAmount = army->getStackCount(slotSrc);
  1617. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1618. return false;
  1619. auto freeSlots = creatureSet.getFreeSlots();
  1620. if(freeSlots.empty() && complain("No empty stacks"))
  1621. return false;
  1622. BulkRebalanceStacks bulkRS;
  1623. for(auto slot : freeSlots)
  1624. {
  1625. RebalanceStacks rs;
  1626. rs.srcArmy = army->id;
  1627. rs.dstArmy = army->id;
  1628. rs.srcSlot = slotSrc;
  1629. rs.dstSlot = slot;
  1630. rs.count = howMany;
  1631. bulkRS.moves.push_back(rs);
  1632. actualAmount -= howMany;
  1633. if(actualAmount <= howMany)
  1634. break;
  1635. }
  1636. sendAndApply(&bulkRS);
  1637. return true;
  1638. }
  1639. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1640. {
  1641. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1642. return false;
  1643. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1644. const CCreatureSet & creatureSet = *army;
  1645. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1646. return false;
  1647. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1648. if(actualAmount < 1 && complain(complainNoCreatures))
  1649. return false;
  1650. auto currentCreature = creatureSet.getCreature(slotSrc);
  1651. if(!currentCreature && complain(complainNoCreatures))
  1652. return false;
  1653. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1654. if(!creatureSlots.size())
  1655. return false;
  1656. BulkRebalanceStacks bulkRS;
  1657. for(auto slot : creatureSlots)
  1658. {
  1659. RebalanceStacks rs;
  1660. rs.srcArmy = army->id;
  1661. rs.dstArmy = army->id;
  1662. rs.srcSlot = slot;
  1663. rs.dstSlot = slotSrc;
  1664. rs.count = creatureSet.getStackCount(slot);
  1665. bulkRS.moves.push_back(rs);
  1666. }
  1667. sendAndApply(&bulkRS);
  1668. return true;
  1669. }
  1670. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1671. {
  1672. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1673. return false;
  1674. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1675. const CCreatureSet & setSrc = *armySrc;
  1676. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1677. return false;
  1678. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1679. const CCreatureSet & setDest = *armyDest;
  1680. auto freeSlots = setDest.getFreeSlotsQueue();
  1681. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1682. TRebalanceMap moves;
  1683. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1684. auto slotsLeft = setSrc.stacksCount();
  1685. auto destMap = setDest.getCreatureMap();
  1686. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1687. while(!srcQueue.empty())
  1688. {
  1689. auto pair = srcQueue.top();
  1690. srcQueue.pop();
  1691. auto currCreature = pair.first;
  1692. auto currSlot = pair.second;
  1693. const auto quantity = setSrc.getStackCount(currSlot);
  1694. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1695. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1696. if(!alreadyExists)
  1697. {
  1698. if(freeSlots.empty())
  1699. continue;
  1700. auto currFreeSlot = freeSlots.front();
  1701. freeSlots.pop();
  1702. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1703. }
  1704. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1705. slotsLeft--;
  1706. }
  1707. if(slotsLeft == 1)
  1708. {
  1709. auto lastCreature = setSrc.getCreature(srcSlot);
  1710. auto slotToMove = SlotID();
  1711. // Try to find a slot for last creature
  1712. if(destMap.find(lastCreature) == destMap.end())
  1713. {
  1714. if(!freeSlots.empty())
  1715. slotToMove = freeSlots.front();
  1716. }
  1717. else
  1718. {
  1719. slotToMove = destMap[lastCreature];
  1720. }
  1721. if(slotToMove != SlotID())
  1722. {
  1723. const bool needsLastStack = armySrc->needsLastStack();
  1724. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1725. 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
  1726. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1727. }
  1728. }
  1729. BulkRebalanceStacks bulkRS;
  1730. for(auto & move : moves)
  1731. {
  1732. RebalanceStacks rs;
  1733. rs.srcArmy = armySrc->id;
  1734. rs.dstArmy = armyDest->id;
  1735. rs.srcSlot = move.first;
  1736. rs.dstSlot = move.second.first;
  1737. rs.count = move.second.second;
  1738. bulkRS.moves.push_back(rs);
  1739. }
  1740. sendAndApply(&bulkRS);
  1741. return true;
  1742. }
  1743. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1744. {
  1745. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1746. return false;
  1747. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1748. const CCreatureSet & creatureSet = *army;
  1749. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1750. return false;
  1751. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1752. if(actualAmount <= 1 && complain(complainNoCreatures))
  1753. return false;
  1754. auto freeSlot = creatureSet.getFreeSlot();
  1755. auto currentCreature = creatureSet.getCreature(slotSrc);
  1756. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1757. return true;
  1758. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1759. TQuantity totalCreatures = 0;
  1760. for(auto slot : creatureSlots)
  1761. totalCreatures += creatureSet.getStackCount(slot);
  1762. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1763. return false;
  1764. if(freeSlot != SlotID())
  1765. creatureSlots.push_back(freeSlot);
  1766. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1767. return false;
  1768. const auto totalCreatureSlots = creatureSlots.size();
  1769. const auto rem = totalCreatures % totalCreatureSlots;
  1770. const auto quotient = totalCreatures / totalCreatureSlots;
  1771. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1772. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1773. BulkSmartRebalanceStacks bulkSRS;
  1774. if(freeSlot != SlotID())
  1775. {
  1776. RebalanceStacks rs;
  1777. rs.srcArmy = rs.dstArmy = army->id;
  1778. rs.srcSlot = slotSrc;
  1779. rs.dstSlot = freeSlot;
  1780. rs.count = 1;
  1781. bulkSRS.moves.push_back(rs);
  1782. }
  1783. auto currSlot = 0;
  1784. auto check = 0;
  1785. for(auto slot : creatureSlots)
  1786. {
  1787. ChangeStackCount csc;
  1788. csc.army = army->id;
  1789. csc.slot = slot;
  1790. csc.count = (currSlot < rem)
  1791. ? quotient + 1
  1792. : quotient;
  1793. csc.absoluteValue = true;
  1794. bulkSRS.changes.push_back(csc);
  1795. currSlot++;
  1796. check += csc.count;
  1797. }
  1798. if(check != totalCreatures)
  1799. {
  1800. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1801. return false;
  1802. }
  1803. sendAndApply(&bulkSRS);
  1804. return true;
  1805. }
  1806. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1807. {
  1808. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1809. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1810. const CCreatureSet & S1 = *s1;
  1811. const CCreatureSet & S2 = *s2;
  1812. StackLocation sl1(s1, p1);
  1813. StackLocation sl2(s2, p2);
  1814. if (s1 == nullptr || s2 == nullptr)
  1815. {
  1816. complain("Cannot exchange stacks between non-existing objects!!\n");
  1817. return false;
  1818. }
  1819. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1820. {
  1821. complain(complainInvalidSlot);
  1822. return false;
  1823. }
  1824. if (!isAllowedExchange(id1,id2))
  1825. {
  1826. complain("Cannot exchange stacks between these two objects!\n");
  1827. return false;
  1828. }
  1829. // We can always put stacks into locked garrison, but not take them out of it
  1830. auto notRemovable = [&](const CArmedInstance * army)
  1831. {
  1832. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1833. {
  1834. auto g = dynamic_cast<const CGGarrison *>(army);
  1835. if (g && !g->removableUnits)
  1836. {
  1837. complain("Stacks in this garrison are not removable!\n");
  1838. return true;
  1839. }
  1840. }
  1841. return false;
  1842. };
  1843. if (what==1) //swap
  1844. {
  1845. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1846. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1847. {
  1848. complain("Can't take troops from another player!");
  1849. return false;
  1850. }
  1851. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1852. {
  1853. complain("Cannot swap stacks - slots are the same!");
  1854. return false;
  1855. }
  1856. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1857. {
  1858. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1859. return false;
  1860. }
  1861. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1862. return false;
  1863. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1864. return false;
  1865. swapStacks(sl1, sl2);
  1866. }
  1867. else if (what==2)//merge
  1868. {
  1869. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1870. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1871. return false;
  1872. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1873. {
  1874. complain("Cannot merge empty stack!");
  1875. return false;
  1876. }
  1877. else if (notRemovable(sl1.army))
  1878. return false;
  1879. moveStack(sl1, sl2);
  1880. }
  1881. else if (what==3) //split
  1882. {
  1883. const int countToMove = val - s2->getStackCount(p2);
  1884. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1885. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1886. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1887. {
  1888. complain("Can't move troops of another player!");
  1889. return false;
  1890. }
  1891. //general conditions checking
  1892. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1893. || (val<1 && complain(complainNoCreatures)) )
  1894. {
  1895. return false;
  1896. }
  1897. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1898. {
  1899. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1900. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1901. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1902. )
  1903. {
  1904. return false;
  1905. }
  1906. if (notRemovable(sl1.army))
  1907. {
  1908. if (s1->getStackCount(p1) > countLeftOnSrc)
  1909. return false;
  1910. }
  1911. else if (notRemovable(sl2.army))
  1912. {
  1913. if (s2->getStackCount(p1) < countLeftOnSrc)
  1914. return false;
  1915. }
  1916. moveStack(sl1, sl2, countToMove);
  1917. //S2.slots[p2]->count = val;
  1918. //S1.slots[p1]->count = total - val;
  1919. }
  1920. else //split one stack to the two
  1921. {
  1922. if (s1->getStackCount(p1) < val)//not enough creatures
  1923. {
  1924. complain(complainNotEnoughCreatures);
  1925. return false;
  1926. }
  1927. if (notRemovable(sl1.army))
  1928. return false;
  1929. moveStack(sl1, sl2, val);
  1930. }
  1931. }
  1932. return true;
  1933. }
  1934. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1935. {
  1936. return connections.count(player) && connections.at(player).count(c);
  1937. }
  1938. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1939. {
  1940. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1941. }
  1942. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1943. {
  1944. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1945. if (!vstd::contains(s1->stacks,pos))
  1946. {
  1947. complain("Illegal call to disbandCreature - no such stack in army!");
  1948. return false;
  1949. }
  1950. eraseStack(StackLocation(s1, pos));
  1951. return true;
  1952. }
  1953. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1954. {
  1955. const CGTownInstance * t = getTown(tid);
  1956. if(!t)
  1957. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1958. if(!t->town->buildings.count(requestedID))
  1959. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1960. if(t->hasBuilt(requestedID))
  1961. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1962. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1963. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1964. std::vector<const CBuilding*> remainingAutoBuildings;
  1965. std::set<BuildingID> buildingsThatWillBe;
  1966. //Check validity of request
  1967. if(!force)
  1968. {
  1969. switch(requestedBuilding->mode)
  1970. {
  1971. case CBuilding::BUILD_NORMAL :
  1972. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1973. COMPLAIN_RET("Cannot build that building!");
  1974. break;
  1975. case CBuilding::BUILD_AUTO :
  1976. case CBuilding::BUILD_SPECIAL:
  1977. COMPLAIN_RET("This building can not be constructed normally!");
  1978. case CBuilding::BUILD_GRAIL :
  1979. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1980. {
  1981. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1982. COMPLAIN_RET("Cannot build this without grail!")
  1983. else
  1984. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1985. }
  1986. break;
  1987. }
  1988. }
  1989. //Performs stuff that has to be done before new building is built
  1990. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1991. {
  1992. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1993. {
  1994. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  1995. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  1996. if(upgradeNumber >= t->town->creatures.at(level).size())
  1997. {
  1998. complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
  1999. "no creature found (upgrade number %d, level %d!")
  2000. % buildingID % upgradeNumber % level));
  2001. return;
  2002. }
  2003. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  2004. SetAvailableCreatures ssi;
  2005. ssi.tid = t->id;
  2006. ssi.creatures = t->creatures;
  2007. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2008. ssi.creatures[level].first = crea->getGrowth();
  2009. ssi.creatures[level].second.push_back(crea->getId());
  2010. sendAndApply(&ssi);
  2011. }
  2012. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2013. {
  2014. setPortalDwelling(t);
  2015. }
  2016. };
  2017. //Performs stuff that has to be done after new building is built
  2018. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2019. {
  2020. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  2021. auto isLibrary = isMageGuild ? false
  2022. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  2023. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2024. {
  2025. if(t->visitingHero)
  2026. giveSpells(t,t->visitingHero);
  2027. if(t->garrisonHero)
  2028. giveSpells(t,t->garrisonHero);
  2029. }
  2030. };
  2031. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2032. auto areRequirementsFullfilled = [&](const BuildingID & buildID)
  2033. {
  2034. return buildingsThatWillBe.count(buildID);
  2035. };
  2036. //Init the vectors
  2037. for(auto & build : t->town->buildings)
  2038. {
  2039. if(t->hasBuilt(build.first))
  2040. {
  2041. buildingsThatWillBe.insert(build.first);
  2042. }
  2043. else
  2044. {
  2045. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2046. remainingAutoBuildings.push_back(build.second);
  2047. }
  2048. }
  2049. //Prepare structure (list of building ids will be filled later)
  2050. NewStructures ns;
  2051. ns.tid = tid;
  2052. ns.builded = force ? t->builded : (t->builded+1);
  2053. std::queue<const CBuilding*> buildingsToAdd;
  2054. buildingsToAdd.push(requestedBuilding);
  2055. while(!buildingsToAdd.empty())
  2056. {
  2057. auto b = buildingsToAdd.front();
  2058. buildingsToAdd.pop();
  2059. ns.bid.insert(b->bid);
  2060. buildingsThatWillBe.insert(b->bid);
  2061. remainingAutoBuildings -= b;
  2062. for(auto autoBuilding : remainingAutoBuildings)
  2063. {
  2064. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2065. if(actualRequirements.test(areRequirementsFullfilled))
  2066. buildingsToAdd.push(autoBuilding);
  2067. }
  2068. }
  2069. // 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.
  2070. for(auto builtID : ns.bid)
  2071. processBeforeBuiltStructure(builtID);
  2072. //Take cost
  2073. if(!force)
  2074. giveResources(t->tempOwner, -requestedBuilding->resources);
  2075. //We know what has been built, apply changes. Do this as final step to properly update town window
  2076. sendAndApply(&ns);
  2077. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2078. for(auto builtID : ns.bid)
  2079. processAfterBuiltStructure(builtID);
  2080. // now when everything is built - reveal tiles for lookout tower
  2081. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  2082. if(t->garrisonHero) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  2083. visitCastleObjects(t, t->garrisonHero);
  2084. if(t->visitingHero)
  2085. visitCastleObjects(t, t->visitingHero);
  2086. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2087. return true;
  2088. }
  2089. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2090. {
  2091. ///incomplete, simply erases target building
  2092. const CGTownInstance * t = getTown(tid);
  2093. if (!vstd::contains(t->builtBuildings, bid))
  2094. return false;
  2095. RazeStructures rs;
  2096. rs.tid = tid;
  2097. rs.bid.insert(bid);
  2098. rs.destroyed = t->destroyed + 1;
  2099. sendAndApply(&rs);
  2100. //TODO: Remove dwellers
  2101. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2102. // {
  2103. // RemoveBonus rb(RemoveBonus::TOWN);
  2104. // rb.whoID = t->id;
  2105. // rb.source = BonusSource::TOWN_STRUCTURE;
  2106. // rb.id = 17;
  2107. // sendAndApply(&rb);
  2108. // }
  2109. return true;
  2110. }
  2111. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2112. {
  2113. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2114. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2115. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2116. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2117. const CCreature * c = crid.toCreature();
  2118. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2119. //TODO: check if hero is actually visiting object
  2120. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2121. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2122. if (town)
  2123. {
  2124. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2125. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2126. }
  2127. else
  2128. {
  2129. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2130. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2131. }
  2132. //verify
  2133. bool found = false;
  2134. int level = 0;
  2135. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2136. {
  2137. if ((fromLvl != -1) && (level !=fromLvl))
  2138. continue;
  2139. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2140. int i = 0;
  2141. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2142. if (cur.second.at(i) == crid)
  2143. break;
  2144. if (i < cur.second.size())
  2145. {
  2146. found = true;
  2147. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2148. break;
  2149. }
  2150. }
  2151. SlotID slot = army->getSlotFor(crid);
  2152. if ((!found && complain("Cannot recruit: no such creatures!"))
  2153. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2154. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2155. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2156. {
  2157. return false;
  2158. }
  2159. //recruit
  2160. giveResources(army->tempOwner, -(c->getFullRecruitCost() * cram));
  2161. SetAvailableCreatures sac;
  2162. sac.tid = objid;
  2163. sac.creatures = dwelling->creatures;
  2164. sac.creatures[level].first -= cram;
  2165. sendAndApply(&sac);
  2166. if (warMachine)
  2167. {
  2168. ArtifactID artId = c->warMachine;
  2169. const CArtifact * art = artId.toArtifact();
  2170. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2171. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2172. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2173. return giveHeroNewArtifact(hero, art);
  2174. }
  2175. else
  2176. {
  2177. addToSlot(StackLocation(army, slot), c, cram);
  2178. }
  2179. return true;
  2180. }
  2181. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2182. {
  2183. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2184. if (!obj->hasStackAtSlot(pos))
  2185. {
  2186. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2187. }
  2188. UpgradeInfo ui;
  2189. fillUpgradeInfo(obj, pos, ui);
  2190. PlayerColor player = obj->tempOwner;
  2191. const PlayerState *p = getPlayerState(player);
  2192. int crQuantity = obj->stacks.at(pos)->count;
  2193. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2194. //check if upgrade is possible
  2195. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2196. {
  2197. return false;
  2198. }
  2199. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2200. //check if player has enough resources
  2201. if (!p->resources.canAfford(totalCost))
  2202. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2203. //take resources
  2204. giveResources(player, -totalCost);
  2205. //upgrade creature
  2206. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  2207. return true;
  2208. }
  2209. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2210. {
  2211. if (!sl.army->hasStackAtSlot(sl.slot))
  2212. COMPLAIN_RET("Cannot find a stack to change type");
  2213. SetStackType sst;
  2214. sst.army = sl.army->id;
  2215. sst.slot = sl.slot;
  2216. sst.type = c->getId();
  2217. sendAndApply(&sst);
  2218. return true;
  2219. }
  2220. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2221. {
  2222. assert(src->canBeMergedWith(*dst, allowMerging));
  2223. while(src->stacksCount())//while there are unmoved creatures
  2224. {
  2225. auto i = src->Slots().begin(); //iterator to stack to move
  2226. StackLocation sl(src, i->first); //location of stack to move
  2227. SlotID pos = dst->getSlotFor(i->second->type);
  2228. if (!pos.validSlot())
  2229. {
  2230. //try to merge two other stacks to make place
  2231. std::pair<SlotID, SlotID> toMerge;
  2232. if (dst->mergableStacks(toMerge, i->first) && allowMerging)
  2233. {
  2234. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2235. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2236. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2237. }
  2238. else
  2239. {
  2240. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2241. return;
  2242. }
  2243. }
  2244. else
  2245. {
  2246. moveStack(sl, StackLocation(dst, pos));
  2247. }
  2248. }
  2249. }
  2250. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2251. {
  2252. const CGTownInstance * town = getTown(tid);
  2253. if(!town->garrisonHero == !town->visitingHero)
  2254. return false;
  2255. SetHeroesInTown intown;
  2256. intown.tid = tid;
  2257. if(town->garrisonHero) //garrison -> vising
  2258. {
  2259. intown.garrison = ObjectInstanceID();
  2260. intown.visiting = town->garrisonHero->id;
  2261. }
  2262. else //visiting -> garrison
  2263. {
  2264. if(town->armedGarrison())
  2265. town->mergeGarrisonOnSiege();
  2266. intown.visiting = ObjectInstanceID();
  2267. intown.garrison = town->visitingHero->id;
  2268. }
  2269. sendAndApply(&intown);
  2270. return true;
  2271. }
  2272. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2273. {
  2274. const CGTownInstance * town = getTown(tid);
  2275. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2276. {
  2277. if (!town->visitingHero->canBeMergedWith(*town))
  2278. {
  2279. complain("Cannot make garrison swap, not enough free slots!");
  2280. return false;
  2281. }
  2282. moveArmy(town, town->visitingHero, true);
  2283. SetHeroesInTown intown;
  2284. intown.tid = tid;
  2285. intown.visiting = ObjectInstanceID();
  2286. intown.garrison = town->visitingHero->id;
  2287. sendAndApply(&intown);
  2288. return true;
  2289. }
  2290. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2291. {
  2292. //check if moving hero out of town will break 8 wandering heroes limit
  2293. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2294. {
  2295. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2296. return false;
  2297. }
  2298. SetHeroesInTown intown;
  2299. intown.tid = tid;
  2300. intown.garrison = ObjectInstanceID();
  2301. intown.visiting = town->garrisonHero->id;
  2302. sendAndApply(&intown);
  2303. return true;
  2304. }
  2305. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2306. {
  2307. SetHeroesInTown intown;
  2308. intown.tid = tid;
  2309. intown.garrison = town->visitingHero->id;
  2310. intown.visiting = town->garrisonHero->id;
  2311. sendAndApply(&intown);
  2312. return true;
  2313. }
  2314. else
  2315. {
  2316. complain("Cannot swap garrison hero!");
  2317. return false;
  2318. }
  2319. }
  2320. // With the amount of changes done to the function, it's more like transferArtifacts.
  2321. // 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.
  2322. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2323. {
  2324. const auto srcArtSet = getArtSet(src);
  2325. const auto dstArtSet = getArtSet(dst);
  2326. assert(srcArtSet);
  2327. assert(dstArtSet);
  2328. // Make sure exchange is even possible between the two heroes.
  2329. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2330. COMPLAIN_RET("That heroes cannot make any exchange!");
  2331. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2332. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2333. auto dstSlot = dst.slot;
  2334. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2335. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2336. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2337. return true;
  2338. const auto dstArtifact = dstArtSet->getArt(dstSlot);
  2339. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2340. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2341. if(srcArtifact == nullptr)
  2342. COMPLAIN_RET("No artifact to move!");
  2343. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2344. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2345. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2346. // Moving to the backpack is always allowed.
  2347. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2348. COMPLAIN_RET("Cannot move artifact!");
  2349. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2350. auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2351. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2352. COMPLAIN_RET("Cannot move artifact locks.");
  2353. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2354. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2355. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2356. COMPLAIN_RET("Cannot move catapult!");
  2357. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2358. COMPLAIN_RET("Backpack is full!");
  2359. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2360. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2361. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2362. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2363. ma.srcCreature = src.creature;
  2364. ma.dstCreature = dst.creature;
  2365. // Check if dst slot is occupied
  2366. if(!isDstSlotBackpack && isDstSlotOccupied)
  2367. {
  2368. // Previous artifact must be swapped
  2369. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2370. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2371. ma.swap = true;
  2372. }
  2373. auto hero = getHero(dst.artHolder);
  2374. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2375. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2376. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2377. if(src.artHolder != dst.artHolder)
  2378. ma.askAssemble = true;
  2379. sendAndApply(&ma);
  2380. return true;
  2381. }
  2382. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2383. {
  2384. // Make sure exchange is even possible between the two heroes.
  2385. if(!isAllowedExchange(srcId, dstId))
  2386. COMPLAIN_RET("That heroes cannot make any exchange!");
  2387. auto psrcSet = getArtSet(srcId);
  2388. auto pdstSet = getArtSet(dstId);
  2389. if((!psrcSet) || (!pdstSet))
  2390. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2391. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2392. auto & slotsSrcDst = ma.artsPack0;
  2393. auto & slotsDstSrc = ma.artsPack1;
  2394. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2395. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2396. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2397. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2398. {
  2399. assert(artifact);
  2400. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2401. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2402. {
  2403. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2404. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2405. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2406. if(auto dstHero = getHero(dstId))
  2407. {
  2408. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2409. giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2410. }
  2411. }
  2412. };
  2413. if(swap)
  2414. {
  2415. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2416. {
  2417. for(auto & artifact : srcArtSet->artifactsWorn)
  2418. {
  2419. if(ArtifactUtils::isArtRemovable(artifact))
  2420. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2421. }
  2422. };
  2423. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2424. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2425. {
  2426. for(auto & slotInfo : artSet->artifactsInBackpack)
  2427. {
  2428. auto slot = artSet->getArtPos(slotInfo.artifact);
  2429. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2430. }
  2431. };
  2432. if(equipped)
  2433. {
  2434. // Move over artifacts that are worn srcHero -> dstHero
  2435. moveArtsWorn(psrcSet, slotsSrcDst);
  2436. artFittingSet.artifactsWorn.clear();
  2437. // Move over artifacts that are worn dstHero -> srcHero
  2438. moveArtsWorn(pdstSet, slotsDstSrc);
  2439. }
  2440. if(backpack)
  2441. {
  2442. // Move over artifacts that are in backpack srcHero -> dstHero
  2443. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2444. // Move over artifacts that are in backpack dstHero -> srcHero
  2445. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2446. }
  2447. }
  2448. else
  2449. {
  2450. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2451. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2452. if(equipped)
  2453. {
  2454. // Move over artifacts that are worn
  2455. for(auto & artInfo : psrcSet->artifactsWorn)
  2456. {
  2457. if(ArtifactUtils::isArtRemovable(artInfo))
  2458. {
  2459. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2460. }
  2461. }
  2462. }
  2463. if(backpack)
  2464. {
  2465. // Move over artifacts that are in backpack
  2466. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2467. {
  2468. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2469. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2470. }
  2471. }
  2472. }
  2473. sendAndApply(&ma);
  2474. return true;
  2475. }
  2476. bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
  2477. {
  2478. auto artSet = getArtSet(heroID);
  2479. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
  2480. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2481. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2482. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2483. {
  2484. if(left)
  2485. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
  2486. else
  2487. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
  2488. sendAndApply(&bma);
  2489. }
  2490. return true;
  2491. }
  2492. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2493. {
  2494. auto artSet = getArtSet(heroID);
  2495. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2496. ChangeArtifactsCostume costume(player, costumeIdx);
  2497. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2498. {
  2499. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2500. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2501. }
  2502. sendAndApply(&costume);
  2503. return true;
  2504. }
  2505. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2506. {
  2507. const auto artSet = getArtSet(heroID);
  2508. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2509. const auto playerState = getPlayerState(player);
  2510. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2511. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2512. {
  2513. CArtifactFittingSet artFittingSet(*artSet);
  2514. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2515. auto costumeArtMap = costume->second;
  2516. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2517. // First, find those artifacts that are already in place
  2518. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2519. {
  2520. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2521. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2522. {
  2523. costumeArtMap.erase(artPos);
  2524. artFittingSet.removeArtifact(slot);
  2525. }
  2526. }
  2527. // Second, find the necessary artifacts for the costume
  2528. for(const auto & artPos : costumeArtMap)
  2529. {
  2530. if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
  2531. {
  2532. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
  2533. {
  2534. artSet->getSlotByInstance(artFittingSet.getArt(availableArts.front())),
  2535. artPos.first
  2536. });
  2537. artFittingSet.removeArtifact(availableArts.front());
  2538. if(ArtifactUtils::isSlotBackpack(availableArts.front()))
  2539. estimateBackpackSize--;
  2540. }
  2541. }
  2542. // Third, put unnecessary artifacts into backpack
  2543. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2544. if(artFittingSet.getArt(slot))
  2545. {
  2546. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
  2547. estimateBackpackSize++;
  2548. }
  2549. const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2550. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2551. sendAndApply(&bma);
  2552. }
  2553. return true;
  2554. }
  2555. /**
  2556. * Assembles or disassembles a combination artifact.
  2557. * @param heroID ID of hero holding the artifact(s).
  2558. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2559. * @param assemble True for assembly operation, false for disassembly.
  2560. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2561. * artifact to assemble to. Otherwise it's not used.
  2562. */
  2563. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2564. {
  2565. const CGHeroInstance * hero = getHero(heroID);
  2566. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2567. if(!destArtifact)
  2568. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2569. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2570. if(assemble)
  2571. {
  2572. const CArtifact * combinedArt = assembleTo.toArtifact();
  2573. if(!combinedArt->isCombined())
  2574. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2575. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2576. {
  2577. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2578. }
  2579. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2580. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2581. {
  2582. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2583. }
  2584. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2585. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2586. AssembledArtifact aa;
  2587. aa.al = dstLoc;
  2588. aa.builtArt = combinedArt;
  2589. sendAndApply(&aa);
  2590. }
  2591. else
  2592. {
  2593. if(!destArtifact->isCombined())
  2594. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2595. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2596. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2597. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2598. DisassembledArtifact da;
  2599. da.al = dstLoc;
  2600. sendAndApply(&da);
  2601. }
  2602. return true;
  2603. }
  2604. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2605. {
  2606. const auto * hero = getHero(al.artHolder);
  2607. if(hero == nullptr)
  2608. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2609. const auto * art = hero->getArt(al.slot);
  2610. if(art == nullptr)
  2611. COMPLAIN_RET("Cannot remove artifact!");
  2612. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2613. COMPLAIN_RET("Illegal artifact removal request");
  2614. removeArtifact(al);
  2615. return true;
  2616. }
  2617. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2618. {
  2619. const CGHeroInstance * hero = getHero(hid);
  2620. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2621. const CGTownInstance * town = hero->visitedTown;
  2622. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2623. if (aid==ArtifactID::SPELLBOOK)
  2624. {
  2625. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2626. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2627. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2628. )
  2629. return false;
  2630. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2631. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2632. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2633. giveSpells(town,hero);
  2634. return true;
  2635. }
  2636. else
  2637. {
  2638. const CArtifact * art = aid.toArtifact();
  2639. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2640. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2641. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2642. const int price = art->getPrice();
  2643. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2644. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2645. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2646. {
  2647. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2648. return giveHeroNewArtifact(hero, art);
  2649. }
  2650. else
  2651. COMPLAIN_RET("This machine is unavailable here!");
  2652. }
  2653. }
  2654. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2655. {
  2656. if(!h)
  2657. COMPLAIN_RET("Only hero can buy artifacts!");
  2658. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2659. COMPLAIN_RET("That artifact is unavailable!");
  2660. int b1;
  2661. int b2;
  2662. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2663. if (getResource(h->tempOwner, rid) < b1)
  2664. COMPLAIN_RET("You can't afford to buy this artifact!");
  2665. giveResource(h->tempOwner, rid, -b1);
  2666. SetAvailableArtifacts saa;
  2667. if(dynamic_cast<const CGTownInstance *>(m))
  2668. {
  2669. saa.id = ObjectInstanceID::NONE;
  2670. saa.arts = gs->map->townMerchantArtifacts;
  2671. }
  2672. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2673. {
  2674. saa.id = bm->id;
  2675. saa.arts = bm->artifacts;
  2676. }
  2677. else
  2678. COMPLAIN_RET("Wrong marktet...");
  2679. bool found = false;
  2680. for (const CArtifact *&art : saa.arts)
  2681. {
  2682. if (art && art->getId() == aid)
  2683. {
  2684. art = nullptr;
  2685. found = true;
  2686. break;
  2687. }
  2688. }
  2689. if (!found)
  2690. COMPLAIN_RET("Cannot find selected artifact on the list");
  2691. sendAndApply(&saa);
  2692. giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  2693. return true;
  2694. }
  2695. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2696. {
  2697. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2698. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2699. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2700. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2701. int resVal = 0;
  2702. int dump = 1;
  2703. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2704. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2705. giveResource(h->tempOwner, rid, resVal);
  2706. return true;
  2707. }
  2708. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2709. {
  2710. if (!h)
  2711. COMPLAIN_RET("You need hero to buy a skill!");
  2712. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2713. COMPLAIN_RET("Hero already know this skill");
  2714. if (!h->canLearnSkill())
  2715. COMPLAIN_RET("Hero can't learn any more skills");
  2716. if (!h->canLearnSkill(skill))
  2717. COMPLAIN_RET("The hero can't learn this skill!");
  2718. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2719. COMPLAIN_RET("That skill is unavailable!");
  2720. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2721. COMPLAIN_RET("You can't afford to buy this skill");
  2722. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2723. changeSecSkill(h, skill, 1, true);
  2724. return true;
  2725. }
  2726. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2727. {
  2728. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2729. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2730. int b1; //base quantities for trade
  2731. int b2;
  2732. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2733. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2734. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2735. {
  2736. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2737. }
  2738. giveResource(player, toSell, -b1 * amountToBoy);
  2739. giveResource(player, toBuy, b2 * amountToBoy);
  2740. return true;
  2741. }
  2742. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2743. {
  2744. if(!hero)
  2745. COMPLAIN_RET("Only hero can sell creatures!");
  2746. if (!vstd::contains(hero->Slots(), slot))
  2747. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2748. const CStackInstance &s = hero->getStack(slot);
  2749. if (s.count < (TQuantity)count //can't sell more creatures than have
  2750. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2751. {
  2752. COMPLAIN_RET("Not enough creatures in army!");
  2753. }
  2754. int b1; //base quantities for trade
  2755. int b2;
  2756. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2757. int units = count / b1; //how many base quantities we trade
  2758. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2759. {
  2760. //TODO: complain?
  2761. assert(0);
  2762. }
  2763. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2764. giveResource(hero->tempOwner, resourceID, b2 * units);
  2765. return true;
  2766. }
  2767. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2768. {
  2769. const CArmedInstance *army = nullptr;
  2770. if (hero)
  2771. army = hero;
  2772. else
  2773. army = dynamic_cast<const CGTownInstance *>(market);
  2774. if (!army)
  2775. COMPLAIN_RET("Incorrect call to transform in undead!");
  2776. if (!army->hasStackAtSlot(slot))
  2777. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2778. const CStackInstance &s = army->getStack(slot);
  2779. //resulting creature - bone dragons or skeletons
  2780. CreatureID resCreature = CreatureID::SKELETON;
  2781. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2782. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2783. || (s.getCreatureID() == CreatureID::HYDRA)
  2784. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2785. resCreature = CreatureID::BONE_DRAGON;
  2786. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2787. return true;
  2788. }
  2789. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2790. {
  2791. const PlayerState *p2 = getPlayerState(r2, false);
  2792. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2793. {
  2794. complain("Dest player must be in game!");
  2795. return false;
  2796. }
  2797. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2798. vstd::amin(val, curRes1);
  2799. giveResource(player, r1, -(int)val);
  2800. giveResource(r2, r1, val);
  2801. return true;
  2802. }
  2803. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2804. {
  2805. const CGHeroInstance *h = getHero(hid);
  2806. if (!h)
  2807. {
  2808. logGlobal->error("Hero doesn't exist!");
  2809. return false;
  2810. }
  2811. ChangeFormation cf;
  2812. cf.hid = hid;
  2813. cf.formation = formation;
  2814. sendAndApply(&cf);
  2815. return true;
  2816. }
  2817. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2818. {
  2819. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2820. if (answer)
  2821. logGlobal->trace("%d", *answer);
  2822. auto topQuery = queries->topQuery(player);
  2823. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2824. if(topQuery->queryID != qid)
  2825. {
  2826. auto currentQuery = queries->getQuery(qid);
  2827. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2828. currentQuery->setReply(answer);
  2829. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2830. }
  2831. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2832. topQuery->setReply(answer);
  2833. queries->popQuery(topQuery);
  2834. return true;
  2835. }
  2836. void CGameHandler::handleTimeEvents()
  2837. {
  2838. gs->map->events.sort(evntCmp);
  2839. while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
  2840. {
  2841. CMapEvent ev = gs->map->events.front();
  2842. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2843. {
  2844. auto color = PlayerColor(player);
  2845. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2846. if (pinfo //player exists
  2847. && (ev.players & 1<<player) //event is enabled to this player
  2848. && ((ev.computerAffected && !pinfo->human)
  2849. || (ev.humanAffected && pinfo->human)
  2850. )
  2851. )
  2852. {
  2853. //give resources
  2854. giveResources(color, ev.resources);
  2855. //prepare dialog
  2856. InfoWindow iw;
  2857. iw.player = color;
  2858. iw.text = ev.message;
  2859. for (GameResID i : GameResID::ALL_RESOURCES())
  2860. {
  2861. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2862. iw.components.emplace_back(ComponentType::RESOURCE, i, ev.resources[i]);
  2863. }
  2864. sendAndApply(&iw); //show dialog
  2865. }
  2866. } //PLAYERS LOOP
  2867. if (ev.nextOccurence)
  2868. {
  2869. gs->map->events.pop_front();
  2870. ev.firstOccurence += ev.nextOccurence;
  2871. auto it = gs->map->events.begin();
  2872. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2873. it++;
  2874. gs->map->events.insert(it, ev);
  2875. }
  2876. else
  2877. {
  2878. gs->map->events.pop_front();
  2879. }
  2880. }
  2881. //TODO send only if changed
  2882. UpdateMapEvents ume;
  2883. ume.events = gs->map->events;
  2884. sendAndApply(&ume);
  2885. }
  2886. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2887. {
  2888. town->events.sort(evntCmp);
  2889. while(town->events.size() && town->events.front().firstOccurence == gs->day)
  2890. {
  2891. PlayerColor player = town->tempOwner;
  2892. CCastleEvent ev = town->events.front();
  2893. const PlayerState * pinfo = getPlayerState(player, false);
  2894. if (pinfo //player exists
  2895. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2896. && ((ev.computerAffected && !pinfo->human)
  2897. || (ev.humanAffected && pinfo->human)))
  2898. {
  2899. // dialog
  2900. InfoWindow iw;
  2901. iw.player = player;
  2902. iw.text = ev.message;
  2903. if (ev.resources.nonZero())
  2904. {
  2905. TResources was = n.res[player];
  2906. n.res[player] += ev.resources;
  2907. n.res[player].amax(0);
  2908. for (GameResID i : GameResID::ALL_RESOURCES())
  2909. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2910. iw.components.emplace_back(ComponentType::RESOURCE, i, n.res.at(player)[i] - was[i]);
  2911. }
  2912. for (auto & i : ev.buildings)
  2913. {
  2914. // Only perform action if:
  2915. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  2916. // 2. Building was not built yet
  2917. // othervice, silently ignore / skip it
  2918. if (town->town->buildings.count(i) && !town->hasBuilt(i))
  2919. {
  2920. buildStructure(town->id, i, true);
  2921. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2922. }
  2923. }
  2924. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2925. {
  2926. n.cres[town->id].tid = town->id;
  2927. n.cres[town->id].creatures = town->creatures;
  2928. }
  2929. auto & sac = n.cres[town->id];
  2930. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2931. {
  2932. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2933. {
  2934. sac.creatures[i].first += ev.creatures.at(i);
  2935. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), ev.creatures.at(i));
  2936. }
  2937. }
  2938. sendAndApply(&iw); //show dialog
  2939. }
  2940. if (ev.nextOccurence)
  2941. {
  2942. town->events.pop_front();
  2943. ev.firstOccurence += ev.nextOccurence;
  2944. auto it = town->events.begin();
  2945. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2946. it++;
  2947. town->events.insert(it, ev);
  2948. }
  2949. else
  2950. {
  2951. town->events.pop_front();
  2952. }
  2953. }
  2954. //TODO send only if changed
  2955. UpdateCastleEvents uce;
  2956. uce.town = town->id;
  2957. uce.events = town->events;
  2958. sendAndApply(&uce);
  2959. }
  2960. bool CGameHandler::complain(const std::string &problem)
  2961. {
  2962. #ifndef ENABLE_GOLDMASTER
  2963. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2964. #endif
  2965. logGlobal->error(problem);
  2966. return true;
  2967. }
  2968. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2969. {
  2970. //PlayerColor player = getOwner(hid);
  2971. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2972. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2973. assert(lowerArmy);
  2974. assert(upperArmy);
  2975. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2976. queries->addQuery(garrisonQuery);
  2977. GarrisonDialog gd;
  2978. gd.hid = hid;
  2979. gd.objid = upobj;
  2980. gd.removableUnits = removableUnits;
  2981. gd.queryID = garrisonQuery->queryID;
  2982. sendAndApply(&gd);
  2983. }
  2984. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2985. {
  2986. OpenWindow pack;
  2987. pack.window = window;
  2988. pack.object = object->id;
  2989. pack.visitor = visitor->id;
  2990. if (addQuery)
  2991. {
  2992. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2993. pack.queryID = windowQuery->queryID;
  2994. queries->addQuery(windowQuery);
  2995. }
  2996. sendAndApply(&pack);
  2997. }
  2998. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2999. {
  3000. if (id1 == id2)
  3001. return true;
  3002. const CGObjectInstance *o1 = getObj(id1);
  3003. const CGObjectInstance *o2 = getObj(id2);
  3004. if (!o1 || !o2)
  3005. return true; //arranging stacks within an object should be always allowed
  3006. if (o1 && o2)
  3007. {
  3008. if (o1->ID == Obj::TOWN)
  3009. {
  3010. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3011. if (t->visitingHero == o2 || t->garrisonHero == o2)
  3012. return true;
  3013. }
  3014. if (o2->ID == Obj::TOWN)
  3015. {
  3016. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3017. if (t->visitingHero == o1 || t->garrisonHero == o1)
  3018. return true;
  3019. }
  3020. auto market = dynamic_cast<const IMarket*>(o1);
  3021. if(market == nullptr)
  3022. market = dynamic_cast<const IMarket*>(o2);
  3023. if(market)
  3024. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  3025. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  3026. {
  3027. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  3028. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  3029. // two heroes in same town (garrisoned and visiting)
  3030. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  3031. return true;
  3032. }
  3033. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  3034. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  3035. if (!dialog)
  3036. {
  3037. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  3038. }
  3039. if (dialog)
  3040. {
  3041. auto topArmy = dialog->exchangingArmies.at(0);
  3042. auto bottomArmy = dialog->exchangingArmies.at(1);
  3043. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  3044. return true;
  3045. }
  3046. }
  3047. return false;
  3048. }
  3049. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  3050. {
  3051. using events::ObjectVisitStarted;
  3052. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  3053. if (getVisitingHero(obj) != nullptr)
  3054. {
  3055. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  3056. throw std::runtime_error("Can not visit object that is being visited");
  3057. }
  3058. std::shared_ptr<CObjectVisitQuery> visitQuery;
  3059. auto startVisit = [&](ObjectVisitStarted & event)
  3060. {
  3061. auto visitedObject = obj;
  3062. if(obj->ID == Obj::HERO)
  3063. {
  3064. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  3065. const auto visitedTown = visitedHero->visitedTown;
  3066. if(visitedTown)
  3067. {
  3068. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  3069. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  3070. visitedObject = visitedTown;
  3071. }
  3072. }
  3073. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  3074. queries->addQuery(visitQuery); //TODO real visit pos
  3075. HeroVisit hv;
  3076. hv.objId = obj->id;
  3077. hv.heroId = h->id;
  3078. hv.player = h->tempOwner;
  3079. hv.starting = true;
  3080. sendAndApply(&hv);
  3081. obj->onHeroVisit(h);
  3082. };
  3083. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  3084. if(visitQuery)
  3085. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  3086. }
  3087. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  3088. {
  3089. using events::ObjectVisitEnded;
  3090. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  3091. auto endVisit = [&](ObjectVisitEnded & event)
  3092. {
  3093. HeroVisit hv;
  3094. hv.player = event.getPlayer();
  3095. hv.heroId = event.getHero();
  3096. hv.starting = false;
  3097. sendAndApply(&hv);
  3098. };
  3099. //TODO: ObjectVisitEnded should also have id of visited object,
  3100. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  3101. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  3102. }
  3103. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  3104. {
  3105. const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
  3106. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  3107. {
  3108. complain("Cannot build boat in this shipyard!");
  3109. return false;
  3110. }
  3111. TResources boatCost;
  3112. obj->getBoatCost(boatCost);
  3113. TResources aviable = getPlayerState(playerID)->resources;
  3114. if (!aviable.canAfford(boatCost))
  3115. {
  3116. complain("Not enough resources to build a boat!");
  3117. return false;
  3118. }
  3119. int3 tile = obj->bestLocation();
  3120. if (!gs->map->isInTheMap(tile))
  3121. {
  3122. complain("Cannot find appropriate tile for a boat!");
  3123. return false;
  3124. }
  3125. giveResources(playerID, -boatCost);
  3126. createObject(tile, playerID, Obj::BOAT, obj->getBoatType().getNum());
  3127. return true;
  3128. }
  3129. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3130. {
  3131. for (auto playerColor : playerColors)
  3132. {
  3133. if (getPlayerState(playerColor, false))
  3134. checkVictoryLossConditionsForPlayer(playerColor);
  3135. }
  3136. }
  3137. void CGameHandler::checkVictoryLossConditionsForAll()
  3138. {
  3139. std::set<PlayerColor> playerColors;
  3140. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3141. {
  3142. playerColors.insert(PlayerColor(i));
  3143. }
  3144. checkVictoryLossConditions(playerColors);
  3145. }
  3146. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3147. {
  3148. const PlayerState * p = getPlayerState(player);
  3149. if(!p || p->status != EPlayerStatus::INGAME) return;
  3150. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3151. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3152. {
  3153. InfoWindow iw;
  3154. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3155. sendAndApply(&iw);
  3156. PlayerEndsGame peg;
  3157. peg.player = player;
  3158. peg.victoryLossCheckResult = victoryLossCheckResult;
  3159. sendAndApply(&peg);
  3160. turnOrder->onPlayerEndsGame(player);
  3161. if (victoryLossCheckResult.victory())
  3162. {
  3163. //one player won -> all enemies lost
  3164. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3165. {
  3166. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3167. {
  3168. peg.player = i->first;
  3169. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3170. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3171. InfoWindow iw;
  3172. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3173. iw.player = i->first;
  3174. sendAndApply(&iw);
  3175. sendAndApply(&peg);
  3176. }
  3177. }
  3178. if(p->human)
  3179. {
  3180. lobby->setState(EServerState::SHUTDOWN);
  3181. }
  3182. }
  3183. else
  3184. {
  3185. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3186. auto hlp = p->heroes;
  3187. for (auto h : hlp) //eliminate heroes
  3188. {
  3189. if (h.get())
  3190. removeObject(h, player);
  3191. }
  3192. //player lost -> all his objects become unflagged (neutral)
  3193. for (auto obj : gs->map->objects) //unflag objs
  3194. {
  3195. if (obj.get() && obj->tempOwner == player)
  3196. setOwner(obj, PlayerColor::NEUTRAL);
  3197. }
  3198. //eliminating one player may cause victory of another:
  3199. std::set<PlayerColor> playerColors;
  3200. //do not copy player state (CBonusSystemNode) by value
  3201. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3202. {
  3203. if (p.first != player)
  3204. playerColors.insert(p.first);
  3205. }
  3206. //notify all players
  3207. for (auto pc : playerColors)
  3208. {
  3209. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3210. {
  3211. InfoWindow iw;
  3212. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3213. iw.player = pc;
  3214. sendAndApply(&iw);
  3215. }
  3216. }
  3217. checkVictoryLossConditions(playerColors);
  3218. }
  3219. }
  3220. }
  3221. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3222. {
  3223. out.player = player;
  3224. out.text = victoryLossCheckResult.messageToSelf;
  3225. out.text.replaceName(player);
  3226. out.components.emplace_back(ComponentType::FLAG, player);
  3227. }
  3228. bool CGameHandler::dig(const CGHeroInstance *h)
  3229. {
  3230. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3231. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3232. createObject(h->visitablePos(), h->getOwner(), Obj::HOLE, 0 );
  3233. //take MPs
  3234. SetMovePoints smp;
  3235. smp.hid = h->id;
  3236. smp.val = 0;
  3237. sendAndApply(&smp);
  3238. InfoWindow iw;
  3239. iw.type = EInfoWindowMode::AUTO;
  3240. iw.player = h->tempOwner;
  3241. if (gs->map->grailPos == h->visitablePos())
  3242. {
  3243. ArtifactID grail = ArtifactID::GRAIL;
  3244. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  3245. iw.text.appendName(grail); // ... " The Grail"
  3246. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3247. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  3248. sendAndApply(&iw);
  3249. iw.soundID = soundBase::invalid;
  3250. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3251. iw.text.clear();
  3252. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3253. sendAndApply(&iw);
  3254. }
  3255. else
  3256. {
  3257. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3258. iw.soundID = soundBase::Dig;
  3259. sendAndApply(&iw);
  3260. }
  3261. return true;
  3262. }
  3263. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3264. {
  3265. if (!t.visitableObjects.empty())
  3266. {
  3267. //to prevent self-visiting heroes on space press
  3268. if (t.visitableObjects.back() != h)
  3269. objectVisited(t.visitableObjects.back(), h);
  3270. else if (t.visitableObjects.size() > 1)
  3271. objectVisited(*(t.visitableObjects.end()-2),h);
  3272. }
  3273. }
  3274. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3275. {
  3276. if (!hero)
  3277. COMPLAIN_RET("You need hero to sacrifice creature!");
  3278. int expSum = 0;
  3279. auto finish = [this, &hero, &expSum]()
  3280. {
  3281. giveExperience(hero, hero->calculateXp(expSum));
  3282. };
  3283. for(int i = 0; i < slot.size(); ++i)
  3284. {
  3285. int oldCount = hero->getStackCount(slot[i]);
  3286. if(oldCount < (int)count[i])
  3287. {
  3288. finish();
  3289. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3290. }
  3291. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3292. {
  3293. finish();
  3294. COMPLAIN_RET("Cannot sacrifice last creature!");
  3295. }
  3296. int crid = hero->getStack(slot[i]).type->getId();
  3297. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3298. int dump;
  3299. int exp;
  3300. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3301. exp *= count[i];
  3302. expSum += exp;
  3303. }
  3304. finish();
  3305. return true;
  3306. }
  3307. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3308. {
  3309. if (!hero)
  3310. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3311. if(hero->getAlignment() == EAlignment::EVIL)
  3312. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3313. assert(m);
  3314. auto altarObj = dynamic_cast<const CGArtifactsAltar*>(m);
  3315. int expSum = 0;
  3316. auto finish = [this, &hero, &expSum]()
  3317. {
  3318. giveExperience(hero, hero->calculateXp(expSum));
  3319. };
  3320. for(const auto & artInstId : arts)
  3321. {
  3322. if(auto art = altarObj->getArtByInstanceId(artInstId))
  3323. {
  3324. if(art->artType->isTradable())
  3325. {
  3326. int dmp;
  3327. int expToGive;
  3328. m->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3329. expSum += expToGive;
  3330. removeArtifact(ArtifactLocation(altarObj->id, altarObj->getSlotByInstance(art)));
  3331. }
  3332. else
  3333. {
  3334. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3335. }
  3336. }
  3337. else
  3338. {
  3339. finish();
  3340. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3341. }
  3342. }
  3343. finish();
  3344. return true;
  3345. }
  3346. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3347. {
  3348. if (sl.army->hasStackAtSlot(sl.slot))
  3349. COMPLAIN_RET("Slot is already taken!");
  3350. if (!sl.slot.validSlot())
  3351. COMPLAIN_RET("Cannot insert stack to that slot!");
  3352. InsertNewStack ins;
  3353. ins.army = sl.army->id;
  3354. ins.slot = sl.slot;
  3355. ins.type = c->getId();
  3356. ins.count = count;
  3357. sendAndApply(&ins);
  3358. return true;
  3359. }
  3360. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3361. {
  3362. if (!sl.army->hasStackAtSlot(sl.slot))
  3363. COMPLAIN_RET("Cannot find a stack to erase");
  3364. if (sl.army->stacksCount() == 1 //from the last stack
  3365. && sl.army->needsLastStack() //that must be left
  3366. && !forceRemoval) //ignore above conditions if we are forcing removal
  3367. {
  3368. COMPLAIN_RET("Cannot erase the last stack!");
  3369. }
  3370. EraseStack es;
  3371. es.army = sl.army->id;
  3372. es.slot = sl.slot;
  3373. sendAndApply(&es);
  3374. return true;
  3375. }
  3376. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3377. {
  3378. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3379. if ((absoluteValue && count < 0)
  3380. || (!absoluteValue && -count > currentCount))
  3381. {
  3382. COMPLAIN_RET("Cannot take more stacks than present!");
  3383. }
  3384. if ((currentCount == -count && !absoluteValue)
  3385. || (!count && absoluteValue))
  3386. {
  3387. eraseStack(sl);
  3388. }
  3389. else
  3390. {
  3391. ChangeStackCount csc;
  3392. csc.army = sl.army->id;
  3393. csc.slot = sl.slot;
  3394. csc.count = count;
  3395. csc.absoluteValue = absoluteValue;
  3396. sendAndApply(&csc);
  3397. }
  3398. return true;
  3399. }
  3400. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3401. {
  3402. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3403. if (!slotC) //slot is empty
  3404. insertNewStack(sl, c, count);
  3405. else if (c == slotC)
  3406. changeStackCount(sl, count);
  3407. else
  3408. {
  3409. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3410. }
  3411. return true;
  3412. }
  3413. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3414. {
  3415. if (removeObjWhenFinished)
  3416. removeAfterVisit(src);
  3417. if (!src->canBeMergedWith(*dst, allowMerging))
  3418. {
  3419. if (allowMerging) //do that, add all matching creatures.
  3420. {
  3421. bool cont = true;
  3422. while (cont)
  3423. {
  3424. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3425. {
  3426. SlotID pos = dst->getSlotFor(i->second->type);
  3427. if (pos.validSlot())
  3428. {
  3429. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3430. cont = true;
  3431. break; //or iterator crashes
  3432. }
  3433. cont = false;
  3434. }
  3435. }
  3436. }
  3437. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3438. }
  3439. else //merge
  3440. {
  3441. moveArmy(src, dst, allowMerging);
  3442. }
  3443. }
  3444. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3445. {
  3446. if (!src.army->hasStackAtSlot(src.slot))
  3447. COMPLAIN_RET("No stack to move!");
  3448. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3449. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3450. if (!dst.slot.validSlot())
  3451. COMPLAIN_RET("Cannot move stack to that slot!");
  3452. if (count == -1)
  3453. {
  3454. count = src.army->getStackCount(src.slot);
  3455. }
  3456. if (src.army != dst.army //moving away
  3457. && count == src.army->getStackCount(src.slot) //all creatures
  3458. && src.army->stacksCount() == 1 //from the last stack
  3459. && src.army->needsLastStack()) //that must be left
  3460. {
  3461. COMPLAIN_RET("Cannot move away the last creature!");
  3462. }
  3463. RebalanceStacks rs;
  3464. rs.srcArmy = src.army->id;
  3465. rs.dstArmy = dst.army->id;
  3466. rs.srcSlot = src.slot;
  3467. rs.dstSlot = dst.slot;
  3468. rs.count = count;
  3469. sendAndApply(&rs);
  3470. return true;
  3471. }
  3472. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3473. {
  3474. if (!spellID.hasValue())
  3475. return;
  3476. AdventureSpellCastParameters p;
  3477. p.caster = caster;
  3478. p.pos = pos;
  3479. const CSpell * s = spellID.toSpell();
  3480. s->adventureCast(spellEnv, p);
  3481. }
  3482. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3483. {
  3484. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3485. {
  3486. return moveStack(sl2, sl1);
  3487. }
  3488. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3489. {
  3490. return moveStack(sl1, sl2);
  3491. }
  3492. else
  3493. {
  3494. SwapStacks ss;
  3495. ss.srcArmy = sl1.army->id;
  3496. ss.dstArmy = sl2.army->id;
  3497. ss.srcSlot = sl1.slot;
  3498. ss.dstSlot = sl2.slot;
  3499. sendAndApply(&ss);
  3500. return true;
  3501. }
  3502. }
  3503. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3504. {
  3505. assert(art && art->artType);
  3506. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3507. dst.creature = al.creature;
  3508. auto putTo = getArtSet(al);
  3509. assert(putTo);
  3510. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3511. {
  3512. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3513. }
  3514. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3515. {
  3516. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3517. }
  3518. else
  3519. {
  3520. dst.slot = al.slot;
  3521. }
  3522. if(!askAssemble.has_value())
  3523. {
  3524. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3525. askAssemble = true;
  3526. else
  3527. askAssemble = false;
  3528. }
  3529. if(art->canBePutAt(putTo, dst.slot))
  3530. {
  3531. PutArtifact pa(dst, askAssemble.value());
  3532. pa.art = art;
  3533. sendAndApply(&pa);
  3534. return true;
  3535. }
  3536. else
  3537. {
  3538. return false;
  3539. }
  3540. }
  3541. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3542. {
  3543. assert(artType);
  3544. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3545. {
  3546. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3547. COMPLAIN_RET("Cannot put artifact in that slot!");
  3548. }
  3549. else if(ArtifactUtils::isSlotBackpack(pos))
  3550. {
  3551. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3552. COMPLAIN_RET("Cannot put artifact in that slot!");
  3553. }
  3554. else
  3555. {
  3556. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3557. }
  3558. auto * newArtInst = new CArtifactInstance();
  3559. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3560. NewArtifact na;
  3561. na.art = newArtInst;
  3562. sendAndApply(&na); // -> updates newArtInst!!!
  3563. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3564. return true;
  3565. else
  3566. return false;
  3567. }
  3568. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3569. {
  3570. std::vector<int3>::iterator tile;
  3571. std::vector<int3> tiles;
  3572. getFreeTiles(tiles);
  3573. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3574. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3575. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3576. const CCreature *cre = creatureID.toCreature();
  3577. for (int i = 0; i < (int)amount; ++i)
  3578. {
  3579. tile = tiles.begin();
  3580. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3581. {
  3582. auto count = cre->getRandomAmount(std::rand);
  3583. createObject(*tile, PlayerColor::NEUTRAL, Obj::MONSTER, creatureID);
  3584. auto monsterId = getTopObj(*tile)->id;
  3585. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3586. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3587. }
  3588. tiles.erase(tile); //not use it again
  3589. }
  3590. }
  3591. void CGameHandler::synchronizeArtifactHandlerLists()
  3592. {
  3593. UpdateArtHandlerLists uahl;
  3594. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3595. sendAndApply(&uahl);
  3596. }
  3597. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3598. {
  3599. return vstd::contains(gs->map->objects, obj);
  3600. }
  3601. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3602. {
  3603. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3604. return false;
  3605. auto query = queries->topQuery(player);
  3606. if (query && query->blocksPack(pack))
  3607. {
  3608. complain(boost::str(boost::format(
  3609. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3610. % boost::to_upper_copy<std::string>(player.toString())
  3611. % query->toString()
  3612. ));
  3613. return true;
  3614. }
  3615. return false;
  3616. }
  3617. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3618. {
  3619. //If the object is being visited, there must be a matching query
  3620. for (const auto &query : queries->allQueries())
  3621. {
  3622. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3623. {
  3624. if (someVistQuery->visitedObject == object)
  3625. {
  3626. someVistQuery->removeObjectAfterVisit = true;
  3627. return;
  3628. }
  3629. }
  3630. }
  3631. //If we haven't returned so far, there is no query and no visit, call was wrong
  3632. assert("This function needs to be called during the object visit!");
  3633. }
  3634. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3635. {
  3636. std::unordered_set<int3> tiles;
  3637. if (mode == ETileVisibility::HIDDEN)
  3638. {
  3639. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3640. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3641. auto p = getPlayerState(player);
  3642. for (auto h : p->heroes)
  3643. {
  3644. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3645. }
  3646. for (auto t : p->towns)
  3647. {
  3648. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3649. }
  3650. for (auto tile : observedTiles)
  3651. vstd::erase_if_present (tiles, tile);
  3652. }
  3653. else
  3654. {
  3655. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3656. }
  3657. changeFogOfWar(tiles, player, mode);
  3658. }
  3659. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3660. {
  3661. FoWChange fow;
  3662. fow.tiles = tiles;
  3663. fow.player = player;
  3664. fow.mode = mode;
  3665. sendAndApply(&fow);
  3666. }
  3667. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3668. {
  3669. assert(obj);
  3670. for(const auto & query : queries->allQueries())
  3671. {
  3672. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3673. if (visit && visit->visitedObject == obj)
  3674. return visit->visitingHero;
  3675. }
  3676. return nullptr;
  3677. }
  3678. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3679. {
  3680. assert(hero);
  3681. for(const auto & query : queries->allQueries())
  3682. {
  3683. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3684. if (visit && visit->visitingHero == hero)
  3685. return visit->visitedObject;
  3686. }
  3687. return nullptr;
  3688. }
  3689. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3690. {
  3691. assert(obj);
  3692. assert(hero);
  3693. assert(getVisitingHero(obj) == hero);
  3694. // Check top query of targeted player:
  3695. // If top query is NOT visit to targeted object then we assume that
  3696. // visitation query is covered by other query that must be answered first
  3697. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3698. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3699. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3700. return true;
  3701. }
  3702. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3703. {
  3704. SetObjectProperty sob;
  3705. sob.id = objid;
  3706. sob.what = prop;
  3707. sob.identifier = NumericID(value);
  3708. sendAndApply(&sob);
  3709. }
  3710. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3711. {
  3712. SetObjectProperty sob;
  3713. sob.id = objid;
  3714. sob.what = prop;
  3715. sob.identifier = identifier;
  3716. sendAndApply(&sob);
  3717. }
  3718. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3719. {
  3720. sendAndApply(iw);
  3721. }
  3722. CRandomGenerator & CGameHandler::getRandomGenerator()
  3723. {
  3724. return CRandomGenerator::getDefault();
  3725. }
  3726. #if SCRIPTING_ENABLED
  3727. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3728. {
  3729. return serverScripts.get();
  3730. }
  3731. //scripting::Pool * CGameHandler::getContextPool() const
  3732. //{
  3733. // return serverScripts.get();
  3734. //}
  3735. #endif
  3736. void CGameHandler::createObject(const int3 & visitablePosition, const PlayerColor & initiator, MapObjectID type, MapObjectSubID subtype)
  3737. {
  3738. NewObject no;
  3739. no.ID = type;
  3740. no.subID = subtype;
  3741. no.initiator = initiator;
  3742. no.targetPos = visitablePosition;
  3743. sendAndApply(&no);
  3744. }
  3745. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3746. {
  3747. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3748. }
  3749. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3750. {
  3751. battles->startBattleI(army1, army2, tile, creatureBank);
  3752. }
  3753. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3754. {
  3755. battles->startBattleI(army1, army2, creatureBank);
  3756. }