GameStatePackVisitor.cpp 49 KB

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  1. /*
  2. * GameStatePackVisitor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "GameStatePackVisitor.h"
  12. #include "CGameState.h"
  13. #include "TavernHeroesPool.h"
  14. #include "../CPlayerState.h"
  15. #include "../CStack.h"
  16. #include "../IGameSettings.h"
  17. #include "../campaign/CampaignState.h"
  18. #include "../entities/artifact/ArtifactUtils.h"
  19. #include "../entities/artifact/CArtifact.h"
  20. #include "../entities/artifact/CArtifactFittingSet.h"
  21. #include "../mapObjects/CGHeroInstance.h"
  22. #include "../mapObjects/CGMarket.h"
  23. #include "../mapObjects/CGTownInstance.h"
  24. #include "../mapObjects/CQuest.h"
  25. #include "../mapObjects/FlaggableMapObject.h"
  26. #include "../mapObjects/MiscObjects.h"
  27. #include "../mapObjects/TownBuildingInstance.h"
  28. #include "../mapping/CMap.h"
  29. #include "../networkPacks/StackLocation.h"
  30. #include "../../lib/spells/CSpellHandler.h"
  31. VCMI_LIB_NAMESPACE_BEGIN
  32. void GameStatePackVisitor::visitSetResources(SetResources & pack)
  33. {
  34. assert(pack.player.isValidPlayer());
  35. if(pack.mode == ChangeValueMode::ABSOLUTE)
  36. gs.getPlayerState(pack.player)->resources = pack.res;
  37. else
  38. gs.getPlayerState(pack.player)->resources += pack.res;
  39. gs.getPlayerState(pack.player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  40. //just ensure that player resources are not negative
  41. //server is responsible to check if player can afford deal
  42. //but events on server side are allowed to take more than player have
  43. gs.getPlayerState(pack.player)->resources.positive();
  44. }
  45. void GameStatePackVisitor::visitSetPrimarySkill(SetPrimarySkill & pack)
  46. {
  47. CGHeroInstance * hero = gs.getHero(pack.id);
  48. assert(hero);
  49. hero->setPrimarySkill(pack.which, pack.val, pack.mode);
  50. }
  51. void GameStatePackVisitor::visitSetHeroExperience(SetHeroExperience & pack)
  52. {
  53. CGHeroInstance * hero = gs.getHero(pack.id);
  54. assert(hero);
  55. hero->setExperience(pack.val, pack.mode);
  56. }
  57. void GameStatePackVisitor::visitGiveStackExperience(GiveStackExperience & pack)
  58. {
  59. auto * army = gs.getArmyInstance(pack.id);
  60. for (const auto & slot : pack.val)
  61. army->getStackPtr(slot.first)->giveAverageStackExperience(slot.second);
  62. army->nodeHasChanged();
  63. }
  64. void GameStatePackVisitor::visitSetSecSkill(SetSecSkill & pack)
  65. {
  66. CGHeroInstance *hero = gs.getHero(pack.id);
  67. hero->setSecSkillLevel(pack.which, pack.val, pack.mode);
  68. }
  69. void GameStatePackVisitor::visitSetCommanderProperty(SetCommanderProperty & pack)
  70. {
  71. const auto & commander = gs.getHero(pack.heroid)->getCommander();
  72. assert (commander);
  73. switch (pack.which)
  74. {
  75. case SetCommanderProperty::BONUS:
  76. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  77. break;
  78. case SetCommanderProperty::SPECIAL_SKILL:
  79. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  80. commander->specialSkills.insert (pack.additionalInfo);
  81. break;
  82. case SetCommanderProperty::SECONDARY_SKILL:
  83. commander->secondarySkills[pack.additionalInfo] = static_cast<ui8>(pack.amount);
  84. break;
  85. case SetCommanderProperty::ALIVE:
  86. if (pack.amount)
  87. commander->setAlive(true);
  88. else
  89. commander->setAlive(false);
  90. break;
  91. case SetCommanderProperty::EXPERIENCE:
  92. commander->giveTotalStackExperience(pack.amount);
  93. commander->nodeHasChanged();
  94. break;
  95. }
  96. }
  97. void GameStatePackVisitor::visitAddQuest(AddQuest & pack)
  98. {
  99. assert(vstd::contains(gs.players, pack.player));
  100. auto * vec = &gs.players.at(pack.player).quests;
  101. if (!vstd::contains(*vec, pack.quest))
  102. vec->push_back(pack.quest);
  103. else
  104. logNetwork->warn("Warning! Attempt to add duplicated quest");
  105. }
  106. void GameStatePackVisitor::visitChangeFormation(ChangeFormation & pack)
  107. {
  108. gs.getHero(pack.hid)->setFormation(pack.formation);
  109. }
  110. void GameStatePackVisitor::visitChangeTactics(ChangeTactics & pack)
  111. {
  112. gs.getHero(pack.hid)->tacticFormationEnabled = pack.enabled;
  113. }
  114. void GameStatePackVisitor::visitChangeTownName(ChangeTownName & pack)
  115. {
  116. gs.getTown(pack.tid)->setCustomName(pack.name);
  117. }
  118. void GameStatePackVisitor::visitHeroVisitCastle(HeroVisitCastle & pack)
  119. {
  120. CGHeroInstance *h = gs.getHero(pack.hid);
  121. CGTownInstance *t = gs.getTown(pack.tid);
  122. assert(h);
  123. assert(t);
  124. if(pack.start())
  125. t->setVisitingHero(h);
  126. else
  127. t->setVisitingHero(nullptr);
  128. }
  129. void GameStatePackVisitor::visitChangeSpells(ChangeSpells & pack)
  130. {
  131. CGHeroInstance *hero = gs.getHero(pack.hid);
  132. if(pack.learn)
  133. for(const auto & sid : pack.spells)
  134. hero->addSpellToSpellbook(sid);
  135. else
  136. for(const auto & sid : pack.spells)
  137. hero->removeSpellFromSpellbook(sid);
  138. }
  139. void GameStatePackVisitor::visitSetResearchedSpells(SetResearchedSpells & pack)
  140. {
  141. CGTownInstance *town = gs.getTown(pack.tid);
  142. town->spells[pack.level] = pack.spells;
  143. town->spellResearchCounterDay++;
  144. if(pack.accepted)
  145. {
  146. town->spellResearchAcceptedCounter++;
  147. town->spellResearchPendingRerollsCounters[pack.level] = 0;
  148. }
  149. else
  150. {
  151. town->spellResearchPendingRerollsCounters[pack.level]++;
  152. }
  153. }
  154. void GameStatePackVisitor::visitSetMana(SetMana & pack)
  155. {
  156. CGHeroInstance * hero = gs.getHero(pack.hid);
  157. assert(hero);
  158. if(pack.mode == ChangeValueMode::ABSOLUTE)
  159. hero->mana = pack.val;
  160. else
  161. hero->mana += pack.val;
  162. vstd::amax(hero->mana, 0); //not less than 0
  163. }
  164. void GameStatePackVisitor::visitSetMovePoints(SetMovePoints & pack)
  165. {
  166. CGHeroInstance *hero = gs.getHero(pack.hid);
  167. assert(hero);
  168. hero->setMovementPoints(pack.val);
  169. }
  170. void GameStatePackVisitor::visitFoWChange(FoWChange & pack)
  171. {
  172. TeamState * team = gs.getPlayerTeam(pack.player);
  173. auto & fogOfWarMap = team->fogOfWarMap;
  174. for(const int3 & t : pack.tiles)
  175. fogOfWarMap[t] = pack.mode != ETileVisibility::HIDDEN;
  176. if (pack.mode == ETileVisibility::HIDDEN) //do not hide too much
  177. {
  178. FowTilesType tilesRevealed;
  179. for (auto & o : gs.getMap().getObjects())
  180. {
  181. if (o->asOwnable())
  182. {
  183. if(vstd::contains(team->players, o->getOwner())) //check owned observators
  184. gs.getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  185. }
  186. }
  187. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  188. fogOfWarMap[t] = 1;
  189. }
  190. }
  191. void GameStatePackVisitor::visitSetAvailableHero(SetAvailableHero & pack)
  192. {
  193. gs.heroesPool->setHeroForPlayer(pack.player, pack.slotID, pack.hid, pack.army, pack.roleID, pack.replenishPoints);
  194. }
  195. void GameStatePackVisitor::visitGiveBonus(GiveBonus & pack)
  196. {
  197. CBonusSystemNode *cbsn = nullptr;
  198. switch(pack.who)
  199. {
  200. case GiveBonus::ETarget::OBJECT:
  201. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.id.as<ObjectInstanceID>()));
  202. break;
  203. case GiveBonus::ETarget::HERO_COMMANDER:
  204. cbsn = gs.getHero(pack.id.as<ObjectInstanceID>())->getCommander();
  205. break;
  206. case GiveBonus::ETarget::PLAYER:
  207. cbsn = gs.getPlayerState(pack.id.as<PlayerColor>());
  208. break;
  209. case GiveBonus::ETarget::BATTLE:
  210. assert(Bonus::OneBattle(&pack.bonus));
  211. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.id.as<BattleID>()));
  212. break;
  213. }
  214. assert(cbsn);
  215. if(Bonus::OneWeek(&pack.bonus))
  216. pack.bonus.turnsRemain = 8 - gs.getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  217. auto b = std::make_shared<Bonus>(pack.bonus);
  218. cbsn->addNewBonus(b);
  219. }
  220. void GameStatePackVisitor::visitChangeObjPos(ChangeObjPos & pack)
  221. {
  222. CGObjectInstance *obj = gs.getObjInstance(pack.objid);
  223. if(!obj)
  224. {
  225. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", pack.objid.getNum());
  226. return;
  227. }
  228. gs.getMap().moveObject(pack.objid, pack.nPos + obj->getVisitableOffset());
  229. }
  230. void GameStatePackVisitor::visitChangeObjectVisitors(ChangeObjectVisitors & pack)
  231. {
  232. auto objectPtr = gs.getObjInstance(pack.object);
  233. switch (pack.mode)
  234. {
  235. case ChangeObjectVisitors::VISITOR_ADD_HERO:
  236. gs.getHero(pack.hero)->visitedObjects.insert(pack.object);
  237. [[fallthrough]];
  238. case ChangeObjectVisitors::VISITOR_ADD_PLAYER:
  239. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  240. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjects.insert(pack.object);
  241. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  242. break;
  243. case ChangeObjectVisitors::VISITOR_CLEAR:
  244. // remove visit info from all heroes, including those that are not present on map
  245. for (auto heroID : gs.getMap().getHeroesOnMap())
  246. gs.getHero(heroID)->visitedObjects.erase(pack.object);
  247. for (auto heroID : gs.getMap().getHeroesInPool())
  248. gs.getMap().tryGetFromHeroPool(heroID)->visitedObjects.erase(pack.object);
  249. for(auto &elem : gs.players)
  250. elem.second.visitedObjects.erase(pack.object);
  251. for(auto &elem : gs.teams)
  252. elem.second.scoutedObjects.erase(pack.object);
  253. break;
  254. case ChangeObjectVisitors::VISITOR_SCOUTED:
  255. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  256. break;
  257. }
  258. }
  259. void GameStatePackVisitor::visitChangeArtifactsCostume(ChangeArtifactsCostume & pack)
  260. {
  261. auto & allCostumes = gs.getPlayerState(pack.player)->costumesArtifacts;
  262. if(const auto & costume = allCostumes.find(pack.costumeIdx); costume != allCostumes.end())
  263. costume->second = pack.costumeSet;
  264. else
  265. allCostumes.try_emplace(pack.costumeIdx, pack.costumeSet);
  266. }
  267. void GameStatePackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack)
  268. {
  269. PlayerState *p = gs.getPlayerState(pack.player);
  270. if(pack.victoryLossCheckResult.victory())
  271. {
  272. p->status = EPlayerStatus::WINNER;
  273. // TODO: Campaign-specific code might as well go somewhere else
  274. // keep all heroes from the winning player
  275. if(p->human && gs.getStartInfo()->campState)
  276. {
  277. std::vector<CGHeroInstance *> crossoverHeroes;
  278. for (auto hero : p->getHeroes())
  279. if (hero->tempOwner == pack.player)
  280. crossoverHeroes.push_back(hero);
  281. gs.getStartInfo()->campState->setCurrentMapAsConquered(crossoverHeroes);
  282. }
  283. }
  284. else
  285. {
  286. p->status = EPlayerStatus::LOSER;
  287. }
  288. // defeated player may be making turn right now
  289. gs.actingPlayers.erase(pack.player);
  290. }
  291. void GameStatePackVisitor::visitRemoveBonus(RemoveBonus & pack)
  292. {
  293. CBonusSystemNode *node = nullptr;
  294. switch(pack.who)
  295. {
  296. case GiveBonus::ETarget::OBJECT:
  297. node = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.whoID.as<ObjectInstanceID>()));
  298. break;
  299. case GiveBonus::ETarget::PLAYER:
  300. node = gs.getPlayerState(pack.whoID.as<PlayerColor>());
  301. break;
  302. case GiveBonus::ETarget::BATTLE:
  303. assert(Bonus::OneBattle(&pack.bonus));
  304. node = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.whoID.as<BattleID>()));
  305. break;
  306. }
  307. BonusList &bonuses = node->getExportedBonusList();
  308. for(const auto & b : bonuses)
  309. {
  310. if(b->source == pack.source && b->sid == pack.id)
  311. {
  312. pack.bonus = *b; //backup bonus (to show to interfaces later)
  313. node->removeBonus(b);
  314. break;
  315. }
  316. }
  317. }
  318. void GameStatePackVisitor::visitRemoveObject(RemoveObject & pack)
  319. {
  320. CGObjectInstance *obj = gs.getObjInstance(pack.objectID);
  321. logGlobal->debug("removing object id=%d; address=%x; name=%s", pack.objectID, (intptr_t)obj, obj->getObjectName());
  322. if (pack.initiator.isValidPlayer())
  323. gs.getPlayerState(pack.initiator)->destroyedObjects.insert(pack.objectID);
  324. if(obj->getOwner().isValidPlayer())
  325. gs.getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
  326. if(obj->ID == Obj::HERO) //remove beaten hero
  327. {
  328. auto beatenHero = dynamic_cast<CGHeroInstance*>(obj);
  329. assert(beatenHero);
  330. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  331. {
  332. return asi.getArt()->getTypeId() == ArtifactID::GRAIL;
  333. });
  334. if(beatenHero->getVisitedTown())
  335. {
  336. if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
  337. beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
  338. else
  339. beatenHero->getVisitedTown()->setVisitingHero(nullptr);
  340. beatenHero->setVisitedTown(nullptr, false);
  341. }
  342. //If hero on Boat is removed, the Boat disappears
  343. if(beatenHero->inBoat())
  344. {
  345. auto boat = beatenHero->getBoat();
  346. beatenHero->setBoat(nullptr);
  347. gs.getMap().eraseObject(boat->id);
  348. }
  349. beatenHero->detachFromBonusSystem(gs);
  350. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  351. auto beatenObject = gs.getMap().eraseObject(obj->id);
  352. //return hero to the pool, so he may reappear in tavern
  353. gs.heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
  354. gs.getMap().addToHeroPool(std::dynamic_pointer_cast<CGHeroInstance>(beatenObject));
  355. return;
  356. }
  357. if(obj->ID == Obj::TOWN)
  358. {
  359. auto * town = dynamic_cast<CGTownInstance *>(obj);
  360. town->setVisitingHero(nullptr);
  361. if (town->getGarrisonHero())
  362. {
  363. gs.getMap().showObject(gs.getHero(town->getGarrisonHero()->id));
  364. town->setGarrisonedHero(nullptr);
  365. }
  366. }
  367. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  368. if (quest)
  369. {
  370. for (auto &player : gs.players)
  371. {
  372. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  373. return q.obj == obj->id;
  374. });
  375. }
  376. }
  377. int3 objPosition = obj->anchorPos();
  378. int3 objDimensions(obj->getWidth(), obj->getHeight(), 1);
  379. obj->detachFromBonusSystem(gs);
  380. gs.getMap().eraseObject(pack.objectID);
  381. gs.getMap().calculateGuardingGreaturePositions(objPosition - objDimensions - int3(1,1,0), objPosition + int3(1,1,0));
  382. }
  383. static int getDir(const int3 & src, const int3 & dst)
  384. {
  385. int ret = -1;
  386. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  387. {
  388. ret = 1;
  389. }
  390. else if(dst.x == src.x && dst.y+1 == src.y) //t
  391. {
  392. ret = 2;
  393. }
  394. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  395. {
  396. ret = 3;
  397. }
  398. else if(dst.x-1 == src.x && dst.y == src.y) //r
  399. {
  400. ret = 4;
  401. }
  402. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  403. {
  404. ret = 5;
  405. }
  406. else if(dst.x == src.x && dst.y-1 == src.y) //b
  407. {
  408. ret = 6;
  409. }
  410. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  411. {
  412. ret = 7;
  413. }
  414. else if(dst.x+1 == src.x && dst.y == src.y) //l
  415. {
  416. ret = 8;
  417. }
  418. return ret;
  419. }
  420. void GameStatePackVisitor::visitTryMoveHero(TryMoveHero & pack)
  421. {
  422. CGHeroInstance *h = gs.getHero(pack.id);
  423. if (!h)
  424. {
  425. logGlobal->error("Attempt ot move unavailable hero %d", pack.id.getNum());
  426. return;
  427. }
  428. const TerrainTile & fromTile = gs.getMap().getTile(h->convertToVisitablePos(pack.start));
  429. const TerrainTile & destTile = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  430. h->setMovementPoints(pack.movePoints);
  431. if((pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::BLOCKING_VISIT || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK) && pack.start != pack.end)
  432. {
  433. auto dir = getDir(pack.start, pack.end);
  434. if(dir > 0 && dir <= 8)
  435. h->moveDir = dir;
  436. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  437. }
  438. if(pack.result == TryMoveHero::EMBARK) //hero enters boat at destination tile
  439. {
  440. const TerrainTile &tt = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  441. ObjectInstanceID topObjectID = tt.visitableObjects.back();
  442. CGObjectInstance * topObject = gs.getObjInstance(topObjectID);
  443. assert(tt.visitableObjects.size() >= 1 && topObject->ID == Obj::BOAT); //the only visitable object at destination is Boat
  444. auto * boat = dynamic_cast<CGBoat *>(topObject);
  445. assert(boat);
  446. gs.getMap().hideObject(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  447. h->setBoat(boat);
  448. }
  449. else if(pack.result == TryMoveHero::DISEMBARK) //hero leaves boat to destination tile
  450. {
  451. auto * b = h->getBoat();
  452. b->direction = h->moveDir;
  453. b->pos = pack.start;
  454. gs.getMap().showObject(b);
  455. h->setBoat(nullptr);
  456. }
  457. if(pack.start != pack.end && (pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::TELEPORTATION || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK))
  458. {
  459. gs.getMap().hideObject(h);
  460. h->setAnchorPos(pack.end);
  461. if(auto * b = h->getBoat())
  462. b->setAnchorPos(pack.end);
  463. gs.getMap().showObject(h);
  464. }
  465. auto & fogOfWarMap = gs.getPlayerTeam(h->getOwner())->fogOfWarMap;
  466. for(const int3 & t : pack.fowRevealed)
  467. fogOfWarMap[t] = 1;
  468. if (fromTile.getTerrainID() != destTile.getTerrainID())
  469. h->nodeHasChanged(); // update bonuses with terrain limiter
  470. }
  471. void GameStatePackVisitor::visitNewStructures(NewStructures & pack)
  472. {
  473. CGTownInstance *t = gs.getTown(pack.tid);
  474. for(const auto & id : pack.bid)
  475. {
  476. assert(t->getTown()->buildings.at(id) != nullptr);
  477. t->addBuilding(id);
  478. }
  479. t->updateAppearance();
  480. t->built = pack.built;
  481. t->recreateBuildingsBonuses();
  482. }
  483. void GameStatePackVisitor::visitRazeStructures(RazeStructures & pack)
  484. {
  485. CGTownInstance *t = gs.getTown(pack.tid);
  486. for(const auto & id : pack.bid)
  487. {
  488. t->removeBuilding(id);
  489. t->updateAppearance();
  490. }
  491. t->destroyed = pack.destroyed; //yeaha
  492. t->recreateBuildingsBonuses();
  493. }
  494. void GameStatePackVisitor::visitSetAvailableCreatures(SetAvailableCreatures & pack)
  495. {
  496. auto * dw = dynamic_cast<CGDwelling *>(gs.getObjInstance(pack.tid));
  497. assert(dw);
  498. dw->creatures = pack.creatures;
  499. }
  500. void GameStatePackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack)
  501. {
  502. CGTownInstance *t = gs.getTown(pack.tid);
  503. CGHeroInstance * v = gs.getHero(pack.visiting);
  504. CGHeroInstance * g = gs.getHero(pack.garrison);
  505. bool newVisitorComesFromGarrison = v && v == t->getGarrisonHero();
  506. bool newGarrisonComesFromVisiting = g && g == t->getVisitingHero();
  507. if(newVisitorComesFromGarrison)
  508. t->setGarrisonedHero(nullptr);
  509. if(newGarrisonComesFromVisiting)
  510. t->setVisitingHero(nullptr);
  511. if(!newGarrisonComesFromVisiting || v)
  512. t->setVisitingHero(v);
  513. if(!newVisitorComesFromGarrison || g)
  514. t->setGarrisonedHero(g);
  515. if(v)
  516. gs.getMap().showObject(v);
  517. if(g)
  518. gs.getMap().hideObject(g);
  519. }
  520. void GameStatePackVisitor::visitHeroRecruited(HeroRecruited & pack)
  521. {
  522. auto h = gs.heroesPool->takeHeroFromPool(pack.hid);
  523. CGTownInstance *t = gs.getTown(pack.tid);
  524. PlayerState *p = gs.getPlayerState(pack.player);
  525. if (pack.boatId.hasValue())
  526. {
  527. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  528. auto * boat = dynamic_cast<CGBoat *>(obj);
  529. if (boat)
  530. {
  531. gs.getMap().hideObject(boat);
  532. h->setBoat(boat);
  533. }
  534. }
  535. h->setOwner(pack.player);
  536. h->pos = pack.tile;
  537. h->updateAppearance();
  538. // Generate unique instance name before adding to map
  539. if (h->instanceName.empty())
  540. gs.getMap().generateUniqueInstanceName(h.get());
  541. gs.getMap().addNewObject(h);
  542. assert(h->id.hasValue());
  543. p->addOwnedObject(h.get());
  544. h->attachToBonusSystem(gs);
  545. if(t)
  546. t->setVisitingHero(h.get());
  547. }
  548. void GameStatePackVisitor::visitGiveHero(GiveHero & pack)
  549. {
  550. CGHeroInstance *h = gs.getHero(pack.id);
  551. if (pack.boatId.hasValue())
  552. {
  553. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  554. auto * boat = dynamic_cast<CGBoat *>(obj);
  555. if (boat)
  556. {
  557. gs.getMap().hideObject(boat);
  558. h->setBoat(boat);
  559. }
  560. }
  561. //bonus system
  562. h->detachFrom(gs.globalEffects);
  563. h->attachTo(*gs.getPlayerState(pack.player));
  564. auto oldVisitablePos = h->visitablePos();
  565. gs.getMap().hideObject(h);
  566. h->updateAppearance();
  567. h->setOwner(pack.player);
  568. h->setMovementPoints(h->movementPointsLimit(true));
  569. h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
  570. gs.getPlayerState(h->getOwner())->addOwnedObject(h);
  571. gs.getMap().showObject(h);
  572. h->setVisitedTown(nullptr, false);
  573. }
  574. void GameStatePackVisitor::visitNewObject(NewObject & pack)
  575. {
  576. int3 objPosition = pack.newObject->anchorPos();
  577. int3 objDimensions(pack.newObject->getWidth(), pack.newObject->getHeight(), 1);
  578. gs.getMap().addNewObject(pack.newObject);
  579. gs.getMap().calculateGuardingGreaturePositions(objPosition - objDimensions - int3(1,1,0), objPosition + int3(1,1,0));
  580. // attach newly spawned wandering monster to global bonus system node
  581. auto newArmy = std::dynamic_pointer_cast<CArmedInstance>(pack.newObject);
  582. if (newArmy)
  583. newArmy->attachToBonusSystem(gs);
  584. logGlobal->debug("Added object id=%d; name=%s", pack.newObject->id, pack.newObject->getObjectName());
  585. }
  586. void GameStatePackVisitor::visitNewArtifact(NewArtifact & pack)
  587. {
  588. auto art = gs.createArtifact(pack.artId, pack.spellId);
  589. PutArtifact pa(art->getId(), ArtifactLocation(pack.artHolder, pack.pos), false);
  590. pa.visit(*this);
  591. }
  592. void GameStatePackVisitor::visitChangeStackCount(ChangeStackCount & pack)
  593. {
  594. auto * srcObj = gs.getArmyInstance(pack.army);
  595. if(!srcObj)
  596. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  597. if(pack.mode == ChangeValueMode::ABSOLUTE)
  598. srcObj->setStackCount(pack.slot, pack.count);
  599. else
  600. srcObj->changeStackCount(pack.slot, pack.count);
  601. }
  602. void GameStatePackVisitor::visitSetStackType(SetStackType & pack)
  603. {
  604. auto * srcObj = gs.getArmyInstance(pack.army);
  605. if(!srcObj)
  606. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  607. srcObj->setStackType(pack.slot, pack.type);
  608. }
  609. void GameStatePackVisitor::visitEraseStack(EraseStack & pack)
  610. {
  611. auto * srcObj = gs.getArmyInstance(pack.army);
  612. if(!srcObj)
  613. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  614. srcObj->eraseStack(pack.slot);
  615. }
  616. void GameStatePackVisitor::visitSwapStacks(SwapStacks & pack)
  617. {
  618. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  619. if(!srcObj)
  620. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  621. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  622. if(!dstObj)
  623. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  624. auto s1 = srcObj->detachStack(pack.srcSlot);
  625. auto s2 = dstObj->detachStack(pack.dstSlot);
  626. srcObj->putStack(pack.srcSlot, std::move(s2));
  627. dstObj->putStack(pack.dstSlot, std::move(s1));
  628. }
  629. void GameStatePackVisitor::visitInsertNewStack(InsertNewStack & pack)
  630. {
  631. if(auto * obj = gs.getArmyInstance(pack.army))
  632. obj->putStack(pack.slot, std::make_unique<CStackInstance>(&gs, pack.type, pack.count));
  633. else
  634. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  635. }
  636. void GameStatePackVisitor::visitRebalanceStacks(RebalanceStacks & pack)
  637. {
  638. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  639. if(!srcObj)
  640. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  641. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  642. if(!dstObj)
  643. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  644. StackLocation src(srcObj->id, pack.srcSlot);
  645. StackLocation dst(dstObj->id, pack.dstSlot);
  646. [[maybe_unused]] const CCreature * srcType = srcObj->getCreature(src.slot);
  647. const CCreature * dstType = dstObj->getCreature(dst.slot);
  648. TQuantity srcCount = srcObj->getStackCount(src.slot);
  649. if(srcCount == pack.count) //moving whole stack
  650. {
  651. if(dstType) //stack at dest -> merge
  652. {
  653. assert(dstType == srcType);
  654. const auto srcHero = dynamic_cast<CGHeroInstance*>(srcObj);
  655. const auto dstHero = dynamic_cast<CGHeroInstance*>(dstObj);
  656. auto srcStack = srcObj->getStackPtr(src.slot);
  657. auto dstStack = dstObj->getStackPtr(dst.slot);
  658. if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  659. {
  660. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  661. {
  662. bool artifactIsLost = true;
  663. if(srcHero)
  664. {
  665. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  666. if (dstSlot != ArtifactPosition::PRE_FIRST)
  667. {
  668. gs.getMap().moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  669. artifactIsLost = false;
  670. }
  671. }
  672. if (artifactIsLost)
  673. {
  674. BulkEraseArtifacts ea;
  675. ea.artHolder = dstHero->id;
  676. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  677. ea.creature = dst.slot;
  678. ea.visit(*this);
  679. logNetwork->warn("Cannot move artifact! No free slots");
  680. }
  681. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  682. //TODO: choose from dialog
  683. }
  684. else //just move to the other slot before stack gets erased
  685. {
  686. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  687. }
  688. }
  689. auto movedStack = srcObj->detachStack(src.slot);
  690. dstObj->joinStack(dst.slot, std::move(movedStack));
  691. }
  692. else
  693. {
  694. auto movedStack = srcObj->detachStack(src.slot);
  695. dstObj->putStack(dst.slot, std::move(movedStack));
  696. }
  697. }
  698. else
  699. {
  700. auto movedStack = srcObj->splitStack(src.slot, pack.count);
  701. if(dstType) //stack at dest -> rebalance
  702. {
  703. assert(dstType == srcType);
  704. dstObj->joinStack(dst.slot, std::move(movedStack));
  705. }
  706. else //move new stack to an empty slot
  707. {
  708. dstObj->putStack(dst.slot, std::move(movedStack));
  709. }
  710. }
  711. srcObj->nodeHasChanged();
  712. if (srcObj != dstObj)
  713. dstObj->nodeHasChanged();
  714. }
  715. void GameStatePackVisitor::visitBulkRebalanceStacks(BulkRebalanceStacks & pack)
  716. {
  717. for(auto & move : pack.moves)
  718. move.visit(*this);
  719. }
  720. void GameStatePackVisitor::visitGrowUpArtifact(GrowUpArtifact & pack)
  721. {
  722. auto artInst = gs.getArtInstance(pack.id);
  723. assert(artInst);
  724. artInst->growingUp();
  725. }
  726. void GameStatePackVisitor::visitPutArtifact(PutArtifact & pack)
  727. {
  728. auto art = gs.getArtInstance(pack.id);
  729. assert(!art->getParentNodes().empty());
  730. auto hero = gs.getHero(pack.al.artHolder);
  731. assert(hero);
  732. assert(art);
  733. assert(art->canBePutAt(hero, pack.al.slot));
  734. assert(ArtifactUtils::checkIfSlotValid(*hero, pack.al.slot));
  735. gs.getMap().putArtifactInstance(*hero, art->getId(), pack.al.slot);
  736. }
  737. void GameStatePackVisitor::visitBulkEraseArtifacts(BulkEraseArtifacts & pack)
  738. {
  739. const auto artSet = gs.getArtSet(pack.artHolder);
  740. assert(artSet);
  741. std::sort(pack.posPack.begin(), pack.posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  742. {
  743. return slot0.num > slot1.num;
  744. });
  745. for(const auto & slot : pack.posPack)
  746. {
  747. const auto slotInfo = artSet->getSlot(slot);
  748. const ArtifactInstanceID artifactID = slotInfo->artifactID;
  749. const CArtifactInstance * artifact = gs.getArtInstance(artifactID);
  750. if(slotInfo->locked)
  751. {
  752. logGlobal->debug("Erasing locked artifact: %s", artifact->getType()->getNameTranslated());
  753. DisassembledArtifact dis;
  754. dis.al.artHolder = pack.artHolder;
  755. for(auto & slotInfoWorn : artSet->artifactsWorn)
  756. {
  757. auto art = slotInfoWorn.second.getArt();
  758. if(art->isCombined() && art->isPart(artifact))
  759. {
  760. dis.al.slot = artSet->getArtPos(art);
  761. break;
  762. }
  763. }
  764. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  765. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
  766. dis.visit(*this);
  767. }
  768. else
  769. {
  770. logGlobal->debug("Erasing artifact %s", artifact->getType()->getNameTranslated());
  771. }
  772. gs.getMap().removeArtifactInstance(*artSet, slot);
  773. }
  774. }
  775. void GameStatePackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack)
  776. {
  777. const auto bulkArtsRemove = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & artSet)
  778. {
  779. std::vector<ArtifactPosition> packToRemove;
  780. for(const auto & slotsPair : artsPack)
  781. packToRemove.push_back(slotsPair.srcPos);
  782. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  783. {
  784. return slot0.num > slot1.num;
  785. });
  786. for(const auto & slot : packToRemove)
  787. gs.getMap().removeArtifactInstance(artSet, slot);
  788. };
  789. const auto bulkArtsPut = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  790. {
  791. for(const auto & slotsPair : artsPack)
  792. {
  793. auto * art = initArtSet.getArt(slotsPair.srcPos);
  794. assert(art);
  795. gs.getMap().putArtifactInstance(dstArtSet, art->getId(), slotsPair.dstPos);
  796. }
  797. };
  798. auto * leftSet = gs.getArtSet(ArtifactLocation(pack.srcArtHolder, pack.srcCreature));
  799. assert(leftSet);
  800. auto * rightSet = gs.getArtSet(ArtifactLocation(pack.dstArtHolder, pack.dstCreature));
  801. assert(rightSet);
  802. CArtifactFittingSet artInitialSetLeft(*leftSet);
  803. bulkArtsRemove(pack.artsPack0, *leftSet);
  804. if(!pack.artsPack1.empty())
  805. {
  806. CArtifactFittingSet artInitialSetRight(*rightSet);
  807. bulkArtsRemove(pack.artsPack1, *rightSet);
  808. bulkArtsPut(pack.artsPack1, artInitialSetRight, *leftSet);
  809. }
  810. bulkArtsPut(pack.artsPack0, artInitialSetLeft, *rightSet);
  811. }
  812. void GameStatePackVisitor::visitDischargeArtifact(DischargeArtifact & pack)
  813. {
  814. auto artInst = gs.getArtInstance(pack.id);
  815. assert(artInst);
  816. artInst->discharge(pack.charges);
  817. if(artInst->getType()->getRemoveOnDepletion() && artInst->getCharges() == 0 && pack.artLoc.has_value())
  818. {
  819. BulkEraseArtifacts ePack;
  820. ePack.artHolder = pack.artLoc.value().artHolder;
  821. ePack.creature = pack.artLoc.value().creature;
  822. ePack.posPack.push_back(pack.artLoc.value().slot);
  823. ePack.visit(*this);
  824. }
  825. // Workaround to inform hero bonus node about changes. Obviously this has to be done somehow differently.
  826. if(pack.artLoc.has_value())
  827. gs.getHero(pack.artLoc.value().artHolder)->nodeHasChanged();
  828. }
  829. void GameStatePackVisitor::visitAssembledArtifact(AssembledArtifact & pack)
  830. {
  831. auto artSet = gs.getArtSet(pack.al.artHolder);
  832. assert(artSet);
  833. const auto transformedArt = artSet->getArt(pack.al.slot);
  834. assert(transformedArt);
  835. const auto builtArt = pack.artId.toArtifact();
  836. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  837. {
  838. return art->getId() == builtArt->getId();
  839. }));
  840. auto * combinedArt = gs.getMap().createArtifactComponent(pack.artId);
  841. // Find slots for all involved artifacts
  842. std::set<ArtifactPosition, std::greater<>> slotsInvolved = { pack.al.slot };
  843. CArtifactFittingSet fittingSet(*artSet);
  844. auto parts = builtArt->getConstituents();
  845. parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
  846. for(const auto constituent : parts)
  847. {
  848. const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
  849. fittingSet.lockSlot(slot);
  850. assert(slot != ArtifactPosition::PRE_FIRST);
  851. slotsInvolved.insert(slot);
  852. }
  853. // Find a slot for combined artifact
  854. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
  855. {
  856. pack.al.slot = ArtifactPosition::BACKPACK_START;
  857. }
  858. else if(ArtifactUtils::isSlotBackpack(pack.al.slot))
  859. {
  860. for(const auto & slot : slotsInvolved)
  861. if(ArtifactUtils::isSlotBackpack(slot))
  862. pack.al.slot = slot;
  863. }
  864. else
  865. {
  866. for(const auto & slot : slotsInvolved)
  867. if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), pack.al.slot)
  868. && vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
  869. {
  870. pack.al.slot = slot;
  871. break;
  872. }
  873. }
  874. // Delete parts from hero
  875. for(const auto & slot : slotsInvolved)
  876. {
  877. const auto constituentInstance = artSet->getArt(slot);
  878. gs.getMap().removeArtifactInstance(*artSet, slot);
  879. if(!combinedArt->getType()->isFused())
  880. {
  881. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && slot != pack.al.slot)
  882. combinedArt->addPart(constituentInstance, slot);
  883. else
  884. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  885. }
  886. }
  887. // Put new combined artifacts
  888. gs.getMap().putArtifactInstance(*artSet, combinedArt->getId(), pack.al.slot);
  889. }
  890. void GameStatePackVisitor::visitDisassembledArtifact(DisassembledArtifact & pack)
  891. {
  892. auto hero = gs.getHero(pack.al.artHolder);
  893. assert(hero);
  894. auto disassembledArtID = hero->getArtID(pack.al.slot);
  895. auto disassembledArt = gs.getArtInstance(disassembledArtID);
  896. assert(disassembledArt);
  897. const auto parts = disassembledArt->getPartsInfo();
  898. gs.getMap().removeArtifactInstance(*hero, pack.al.slot);
  899. for(auto & part : parts)
  900. {
  901. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  902. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : pack.al.slot);
  903. disassembledArt->detachFromSource(*part.getArtifact());
  904. gs.getMap().putArtifactInstance(*hero, part.getArtifact()->getId(), slot);
  905. }
  906. gs.getMap().eraseArtifactInstance(disassembledArt->getId());
  907. }
  908. void GameStatePackVisitor::visitHeroVisit(HeroVisit & pack)
  909. {
  910. }
  911. void GameStatePackVisitor::visitSetAvailableArtifacts(SetAvailableArtifacts & pack)
  912. {
  913. if(pack.id != ObjectInstanceID::NONE)
  914. {
  915. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs.getObjInstance(pack.id)))
  916. {
  917. bm->artifacts = pack.arts;
  918. }
  919. else
  920. {
  921. logNetwork->error("Wrong black market id!");
  922. }
  923. }
  924. else
  925. {
  926. gs.getMap().townMerchantArtifacts = pack.arts;
  927. }
  928. }
  929. void GameStatePackVisitor::visitNewTurn(NewTurn & pack)
  930. {
  931. gs.day = pack.day;
  932. // Update bonuses before doing anything else so hero don't get more MP than needed
  933. gs.globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  934. gs.globalEffects.reduceBonusDurations(Bonus::NDays);
  935. gs.globalEffects.reduceBonusDurations(Bonus::OneWeek);
  936. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  937. for(auto & manaPack : pack.heroesMana)
  938. manaPack.visit(*this);
  939. for(auto & movePack : pack.heroesMovement)
  940. movePack.visit(*this);
  941. gs.heroesPool->onNewDay();
  942. for(auto & entry : pack.playerIncome)
  943. {
  944. gs.getPlayerState(entry.first)->resources += entry.second;
  945. gs.getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  946. }
  947. for(auto & creatureSet : pack.availableCreatures) //set available creatures in towns
  948. creatureSet.visit(*this);
  949. for (const auto & townID : gs.getMap().getAllTowns())
  950. {
  951. auto t = gs.getTown(townID);
  952. t->built = 0;
  953. t->spellResearchCounterDay = 0;
  954. }
  955. if(pack.newRumor)
  956. gs.currentRumor = *pack.newRumor;
  957. }
  958. void GameStatePackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
  959. {
  960. CGObjectInstance *obj = gs.getObjInstance(pack.id);
  961. if(!obj)
  962. {
  963. logNetwork->error("Wrong object ID - property cannot be set!");
  964. return;
  965. }
  966. if(pack.what == ObjProperty::OWNER && obj->asOwnable())
  967. {
  968. PlayerColor oldOwner = obj->getOwner();
  969. PlayerColor newOwner = pack.identifier.as<PlayerColor>();
  970. if(oldOwner.isValidPlayer())
  971. gs.getPlayerState(oldOwner)->removeOwnedObject(obj);
  972. if(newOwner.isValidPlayer())
  973. gs.getPlayerState(newOwner)->addOwnedObject(obj);
  974. }
  975. if(pack.what == ObjProperty::OWNER)
  976. {
  977. if(obj->ID == Obj::TOWN)
  978. {
  979. auto * t = dynamic_cast<CGTownInstance *>(obj);
  980. assert(t);
  981. PlayerColor oldOwner = t->tempOwner;
  982. if(oldOwner.isValidPlayer())
  983. {
  984. auto * state = gs.getPlayerState(oldOwner);
  985. if(state->getTowns().empty())
  986. state->daysWithoutCastle = 0;
  987. }
  988. if(pack.identifier.as<PlayerColor>().isValidPlayer())
  989. {
  990. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  991. PlayerState * p = gs.getPlayerState(pack.identifier.as<PlayerColor>());
  992. if(p->daysWithoutCastle)
  993. p->daysWithoutCastle = std::nullopt;
  994. }
  995. }
  996. obj->detachFromBonusSystem(gs);
  997. obj->setProperty(pack.what, pack.identifier);
  998. obj->attachToBonusSystem(gs);
  999. }
  1000. else //not an armed instance
  1001. {
  1002. obj->setProperty(pack.what, pack.identifier);
  1003. }
  1004. }
  1005. void GameStatePackVisitor::visitHeroLevelUp(HeroLevelUp & pack)
  1006. {
  1007. auto * hero = gs.getHero(pack.heroId);
  1008. assert(hero);
  1009. hero->levelUp();
  1010. }
  1011. void GameStatePackVisitor::visitCommanderLevelUp(CommanderLevelUp & pack)
  1012. {
  1013. auto * hero = gs.getHero(pack.heroId);
  1014. assert(hero);
  1015. const auto & commander = hero->getCommander();
  1016. assert(commander);
  1017. commander->levelUp();
  1018. }
  1019. void GameStatePackVisitor::visitBattleStart(BattleStart & pack)
  1020. {
  1021. assert(pack.battleID == gs.nextBattleID);
  1022. pack.info->battleID = gs.nextBattleID;
  1023. pack.info->localInit();
  1024. if (pack.info->getDefendedTown() && pack.info->getSide(BattleSide::DEFENDER).heroID.hasValue())
  1025. {
  1026. CGTownInstance * town = gs.getTown(pack.info->townID);
  1027. CGHeroInstance * hero = gs.getHero(pack.info->getSideHero(BattleSide::DEFENDER)->id);
  1028. if (hero)
  1029. {
  1030. hero->detachFrom(town->townAndVis);
  1031. hero->attachTo(*town);
  1032. }
  1033. }
  1034. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  1035. {
  1036. if (pack.info->getSide(i).heroID.hasValue())
  1037. {
  1038. CGHeroInstance * hero = gs.getHero(pack.info->getSideHero(i)->id);
  1039. hero->mana = pack.info->getSide(i).initialMana + pack.info->getSide(i).additionalMana;
  1040. }
  1041. }
  1042. gs.currentBattles.push_back(std::move(pack.info));
  1043. gs.nextBattleID = BattleID(gs.nextBattleID.getNum() + 1);
  1044. }
  1045. void GameStatePackVisitor::visitBattleNextRound(BattleNextRound & pack)
  1046. {
  1047. gs.getBattle(pack.battleID)->nextRound();
  1048. }
  1049. void GameStatePackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack)
  1050. {
  1051. gs.getBattle(pack.battleID)->nextTurn(pack.stack, pack.reason);
  1052. }
  1053. void GameStatePackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack)
  1054. {
  1055. CStack * st = gs.getBattle(pack.battleID)->getStack(pack.stackID);
  1056. assert(st);
  1057. switch(pack.effect)
  1058. {
  1059. case BonusType::HP_REGENERATION:
  1060. {
  1061. int64_t toHeal = pack.val;
  1062. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1063. break;
  1064. }
  1065. case BonusType::MANA_DRAIN:
  1066. {
  1067. CGHeroInstance * h = gs.getHero(ObjectInstanceID(pack.additionalInfo));
  1068. st->drainedMana = true;
  1069. h->mana -= pack.val;
  1070. vstd::amax(h->mana, 0);
  1071. break;
  1072. }
  1073. case BonusType::POISON:
  1074. {
  1075. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1076. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1077. if (b)
  1078. b->val = pack.val;
  1079. break;
  1080. }
  1081. case BonusType::ENCHANTER:
  1082. case BonusType::MORALE:
  1083. break;
  1084. case BonusType::FEARFUL:
  1085. st->fear = true;
  1086. break;
  1087. default:
  1088. logNetwork->error("Unrecognized trigger effect type %d", static_cast<int>(pack.effect));
  1089. }
  1090. }
  1091. void GameStatePackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack)
  1092. {
  1093. if(gs.getBattle(pack.battleID))
  1094. gs.getBattle(pack.battleID)->si.gateState = pack.state;
  1095. }
  1096. void GameStatePackVisitor::visitBattleResultAccepted(BattleResultAccepted & pack)
  1097. {
  1098. // Remove any "until next battle" bonuses
  1099. if(const auto attackerHero = gs.getHero(pack.heroResult[BattleSide::ATTACKER].heroID))
  1100. attackerHero->removeBonusesRecursive(Bonus::OneBattle);
  1101. if(const auto defenderHero = gs.getHero(pack.heroResult[BattleSide::DEFENDER].heroID))
  1102. defenderHero->removeBonusesRecursive(Bonus::OneBattle);
  1103. }
  1104. void GameStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1105. {
  1106. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1107. pack.visitTyped(battleVisitor);
  1108. }
  1109. void GameStatePackVisitor::visitBattleAttack(BattleAttack & pack)
  1110. {
  1111. CStack * attacker = gs.getBattle(pack.battleID)->getStack(pack.stackAttacking);
  1112. assert(attacker);
  1113. pack.attackerChanges.visit(*this);
  1114. for(BattleStackAttacked & stack : pack.bsa)
  1115. gs.getBattle(pack.battleID)->setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1116. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1117. if(!pack.counter())
  1118. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1119. }
  1120. void GameStatePackVisitor::visitStartAction(StartAction & pack)
  1121. {
  1122. CStack *st = gs.getBattle(pack.battleID)->getStack(pack.ba.stackNumber);
  1123. if(pack.ba.actionType == EActionType::END_TACTIC_PHASE)
  1124. {
  1125. gs.getBattle(pack.battleID)->tacticDistance = 0;
  1126. return;
  1127. }
  1128. if(gs.getBattle(pack.battleID)->tacticDistance)
  1129. {
  1130. // moves in tactics phase do not affect creature status
  1131. // (tactics stack queue is managed by client)
  1132. return;
  1133. }
  1134. if (pack.ba.isUnitAction())
  1135. {
  1136. assert(st); // stack must exists for all non-hero actions
  1137. switch(pack.ba.actionType)
  1138. {
  1139. case EActionType::DEFEND:
  1140. st->waiting = false;
  1141. st->defending = true;
  1142. st->defendingAnim = true;
  1143. break;
  1144. case EActionType::WAIT:
  1145. st->defendingAnim = false;
  1146. st->waiting = true;
  1147. st->waitedThisTurn = true;
  1148. break;
  1149. case EActionType::MONSTER_SPELL:
  1150. {
  1151. SpellID spellID = pack.ba.spell;
  1152. if (spellID.hasValue() && spellID.toSpell()->canCastWithoutSkip())
  1153. {
  1154. //state does not change
  1155. }
  1156. else
  1157. {
  1158. st->waiting = false;
  1159. st->defendingAnim = false;
  1160. st->movedThisRound = true;
  1161. }
  1162. st->castSpellThisTurn = true;
  1163. break;
  1164. }
  1165. case EActionType::HERO_SPELL: //no change in current stack state
  1166. break;
  1167. default: //any active stack action - attack, catapult, heal, spell...
  1168. st->waiting = false;
  1169. st->defendingAnim = false;
  1170. st->movedThisRound = true;
  1171. break;
  1172. }
  1173. }
  1174. else
  1175. {
  1176. if(pack.ba.actionType == EActionType::HERO_SPELL)
  1177. gs.getBattle(pack.battleID)->getSide(pack.ba.side).usedSpellsHistory.push_back(pack.ba.spell);
  1178. }
  1179. }
  1180. void GameStatePackVisitor::visitBattleSpellCast(BattleSpellCast & pack)
  1181. {
  1182. if(pack.castByHero && pack.side != BattleSide::NONE)
  1183. gs.getBattle(pack.battleID)->getSide(pack.side).castSpellsCount++;
  1184. }
  1185. void GameStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1186. {
  1187. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1188. pack.visitTyped(battleVisitor);
  1189. }
  1190. void GameStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1191. {
  1192. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1193. pack.visitTyped(battleVisitor);
  1194. }
  1195. void GameStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1196. {
  1197. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1198. pack.visitTyped(battleVisitor);
  1199. }
  1200. void GameStatePackVisitor::restorePreBattleState(BattleID battleID)
  1201. {
  1202. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1203. {
  1204. return battle->battleID == battleID;
  1205. });
  1206. const auto & currentBattle = **battleIter;
  1207. if (currentBattle.getDefendedTown() && currentBattle.getSideHero(BattleSide::DEFENDER))
  1208. {
  1209. CGTownInstance * town = gs.getTown(currentBattle.townID);
  1210. CGHeroInstance * hero = gs.getHero(currentBattle.getSideHero(BattleSide::DEFENDER)->id);
  1211. if (hero)
  1212. {
  1213. hero->detachFrom(*town);
  1214. hero->attachTo(town->townAndVis);
  1215. }
  1216. }
  1217. }
  1218. void GameStatePackVisitor::visitBattleCancelled(BattleCancelled & pack)
  1219. {
  1220. restorePreBattleState(pack.battleID);
  1221. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1222. {
  1223. return battle->battleID == pack.battleID;
  1224. });
  1225. const auto & currentBattle = **battleIter;
  1226. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  1227. {
  1228. if (currentBattle.getSide(i).heroID.hasValue())
  1229. {
  1230. CGHeroInstance * hero = gs.getHero(currentBattle.getSideHero(i)->id);
  1231. hero->mana = currentBattle.getSide(i).initialMana;
  1232. }
  1233. }
  1234. assert(battleIter != gs.currentBattles.end());
  1235. gs.currentBattles.erase(battleIter);
  1236. }
  1237. void GameStatePackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack)
  1238. {
  1239. restorePreBattleState(pack.battleID);
  1240. pack.learnedSpells.visit(*this);
  1241. for(auto & growing : pack.growingArtifacts)
  1242. growing.visit(*this);
  1243. for(auto & discharging : pack.dischargingArtifacts)
  1244. discharging.visit(*this);
  1245. for(auto & movingPack : pack.movingArtifacts)
  1246. movingPack.visit(*this);
  1247. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1248. {
  1249. return battle->battleID == pack.battleID;
  1250. });
  1251. const auto & currentBattle = **battleIter;
  1252. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  1253. {
  1254. if (currentBattle.getSide(i).heroID.hasValue())
  1255. {
  1256. CGHeroInstance * hero = gs.getHero(currentBattle.getSideHero(i)->id);
  1257. hero->mana = std::min(hero->mana, currentBattle.getSide(i).initialMana);
  1258. }
  1259. }
  1260. }
  1261. void GameStatePackVisitor::visitBattleEnded(BattleEnded & pack)
  1262. {
  1263. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1264. {
  1265. return battle->battleID == pack.battleID;
  1266. });
  1267. assert(battleIter != gs.currentBattles.end());
  1268. gs.currentBattles.erase(battleIter);
  1269. }
  1270. void GameStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1271. {
  1272. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1273. pack.visitTyped(battleVisitor);
  1274. }
  1275. void GameStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1276. {
  1277. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1278. pack.visitTyped(battleVisitor);
  1279. }
  1280. void GameStatePackVisitor::visitBattleSetStackProperty(BattleSetStackProperty & pack)
  1281. {
  1282. CStack * stack = gs.getBattle(pack.battleID)->getStack(pack.stackID, false);
  1283. switch(pack.which)
  1284. {
  1285. case BattleSetStackProperty::CASTS:
  1286. {
  1287. if(pack.absolute)
  1288. logNetwork->error("Can not change casts in absolute mode");
  1289. else
  1290. stack->casts.use(-pack.val);
  1291. break;
  1292. }
  1293. case BattleSetStackProperty::ENCHANTER_COUNTER:
  1294. {
  1295. auto & counter = gs.getBattle(pack.battleID)->getSide(gs.getBattle(pack.battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  1296. if(pack.absolute)
  1297. counter = pack.val;
  1298. else
  1299. counter += pack.val;
  1300. vstd::amax(counter, 0);
  1301. break;
  1302. }
  1303. case BattleSetStackProperty::UNBIND:
  1304. {
  1305. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  1306. break;
  1307. }
  1308. case BattleSetStackProperty::CLONED:
  1309. {
  1310. stack->cloned = true;
  1311. break;
  1312. }
  1313. case BattleSetStackProperty::HAS_CLONE:
  1314. {
  1315. stack->cloneID = pack.val;
  1316. break;
  1317. }
  1318. }
  1319. }
  1320. void GameStatePackVisitor::visitPlayerCheated(PlayerCheated & pack)
  1321. {
  1322. assert(pack.player.isValidPlayer());
  1323. gs.getPlayerState(pack.player)->enteredLosingCheatCode = pack.losingCheatCode;
  1324. gs.getPlayerState(pack.player)->enteredWinningCheatCode = pack.winningCheatCode;
  1325. gs.getPlayerState(pack.player)->cheated = !pack.localOnlyCheat;
  1326. }
  1327. void GameStatePackVisitor::visitPlayerStartsTurn(PlayerStartsTurn & pack)
  1328. {
  1329. //assert(gs.actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  1330. gs.actingPlayers.insert(pack.player);
  1331. }
  1332. void GameStatePackVisitor::visitPlayerEndsTurn(PlayerEndsTurn & pack)
  1333. {
  1334. assert(gs.actingPlayers.count(pack.player) == 1);
  1335. gs.actingPlayers.erase(pack.player);
  1336. }
  1337. void GameStatePackVisitor::visitDaysWithoutTown(DaysWithoutTown & pack)
  1338. {
  1339. auto & playerState = gs.players.at(pack.player);
  1340. playerState.daysWithoutCastle = pack.daysWithoutCastle;
  1341. }
  1342. void GameStatePackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack)
  1343. {
  1344. auto & playerState = gs.players.at(pack.player);
  1345. playerState.turnTimer = pack.turnTimer;
  1346. }
  1347. void GameStatePackVisitor::visitEntitiesChanged(EntitiesChanged & pack)
  1348. {
  1349. for(const auto & change : pack.changes)
  1350. gs.updateEntity(change.metatype, change.entityIndex, change.data);
  1351. }
  1352. void GameStatePackVisitor::visitSetRewardableConfiguration(SetRewardableConfiguration & pack)
  1353. {
  1354. auto * objectPtr = gs.getObjInstance(pack.objectID);
  1355. if (!pack.buildingID.hasValue())
  1356. {
  1357. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  1358. assert(rewardablePtr);
  1359. rewardablePtr->configuration = pack.configuration;
  1360. rewardablePtr->initializeGuards();
  1361. }
  1362. else
  1363. {
  1364. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  1365. TownBuildingInstance * buildingPtr = nullptr;
  1366. for (auto & building : townPtr->rewardableBuildings)
  1367. if (building.second->getBuildingType() == pack.buildingID)
  1368. buildingPtr = building.second.get();
  1369. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  1370. assert(rewardablePtr);
  1371. rewardablePtr->configuration = pack.configuration;
  1372. }
  1373. }
  1374. void BattleStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1375. {
  1376. battleState.moveUnit(pack.stack, pack.tilesToMove.back());
  1377. }
  1378. void BattleStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1379. {
  1380. const auto * town = battleState.getDefendedTown();
  1381. if(!town)
  1382. throw std::runtime_error("CatapultAttack without town!");
  1383. if(town->fortificationsLevel().wallsHealth == 0)
  1384. throw std::runtime_error("CatapultAttack without walls!");
  1385. for(const auto & part : pack.attackedParts)
  1386. {
  1387. auto newWallState = SiegeInfo::applyDamage(battleState.getWallState(part.attackedPart), part.damageDealt);
  1388. battleState.setWallState(part.attackedPart, newWallState);
  1389. }
  1390. }
  1391. void BattleStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1392. {
  1393. for(const auto & change : pack.changes)
  1394. {
  1395. switch(change.operation)
  1396. {
  1397. case BattleChanges::EOperation::REMOVE:
  1398. battleState.removeObstacle(change.id);
  1399. break;
  1400. case BattleChanges::EOperation::ADD:
  1401. battleState.addObstacle(change);
  1402. break;
  1403. case BattleChanges::EOperation::UPDATE:
  1404. battleState.updateObstacle(change);
  1405. break;
  1406. default:
  1407. throw std::runtime_error("Unknown obstacle operation");
  1408. break;
  1409. }
  1410. }
  1411. }
  1412. void BattleStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1413. {
  1414. for(const auto & stackData : pack.toRemove)
  1415. battleState.removeUnitBonus(stackData.first, stackData.second);
  1416. for(const auto & stackData : pack.toUpdate)
  1417. battleState.updateUnitBonus(stackData.first, stackData.second);
  1418. for(const auto & stackData : pack.toAdd)
  1419. battleState.addUnitBonus(stackData.first, stackData.second);
  1420. }
  1421. void BattleStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1422. {
  1423. for(const BattleStackAttacked & stack : pack.stacks)
  1424. {
  1425. battleState.setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1426. }
  1427. }
  1428. void BattleStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1429. {
  1430. for(auto & elem : pack.changedStacks)
  1431. {
  1432. switch(elem.operation)
  1433. {
  1434. case BattleChanges::EOperation::RESET_STATE:
  1435. battleState.setUnitState(elem.id, elem.data, elem.healthDelta);
  1436. break;
  1437. case BattleChanges::EOperation::REMOVE:
  1438. battleState.removeUnit(elem.id);
  1439. break;
  1440. case BattleChanges::EOperation::ADD:
  1441. battleState.addUnit(elem.id, elem.data);
  1442. break;
  1443. case BattleChanges::EOperation::UPDATE:
  1444. battleState.updateUnit(elem.id, elem.data);
  1445. break;
  1446. default:
  1447. throw std::runtime_error("Unknown unit operation");
  1448. break;
  1449. }
  1450. }
  1451. }
  1452. VCMI_LIB_NAMESPACE_END