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- /*
- * CGameHandler.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "CGameHandler.h"
- #include "CVCMIServer.h"
- #include "TurnTimerHandler.h"
- #include "ServerNetPackVisitors.h"
- #include "ServerSpellCastEnvironment.h"
- #include "battles/BattleProcessor.h"
- #include "processors/HeroPoolProcessor.h"
- #include "processors/NewTurnProcessor.h"
- #include "processors/PlayerMessageProcessor.h"
- #include "processors/TurnOrderProcessor.h"
- #include "queries/QueriesProcessor.h"
- #include "queries/MapQueries.h"
- #include "queries/VisitQueries.h"
- #include "../lib/ArtifactUtils.h"
- #include "../lib/CArtHandler.h"
- #include "../lib/CConfigHandler.h"
- #include "../lib/CCreatureHandler.h"
- #include "../lib/CCreatureSet.h"
- #include "../lib/texts/CGeneralTextHandler.h"
- #include "../lib/CPlayerState.h"
- #include "../lib/CRandomGenerator.h"
- #include "../lib/CSoundBase.h"
- #include "../lib/CThreadHelper.h"
- #include "../lib/GameConstants.h"
- #include "../lib/UnlockGuard.h"
- #include "../lib/IGameSettings.h"
- #include "../lib/ScriptHandler.h"
- #include "../lib/StartInfo.h"
- #include "../lib/TerrainHandler.h"
- #include "../lib/VCMIDirs.h"
- #include "../lib/VCMI_Lib.h"
- #include "../lib/int3.h"
- #include "../lib/battle/BattleInfo.h"
- #include "../lib/entities/building/CBuilding.h"
- #include "../lib/entities/faction/CTownHandler.h"
- #include "../lib/entities/hero/CHeroHandler.h"
- #include "../lib/filesystem/FileInfo.h"
- #include "../lib/filesystem/Filesystem.h"
- #include "../lib/gameState/CGameState.h"
- #include "../lib/gameState/UpgradeInfo.h"
- #include "../lib/mapping/CMap.h"
- #include "../lib/mapping/CMapService.h"
- #include "../lib/mapObjects/CGCreature.h"
- #include "../lib/mapObjects/CGMarket.h"
- #include "../lib/mapObjects/TownBuildingInstance.h"
- #include "../lib/mapObjects/CGTownInstance.h"
- #include "../lib/mapObjects/MiscObjects.h"
- #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
- #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
- #include "../lib/modding/ModIncompatibility.h"
- #include "../lib/networkPacks/StackLocation.h"
- #include "../lib/pathfinder/CPathfinder.h"
- #include "../lib/pathfinder/PathfinderOptions.h"
- #include "../lib/pathfinder/TurnInfo.h"
- #include "../lib/rmg/CMapGenOptions.h"
- #include "../lib/serializer/CSaveFile.h"
- #include "../lib/serializer/CLoadFile.h"
- #include "../lib/serializer/Connection.h"
- #include "../lib/spells/CSpellHandler.h"
- #include <vstd/RNG.h>
- #include <vstd/CLoggerBase.h>
- #include <vcmi/events/EventBus.h>
- #include <vcmi/events/GenericEvents.h>
- #include <vcmi/events/AdventureEvents.h>
- #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
- #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
- #define COMPLAIN_RET(txt) {complain(txt); return false;}
- #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
- static inline double distance(int3 a, int3 b)
- {
- return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
- }
- template <typename T>
- void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
- {
- fun(args[which]);
- }
- const Services * CGameHandler::services() const
- {
- return VLC;
- }
- const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
- {
- return gs->getBattle(battleID);
- }
- const CGameHandler::GameCb * CGameHandler::game() const
- {
- return this;
- }
- vstd::CLoggerBase * CGameHandler::logger() const
- {
- return logGlobal;
- }
- events::EventBus * CGameHandler::eventBus() const
- {
- return serverEventBus.get();
- }
- CVCMIServer * CGameHandler::gameLobby() const
- {
- return lobby;
- }
- void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
- {
- changeSecSkill(hero, skill, 1, 0);
- expGiven(hero);
- }
- void CGameHandler::levelUpHero(const CGHeroInstance * hero)
- {
- // required exp for at least 1 lvl-up hasn't been reached
- if (!hero->gainsLevel())
- {
- return;
- }
- // give primary skill
- logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
- auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
- SetPrimSkill sps;
- sps.id = hero->id;
- sps.which = primarySkill;
- sps.abs = false;
- sps.val = 1;
- sendAndApply(sps);
- HeroLevelUp hlu;
- hlu.player = hero->tempOwner;
- hlu.heroId = hero->id;
- hlu.primskill = primarySkill;
- hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroTypeID()));
- if (hlu.skills.size() == 0)
- {
- sendAndApply(hlu);
- levelUpHero(hero);
- }
- else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
- {
- sendAndApply(hlu);
- levelUpHero(hero, hlu.skills.front());
- }
- else if (hlu.skills.size() > 1)
- {
- auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
- hlu.queryID = levelUpQuery->queryID;
- queries->addQuery(levelUpQuery);
- sendAndApply(hlu);
- //level up will be called on query reply
- }
- }
- void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
- {
- SetCommanderProperty scp;
- auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
- if (hero)
- scp.heroid = hero->id;
- else
- {
- complain ("Commander is not led by hero!");
- return;
- }
- scp.accumulatedBonus.additionalInfo = 0;
- scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
- scp.accumulatedBonus.turnsRemain = 0;
- scp.accumulatedBonus.source = BonusSource::COMMANDER;
- scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
- if (skill <= ECommander::SPELL_POWER)
- {
- scp.which = SetCommanderProperty::BONUS;
- auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
- {
- int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
- return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
- };
- switch (skill)
- {
- case ECommander::ATTACK:
- scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
- scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
- break;
- case ECommander::DEFENSE:
- scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
- scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
- break;
- case ECommander::HEALTH:
- scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
- 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.
- break;
- case ECommander::DAMAGE:
- scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
- scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
- scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
- break;
- case ECommander::SPEED:
- scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
- break;
- case ECommander::SPELL_POWER:
- scp.accumulatedBonus.type = BonusType::SPELL_DAMAGE_REDUCTION;
- scp.accumulatedBonus.subtype = BonusSubtypeID(SpellSchool::ANY);
- scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
- sendAndApply(scp); //additional pack
- scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
- scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
- sendAndApply(scp); //additional pack
- scp.accumulatedBonus.type = BonusType::CASTS;
- scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
- sendAndApply(scp); //additional pack
- scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
- break;
- }
- scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
- sendAndApply(scp);
- scp.which = SetCommanderProperty::SECONDARY_SKILL;
- scp.additionalInfo = skill;
- scp.amount = c->secondarySkills.at(skill) + 1;
- sendAndApply(scp);
- }
- else if (skill >= 100)
- {
- scp.which = SetCommanderProperty::SPECIAL_SKILL;
- scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
- scp.additionalInfo = skill; //unnormalized
- sendAndApply(scp);
- }
- expGiven(hero);
- }
- void CGameHandler::levelUpCommander(const CCommanderInstance * c)
- {
- if (!c->gainsLevel())
- {
- return;
- }
- CommanderLevelUp clu;
- auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
- if(hero)
- {
- clu.heroId = hero->id;
- clu.player = hero->tempOwner;
- }
- else
- {
- complain ("Commander is not led by hero!");
- return;
- }
- //picking sec. skills for choice
- for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
- {
- if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
- clu.skills.push_back(i);
- }
- int i = 100;
- for (auto specialSkill : VLC->creh->skillRequirements)
- {
- if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
- && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
- && !vstd::contains (c->specialSkills, i))
- clu.skills.push_back (i);
- ++i;
- }
- int skillAmount = static_cast<int>(clu.skills.size());
- if (!skillAmount)
- {
- sendAndApply(clu);
- levelUpCommander(c);
- }
- else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
- {
- sendAndApply(clu);
- levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
- }
- else if (skillAmount > 1) //apply and ask for secondary skill
- {
- auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
- clu.queryID = commanderLevelUp->queryID;
- queries->addQuery(commanderLevelUp);
- sendAndApply(clu);
- }
- }
- void CGameHandler::expGiven(const CGHeroInstance *hero)
- {
- if (hero->gainsLevel())
- levelUpHero(hero);
- else if (hero->commander && hero->commander->gainsLevel())
- levelUpCommander(hero->commander);
- //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
- // levelUpCommander(hero->commander);
- // else
- // levelUpHero(hero);
- }
- void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
- {
- TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
- TExpType currExp = hero->exp;
- if (gs->map->levelLimit != 0)
- maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
- TExpType canGainExp = 0;
- if (maxExp > currExp)
- canGainExp = maxExp - currExp;
- if (amountToGain > canGainExp)
- {
- // set given experience to max possible, but don't decrease if hero already over top
- amountToGain = canGainExp;
- InfoWindow iw;
- iw.player = hero->tempOwner;
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
- iw.text.replaceTextID(hero->getNameTextID());
- sendAndApply(iw);
- }
- SetPrimSkill sps;
- sps.id = hero->id;
- sps.which = PrimarySkill::EXPERIENCE;
- sps.abs = false;
- sps.val = amountToGain;
- sendAndApply(sps);
- //hero may level up
- if (hero->commander && hero->commander->alive)
- {
- //FIXME: trim experience according to map limit?
- SetCommanderProperty scp;
- scp.heroid = hero->id;
- scp.which = SetCommanderProperty::EXPERIENCE;
- scp.amount = amountToGain;
- sendAndApply(scp);
- }
- expGiven(hero);
- }
- void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
- {
- SetPrimSkill sps;
- sps.id = hero->id;
- sps.which = which;
- sps.abs = abs;
- sps.val = val;
- sendAndApply(sps);
- }
- void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
- {
- if(!hero)
- {
- logGlobal->error("changeSecSkill provided no hero");
- return;
- }
- SetSecSkill sss;
- sss.id = hero->id;
- sss.which = which;
- sss.val = val;
- sss.abs = abs;
- sendAndApply(sss);
- if (hero->visitedTown)
- giveSpells(hero->visitedTown, hero);
- // Our scouting range may have changed - update it
- if (hero->getOwner().isValidPlayer())
- changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
- }
- void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
- {
- if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
- {
- assert(0); // game should have shut down before reaching this point!
- return;
- }
-
- for(auto & playerConnections : connections)
- {
- PlayerColor playerId = playerConnections.first;
- auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
- if(!playerSettings)
- continue;
-
- auto playerConnection = vstd::find(playerConnections.second, c);
- if(playerConnection == playerConnections.second.end())
- continue;
- logGlobal->trace("Player %s disconnected. Notifying remaining players", playerId.toString());
- // this player have left the game - broadcast infowindow to all in-game players
- for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
- {
- if (i->first == playerId)
- continue;
- if (getPlayerState(i->first)->status != EPlayerStatus::INGAME)
- continue;
- logGlobal->trace("Notifying player %s", i->first);
- InfoWindow out;
- out.player = i->first;
- out.text.appendTextID("vcmi.server.errors.playerLeft");
- out.text.replaceName(playerId);
- out.components.emplace_back(ComponentType::FLAG, playerId);
- sendAndApply(out);
- }
- }
- }
- void CGameHandler::handleReceivedPack(CPackForServer & pack)
- {
- //prepare struct informing that action was applied
- auto sendPackageResponse = [&](bool successfullyApplied)
- {
- PackageApplied applied;
- applied.player = pack.player;
- applied.result = successfullyApplied;
- applied.packType = CTypeList::getInstance().getTypeID(&pack);
- applied.requestID = pack.requestID;
- pack.c->sendPack(applied);
- };
- if(isBlockedByQueries(&pack, pack.player))
- {
- sendPackageResponse(false);
- }
- else
- {
- bool result;
- try
- {
- ApplyGhNetPackVisitor applier(*this);
- pack.visit(applier);
- result = applier.getResult();
- }
- catch(ExceptionNotAllowedAction &)
- {
- result = false;
- }
- if(result)
- logGlobal->trace("Message %s successfully applied!", typeid(pack).name());
- else
- complain((boost::format("Got false in applying %s... that request must have been fishy!")
- % typeid(pack).name()).str());
- sendPackageResponse(true);
- }
- }
- CGameHandler::CGameHandler(CVCMIServer * lobby)
- : lobby(lobby)
- , heroPool(std::make_unique<HeroPoolProcessor>(this))
- , battles(std::make_unique<BattleProcessor>(this))
- , turnOrder(std::make_unique<TurnOrderProcessor>(this))
- , queries(std::make_unique<QueriesProcessor>())
- , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
- , randomNumberGenerator(std::make_unique<CRandomGenerator>())
- , complainNoCreatures("No creatures to split")
- , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
- , complainInvalidSlot("Invalid slot accessed!")
- , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
- , newTurnProcessor(std::make_unique<NewTurnProcessor>(this))
- {
- QID = 1;
- spellEnv = new ServerSpellCastEnvironment(this);
- }
- CGameHandler::~CGameHandler()
- {
- delete spellEnv;
- delete gs;
- gs = nullptr;
- }
- void CGameHandler::reinitScripting()
- {
- serverEventBus = std::make_unique<events::EventBus>();
- #if SCRIPTING_ENABLED
- serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
- #endif
- }
- void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
- {
- int requestedSeed = settings["server"]["seed"].Integer();
- if (requestedSeed != 0)
- randomNumberGenerator->setSeed(requestedSeed);
- logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
- CMapService mapService;
- gs = new CGameState();
- gs->preInit(VLC, this);
- logGlobal->info("Gamestate created!");
- gs->init(&mapService, si, progressTracking);
- logGlobal->info("Gamestate initialized!");
- for (auto & elem : gs->players)
- turnOrder->addPlayer(elem.first);
- for (auto & elem : gs->map->allHeroes)
- {
- if(elem)
- heroPool->getHeroSkillsRandomGenerator(elem->getHeroTypeID()); // init RMG seed
- }
- reinitScripting();
- }
- void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
- {// bool forced = true - if creature should be replaced, if false - only if no creature was set
- const PlayerState * p = getPlayerState(town->tempOwner);
- if (!p)
- {
- assert(town->tempOwner == PlayerColor::NEUTRAL);
- return;
- }
- if (forced || town->creatures.at(town->getTown()->creatures.size()).second.empty())//we need to change creature
- {
- SetAvailableCreatures ssi;
- ssi.tid = town->id;
- ssi.creatures = town->creatures;
- ssi.creatures[town->getTown()->creatures.size()].second.clear();//remove old one
- std::set<CreatureID> availableCreatures;
- for (const auto & dwelling : p->getOwnedObjects())
- {
- const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
- availableCreatures.insert(dwellingCreatures.begin(), dwellingCreatures.end());
- }
- if (availableCreatures.empty())
- return;
- CreatureID creatureId = *RandomGeneratorUtil::nextItem(availableCreatures, getRandomGenerator());
- if (clear)
- {
- ssi.creatures[town->getTown()->creatures.size()].first = std::max(1, (creatureId.toEntity(VLC)->getGrowth())/2);
- }
- else
- {
- ssi.creatures[town->getTown()->creatures.size()].first = creatureId.toEntity(VLC)->getGrowth();
- }
- ssi.creatures[town->getTown()->creatures.size()].second.push_back(creatureId);
- sendAndApply(ssi);
- }
- }
- void CGameHandler::onPlayerTurnStarted(PlayerColor which)
- {
- events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
- turnTimerHandler->onPlayerGetTurn(which);
- newTurnProcessor->onPlayerTurnStarted(which);
- }
- void CGameHandler::onPlayerTurnEnded(PlayerColor which)
- {
- newTurnProcessor->onPlayerTurnEnded(which);
- }
- void CGameHandler::addStatistics(StatisticDataSet &stat) const
- {
- for (const auto & elem : gs->players)
- {
- if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
- continue;
- auto data = StatisticDataSet::createEntry(&elem.second, gs);
- stat.add(data);
- }
- }
- void CGameHandler::onNewTurn()
- {
- logGlobal->trace("Turn %d", gs->day+1);
- bool firstTurn = !getDate(Date::DAY);
- bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
- if (firstTurn)
- {
- for (auto obj : gs->map->objects)
- {
- if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
- {
- giveExperience(getHero(obj->id), 0);
- }
- }
- for (auto & elem : gs->players)
- heroPool->onNewWeek(elem.first);
- }
- else
- {
- addStatistics(gameState()->statistic); // write at end of turn
- }
- for (CGTownInstance *t : gs->map->towns)
- {
- PlayerColor player = t->tempOwner;
- if(t->hasBuilt(BuildingID::GRAIL)
- && t->getTown()->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
- {
- // Skyship, probably easier to handle same as Veil of darkness
- // do it every new day before veils
- if (player.isValidPlayer())
- changeFogOfWar(t->getSightCenter(), t->getSightRadius(), player, ETileVisibility::REVEALED);
- }
- }
- for (CGTownInstance *t : gs->map->towns)
- {
- if (t->hasBonusOfType (BonusType::DARKNESS))
- {
- for (auto & player : gs->players)
- {
- if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
- getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
- changeFogOfWar(t->getSightCenter(), t->valOfBonuses(BonusType::DARKNESS), player.first, ETileVisibility::HIDDEN);
- }
- }
- }
- if (newMonth)
- {
- SetAvailableArtifacts saa;
- saa.id = ObjectInstanceID::NONE;
- pickAllowedArtsSet(saa.arts, getRandomGenerator());
- sendAndApply(saa);
- }
- newTurnProcessor->onNewTurn();
- if (!firstTurn)
- checkVictoryLossConditionsForAll(); // check for map turn limit
- //call objects
- for (auto & elem : gs->map->objects)
- {
- if (elem)
- elem->newTurn(getRandomGenerator());
- }
- synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
- }
- void CGameHandler::start(bool resume)
- {
- LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
- for (auto cc : lobby->activeConnections)
- {
- auto players = lobby->getAllClientPlayers(cc->connectionID);
- std::stringstream sbuffer;
- sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
- for (PlayerColor color : players)
- {
- sbuffer << color << " ";
- connections[color].insert(cc);
- }
- logGlobal->info(sbuffer.str());
- }
- #if SCRIPTING_ENABLED
- services()->scripts()->run(serverScripts);
- #endif
- if (!resume)
- {
- onNewTurn();
- events::TurnStarted::defaultExecute(serverEventBus.get());
- for(auto & player : gs->players)
- turnTimerHandler->onGameplayStart(player.first);
- }
- else
- events::GameResumed::defaultExecute(serverEventBus.get());
- turnOrder->onGameStarted();
- }
- void CGameHandler::tick(int millisecondsPassed)
- {
- turnTimerHandler->update(millisecondsPassed);
- }
- void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
- {
- if (!h->hasSpellbook())
- return; //hero hasn't spellbook
- ChangeSpells cs;
- cs.hid = h->id;
- cs.learn = true;
- if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
- {
- // Aurora Borealis give spells of all levels even if only level 1 mages guild built
- for (int i = 0; i < h->maxSpellLevel(); i++)
- {
- std::vector<SpellID> spells;
- getAllowedSpells(spells, i+1);
- for (auto & spell : spells)
- cs.spells.insert(spell);
- }
- }
- else
- {
- for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
- {
- for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
- {
- if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
- cs.spells.insert(t->spells.at(i).at(j));
- }
- }
- }
- if (!cs.spells.empty())
- sendAndApply(cs);
- }
- bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
- {
- if (!obj || !getObj(obj->id))
- {
- logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
- return false;
- }
- RemoveObject ro;
- ro.objectID = obj->id;
- ro.initiator = initiator;
- sendAndApply(ro);
- checkVictoryLossConditionsForAll(); //e.g. if monster escaped (removing objs after battle is done directly by endBattle, not this function)
- return true;
- }
- bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
- {
- const CGHeroInstance *h = getHero(hid);
- // not turn of that hero or player can't simply teleport hero (at least not with this function)
- if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
- {
- if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
- return true; //timer expired, no error
-
- logGlobal->error("Illegal call to move hero!");
- return false;
- }
- logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->anchorPos().toString(), dst.toString());
- const int3 hmpos = h->convertToVisitablePos(dst);
- if (!gs->map->isInTheMap(hmpos))
- {
- logGlobal->error("Destination tile is outside the map!");
- return false;
- }
- const TerrainTile t = *getTile(hmpos);
- const int3 guardPos = gs->guardingCreaturePosition(hmpos);
- CGObjectInstance * objectToVisit = nullptr;
- CGObjectInstance * guardian = nullptr;
- if (!t.visitableObjects.empty())
- objectToVisit = t.visitableObjects.back();
- if (isInTheMap(guardPos))
- {
- for (auto const & object : getTile(guardPos)->visitableObjects)
- if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
- guardian = object;
- }
- const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
- const bool disembarking = h->boat
- && t.isLand()
- && (dst == h->pos || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked()));
- //result structure for start - movement failed, no move points used
- TryMoveHero tmh;
- tmh.id = hid;
- tmh.start = h->pos;
- tmh.end = dst;
- tmh.result = TryMoveHero::FAILED;
- tmh.movePoints = h->movementPointsRemaining();
- //check if destination tile is available
- auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions(this));
- auto ti = pathfinderHelper->getTurnInfo();
- const bool canFly = ti->hasFlyingMovement() || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
- const bool canWalkOnSea = ti->hasWaterWalking() || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
- const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
- const bool movingOntoObstacle = t.blocked() && !t.visitable();
- const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
- const bool movingOntoWater = !h->boat && t.isWater() && !objectCoastVisitable;
- const auto complainRet = [&](const std::string & message)
- {
- //send info about movement failure
- complain(message);
- sendAndApply(tmh);
- return false;
- };
- if (guardian && getVisitingHero(guardian) != nullptr)
- return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
- if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
- return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
- if (objectToVisit &&
- objectToVisit->getOwner().isValidPlayer() &&
- getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
- !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
- return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
- //it's a rock or blocked and not visitable tile
- //OR hero is on land and dest is water and (there is not present only one object - boat)
- if (!t.getTerrain()->isPassable() || (movingOntoObstacle && !canFly))
- return complainRet("Cannot move hero, destination tile is blocked!");
- //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)
- if(movingOntoWater && !canFly && !canWalkOnSea)
- return complainRet("Cannot move hero, destination tile is on water!");
- if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.isLand() && t.blocked())
- return complainRet("Cannot disembark hero, tile is blocked!");
- if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
- return complainRet("Tiles " + h->pos.toString()+ " and "+ dst.toString() +" are not neighboring!");
- if(h->inTownGarrison)
- return complainRet("Can not move garrisoned hero!");
- if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
- return complainRet("Hero doesn't have any movement points left!");
- if (transit && !canFly && !(canWalkOnSea && t.isWater()) && !CGTeleport::isTeleport(objectToVisit))
- return complainRet("Hero cannot transit over this tile!");
- //several generic blocks of code
- // should be called if hero changes tile but before applying TryMoveHero package
- auto leaveTile = [&]()
- {
- for (CGObjectInstance *obj : gs->map->getTile(h->visitablePos()).visitableObjects)
- {
- obj->onHeroLeave(h);
- }
- this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
- };
- auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
- EVisitDest visitDest, ELEaveTile leavingTile) -> bool
- {
- LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
- auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
- queries->addQuery(moveQuery);
- if (leavingTile == LEAVING_TILE)
- leaveTile();
- if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
- tmh.attackedFrom = std::make_optional(guardPos);
- tmh.result = result;
- sendAndApply(tmh);
- if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
- { // Hero should be always able to visit any object he is staying on even if there are guards around
- visitObjectOnTile(t, h);
- }
- else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
- {
- objectVisited(guardian, h);
- moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
- }
- else if (visitDest == VISIT_DEST)
- {
- visitObjectOnTile(t, h);
- }
- queries->popIfTop(moveQuery);
- logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
- return result != TryMoveHero::FAILED;
- };
- //interaction with blocking object (like resources)
- auto blockingVisit = [&]() -> bool
- {
- for (CGObjectInstance *obj : t.visitableObjects)
- {
- if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
- return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
-
- if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
- {
- EVisitDest visitDest = VISIT_DEST;
- if(h->boat && !h->boat->onboardVisitAllowed)
- visitDest = DONT_VISIT_DEST;
-
- return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
- }
- }
- return false;
- };
- if (!transit && embarking)
- {
- tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
- return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
- // In H3 embark ignore guards
- }
- if (disembarking)
- {
- tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
- return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
- }
- if (movementMode != EMovementMode::STANDARD)
- {
- if (blockingVisit()) // e.g. hero on the other side of teleporter
- return true;
- EGuardLook guardsCheck = (getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
- ? CHECK_FOR_GUARDS
- : IGNORE_GUARDS;
- doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
- // visit town for town portal \ castle gates
- // do not visit any other objects, e.g. monoliths to avoid double-teleporting
- if (objectToVisit)
- {
- if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
- objectVisited(town, h);
- }
- return true;
- }
-
- //still here? it is standard movement!
- {
- tmh.movePoints = (int)h->movementPointsRemaining() >= cost
- ? h->movementPointsRemaining() - cost
- : 0;
- EGuardLook lookForGuards = CHECK_FOR_GUARDS;
- EVisitDest visitDest = VISIT_DEST;
- if (transit)
- {
- if (CGTeleport::isTeleport(objectToVisit))
- visitDest = DONT_VISIT_DEST;
- if (canFly || (canWalkOnSea && t.isWater()))
- {
- lookForGuards = IGNORE_GUARDS;
- visitDest = DONT_VISIT_DEST;
- }
- }
- else if (blockingVisit())
- return true;
-
- if(h->boat && !h->boat->onboardAssaultAllowed)
- lookForGuards = IGNORE_GUARDS;
- turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
- doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
- gs->statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
- return true;
- }
- }
- bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
- {
- const CGHeroInstance *h = getHero(hid);
- const CGTownInstance *t = getTown(dstid);
- if (!h || !t)
- COMPLAIN_RET("Invalid call to teleportHero!");
- const CGTownInstance *from = h->visitedTown;
- if (((h->getOwner() != t->getOwner())
- && complain("Cannot teleport hero to another player"))
- || (from->getFactionID() != t->getFactionID()
- && complain("Source town and destination town should belong to the same faction"))
- || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
- && complain("Hero must be in town with Castle gate for teleporting"))
- || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
- && complain("Cannot teleport hero to town without Castle gate in it")))
- return false;
- int3 pos = h->convertFromVisitablePos(t->visitablePos());
- moveHero(hid,pos,EMovementMode::CASTLE_GATE);
- return true;
- }
- void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
- {
- PlayerColor oldOwner = getOwner(obj->id);
- setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
- std::set<PlayerColor> playerColors = {owner, oldOwner};
- checkVictoryLossConditions(playerColors);
- const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
- if (town) //town captured
- {
- gs->statistic.accumulatedValues[owner].lastCapturedTownDay = gs->getDate(Date::DAY);
- if (owner.isValidPlayer()) //new owner is real player
- {
- if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
- setPortalDwelling(town, true, false);
- }
- }
- if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4))
- {
- if (owner.isValidPlayer())
- {
- for (const CGTownInstance * t : getPlayerState(owner)->getTowns())
- {
- if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
- setPortalDwelling(t);//set initial creatures for all portals of summoning
- }
- }
- }
- }
- void CGameHandler::showBlockingDialog(const IObjectInterface * caller, BlockingDialog *iw)
- {
- auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, caller, *iw);
- queries->addQuery(dialogQuery);
- iw->queryID = dialogQuery->queryID;
- sendToAllClients(*iw);
- }
- void CGameHandler::showTeleportDialog(TeleportDialog *iw)
- {
- auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
- queries->addQuery(dialogQuery);
- iw->queryID = dialogQuery->queryID;
- sendToAllClients(*iw);
- }
- void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
- {
- if (!val) return; //don't waste time on empty call
- TResources resources;
- resources[which] = val;
- giveResources(player, resources);
- }
- void CGameHandler::giveResources(PlayerColor player, TResources resources)
- {
- SetResources sr;
- sr.abs = false;
- sr.player = player;
- sr.res = resources;
- sendAndApply(sr);
- }
- void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
- {
- COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
- COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
- COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
- //first we move creatures to give to make them army of object-source
- for (auto & elem : creatures.Slots())
- {
- addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->getCreature())), elem.second->getCreature(), elem.second->count);
- }
- tryJoiningArmy(obj, h, remove, true);
- }
- void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
- {
- std::vector<CStackBasicDescriptor> cres = creatures;
- if (cres.size() <= 0)
- return;
- const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
- for (CStackBasicDescriptor &sbd : cres)
- {
- TQuantity collected = 0;
- while(collected < sbd.count)
- {
- bool foundSth = false;
- for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
- {
- if (i->second->getType() == sbd.getType())
- {
- TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
- changeStackCount(StackLocation(obj, i->first), -take, false);
- collected += take;
- foundSth = true;
- break;
- }
- }
- if (!foundSth) //we went through the whole loop and haven't found appropriate cres
- {
- complain("Unexpected failure during taking creatures!");
- return;
- }
- }
- }
- }
- void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
- {
- if (obj->visitingHero != hero && obj->garrisonHero != hero)
- {
- HeroVisitCastle vc;
- vc.hid = hero->id;
- vc.tid = obj->id;
- vc.flags |= 1;
- sendAndApply(vc);
- }
- visitCastleObjects(obj, hero);
- if (obj->visitingHero && obj->garrisonHero)
- useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
- checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
- }
- void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
- {
- std::vector<const CGHeroInstance * > visitors;
- visitors.push_back(h);
- visitCastleObjects(t, visitors);
- }
- void CGameHandler::visitCastleObjects(const CGTownInstance * t, std::vector<const CGHeroInstance * > visitors)
- {
- std::vector<BuildingID> buildingsToVisit;
- for (auto const & hero : visitors)
- giveSpells (t, hero);
- for (auto & building : t->rewardableBuildings)
- {
- if (!t->getTown()->buildings.at(building.first)->manualHeroVisit && t->hasBuilt(building.first))
- buildingsToVisit.push_back(building.first);
- }
- if (!buildingsToVisit.empty())
- {
- auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
- queries->addQuery(visitQuery);
- }
- }
- void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
- {
- HeroVisitCastle vc;
- vc.hid = hero->id;
- vc.tid = obj->id;
- sendAndApply(vc);
- }
- void CGameHandler::removeArtifact(const ArtifactLocation & al)
- {
- removeArtifact(al.artHolder, {al.slot});
- }
- void CGameHandler::removeArtifact(const ObjectInstanceID & srcId, const std::vector<ArtifactPosition> & slotsPack)
- {
- BulkEraseArtifacts ea;
- ea.artHolder = srcId;
- ea.posPack.insert(ea.posPack.end(), slotsPack.begin(), slotsPack.end());
- sendAndApply(ea);
- }
- void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
- {
- ChangeSpells cs;
- cs.hid = hero->id;
- cs.spells = spells;
- cs.learn = give;
- sendAndApply(cs);
- }
- void CGameHandler::setResearchedSpells(const CGTownInstance * town, int level, const std::vector<SpellID> & spells, bool accepted)
- {
- SetResearchedSpells cs;
- cs.tid = town->id;
- cs.spells = spells;
- cs.level = level;
- cs.accepted = accepted;
- sendAndApply(cs);
- }
- void CGameHandler::giveHeroBonus(GiveBonus * bonus)
- {
- sendAndApply(*bonus);
- }
- void CGameHandler::setMovePoints(SetMovePoints * smp)
- {
- sendAndApply(*smp);
- }
- void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
- {
- SetMovePoints smp;
- smp.hid = hid;
- smp.val = val;
- smp.absolute = absolute;
- sendAndApply(smp);
- }
- void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
- {
- SetMana sm;
- sm.hid = hid;
- sm.val = val;
- sm.absolute = true;
- sendAndApply(sm);
- }
- void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
- {
- GiveHero gh;
- gh.id = id;
- gh.player = player;
- gh.boatId = boatId;
- sendAndApply(gh);
- //Reveal fow around new hero, especially released from Prison
- auto h = getHero(id);
- changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
- }
- void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
- {
- ChangeObjPos cop;
- cop.objid = objid;
- cop.nPos = newPos;
- cop.initiator = initiator;
- sendAndApply(cop);
- }
- void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
- {
- const CGHeroInstance * h1 = getHero(fromHero);
- const CGHeroInstance * h2 = getHero(toHero);
- int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
- int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
- if (h1_scholarSpellLevel < h2_scholarSpellLevel)
- {
- std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
- std::swap(fromHero, toHero);
- }
- int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
- if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
- return;//no scholar skill or no spellbook
- int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
- int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
- ChangeSpells cs1;
- cs1.learn = true;
- cs1.hid = toHero;//giving spells to first hero
- for (auto it : h1->getSpellsInSpellbook())
- if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
- cs1.spells.insert(it);//spell to learn
- ChangeSpells cs2;
- cs2.learn = true;
- cs2.hid = fromHero;
- for (auto it : h2->getSpellsInSpellbook())
- if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
- cs2.spells.insert(it);
- if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
- {
- SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
- int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
- InfoWindow iw;
- iw.player = h1->tempOwner;
- iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
- iw.text.replaceTextID(h1->getNameTextID());
- if (!cs2.spells.empty())//if found new spell - apply
- {
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
- int size = static_cast<int>(cs2.spells.size());
- for (auto it : cs2.spells)
- {
- iw.components.emplace_back(ComponentType::SPELL, it);
- iw.text.appendName(it);
- switch (size--)
- {
- case 2:
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
- case 1:
- break;
- default:
- iw.text.appendRawString(", ");
- }
- }
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
- iw.text.replaceTextID(h2->getNameTextID());
- sendAndApply(cs2);
- }
- if (!cs1.spells.empty() && !cs2.spells.empty())
- {
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
- }
- if (!cs1.spells.empty())
- {
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
- int size = static_cast<int>(cs1.spells.size());
- for (auto it : cs1.spells)
- {
- iw.components.emplace_back(ComponentType::SPELL, it);
- iw.text.appendName(it);
- switch (size--)
- {
- case 2:
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
- case 1:
- break;
- default:
- iw.text.appendRawString(", ");
- }
- }
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
- iw.text.replaceTextID(h2->getNameTextID());
- sendAndApply(cs1);
- }
- sendAndApply(iw);
- }
- }
- void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
- {
- auto h1 = getHero(hero1);
- auto h2 = getHero(hero2);
- if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
- {
- auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
- ExchangeDialog hex;
- hex.queryID = exchange->queryID;
- hex.player = h1->getOwner();
- hex.hero1 = hero1;
- hex.hero2 = hero2;
- sendAndApply(hex);
- useScholarSkill(hero1,hero2);
- queries->addQuery(exchange);
- }
- }
- void CGameHandler::sendToAllClients(CPackForClient & pack)
- {
- logNetwork->trace("\tSending to all clients: %s", typeid(pack).name());
- for (auto c : lobby->activeConnections)
- c->sendPack(pack);
- }
- void CGameHandler::sendAndApply(CPackForClient & pack)
- {
- sendToAllClients(pack);
- gs->apply(pack);
- logNetwork->trace("\tApplied on gs: %s", typeid(pack).name());
- }
- void CGameHandler::sendAndApply(CGarrisonOperationPack & pack)
- {
- sendAndApply(static_cast<CPackForClient &>(pack));
- checkVictoryLossConditionsForAll();
- }
- void CGameHandler::sendAndApply(SetResources & pack)
- {
- sendAndApply(static_cast<CPackForClient &>(pack));
- checkVictoryLossConditionsForPlayer(pack.player);
- }
- void CGameHandler::sendAndApply(NewStructures & pack)
- {
- sendAndApply(static_cast<CPackForClient &>(pack));
- checkVictoryLossConditionsForPlayer(getTown(pack.tid)->tempOwner);
- }
- bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
- {
- return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
- }
- void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
- {
- if(pack->c)
- playerMessages->sendSystemMessage(pack->c, MetaString::createFromTextID("vcmi.server.errors.notAllowed"));
- logNetwork->error("Player is not allowed to perform this action!");
- throw ExceptionNotAllowedAction();
- }
- void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
- {
- auto str = MetaString::createFromTextID("vcmi.server.errors.wrongIdentified");
- str.appendName(pack->player);
- str.appendName(expectedplayer);
- logNetwork->error(str.toString());
- if(pack->c)
- playerMessages->sendSystemMessage(pack->c, str);
- }
- void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
- {
- if(!isPlayerOwns(pack, id))
- {
- wrongPlayerMessage(pack, getOwner(id));
- throwNotAllowedAction(pack);
- }
- }
- void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
- {
- if (!turnOrder->isPlayerMakingTurn(pack->player))
- throwNotAllowedAction(pack);
- }
- void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
- {
- throwIfWrongPlayer(pack, pack->player);
- }
- void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
- {
- if(!hasPlayerAt(player, pack->c) || pack->player != player)
- {
- wrongPlayerMessage(pack, player);
- throwNotAllowedAction(pack);
- }
- }
- void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
- {
- complain(txt);
- throwNotAllowedAction(pack);
- }
- void CGameHandler::save(const std::string & filename)
- {
- logGlobal->info("Saving to %s", filename);
- const auto stem = FileInfo::GetPathStem(filename);
- const auto savefname = stem.to_string() + ".vsgm1";
- ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
- CResourceHandler::get("local")->createResource(savefname);
- try
- {
- {
- CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
- saveCommonState(save);
- logGlobal->info("Saving server state");
- save << *this;
- }
- logGlobal->info("Game has been successfully saved!");
- }
- catch(std::exception &e)
- {
- logGlobal->error("Failed to save game: %s", e.what());
- }
- }
- bool CGameHandler::load(const std::string & filename)
- {
- logGlobal->info("Loading from %s", filename);
- const auto stem = FileInfo::GetPathStem(filename);
- reinitScripting();
- try
- {
- {
- CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
- lf.serializer.cb = this;
- loadCommonState(lf);
- logGlobal->info("Loading server state");
- lf >> *this;
- }
- logGlobal->info("Game has been successfully loaded!");
- }
- catch(const ModIncompatibility & e)
- {
- logGlobal->error("Failed to load game: %s", e.what());
- MetaString errorMsg;
- if(!e.whatMissing().empty())
- {
- errorMsg.appendTextID("vcmi.server.errors.modsToEnable");
- errorMsg.appendRawString("\n");
- errorMsg.appendRawString(e.whatMissing());
- }
- if(!e.whatExcessive().empty())
- {
- errorMsg.appendTextID("vcmi.server.errors.modsToDisable");
- errorMsg.appendRawString("\n");
- errorMsg.appendRawString(e.whatExcessive());
- }
- lobby->announceMessage(errorMsg);
- return false;
- }
- catch(const IdentifierResolutionException & e)
- {
- logGlobal->error("Failed to load game: %s", e.what());
- MetaString errorMsg;
- errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
- errorMsg.replaceRawString(e.identifierName);
- lobby->announceMessage(errorMsg);
- return false;
- }
- catch(const std::exception & e)
- {
- logGlobal->error("Failed to load game: %s", e.what());
- auto str = MetaString::createFromTextID("vcmi.broadcast.failedLoadGame");
- str.appendRawString(": ");
- str.appendRawString(e.what());
- lobby->announceMessage(str);
- return false;
- }
- gs->preInit(VLC, this);
- gs->updateOnLoad(lobby->si.get());
- return true;
- }
- bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
- {
- if(!slotSrc.validSlot() && complain(complainInvalidSlot))
- return false;
- const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
- const CCreatureSet & creatureSet = *army;
- if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
- || (howMany < 1 && complain("Invalid split parameter!")))
- {
- return false;
- }
- auto actualAmount = army->getStackCount(slotSrc);
- if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
- return false;
- auto freeSlots = creatureSet.getFreeSlots();
- if(freeSlots.empty() && complain("No empty stacks"))
- return false;
- BulkRebalanceStacks bulkRS;
- for(auto slot : freeSlots)
- {
- RebalanceStacks rs;
- rs.srcArmy = army->id;
- rs.dstArmy = army->id;
- rs.srcSlot = slotSrc;
- rs.dstSlot = slot;
- rs.count = howMany;
- bulkRS.moves.push_back(rs);
- actualAmount -= howMany;
- if(actualAmount <= howMany)
- break;
- }
- sendAndApply(bulkRS);
- return true;
- }
- bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
- {
- if(!slotSrc.validSlot() && complain(complainInvalidSlot))
- return false;
- const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
- const CCreatureSet & creatureSet = *army;
- if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
- return false;
- auto actualAmount = creatureSet.getStackCount(slotSrc);
- if(actualAmount < 1 && complain(complainNoCreatures))
- return false;
- auto currentCreature = creatureSet.getCreature(slotSrc);
- if(!currentCreature && complain(complainNoCreatures))
- return false;
- auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
- if(!creatureSlots.size())
- return false;
- BulkRebalanceStacks bulkRS;
- for(auto slot : creatureSlots)
- {
- RebalanceStacks rs;
- rs.srcArmy = army->id;
- rs.dstArmy = army->id;
- rs.srcSlot = slot;
- rs.dstSlot = slotSrc;
- rs.count = creatureSet.getStackCount(slot);
- bulkRS.moves.push_back(rs);
- }
- sendAndApply(bulkRS);
- return true;
- }
- bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
- {
- if(!srcSlot.validSlot() && complain(complainInvalidSlot))
- return false;
- const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
- const CCreatureSet & setSrc = *armySrc;
- if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
- return false;
- const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
- const CCreatureSet & setDest = *armyDest;
- auto freeSlots = setDest.getFreeSlotsQueue();
- typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
- TRebalanceMap moves;
- auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
- auto slotsLeft = setSrc.stacksCount();
- auto destMap = setDest.getCreatureMap();
- TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
- while(!srcQueue.empty())
- {
- auto pair = srcQueue.top();
- srcQueue.pop();
- auto currCreature = pair.first;
- auto currSlot = pair.second;
- const auto quantity = setSrc.getStackCount(currSlot);
- TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
- const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
- if(!alreadyExists)
- {
- if(freeSlots.empty())
- continue;
- auto currFreeSlot = freeSlots.front();
- freeSlots.pop();
- destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
- }
- moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
- slotsLeft--;
- }
- if(slotsLeft == 1)
- {
- auto lastCreature = setSrc.getCreature(srcSlot);
- auto slotToMove = SlotID();
- // Try to find a slot for last creature
- if(destMap.find(lastCreature) == destMap.end())
- {
- if(!freeSlots.empty())
- slotToMove = freeSlots.front();
- }
- else
- {
- slotToMove = destMap[lastCreature];
- }
- if(slotToMove != SlotID())
- {
- const bool needsLastStack = armySrc->needsLastStack();
- const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
- 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
- moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
- }
- }
- BulkRebalanceStacks bulkRS;
- for(auto & move : moves)
- {
- RebalanceStacks rs;
- rs.srcArmy = armySrc->id;
- rs.dstArmy = armyDest->id;
- rs.srcSlot = move.first;
- rs.dstSlot = move.second.first;
- rs.count = move.second.second;
- bulkRS.moves.push_back(rs);
- }
- sendAndApply(bulkRS);
- return true;
- }
- bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
- {
- if(!slotSrc.validSlot() && complain(complainInvalidSlot))
- return false;
- const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
- const CCreatureSet & creatureSet = *army;
- if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
- return false;
- auto actualAmount = creatureSet.getStackCount(slotSrc);
- if(actualAmount <= 1 && complain(complainNoCreatures))
- return false;
- auto freeSlot = creatureSet.getFreeSlot();
- auto currentCreature = creatureSet.getCreature(slotSrc);
- if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
- return true;
- auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
- TQuantity totalCreatures = 0;
- for(auto slot : creatureSlots)
- totalCreatures += creatureSet.getStackCount(slot);
- if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
- return false;
- if(freeSlot != SlotID())
- creatureSlots.push_back(freeSlot);
- if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
- return false;
- const auto totalCreatureSlots = creatureSlots.size();
- const auto rem = totalCreatures % totalCreatureSlots;
- const auto quotient = totalCreatures / totalCreatureSlots;
- // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
- // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
- BulkSmartRebalanceStacks bulkSRS;
- if(freeSlot != SlotID())
- {
- RebalanceStacks rs;
- rs.srcArmy = rs.dstArmy = army->id;
- rs.srcSlot = slotSrc;
- rs.dstSlot = freeSlot;
- rs.count = 1;
- bulkSRS.moves.push_back(rs);
- }
- auto currSlot = 0;
- auto check = 0;
- for(auto slot : creatureSlots)
- {
- ChangeStackCount csc;
- csc.army = army->id;
- csc.slot = slot;
- csc.count = (currSlot < rem)
- ? quotient + 1
- : quotient;
- csc.absoluteValue = true;
- bulkSRS.changes.push_back(csc);
- currSlot++;
- check += csc.count;
- }
- if(check != totalCreatures)
- {
- complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
- return false;
- }
- sendAndApply(bulkSRS);
- return true;
- }
- bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
- {
- const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObj(id1));
- const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObj(id2));
- if (s1 == nullptr || s2 == nullptr)
- {
- complain("Cannot exchange stacks between non-existing objects!!\n");
- return false;
- }
- const CCreatureSet & S1 = *s1;
- const CCreatureSet & S2 = *s2;
- StackLocation sl1(s1, p1);
- StackLocation sl2(s2, p2);
- if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
- {
- complain(complainInvalidSlot);
- return false;
- }
- if (!isAllowedExchange(id1,id2))
- {
- complain("Cannot exchange stacks between these two objects!\n");
- return false;
- }
- // We can always put stacks into locked garrison, but not take them out of it
- auto notRemovable = [&](const CArmedInstance * army)
- {
- if (id1 != id2) // Stack arrangement inside locked garrison is allowed
- {
- auto g = dynamic_cast<const CGGarrison *>(army);
- if (g && !g->removableUnits)
- {
- complain("Stacks in this garrison are not removable!\n");
- return true;
- }
- }
- return false;
- };
- if (what==1) //swap
- {
- if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
- || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
- {
- complain("Can't take troops from another player!");
- return false;
- }
- if (sl1.army == sl2.army && sl1.slot == sl2.slot)
- {
- complain("Cannot swap stacks - slots are the same!");
- return false;
- }
- if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
- {
- if (notRemovable(sl1.army) || notRemovable(sl2.army))
- return false;
- }
- if (s1->slotEmpty(p1) && notRemovable(sl2.army))
- return false;
- else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
- return false;
- swapStacks(sl1, sl2);
- }
- else if (what==2)//merge
- {
- if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
- || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
- return false;
- if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
- {
- complain("Cannot merge empty stack!");
- return false;
- }
- else if (notRemovable(sl1.army))
- return false;
- moveStack(sl1, sl2);
- }
- else if (what==3) //split
- {
- const int countToMove = val - s2->getStackCount(p2);
- const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
- if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
- || (s2->tempOwner != player && val < s2->getStackCount(p2)))
- {
- complain("Can't move troops of another player!");
- return false;
- }
- //general conditions checking
- if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
- || (val<1 && complain(complainNoCreatures)) )
- {
- return false;
- }
- if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
- {
- int total = s1->getStackCount(p1) + s2->getStackCount(p2);
- if ((total < val && complain("Cannot split that stack, not enough creatures!"))
- || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
- )
- {
- return false;
- }
- if (notRemovable(sl1.army))
- {
- if (s1->getStackCount(p1) > countLeftOnSrc)
- return false;
- }
- else if (notRemovable(sl2.army))
- {
- if (s2->getStackCount(p1) < countLeftOnSrc)
- return false;
- }
- moveStack(sl1, sl2, countToMove);
- //S2.slots[p2]->count = val;
- //S1.slots[p1]->count = total - val;
- }
- else //split one stack to the two
- {
- if (s1->getStackCount(p1) < val)//not enough creatures
- {
- complain(complainNotEnoughCreatures);
- return false;
- }
- if (notRemovable(sl1.army))
- return false;
- moveStack(sl1, sl2, val);
- }
- }
- return true;
- }
- bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
- {
- return connections.count(player) && connections.at(player).count(c);
- }
- bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
- {
- return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
- }
- bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
- {
- const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
- if (!vstd::contains(s1->stacks,pos))
- {
- complain("Illegal call to disbandCreature - no such stack in army!");
- return false;
- }
- eraseStack(StackLocation(s1, pos));
- return true;
- }
- bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
- {
- const CGTownInstance * t = getTown(tid);
- if(!t)
- COMPLAIN_RETF("No such town (ID=%s)!", tid);
- if(!t->getTown()->buildings.count(requestedID))
- COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->getFaction()->getNameTranslated() % requestedID);
- if(t->hasBuilt(requestedID))
- COMPLAIN_RETF("Building %s is already built in %s", t->getTown()->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
- const CBuilding * requestedBuilding = t->getTown()->buildings.at(requestedID);
- //Vector with future list of built building and buildings in auto-mode that are not yet built.
- std::vector<const CBuilding*> remainingAutoBuildings;
- std::set<BuildingID> buildingsThatWillBe;
- //Check validity of request
- if(!force)
- {
- switch(requestedBuilding->mode)
- {
- case CBuilding::BUILD_NORMAL :
- if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
- COMPLAIN_RET("Cannot build that building!");
- break;
- case CBuilding::BUILD_AUTO :
- case CBuilding::BUILD_SPECIAL:
- COMPLAIN_RET("This building can not be constructed normally!");
- case CBuilding::BUILD_GRAIL :
- if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
- {
- if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
- COMPLAIN_RET("Cannot build this without grail!")
- else
- removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
- }
- break;
- }
- }
- //Performs stuff that has to be done before new building is built
- auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
- {
- if(buildingID.IsDwelling())
- {
- int level = BuildingID::getLevelFromDwelling(buildingID);
- int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID);
- if(upgradeNumber >= t->getTown()->creatures.at(level).size())
- {
- complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
- "no creature found (upgrade number %d, level %d!")
- % buildingID % upgradeNumber % level));
- return;
- }
- const CCreature * crea = t->getTown()->creatures.at(level).at(upgradeNumber).toCreature();
- SetAvailableCreatures ssi;
- ssi.tid = t->id;
- ssi.creatures = t->creatures;
- if (ssi.creatures[level].second.empty()) // first creature in a dwelling
- ssi.creatures[level].first = crea->getGrowth();
- ssi.creatures[level].second.push_back(crea->getId());
- sendAndApply(ssi);
- }
- if(t->getTown()->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
- {
- setPortalDwelling(t);
- }
- };
- //Performs stuff that has to be done after new building is built
- auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
- {
- auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
- auto isLibrary = isMageGuild ? false
- : t->getTown()->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
- if(isMageGuild || isLibrary || (t->getFactionID() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
- {
- if(t->visitingHero)
- giveSpells(t,t->visitingHero);
- if(t->garrisonHero)
- giveSpells(t,t->garrisonHero);
- }
- };
- //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
- auto areRequirementsFulfilled = [&](const BuildingID & buildID)
- {
- return buildingsThatWillBe.count(buildID);
- };
- //Init the vectors
- for(auto & build : t->getTown()->buildings)
- {
- if(t->hasBuilt(build.first))
- {
- buildingsThatWillBe.insert(build.first);
- }
- else
- {
- if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
- remainingAutoBuildings.push_back(build.second);
- }
- }
- //Prepare structure (list of building ids will be filled later)
- NewStructures ns;
- ns.tid = tid;
- ns.built = force ? t->built : (t->built+1);
- std::queue<const CBuilding*> buildingsToAdd;
- buildingsToAdd.push(requestedBuilding);
- while(!buildingsToAdd.empty())
- {
- auto b = buildingsToAdd.front();
- buildingsToAdd.pop();
- ns.bid.insert(b->bid);
- buildingsThatWillBe.insert(b->bid);
- remainingAutoBuildings -= b;
- for(auto autoBuilding : remainingAutoBuildings)
- {
- auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
- if(actualRequirements.test(areRequirementsFulfilled))
- buildingsToAdd.push(autoBuilding);
- }
- }
- // 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.
- for(auto builtID : ns.bid)
- processBeforeBuiltStructure(builtID);
- //Take cost
- if(!force)
- {
- giveResources(t->tempOwner, -requestedBuilding->resources);
- gs->statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
- }
- //We know what has been built, apply changes. Do this as final step to properly update town window
- sendAndApply(ns);
- //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
- for(auto builtID : ns.bid)
- processAfterBuiltStructure(builtID);
- // now when everything is built - reveal tiles for lookout tower
- changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
- if (!force)
- {
- //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
- std::vector<const CGHeroInstance *> visitors;
- if (t->garrisonHero)
- visitors.push_back(t->garrisonHero);
- if (t->visitingHero)
- visitors.push_back(t->visitingHero);
- if (!visitors.empty())
- visitCastleObjects(t, visitors);
- }
- checkVictoryLossConditionsForPlayer(t->tempOwner);
- return true;
- }
- bool CGameHandler::visitTownBuilding(ObjectInstanceID tid, BuildingID bid)
- {
- const CGTownInstance * t = getTown(tid);
- if(!t->hasBuilt(bid))
- return false;
- auto subID = t->getTown()->buildings.at(bid)->subId;
- if(subID == BuildingSubID::EBuildingSubID::BANK)
- {
- TResources res;
- res[EGameResID::GOLD] = 2500;
- giveResources(t->getOwner(), res);
- setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);
- return true;
- }
- if (t->rewardableBuildings.count(bid) && t->visitingHero && t->getTown()->buildings.at(bid)->manualHeroVisit)
- {
- std::vector<BuildingID> buildingsToVisit;
- std::vector<const CGHeroInstance*> visitors;
- buildingsToVisit.push_back(bid);
- visitors.push_back(t->visitingHero);
- auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
- queries->addQuery(visitQuery);
- return true;
- }
- return true;
- }
- bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
- {
- ///incomplete, simply erases target building
- const CGTownInstance * t = getTown(tid);
- if(!t->hasBuilt(bid))
- return false;
- RazeStructures rs;
- rs.tid = tid;
- rs.bid.insert(bid);
- rs.destroyed = t->destroyed + 1;
- sendAndApply(rs);
- //TODO: Remove dwellers
- // if (t->subID == 4 && bid == 17) //Veil of Darkness
- // {
- // RemoveBonus rb(RemoveBonus::TOWN);
- // rb.whoID = t->id;
- // rb.source = BonusSource::TOWN_STRUCTURE;
- // rb.id = 17;
- // sendAndApply(rb);
- // }
- return true;
- }
- bool CGameHandler::spellResearch(ObjectInstanceID tid, SpellID spellAtSlot, bool accepted)
- {
- CGTownInstance *t = gs->getTown(tid);
- if(!getSettings().getBoolean(EGameSettings::TOWNS_SPELL_RESEARCH) && complain("Spell research not allowed!"))
- return false;
- if (!t->spellResearchAllowed && complain("Spell research not allowed in this town!"))
- return false;
- int level = -1;
- for(int i = 0; i < t->spells.size(); i++)
- if(vstd::find_pos(t->spells[i], spellAtSlot) != -1)
- level = i;
-
- if(level == -1 && complain("Spell for replacement not found!"))
- return false;
- auto spells = t->spells.at(level);
-
- bool researchLimitExceeded = t->spellResearchCounterDay >= getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_PER_DAY).Vector()[level].Float();
- if(researchLimitExceeded && complain("Already researched today!"))
- return false;
- if(!accepted)
- {
- auto it = spells.begin() + t->spellsAtLevel(level, false);
- std::rotate(it, it + 1, spells.end()); // move to end
- setResearchedSpells(t, level, spells, accepted);
- return true;
- }
- auto costBase = TResources(getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_COST).Vector()[level]);
- auto costExponent = getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_COST_EXPONENT_PER_RESEARCH).Vector()[level].Float();
- auto cost = costBase * std::pow(t->spellResearchAcceptedCounter + 1, costExponent);
- if(!getPlayerState(t->getOwner())->resources.canAfford(cost) && complain("Spell replacement cannot be afforded!"))
- return false;
- giveResources(t->getOwner(), -cost);
- std::swap(spells.at(t->spellsAtLevel(level, false)), spells.at(vstd::find_pos(spells, spellAtSlot)));
- auto it = spells.begin() + t->spellsAtLevel(level, false);
- std::rotate(it, it + 1, spells.end()); // move to end
- setResearchedSpells(t, level, spells, accepted);
- if(t->visitingHero)
- giveSpells(t, t->visitingHero);
- if(t->garrisonHero)
- giveSpells(t, t->garrisonHero);
- return true;
- }
- bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
- {
- const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
- const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
- const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
- const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
- const CCreature * c = crid.toCreature();
- const bool warMachine = c->warMachine != ArtifactID::NONE;
- //TODO: check if hero is actually visiting object
- COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
- COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
- if (town)
- {
- COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
- COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
- }
- else
- {
- COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
- COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
- }
- //verify
- bool found = false;
- int level = 0;
- for (; level < dwelling->creatures.size(); level++) //iterate through all levels
- {
- if ((fromLvl != -1) && (level !=fromLvl))
- continue;
- const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
- int i = 0;
- for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
- if (cur.second.at(i) == crid)
- break;
- if (i < cur.second.size())
- {
- found = true;
- cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
- break;
- }
- }
- SlotID slot = army->getSlotFor(crid);
- if ((!found && complain("Cannot recruit: no such creatures!"))
- || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
- || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
- || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
- {
- return false;
- }
- //recruit
- TResources cost = (c->getFullRecruitCost() * cram);
- giveResources(army->tempOwner, -cost);
- gs->statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
- SetAvailableCreatures sac;
- sac.tid = objid;
- sac.creatures = dwelling->creatures;
- sac.creatures[level].first -= cram;
- sendAndApply(sac);
- if (warMachine)
- {
- ArtifactID artId = c->warMachine;
- const CArtifact * art = artId.toArtifact();
- COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
- COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
- COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
- COMPLAIN_RET_FALSE_IF(hero->hasArt(artId),"Hero already has this machine!");
- bool hasFreeSlot = false;
- for(auto slot : art->getPossibleSlots().at(ArtBearer::HERO))
- if (hero->getArt(slot) == nullptr)
- hasFreeSlot = true;
- if (!hasFreeSlot)
- {
- auto slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
- removeArtifact(ArtifactLocation(hero->id, slot));
- }
- return giveHeroNewArtifact(hero, artId, ArtifactPosition::FIRST_AVAILABLE);
- }
- else
- {
- addToSlot(StackLocation(army, slot), c, cram);
- }
- return true;
- }
- bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
- {
- const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
- if (!obj->hasStackAtSlot(pos))
- {
- COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
- }
- UpgradeInfo upgradeInfo(obj->getStackPtr(pos)->getId());
- fillUpgradeInfo(obj, pos, upgradeInfo);
- PlayerColor player = obj->tempOwner;
- const PlayerState *p = getPlayerState(player);
- int crQuantity = obj->stacks.at(pos)->count;
- //check if upgrade is possible
- if (!upgradeInfo.hasUpgrades() && complain("That upgrade is not possible!"))
- {
- return false;
- }
- TResources totalCost = upgradeInfo.getUpgradeCostsFor(upgID) * crQuantity;
- //check if player has enough resources
- if (!p->resources.canAfford(totalCost))
- COMPLAIN_RET("Cannot upgrade, not enough resources!");
- //take resources
- giveResources(player, -totalCost);
- gs->statistic.accumulatedValues[player].spentResourcesForArmy += totalCost;
- //upgrade creature
- changeStackType(StackLocation(obj, pos), upgID.toCreature());
- return true;
- }
- bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
- {
- if (!sl.army->hasStackAtSlot(sl.slot))
- COMPLAIN_RET("Cannot find a stack to change type");
- SetStackType sst;
- sst.army = sl.army->id;
- sst.slot = sl.slot;
- sst.type = c->getId();
- sendAndApply(sst);
- return true;
- }
- void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
- {
- assert(src->canBeMergedWith(*dst, allowMerging));
- while(src->stacksCount())//while there are unmoved creatures
- {
- auto i = src->Slots().begin(); //iterator to stack to move
- StackLocation sl(src, i->first); //location of stack to move
- SlotID pos = dst->getSlotFor(i->second->getCreature());
- if (!pos.validSlot())
- {
- //try to merge two other stacks to make place
- std::pair<SlotID, SlotID> toMerge;
- if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
- {
- moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
- assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
- moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
- }
- else
- {
- complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
- return;
- }
- }
- else
- {
- moveStack(sl, StackLocation(dst, pos));
- }
- }
- }
- bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
- {
- const CGTownInstance * town = getTown(tid);
- if(!town->garrisonHero == !town->visitingHero)
- return false;
- SetHeroesInTown intown;
- intown.tid = tid;
- if(town->garrisonHero) //garrison -> vising
- {
- intown.garrison = ObjectInstanceID();
- intown.visiting = town->garrisonHero->id;
- }
- else //visiting -> garrison
- {
- if(town->armedGarrison())
- town->mergeGarrisonOnSiege();
- intown.visiting = ObjectInstanceID();
- intown.garrison = town->visitingHero->id;
- }
- sendAndApply(intown);
- return true;
- }
- bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
- {
- const CGTownInstance * town = getTown(tid);
- if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
- {
- if (!town->visitingHero->canBeMergedWith(*town))
- {
- complain("Cannot make garrison swap, not enough free slots!");
- return false;
- }
- moveArmy(town, town->visitingHero, true);
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.visiting = ObjectInstanceID();
- intown.garrison = town->visitingHero->id;
- sendAndApply(intown);
- return true;
- }
- else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
- {
- int mapCap = getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
- //check if moving hero out of town will break wandering heroes limit
- if (getHeroCount(town->garrisonHero->tempOwner,false) >= mapCap)
- {
- complain("Cannot move hero out of the garrison, there are already " + std::to_string(mapCap) + " wandering heroes!");
- return false;
- }
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.garrison = ObjectInstanceID();
- intown.visiting = town->garrisonHero->id;
- sendAndApply(intown);
- return true;
- }
- else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
- {
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.garrison = town->visitingHero->id;
- intown.visiting = town->garrisonHero->id;
- sendAndApply(intown);
- return true;
- }
- else
- {
- complain("Cannot swap garrison hero!");
- return false;
- }
- }
- // With the amount of changes done to the function, it's more like transferArtifacts.
- // 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.
- bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
- {
- const auto srcArtSet = getArtSet(src);
- const auto dstArtSet = getArtSet(dst);
- assert(srcArtSet);
- assert(dstArtSet);
- // Make sure exchange is even possible between the two heroes.
- if(!isAllowedExchange(src.artHolder, dst.artHolder))
- COMPLAIN_RET("That heroes cannot make any exchange!");
- COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
- const auto srcArtifact = srcArtSet->getArt(src.slot);
- auto dstSlot = dst.slot;
- if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
- dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
- if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
- return true;
- const auto dstArtifact = dstArtSet->getArt(dstSlot);
- const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
- const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
- if(srcArtifact == nullptr)
- COMPLAIN_RET("No artifact to move!");
- if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
- COMPLAIN_RET("Can't touch artifact on hero of another player!");
- // Check if src/dest slots are appropriate for the artifacts exchanged.
- // Moving to the backpack is always allowed.
- if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
- COMPLAIN_RET("Cannot move artifact!");
- auto srcSlotInfo = srcArtSet->getSlot(src.slot);
- auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
- if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
- COMPLAIN_RET("Cannot move artifact locks.");
- if(isDstSlotBackpack && srcArtifact->getType()->isBig())
- COMPLAIN_RET("Cannot put big artifacts in backpack!");
- if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
- COMPLAIN_RET("Cannot move catapult!");
- if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
- COMPLAIN_RET("Backpack is full!");
- dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
- if(src.slot == dstSlot && src.artHolder == dst.artHolder)
- COMPLAIN_RET("Won't move artifact: Dest same as source!");
-
- BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
- ma.srcCreature = src.creature;
- ma.dstCreature = dst.creature;
-
- // Check if dst slot is occupied
- if(!isDstSlotBackpack && isDstSlotOccupied)
- {
- // Previous artifact must be swapped
- COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
- ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
- }
- auto hero = getHero(dst.artHolder);
- if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->getTypeId(), dstSlot))
- giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
- ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
- if(src.artHolder != dst.artHolder && !isDstSlotBackpack)
- ma.artsPack0.back().askAssemble = true;
- sendAndApply(ma);
- return true;
- }
- bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
- {
- // Make sure exchange is even possible between the two heroes.
- if(!isAllowedExchange(srcId, dstId))
- COMPLAIN_RET("That heroes cannot make any exchange!");
- auto psrcSet = getArtSet(srcId);
- auto pdstSet = getArtSet(dstId);
- if((!psrcSet) || (!pdstSet))
- COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
- BulkMoveArtifacts ma(player, srcId, dstId, swap);
- auto & slotsSrcDst = ma.artsPack0;
- auto & slotsDstSrc = ma.artsPack1;
- // Temporary fitting set for artifacts. Used to select available slots before sending data.
- CArtifactFittingSet artFittingSet(pdstSet->bearerType());
- auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
- ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
- {
- assert(artifact);
- auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
- if(dstSlot != ArtifactPosition::PRE_FIRST)
- {
- artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
- slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
- // TODO Shouldn't be here. Possibly in callback after equipping the artifact
- if(auto dstHero = getHero(dstId))
- {
- if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
- giveHeroNewArtifact(dstHero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
- }
- }
- };
- if(swap)
- {
- auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
- {
- for(auto & artifact : srcArtSet->artifactsWorn)
- {
- if(ArtifactUtils::isArtRemovable(artifact))
- moveArtifact(artifact.second.getArt(), artifact.first, slots);
- }
- };
- auto moveArtsInBackpack = [](const CArtifactSet * artSet,
- std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
- {
- for(auto & slotInfo : artSet->artifactsInBackpack)
- {
- auto slot = artSet->getArtPos(slotInfo.artifact);
- slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
- }
- };
- if(equipped)
- {
- // Move over artifacts that are worn srcHero -> dstHero
- moveArtsWorn(psrcSet, slotsSrcDst);
- artFittingSet.artifactsWorn.clear();
- // Move over artifacts that are worn dstHero -> srcHero
- moveArtsWorn(pdstSet, slotsDstSrc);
- }
- if(backpack)
- {
- // Move over artifacts that are in backpack srcHero -> dstHero
- moveArtsInBackpack(psrcSet, slotsSrcDst);
- // Move over artifacts that are in backpack dstHero -> srcHero
- moveArtsInBackpack(pdstSet, slotsDstSrc);
- }
- }
- else
- {
- artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
- artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
- if(equipped)
- {
- // Move over artifacts that are worn
- for(auto & artInfo : psrcSet->artifactsWorn)
- {
- if(ArtifactUtils::isArtRemovable(artInfo))
- {
- moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
- }
- }
- }
- if(backpack)
- {
- // Move over artifacts that are in backpack
- for(auto & slotInfo : psrcSet->artifactsInBackpack)
- {
- moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
- psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
- }
- }
- }
- sendAndApply(ma);
- return true;
- }
- bool CGameHandler::manageBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, const ManageBackpackArtifacts::ManageCmd & sortType)
- {
- const auto artSet = getArtSet(heroID);
- COMPLAIN_RET_FALSE_IF(artSet == nullptr, "manageBackpackArtifacts: wrong hero's ID");
- BulkMoveArtifacts bma(player, heroID, heroID, false);
- const auto makeSortBackpackRequest = [artSet, &bma](const std::function<int32_t(const ArtSlotInfo&)> & getSortId)
- {
- std::map<int32_t, std::vector<BulkMoveArtifacts::LinkedSlots>> packsSorted;
- ArtifactPosition backpackSlot = ArtifactPosition::BACKPACK_START;
- for(const auto & backpackSlotInfo : artSet->artifactsInBackpack)
- packsSorted.try_emplace(getSortId(backpackSlotInfo)).first->second.emplace_back(backpackSlot++, ArtifactPosition::PRE_FIRST);
- for(auto & [sortId, pack] : packsSorted)
- {
- // Each pack of artifacts is also sorted by ArtifactID. Scrolls by SpellID
- std::sort(pack.begin(), pack.end(), [artSet](const auto & slots0, const auto & slots1) -> bool
- {
- const auto art0 = artSet->getArt(slots0.srcPos);
- const auto art1 = artSet->getArt(slots1.srcPos);
- if(art0->isScroll() && art1->isScroll())
- return art0->getScrollSpellID() > art1->getScrollSpellID();
- return art0->getTypeId().num > art1->getTypeId().num;
- });
- bma.artsPack0.insert(bma.artsPack0.end(), pack.begin(), pack.end());
- }
- backpackSlot = ArtifactPosition::BACKPACK_START;
- for(auto & slots : bma.artsPack0)
- slots.dstPos = backpackSlot++;
- };
-
- if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_SLOT)
- {
- makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
- {
- auto possibleSlots = inf.getArt()->getType()->getPossibleSlots();
- if (possibleSlots.find(ArtBearer::CREATURE) != possibleSlots.end() && !possibleSlots.at(ArtBearer::CREATURE).empty())
- {
- return -2;
- }
- else if (possibleSlots.find(ArtBearer::COMMANDER) != possibleSlots.end() && !possibleSlots.at(ArtBearer::COMMANDER).empty())
- {
- return -1;
- }
- else if (possibleSlots.find(ArtBearer::HERO) != possibleSlots.end() && !possibleSlots.at(ArtBearer::HERO).empty())
- {
- return inf.getArt()->getType()->getPossibleSlots().at(ArtBearer::HERO).front().num;
- }
- else
- {
- // for grail
- return -3;
- }
- });
- }
- else if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_COST)
- {
- makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
- {
- return inf.getArt()->getType()->getPrice();
- });
- }
- else if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_CLASS)
- {
- makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
- {
- return inf.getArt()->getType()->aClass;
- });
- }
- else
- {
- const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
- if(backpackEnd > ArtifactPosition::BACKPACK_START)
- {
- if(sortType == ManageBackpackArtifacts::ManageCmd::SCROLL_LEFT)
- bma.artsPack0.emplace_back(backpackEnd, ArtifactPosition::BACKPACK_START);
- else
- bma.artsPack0.emplace_back(ArtifactPosition::BACKPACK_START, backpackEnd);
- }
- }
- sendAndApply(bma);
- return true;
- }
- bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
- {
- auto artSet = getArtSet(heroID);
- COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
- ChangeArtifactsCostume costume(player, costumeIdx);
- for(const auto & slot : ArtifactUtils::commonWornSlots())
- {
- if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
- costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
- }
- sendAndApply(costume);
- return true;
- }
- bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
- {
- const auto artSet = getArtSet(heroID);
- COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
- const auto playerState = getPlayerState(player);
- COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
- if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
- {
- CArtifactFittingSet artFittingSet(*artSet);
- BulkMoveArtifacts bma(player, heroID, heroID, false);
- auto costumeArtMap = costume->second;
- auto estimateBackpackSize = artSet->artifactsInBackpack.size();
- // First, find those artifacts that are already in place
- for(const auto & slot : ArtifactUtils::commonWornSlots())
- {
- if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
- if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
- {
- costumeArtMap.erase(artPos);
- artFittingSet.removeArtifact(slot);
- }
- }
-
- // Second, find the necessary artifacts for the costume
- for(const auto & artPos : costumeArtMap)
- {
- if(const auto slot = artFittingSet.getArtPos(artPos.second, false, false); slot != ArtifactPosition::PRE_FIRST)
- {
- bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
- {
- artSet->getArtPos(artFittingSet.getArt(slot)),
- artPos.first
- });
- artFittingSet.removeArtifact(slot);
- if(ArtifactUtils::isSlotBackpack(slot))
- estimateBackpackSize--;
- }
- }
- // Third, put unnecessary artifacts into backpack
- for(const auto & slot : ArtifactUtils::commonWornSlots())
- if(artFittingSet.getArt(slot))
- {
- bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
- estimateBackpackSize++;
- }
-
- const auto backpackCap = getSettings().getInteger(EGameSettings::HEROES_BACKPACK_CAP);
- if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
- sendAndApply(bma);
- }
- return true;
- }
- /**
- * Assembles or disassembles a combination artifact.
- * @param heroID ID of hero holding the artifact(s).
- * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
- * @param assemble True for assembly operation, false for disassembly.
- * @param assembleTo If assemble is true, this represents the artifact ID of the combination
- * artifact to assemble to. Otherwise it's not used.
- */
- bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
- {
- const CGHeroInstance * hero = getHero(heroID);
- const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
- if(!destArtifact)
- COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
- const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
- if(assemble)
- {
- const CArtifact * combinedArt = assembleTo.toArtifact();
- if(!combinedArt->isCombined())
- COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
- if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
- {
- COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
- }
- if(!destArtifact->canBePutAt(hero, artifactSlot, true)
- && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
- {
- COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
- }
-
- if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
- giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
- AssembledArtifact aa;
- aa.al = dstLoc;
- aa.artId = assembleTo;
- sendAndApply(aa);
- }
- else
- {
- if(!destArtifact->isCombined())
- COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
- if(!destArtifact->hasParts())
- COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is fused combined artifact!");
- if(ArtifactUtils::isSlotBackpack(artifactSlot)
- && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->getType()->getConstituents().size() - 1))
- COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
- DisassembledArtifact da;
- da.al = dstLoc;
- sendAndApply(da);
- }
- return true;
- }
- bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
- {
- const auto * hero = getHero(al.artHolder);
- if(hero == nullptr)
- COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
- const auto * art = hero->getArt(al.slot);
- if(art == nullptr)
- COMPLAIN_RET("Cannot remove artifact!");
- if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
- COMPLAIN_RET("Illegal artifact removal request");
- removeArtifact(al);
- return true;
- }
- bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
- {
- const CGHeroInstance * hero = getHero(hid);
- COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
- const CGTownInstance * town = hero->visitedTown;
- COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
- if (aid==ArtifactID::SPELLBOOK)
- {
- if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
- || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
- || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
- )
- return false;
- giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
- giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
- assert(hero->getArt(ArtifactPosition::SPELLBOOK));
- giveSpells(town,hero);
- return true;
- }
- else
- {
- const CArtifact * art = aid.toArtifact();
- COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
- COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
- COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
- const int price = art->getPrice();
- COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
- if(town->isWarMachineAvailable(aid))
- {
- bool hasFreeSlot = false;
- for(auto slot : art->getPossibleSlots().at(ArtBearer::HERO))
- if (hero->getArt(slot) == nullptr)
- hasFreeSlot = true;
- if (!hasFreeSlot)
- {
- auto slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
- removeArtifact(ArtifactLocation(hero->id, slot));
- }
- giveResource(hero->getOwner(),EGameResID::GOLD,-price);
- return giveHeroNewArtifact(hero, aid, ArtifactPosition::FIRST_AVAILABLE);
- }
- else
- COMPLAIN_RET("This machine is unavailable here!");
- }
- }
- bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
- {
- if(!h)
- COMPLAIN_RET("Only hero can buy artifacts!");
- if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
- COMPLAIN_RET("That artifact is unavailable!");
- int b1;
- int b2;
- m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
- if (getResource(h->tempOwner, rid) < b1)
- COMPLAIN_RET("You can't afford to buy this artifact!");
- giveResource(h->tempOwner, rid, -b1);
- SetAvailableArtifacts saa;
- if(dynamic_cast<const CGTownInstance *>(m))
- {
- saa.id = ObjectInstanceID::NONE;
- saa.arts = gs->map->townMerchantArtifacts;
- }
- else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
- {
- saa.id = bm->id;
- saa.arts = bm->artifacts;
- }
- else
- COMPLAIN_RET("Wrong marktet...");
- bool found = false;
- for (ArtifactID & art : saa.arts)
- {
- if (art == aid)
- {
- art = ArtifactID();
- found = true;
- break;
- }
- }
- if (!found)
- COMPLAIN_RET("Cannot find selected artifact on the list");
- sendAndApply(saa);
- giveHeroNewArtifact(h, aid, ArtifactPosition::FIRST_AVAILABLE);
- return true;
- }
- bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
- {
- COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
- const CArtifactInstance *art = h->getArtByInstanceId(aid);
- COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
- COMPLAIN_RET_FALSE_IF((!art->getType()->isTradable()), "Cannot sell a war machine or spellbook!");
- int resVal = 0;
- int dump = 1;
- m->getOffer(art->getType()->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
- removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
- giveResource(h->tempOwner, rid, resVal);
- return true;
- }
- bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
- {
- if (!h)
- COMPLAIN_RET("You need hero to buy a skill!");
- if (h->getSecSkillLevel(SecondarySkill(skill)))
- COMPLAIN_RET("Hero already know this skill");
- if (!h->canLearnSkill())
- COMPLAIN_RET("Hero can't learn any more skills");
- if (!h->canLearnSkill(skill))
- COMPLAIN_RET("The hero can't learn this skill!");
- if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
- COMPLAIN_RET("That skill is unavailable!");
- if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
- COMPLAIN_RET("You can't afford to buy this skill");
- giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
- changeSecSkill(h, skill, 1, true);
- return true;
- }
- bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
- {
- TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
- vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
- int b1; //base quantities for trade
- int b2;
- market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
- int amountToBoy = amountToSell / b1; //how many base quantities we trade
- if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
- {
- COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
- }
- giveResource(player, toSell, -b1 * amountToBoy);
- giveResource(player, toBuy, b2 * amountToBoy);
- gs->statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
- gs->statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
- return true;
- }
- bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
- {
- if(!hero)
- COMPLAIN_RET("Only hero can sell creatures!");
- if (!vstd::contains(hero->Slots(), slot))
- COMPLAIN_RET("Hero doesn't have any creature in that slot!");
- const CStackInstance &s = hero->getStack(slot);
- if (s.count < (TQuantity)count //can't sell more creatures than have
- || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
- {
- COMPLAIN_RET("Not enough creatures in army!");
- }
- int b1; //base quantities for trade
- int b2;
- market->getOffer(s.getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
- int units = count / b1; //how many base quantities we trade
- if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
- {
- //TODO: complain?
- assert(0);
- }
- changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
- giveResource(hero->tempOwner, resourceID, b2 * units);
- return true;
- }
- bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
- {
- const CArmedInstance *army = nullptr;
- if (hero)
- army = hero;
- else
- army = dynamic_cast<const CGTownInstance *>(market);
- if (!army)
- COMPLAIN_RET("Incorrect call to transform in undead!");
- if (!army->hasStackAtSlot(slot))
- COMPLAIN_RET("Army doesn't have any creature in that slot!");
- const CStackInstance &s = army->getStack(slot);
- //resulting creature - bone dragons or skeletons
- CreatureID resCreature = CreatureID::SKELETON;
- if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
- && !(s.hasBonusOfType(BonusType::UNDEAD)))
- || (s.getCreatureID() == CreatureID::HYDRA)
- || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
- resCreature = CreatureID::BONE_DRAGON;
- changeStackType(StackLocation(army, slot), resCreature.toCreature());
- return true;
- }
- bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
- {
- const PlayerState *p2 = getPlayerState(r2, false);
- if (!p2 || p2->status != EPlayerStatus::INGAME)
- {
- complain("Dest player must be in game!");
- return false;
- }
- TResourceCap curRes1 = getPlayerState(player)->resources[r1];
- vstd::amin(val, curRes1);
- giveResource(player, r1, -(int)val);
- giveResource(r2, r1, val);
- return true;
- }
- bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
- {
- const CGHeroInstance *h = getHero(hid);
- if (!h)
- {
- logGlobal->error("Hero doesn't exist!");
- return false;
- }
- ChangeFormation cf;
- cf.hid = hid;
- cf.formation = formation;
- sendAndApply(cf);
- return true;
- }
- bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
- {
- logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
- if (answer)
- logGlobal->trace("%d", *answer);
- auto topQuery = queries->topQuery(player);
- COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
- if(topQuery->queryID != qid)
- {
- auto currentQuery = queries->getQuery(qid);
- if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
- currentQuery->setReply(answer);
- COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
- }
- COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
- topQuery->setReply(answer);
- queries->popQuery(topQuery);
- return true;
- }
- bool CGameHandler::complain(const std::string &problem)
- {
- #ifndef ENABLE_GOLDMASTER
- MetaString str;
- str.appendTextID("vcmi.broadcast.serverProblem");
- str.appendRawString(": ");
- str.appendRawString(problem);
- playerMessages->broadcastSystemMessage(str);
- #endif
- logGlobal->error(problem);
- return true;
- }
- void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
- {
- //PlayerColor player = getOwner(hid);
- auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
- auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
- assert(lowerArmy);
- assert(upperArmy);
- auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
- queries->addQuery(garrisonQuery);
- GarrisonDialog gd;
- gd.hid = hid;
- gd.objid = upobj;
- gd.removableUnits = removableUnits;
- gd.queryID = garrisonQuery->queryID;
- sendAndApply(gd);
- }
- void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
- {
- OpenWindow pack;
- pack.window = window;
- pack.object = object->id;
- pack.visitor = visitor->id;
- if (addQuery)
- {
- auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
- pack.queryID = windowQuery->queryID;
- queries->addQuery(windowQuery);
- }
- sendAndApply(pack);
- }
- bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
- {
- if (id1 == id2)
- return true;
- const CGObjectInstance *o1 = getObj(id1);
- const CGObjectInstance *o2 = getObj(id2);
- if (!o1 || !o2)
- return true; //arranging stacks within an object should be always allowed
- if (o1 && o2)
- {
- if (o1->ID == Obj::TOWN)
- {
- const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
- if (t->visitingHero == o2 || t->garrisonHero == o2)
- return true;
- }
- if (o2->ID == Obj::TOWN)
- {
- const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
- if (t->visitingHero == o1 || t->garrisonHero == o1)
- return true;
- }
- auto market = getMarket(id1);
- if(market == nullptr)
- market = getMarket(id2);
- if(market)
- return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
- if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
- {
- const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
- const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
- // two heroes in same town (garrisoned and visiting)
- if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
- return true;
- }
- //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
- auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
- if (!dialog)
- {
- dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
- }
- if (dialog)
- {
- auto topArmy = dialog->exchangingArmies.at(0);
- auto bottomArmy = dialog->exchangingArmies.at(1);
- if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
- return true;
- }
- }
- return false;
- }
- void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
- {
- using events::ObjectVisitStarted;
- logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
- if (getVisitingHero(obj) != nullptr)
- {
- logGlobal->error("Attempt to visit object that is being visited by another hero!");
- throw std::runtime_error("Can not visit object that is being visited");
- }
- std::shared_ptr<MapObjectVisitQuery> visitQuery;
- auto startVisit = [&](ObjectVisitStarted & event)
- {
- auto visitedObject = obj;
- if(obj->ID == Obj::HERO)
- {
- auto visitedHero = static_cast<const CGHeroInstance *>(obj);
- const auto visitedTown = visitedHero->visitedTown;
- if(visitedTown)
- {
- const bool isEnemy = visitedHero->getOwner() != h->getOwner();
- if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
- visitedObject = visitedTown;
- }
- }
- visitQuery = std::make_shared<MapObjectVisitQuery>(this, visitedObject, h);
- queries->addQuery(visitQuery); //TODO real visit pos
- HeroVisit hv;
- hv.objId = obj->id;
- hv.heroId = h->id;
- hv.player = h->tempOwner;
- hv.starting = true;
- sendAndApply(hv);
- obj->onHeroVisit(h);
- };
- ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
- if(visitQuery)
- queries->popIfTop(visitQuery); //visit ends here if no queries were created
- }
- void CGameHandler::objectVisitEnded(const CGHeroInstance *h, PlayerColor player)
- {
- using events::ObjectVisitEnded;
- logGlobal->debug("%s visit ends.\n", h->nodeName());
- auto endVisit = [&](ObjectVisitEnded & event)
- {
- HeroVisit hv;
- hv.player = event.getPlayer();
- hv.heroId = event.getHero();
- hv.starting = false;
- sendAndApply(hv);
- };
- //TODO: ObjectVisitEnded should also have id of visited object,
- //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
- ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, player, h->id);
- }
- bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
- {
- const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
- if (obj->shipyardStatus() != IBoatGenerator::GOOD)
- {
- complain("Cannot build boat in this shipyard!");
- return false;
- }
- TResources boatCost;
- obj->getBoatCost(boatCost);
- TResources available = getPlayerState(playerID)->resources;
- if (!available.canAfford(boatCost))
- {
- complain("Not enough resources to build a boat!");
- return false;
- }
- int3 tile = obj->bestLocation();
- if (!gs->map->isInTheMap(tile))
- {
- complain("Cannot find appropriate tile for a boat!");
- return false;
- }
- giveResources(playerID, -boatCost);
- createBoat(tile, obj->getBoatType(), playerID);
- return true;
- }
- void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
- {
- for (auto playerColor : playerColors)
- {
- if (getPlayerState(playerColor, false))
- checkVictoryLossConditionsForPlayer(playerColor);
- }
- }
- void CGameHandler::checkVictoryLossConditionsForAll()
- {
- std::set<PlayerColor> playerColors;
- for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
- {
- playerColors.insert(PlayerColor(i));
- }
- checkVictoryLossConditions(playerColors);
- }
- void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
- {
- const PlayerState * p = getPlayerState(player);
- if(!p || p->status != EPlayerStatus::INGAME) return;
- auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
- if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
- {
- InfoWindow iw;
- getVictoryLossMessage(player, victoryLossCheckResult, iw);
- sendAndApply(iw);
- PlayerEndsGame peg;
- peg.player = player;
- peg.victoryLossCheckResult = victoryLossCheckResult;
- peg.statistic = StatisticDataSet(gameState()->statistic);
- addStatistics(peg.statistic); // add last turn befor win / loss
- sendAndApply(peg);
- if (victoryLossCheckResult.victory())
- {
- //one player won -> all enemies lost
- for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
- {
- if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
- {
- peg.player = i->first;
- peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
- victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
- InfoWindow iw;
- getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
- iw.player = i->first;
- sendAndApply(iw);
- sendAndApply(peg);
- }
- }
- if(p->human)
- {
- lobby->setState(EServerState::SHUTDOWN);
- }
- }
- else
- {
- // give turn to next player(s)
- turnOrder->onPlayerEndsGame(player);
- //copy heroes vector to avoid iterator invalidation as removal change PlayerState
- auto hlp = p->getHeroes();
- for (auto h : hlp) //eliminate heroes
- {
- if (h)
- removeObject(h, player);
- }
- //player lost -> all his objects become unflagged (neutral)
- for (auto obj : gs->map->objects) //unflag objs
- {
- if (obj.get() && obj->tempOwner == player)
- setOwner(obj, PlayerColor::NEUTRAL);
- }
- //eliminating one player may cause victory of another:
- std::set<PlayerColor> playerColors;
- //do not copy player state (CBonusSystemNode) by value
- for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
- {
- if (p.first != player)
- playerColors.insert(p.first);
- }
- //notify all players
- for (auto pc : playerColors)
- {
- if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
- {
- InfoWindow iw;
- getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
- iw.player = pc;
- sendAndApply(iw);
- }
- }
- checkVictoryLossConditions(playerColors);
- }
- }
- }
- void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
- {
- out.player = player;
- out.text = victoryLossCheckResult.messageToSelf;
- out.text.replaceName(player);
- out.components.emplace_back(ComponentType::FLAG, player);
- }
- bool CGameHandler::dig(const CGHeroInstance *h)
- {
- if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
- COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
- createHole(h->visitablePos(), h->getOwner());
- //take MPs
- SetMovePoints smp;
- smp.hid = h->id;
- smp.val = 0;
- sendAndApply(smp);
- InfoWindow iw;
- iw.type = EInfoWindowMode::AUTO;
- iw.player = h->tempOwner;
- if (gs->map->grailPos == h->visitablePos())
- {
- ArtifactID grail = ArtifactID::GRAIL;
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
- iw.text.appendName(grail); // ... " The Grail"
- iw.soundID = soundBase::ULTIMATEARTIFACT;
- giveHeroNewArtifact(h, grail, ArtifactPosition::FIRST_AVAILABLE); //give grail
- sendAndApply(iw);
- iw.soundID = soundBase::invalid;
- iw.components.emplace_back(ComponentType::ARTIFACT, grail);
- iw.text.clear();
- iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
- sendAndApply(iw);
- }
- else
- {
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
- iw.soundID = soundBase::Dig;
- sendAndApply(iw);
- }
- return true;
- }
- void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
- {
- if (!t.visitableObjects.empty())
- {
- //to prevent self-visiting heroes on space press
- if (t.visitableObjects.back() != h)
- objectVisited(t.visitableObjects.back(), h);
- else if (t.visitableObjects.size() > 1)
- objectVisited(*(t.visitableObjects.end()-2),h);
- }
- }
- bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
- {
- if (!hero)
- COMPLAIN_RET("You need hero to sacrifice creature!");
- int expSum = 0;
- auto finish = [this, &hero, &expSum]()
- {
- giveExperience(hero, hero->calculateXp(expSum));
- };
- for(int i = 0; i < slot.size(); ++i)
- {
- int oldCount = hero->getStackCount(slot[i]);
- if(oldCount < (int)count[i])
- {
- finish();
- COMPLAIN_RET("Not enough creatures to sacrifice!")
- }
- else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
- {
- finish();
- COMPLAIN_RET("Cannot sacrifice last creature!");
- }
- int crid = hero->getStack(slot[i]).getId();
- changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
- int dump;
- int exp;
- market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
- exp *= count[i];
- expSum += exp;
- }
- finish();
- return true;
- }
- bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
- {
- if (!hero)
- COMPLAIN_RET("You need hero to sacrifice artifact!");
- if(hero->getAlignment() == EAlignment::EVIL)
- COMPLAIN_RET("Evil hero can't sacrifice artifact!");
- assert(market);
- const auto artSet = market->getArtifactsStorage();
- int expSum = 0;
- std::vector<ArtifactPosition> artPack;
- auto finish = [this, &hero, &expSum, &artPack, market]()
- {
- removeArtifact(market->getObjInstanceID(), artPack);
- giveExperience(hero, hero->calculateXp(expSum));
- };
- for(const auto & artInstId : arts)
- {
- if(auto art = artSet->getArtByInstanceId(artInstId))
- {
- if(art->getType()->isTradable())
- {
- int dmp;
- int expToGive;
- market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
- expSum += expToGive;
- artPack.push_back(artSet->getArtPos(art));
- }
- else
- {
- COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
- }
- }
- else
- {
- finish();
- COMPLAIN_RET("Cannot find artifact to sacrifice!");
- }
- }
- finish();
- return true;
- }
- bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
- {
- if (sl.army->hasStackAtSlot(sl.slot))
- COMPLAIN_RET("Slot is already taken!");
- if (!sl.slot.validSlot())
- COMPLAIN_RET("Cannot insert stack to that slot!");
- InsertNewStack ins;
- ins.army = sl.army->id;
- ins.slot = sl.slot;
- ins.type = c->getId();
- ins.count = count;
- sendAndApply(ins);
- return true;
- }
- bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
- {
- if (!sl.army->hasStackAtSlot(sl.slot))
- COMPLAIN_RET("Cannot find a stack to erase");
- if (sl.army->stacksCount() == 1 //from the last stack
- && sl.army->needsLastStack() //that must be left
- && !forceRemoval) //ignore above conditions if we are forcing removal
- {
- COMPLAIN_RET("Cannot erase the last stack!");
- }
- EraseStack es;
- es.army = sl.army->id;
- es.slot = sl.slot;
- sendAndApply(es);
- return true;
- }
- bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
- {
- TQuantity currentCount = sl.army->getStackCount(sl.slot);
- if ((absoluteValue && count < 0)
- || (!absoluteValue && -count > currentCount))
- {
- COMPLAIN_RET("Cannot take more stacks than present!");
- }
- if ((currentCount == -count && !absoluteValue)
- || (!count && absoluteValue))
- {
- eraseStack(sl);
- }
- else
- {
- ChangeStackCount csc;
- csc.army = sl.army->id;
- csc.slot = sl.slot;
- csc.count = count;
- csc.absoluteValue = absoluteValue;
- sendAndApply(csc);
- }
- return true;
- }
- bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
- {
- const CCreature *slotC = sl.army->getCreature(sl.slot);
- if (!slotC) //slot is empty
- insertNewStack(sl, c, count);
- else if (c == slotC)
- changeStackCount(sl, count);
- else
- {
- COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
- }
- return true;
- }
- void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
- {
- if (removeObjWhenFinished)
- removeAfterVisit(src);
- if (!src->canBeMergedWith(*dst, allowMerging))
- {
- if (allowMerging) //do that, add all matching creatures.
- {
- bool cont = true;
- while (cont)
- {
- for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
- {
- SlotID pos = dst->getSlotFor(i->second->getCreature());
- if (pos.validSlot())
- {
- moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
- cont = true;
- break; //or iterator crashes
- }
- cont = false;
- }
- }
- }
- showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
- }
- else //merge
- {
- moveArmy(src, dst, allowMerging);
- }
- }
- bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
- {
- if (!src.army->hasStackAtSlot(src.slot))
- COMPLAIN_RET("No stack to move!");
- if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
- COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
- if (!dst.slot.validSlot())
- COMPLAIN_RET("Cannot move stack to that slot!");
- if (count == -1)
- {
- count = src.army->getStackCount(src.slot);
- }
- if (src.army != dst.army //moving away
- && count == src.army->getStackCount(src.slot) //all creatures
- && src.army->stacksCount() == 1 //from the last stack
- && src.army->needsLastStack()) //that must be left
- {
- COMPLAIN_RET("Cannot move away the last creature!");
- }
- RebalanceStacks rs;
- rs.srcArmy = src.army->id;
- rs.dstArmy = dst.army->id;
- rs.srcSlot = src.slot;
- rs.dstSlot = dst.slot;
- rs.count = count;
- sendAndApply(rs);
- return true;
- }
- void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
- {
- if (!spellID.hasValue())
- return;
- AdventureSpellCastParameters p;
- p.caster = caster;
- p.pos = pos;
- const CSpell * s = spellID.toSpell();
- s->adventureCast(spellEnv, p);
- }
- bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
- {
- if(!sl1.army->hasStackAtSlot(sl1.slot))
- {
- return moveStack(sl2, sl1);
- }
- else if(!sl2.army->hasStackAtSlot(sl2.slot))
- {
- return moveStack(sl1, sl2);
- }
- else
- {
- SwapStacks ss;
- ss.srcArmy = sl1.army->id;
- ss.dstArmy = sl2.army->id;
- ss.srcSlot = sl1.slot;
- ss.dstSlot = sl2.slot;
- sendAndApply(ss);
- return true;
- }
- }
- bool CGameHandler::putArtifact(const ArtifactLocation & al, const ArtifactInstanceID & id, std::optional<bool> askAssemble)
- {
- const auto artInst = getArtInstance(id);
- assert(artInst && artInst->getType());
- ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
- dst.creature = al.creature;
- auto putTo = getArtSet(al);
- assert(putTo);
- if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
- {
- dst.slot = ArtifactUtils::getArtAnyPosition(putTo, artInst->getTypeId());
- }
- else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
- {
- dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, artInst->getTypeId());
- }
- else
- {
- dst.slot = al.slot;
- }
- if(!askAssemble.has_value())
- {
- if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
- askAssemble = true;
- else
- askAssemble = false;
- }
- if(artInst->canBePutAt(putTo, dst.slot))
- {
- PutArtifact pa(id, dst, askAssemble.value());
- sendAndApply(pa);
- return true;
- }
- else
- {
- return false;
- }
- }
- bool CGameHandler::giveHeroNewArtifact(
- const CGHeroInstance * h, const CArtifact * artType, const SpellID & spellId, const ArtifactPosition & pos)
- {
- assert(artType);
- NewArtifact na;
- na.artHolder = h->id;
- na.artId = artType->getId();
- na.spellId = spellId;
- na.pos = pos;
- if(pos == ArtifactPosition::FIRST_AVAILABLE)
- {
- na.pos = ArtifactUtils::getArtAnyPosition(h, artType->getId());
- if(!artType->canBePutAt(h, na.pos))
- COMPLAIN_RET("Cannot put artifact in that slot!");
- }
- else if(ArtifactUtils::isSlotBackpack(pos))
- {
- if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
- COMPLAIN_RET("Cannot put artifact in that slot!");
- }
- else
- {
- COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
- }
- sendAndApply(na);
- return true;
- }
- bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos)
- {
- return giveHeroNewArtifact(h, artId.toArtifact(), SpellID::NONE, pos);
- }
- bool CGameHandler::giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos)
- {
- return giveHeroNewArtifact(h, ArtifactID(ArtifactID::SPELL_SCROLL).toArtifact(), spellId, pos);
- }
- void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
- {
- std::vector<int3>::iterator tile;
- std::vector<int3> tiles;
- getFreeTiles(tiles);
- ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
- RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
- logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
- const CCreature *cre = creatureID.toCreature();
- for (int i = 0; i < (int)amount; ++i)
- {
- tile = tiles.begin();
- logGlobal->trace("\tSpawning monster at %s", tile->toString());
- {
- auto count = cre->getRandomAmount(std::rand);
- createWanderingMonster(*tile, creatureID);
- auto monsterId = getTopObj(*tile)->id;
- setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
- setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
- }
- tiles.erase(tile); //not use it again
- }
- }
- void CGameHandler::synchronizeArtifactHandlerLists()
- {
- UpdateArtHandlerLists uahl;
- uahl.allocatedArtifacts = gs->allocatedArtifacts;
- sendAndApply(uahl);
- }
- bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
- {
- return vstd::contains(gs->map->objects, obj);
- }
- bool CGameHandler::isBlockedByQueries(const CPackForServer *pack, PlayerColor player)
- {
- if (dynamic_cast<const PlayerMessage *>(pack) != nullptr)
- return false;
- if (dynamic_cast<const SaveLocalState *>(pack) != nullptr)
- return false;
- auto query = queries->topQuery(player);
- if (query && query->blocksPack(pack))
- {
- complain(boost::str(boost::format(
- "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
- % boost::to_upper_copy<std::string>(player.toString())
- % query->toString()
- ));
- return true;
- }
- return false;
- }
- void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
- {
- //If the object is being visited, there must be a matching query
- for (const auto &query : queries->allQueries())
- {
- if (auto someVistQuery = std::dynamic_pointer_cast<MapObjectVisitQuery>(query))
- {
- if (someVistQuery->visitedObject == object)
- {
- someVistQuery->removeObjectAfterVisit = true;
- return;
- }
- }
- }
- //If we haven't returned so far, there is no query and no visit, call was wrong
- assert("This function needs to be called during the object visit!");
- }
- void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
- {
- std::unordered_set<int3> tiles;
- if (mode == ETileVisibility::HIDDEN)
- {
- getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
- }
- else
- {
- getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
- }
- changeFogOfWar(tiles, player, mode);
- }
- void CGameHandler::changeFogOfWar(const std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
- {
- if (tiles.empty())
- return;
- FoWChange fow;
- fow.tiles = tiles;
- fow.player = player;
- fow.mode = mode;
- if (mode == ETileVisibility::HIDDEN)
- {
- // do not hide tiles observed by owned objects. May lead to disastrous AI problems
- // FIXME: this leads to a bug - shroud of darkness from Necropolis does can not override Skyship from Tower
- std::unordered_set<int3> observedTiles;
- auto p = getPlayerState(player);
- for (auto obj : p->getOwnedObjects())
- getTilesInRange(observedTiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::REVEALED, obj->getOwner());
- for (auto tile : observedTiles)
- vstd::erase_if_present (fow.tiles, tile);
- }
- if (!fow.tiles.empty())
- sendAndApply(fow);
- }
- const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
- {
- assert(obj);
- for(const auto & query : queries->allQueries())
- {
- auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
- if (visit && visit->visitedObject == obj)
- return visit->visitingHero;
- }
- return nullptr;
- }
- const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
- {
- assert(hero);
- for(const auto & query : queries->allQueries())
- {
- auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
- if (visit && visit->visitingHero == hero)
- return visit->visitedObject;
- }
- return nullptr;
- }
- bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
- {
- assert(obj);
- assert(hero);
- assert(getVisitingHero(obj) == hero);
- // Check top query of targeted player:
- // If top query is NOT visit to targeted object then we assume that
- // visitation query is covered by other query that must be answered first
- if (auto topQuery = queries->topQuery(hero->getOwner()))
- if (auto visit = std::dynamic_pointer_cast<const VisitQuery>(topQuery))
- return !(visit->visitedObject == obj && visit->visitingHero == hero);
- return true;
- }
- void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
- {
- SetObjectProperty sob;
- sob.id = objid;
- sob.what = prop;
- sob.identifier = NumericID(value);
- sendAndApply(sob);
- }
- void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
- {
- SetObjectProperty sob;
- sob.id = objid;
- sob.what = prop;
- sob.identifier = identifier;
- sendAndApply(sob);
- }
- void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration)
- {
- SetBankConfiguration srb;
- srb.objectID = objid;
- srb.configuration = configuration;
- sendAndApply(srb);
- }
- void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
- {
- SetRewardableConfiguration srb;
- srb.objectID = objid;
- srb.configuration = configuration;
- sendAndApply(srb);
- }
- void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
- {
- SetRewardableConfiguration srb;
- srb.objectID = townInstanceID;
- srb.buildingID = buildingID;
- srb.configuration = configuration;
- sendAndApply(srb);
- }
- void CGameHandler::showInfoDialog(InfoWindow * iw)
- {
- sendAndApply(*iw);
- }
- vstd::RNG & CGameHandler::getRandomGenerator()
- {
- return *randomNumberGenerator;
- }
- #if SCRIPTING_ENABLED
- scripting::Pool * CGameHandler::getGlobalContextPool() const
- {
- return serverScripts.get();
- }
- //scripting::Pool * CGameHandler::getContextPool() const
- //{
- // return serverScripts.get();
- //}
- #endif
- CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
- {
- TerrainId terrainType = ETerrainId::NONE;
- if (!gs->isInTheMap(visitablePosition))
- throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
- const TerrainTile & t = gs->map->getTile(visitablePosition);
- terrainType = t.getTerrainID();
- auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);
- CGObjectInstance * o = handler->create(gs->callback, nullptr);
- handler->configureObject(o, getRandomGenerator());
- assert(o->ID == objectID);
- assert(!handler->getTemplates(terrainType).empty());
- if (handler->getTemplates().empty())
- throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
- if (!handler->getTemplates(terrainType).empty())
- o->appearance = handler->getTemplates(terrainType).front();
- else
- o->appearance = handler->getTemplates().front();
- if (o->isVisitable())
- o->setAnchorPos(visitablePosition + o->getVisitableOffset());
- else
- o->setAnchorPos(visitablePosition);
- return o;
- }
- void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature)
- {
- auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
- auto * cre = dynamic_cast<CGCreature *>(createdObject);
- assert(cre);
- cre->notGrowingTeam = cre->neverFlees = false;
- cre->character = 2;
- cre->gainedArtifact = ArtifactID::NONE;
- cre->identifier = -1;
- cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack
- newObject(createdObject, PlayerColor::NEUTRAL);
- }
- void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
- {
- auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
- newObject(createdObject, initiator);
- }
- void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
- {
- auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
- newObject(createdObject, initiator);
- }
- void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
- {
- object->initObj(gs->getRandomGenerator());
- NewObject no;
- no.newObject = object;
- no.initiator = initiator;
- sendAndApply(no);
- }
- void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
- {
- battles->startBattle(army1, army2, tile, hero1, hero2, layout, town);
- }
- void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2 )
- {
- battles->startBattle(army1, army2);
- }
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