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- /*
- * GameStatePackVisitor.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 "GameStatePackVisitor.h"
- #include "CGameState.h"
- #include "TavernHeroesPool.h"
- #include "../CPlayerState.h"
- #include "../CStack.h"
- #include "../IGameSettings.h"
- #include "../campaign/CampaignState.h"
- #include "../entities/artifact/ArtifactUtils.h"
- #include "../entities/artifact/CArtifact.h"
- #include "../entities/artifact/CArtifactFittingSet.h"
- #include "../mapObjects/CGHeroInstance.h"
- #include "../mapObjects/CGMarket.h"
- #include "../mapObjects/CGTownInstance.h"
- #include "../mapObjects/CQuest.h"
- #include "../mapObjects/FlaggableMapObject.h"
- #include "../mapObjects/MiscObjects.h"
- #include "../mapObjects/TownBuildingInstance.h"
- #include "../mapping/CMap.h"
- #include "../networkPacks/StackLocation.h"
- VCMI_LIB_NAMESPACE_BEGIN
- void GameStatePackVisitor::visitSetResources(SetResources & pack)
- {
- assert(pack.player.isValidPlayer());
- if(pack.mode == ChangeValueMode::ABSOLUTE)
- gs.getPlayerState(pack.player)->resources = pack.res;
- else
- gs.getPlayerState(pack.player)->resources += pack.res;
- gs.getPlayerState(pack.player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
- //just ensure that player resources are not negative
- //server is responsible to check if player can afford deal
- //but events on server side are allowed to take more than player have
- gs.getPlayerState(pack.player)->resources.positive();
- }
- void GameStatePackVisitor::visitSetPrimarySkill(SetPrimarySkill & pack)
- {
- CGHeroInstance * hero = gs.getHero(pack.id);
- assert(hero);
- hero->setPrimarySkill(pack.which, pack.val, pack.mode);
- }
- void GameStatePackVisitor::visitSetHeroExperience(SetHeroExperience & pack)
- {
- CGHeroInstance * hero = gs.getHero(pack.id);
- assert(hero);
- hero->setExperience(pack.val, pack.mode);
- }
- void GameStatePackVisitor::visitGiveStackExperience(GiveStackExperience & pack)
- {
- auto * army = gs.getArmyInstance(pack.id);
- for (const auto & slot : pack.val)
- army->getStackPtr(slot.first)->giveAverageStackExperience(slot.second);
- army->nodeHasChanged();
- }
- void GameStatePackVisitor::visitSetSecSkill(SetSecSkill & pack)
- {
- CGHeroInstance *hero = gs.getHero(pack.id);
- hero->setSecSkillLevel(pack.which, pack.val, pack.mode);
- }
- void GameStatePackVisitor::visitSetCommanderProperty(SetCommanderProperty & pack)
- {
- const auto & commander = gs.getHero(pack.heroid)->getCommander();
- assert (commander);
- switch (pack.which)
- {
- case SetCommanderProperty::BONUS:
- commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
- break;
- case SetCommanderProperty::SPECIAL_SKILL:
- commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
- commander->specialSkills.insert (pack.additionalInfo);
- break;
- case SetCommanderProperty::SECONDARY_SKILL:
- commander->secondarySkills[pack.additionalInfo] = static_cast<ui8>(pack.amount);
- break;
- case SetCommanderProperty::ALIVE:
- if (pack.amount)
- commander->setAlive(true);
- else
- commander->setAlive(false);
- break;
- case SetCommanderProperty::EXPERIENCE:
- commander->giveTotalStackExperience(pack.amount);
- commander->nodeHasChanged();
- break;
- }
- }
- void GameStatePackVisitor::visitAddQuest(AddQuest & pack)
- {
- assert(vstd::contains(gs.players, pack.player));
- auto * vec = &gs.players.at(pack.player).quests;
- if (!vstd::contains(*vec, pack.quest))
- vec->push_back(pack.quest);
- else
- logNetwork->warn("Warning! Attempt to add duplicated quest");
- }
- void GameStatePackVisitor::visitChangeFormation(ChangeFormation & pack)
- {
- gs.getHero(pack.hid)->setFormation(pack.formation);
- }
- void GameStatePackVisitor::visitHeroVisitCastle(HeroVisitCastle & pack)
- {
- CGHeroInstance *h = gs.getHero(pack.hid);
- CGTownInstance *t = gs.getTown(pack.tid);
- assert(h);
- assert(t);
- if(pack.start())
- t->setVisitingHero(h);
- else
- t->setVisitingHero(nullptr);
- }
- void GameStatePackVisitor::visitChangeSpells(ChangeSpells & pack)
- {
- CGHeroInstance *hero = gs.getHero(pack.hid);
- if(pack.learn)
- for(const auto & sid : pack.spells)
- hero->addSpellToSpellbook(sid);
- else
- for(const auto & sid : pack.spells)
- hero->removeSpellFromSpellbook(sid);
- }
- void GameStatePackVisitor::visitSetResearchedSpells(SetResearchedSpells & pack)
- {
- CGTownInstance *town = gs.getTown(pack.tid);
- town->spells[pack.level] = pack.spells;
- town->spellResearchCounterDay++;
- if(pack.accepted)
- town->spellResearchAcceptedCounter++;
- }
- void GameStatePackVisitor::visitSetMana(SetMana & pack)
- {
- CGHeroInstance * hero = gs.getHero(pack.hid);
- assert(hero);
- if(pack.mode == ChangeValueMode::ABSOLUTE)
- hero->mana = pack.val;
- else
- hero->mana += pack.val;
- vstd::amax(hero->mana, 0); //not less than 0
- }
- void GameStatePackVisitor::visitSetMovePoints(SetMovePoints & pack)
- {
- CGHeroInstance *hero = gs.getHero(pack.hid);
- assert(hero);
- if(pack.mode == ChangeValueMode::ABSOLUTE)
- hero->setMovementPoints(pack.val);
- else
- hero->setMovementPoints(hero->movementPointsRemaining() + pack.val);
- }
- void GameStatePackVisitor::visitFoWChange(FoWChange & pack)
- {
- TeamState * team = gs.getPlayerTeam(pack.player);
- auto & fogOfWarMap = team->fogOfWarMap;
- for(const int3 & t : pack.tiles)
- fogOfWarMap[t.z][t.x][t.y] = pack.mode != ETileVisibility::HIDDEN;
- if (pack.mode == ETileVisibility::HIDDEN) //do not hide too much
- {
- std::unordered_set<int3> tilesRevealed;
- for (auto & o : gs.getMap().getObjects())
- {
- if (o->asOwnable())
- {
- if(vstd::contains(team->players, o->getOwner())) //check owned observators
- gs.getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
- }
- }
- for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
- fogOfWarMap[t.z][t.x][t.y] = 1;
- }
- }
- void GameStatePackVisitor::visitSetAvailableHero(SetAvailableHero & pack)
- {
- gs.heroesPool->setHeroForPlayer(pack.player, pack.slotID, pack.hid, pack.army, pack.roleID, pack.replenishPoints);
- }
- void GameStatePackVisitor::visitGiveBonus(GiveBonus & pack)
- {
- CBonusSystemNode *cbsn = nullptr;
- switch(pack.who)
- {
- case GiveBonus::ETarget::OBJECT:
- cbsn = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.id.as<ObjectInstanceID>()));
- break;
- case GiveBonus::ETarget::HERO_COMMANDER:
- cbsn = gs.getHero(pack.id.as<ObjectInstanceID>())->getCommander();
- break;
- case GiveBonus::ETarget::PLAYER:
- cbsn = gs.getPlayerState(pack.id.as<PlayerColor>());
- break;
- case GiveBonus::ETarget::BATTLE:
- assert(Bonus::OneBattle(&pack.bonus));
- cbsn = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.id.as<BattleID>()));
- break;
- }
- assert(cbsn);
- if(Bonus::OneWeek(&pack.bonus))
- pack.bonus.turnsRemain = 8 - gs.getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
- auto b = std::make_shared<Bonus>(pack.bonus);
- cbsn->addNewBonus(b);
- }
- void GameStatePackVisitor::visitChangeObjPos(ChangeObjPos & pack)
- {
- CGObjectInstance *obj = gs.getObjInstance(pack.objid);
- if(!obj)
- {
- logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", pack.objid.getNum());
- return;
- }
- gs.getMap().moveObject(pack.objid, pack.nPos + obj->getVisitableOffset());
- }
- void GameStatePackVisitor::visitChangeObjectVisitors(ChangeObjectVisitors & pack)
- {
- auto objectPtr = gs.getObjInstance(pack.object);
- switch (pack.mode)
- {
- case ChangeObjectVisitors::VISITOR_ADD_HERO:
- gs.getHero(pack.hero)->visitedObjects.insert(pack.object);
- [[fallthrough]];
- case ChangeObjectVisitors::VISITOR_ADD_PLAYER:
- gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
- gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjects.insert(pack.object);
- gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
- break;
- case ChangeObjectVisitors::VISITOR_CLEAR:
- // remove visit info from all heroes, including those that are not present on map
- for (auto heroID : gs.getMap().getHeroesOnMap())
- gs.getHero(heroID)->visitedObjects.erase(pack.object);
- for (auto heroID : gs.getMap().getHeroesInPool())
- gs.getMap().tryGetFromHeroPool(heroID)->visitedObjects.erase(pack.object);
- for(auto &elem : gs.players)
- elem.second.visitedObjects.erase(pack.object);
- for(auto &elem : gs.teams)
- elem.second.scoutedObjects.erase(pack.object);
- break;
- case ChangeObjectVisitors::VISITOR_SCOUTED:
- gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
- break;
- }
- }
- void GameStatePackVisitor::visitChangeArtifactsCostume(ChangeArtifactsCostume & pack)
- {
- auto & allCostumes = gs.getPlayerState(pack.player)->costumesArtifacts;
- if(const auto & costume = allCostumes.find(pack.costumeIdx); costume != allCostumes.end())
- costume->second = pack.costumeSet;
- else
- allCostumes.try_emplace(pack.costumeIdx, pack.costumeSet);
- }
- void GameStatePackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack)
- {
- PlayerState *p = gs.getPlayerState(pack.player);
- if(pack.victoryLossCheckResult.victory())
- {
- p->status = EPlayerStatus::WINNER;
- // TODO: Campaign-specific code might as well go somewhere else
- // keep all heroes from the winning player
- if(p->human && gs.getStartInfo()->campState)
- {
- std::vector<CGHeroInstance *> crossoverHeroes;
- for (auto hero : p->getHeroes())
- if (hero->tempOwner == pack.player)
- crossoverHeroes.push_back(hero);
- gs.getStartInfo()->campState->setCurrentMapAsConquered(crossoverHeroes);
- }
- }
- else
- {
- p->status = EPlayerStatus::LOSER;
- }
- // defeated player may be making turn right now
- gs.actingPlayers.erase(pack.player);
- }
- void GameStatePackVisitor::visitPlayerReinitInterface(PlayerReinitInterface & pack)
- {
- if(!gs.getStartInfo())
- return;
- //TODO: what does mean if more that one player connected?
- if(pack.playerConnectionId == PlayerSettings::PLAYER_AI)
- {
- for(const auto & player : pack.players)
- gs.getStartInfo()->getIthPlayersSettings(player).connectedPlayerIDs.clear();
- }
- }
- void GameStatePackVisitor::visitRemoveBonus(RemoveBonus & pack)
- {
- CBonusSystemNode *node = nullptr;
- switch(pack.who)
- {
- case GiveBonus::ETarget::OBJECT:
- node = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.whoID.as<ObjectInstanceID>()));
- break;
- case GiveBonus::ETarget::PLAYER:
- node = gs.getPlayerState(pack.whoID.as<PlayerColor>());
- break;
- case GiveBonus::ETarget::BATTLE:
- assert(Bonus::OneBattle(&pack.bonus));
- node = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.whoID.as<BattleID>()));
- break;
- }
- BonusList &bonuses = node->getExportedBonusList();
- for(const auto & b : bonuses)
- {
- if(b->source == pack.source && b->sid == pack.id)
- {
- pack.bonus = *b; //backup bonus (to show to interfaces later)
- node->removeBonus(b);
- break;
- }
- }
- }
- void GameStatePackVisitor::visitRemoveObject(RemoveObject & pack)
- {
- CGObjectInstance *obj = gs.getObjInstance(pack.objectID);
- logGlobal->debug("removing object id=%d; address=%x; name=%s", pack.objectID, (intptr_t)obj, obj->getObjectName());
- if (pack.initiator.isValidPlayer())
- gs.getPlayerState(pack.initiator)->destroyedObjects.insert(pack.objectID);
- if(obj->getOwner().isValidPlayer())
- gs.getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
- if(obj->ID == Obj::HERO) //remove beaten hero
- {
- auto beatenHero = dynamic_cast<CGHeroInstance*>(obj);
- assert(beatenHero);
- auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
- vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
- {
- return asi.getArt()->getTypeId() == ArtifactID::GRAIL;
- });
- if(beatenHero->getVisitedTown())
- {
- if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
- beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
- else
- beatenHero->getVisitedTown()->setVisitingHero(nullptr);
- beatenHero->setVisitedTown(nullptr, false);
- }
- beatenHero->detachFromBonusSystem(gs);
- beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
- // FIXME: workaround:
- // hero should be attached to siegeNode after battle
- // however this code might also be called on dismissing hero while in town
- if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
- beatenHero->detachFrom(*siegeNode);
- //If hero on Boat is removed, the Boat disappears
- if(beatenHero->inBoat())
- {
- auto boat = beatenHero->getBoat();
- beatenHero->setBoat(nullptr);
- gs.getMap().eraseObject(boat->id);
- }
- auto beatenObject = gs.getMap().eraseObject(obj->id);
- //return hero to the pool, so he may reappear in tavern
- gs.heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
- gs.getMap().addToHeroPool(std::dynamic_pointer_cast<CGHeroInstance>(beatenObject));
- return;
- }
- const auto * quest = dynamic_cast<const IQuestObject *>(obj);
- if (quest)
- {
- for (auto &player : gs.players)
- {
- vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
- return q.obj == obj->id;
- });
- }
- }
- gs.getMap().eraseObject(pack.objectID);
- gs.getMap().calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
- }
- static int getDir(const int3 & src, const int3 & dst)
- {
- int ret = -1;
- if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
- {
- ret = 1;
- }
- else if(dst.x == src.x && dst.y+1 == src.y) //t
- {
- ret = 2;
- }
- else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
- {
- ret = 3;
- }
- else if(dst.x-1 == src.x && dst.y == src.y) //r
- {
- ret = 4;
- }
- else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
- {
- ret = 5;
- }
- else if(dst.x == src.x && dst.y-1 == src.y) //b
- {
- ret = 6;
- }
- else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
- {
- ret = 7;
- }
- else if(dst.x+1 == src.x && dst.y == src.y) //l
- {
- ret = 8;
- }
- return ret;
- }
- void GameStatePackVisitor::visitTryMoveHero(TryMoveHero & pack)
- {
- CGHeroInstance *h = gs.getHero(pack.id);
- if (!h)
- {
- logGlobal->error("Attempt ot move unavailable hero %d", pack.id.getNum());
- return;
- }
- const TerrainTile & fromTile = gs.getMap().getTile(h->convertToVisitablePos(pack.start));
- const TerrainTile & destTile = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
- h->setMovementPoints(pack.movePoints);
- if((pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::BLOCKING_VISIT || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK) && pack.start != pack.end)
- {
- auto dir = getDir(pack.start, pack.end);
- if(dir > 0 && dir <= 8)
- h->moveDir = dir;
- //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
- }
- if(pack.result == TryMoveHero::EMBARK) //hero enters boat at destination tile
- {
- const TerrainTile &tt = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
- ObjectInstanceID topObjectID = tt.visitableObjects.back();
- CGObjectInstance * topObject = gs.getObjInstance(topObjectID);
- assert(tt.visitableObjects.size() >= 1 && topObject->ID == Obj::BOAT); //the only visitable object at destination is Boat
- auto * boat = dynamic_cast<CGBoat *>(topObject);
- assert(boat);
- gs.getMap().hideObject(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
- h->setBoat(boat);
- }
- else if(pack.result == TryMoveHero::DISEMBARK) //hero leaves boat to destination tile
- {
- auto * b = h->getBoat();
- b->direction = h->moveDir;
- b->pos = pack.start;
- gs.getMap().showObject(b);
- h->setBoat(nullptr);
- }
- if(pack.start != pack.end && (pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::TELEPORTATION || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK))
- {
- gs.getMap().hideObject(h);
- h->setAnchorPos(pack.end);
- if(auto * b = h->getBoat())
- b->setAnchorPos(pack.end);
- gs.getMap().showObject(h);
- }
- auto & fogOfWarMap = gs.getPlayerTeam(h->getOwner())->fogOfWarMap;
- for(const int3 & t : pack.fowRevealed)
- fogOfWarMap[t.z][t.x][t.y] = 1;
- if (fromTile.getTerrainID() != destTile.getTerrainID())
- h->nodeHasChanged(); // update bonuses with terrain limiter
- }
- void GameStatePackVisitor::visitNewStructures(NewStructures & pack)
- {
- CGTownInstance *t = gs.getTown(pack.tid);
- for(const auto & id : pack.bid)
- {
- assert(t->getTown()->buildings.at(id) != nullptr);
- t->addBuilding(id);
- }
- t->updateAppearance();
- t->built = pack.built;
- t->recreateBuildingsBonuses();
- }
- void GameStatePackVisitor::visitRazeStructures(RazeStructures & pack)
- {
- CGTownInstance *t = gs.getTown(pack.tid);
- for(const auto & id : pack.bid)
- {
- t->removeBuilding(id);
- t->updateAppearance();
- }
- t->destroyed = pack.destroyed; //yeaha
- t->recreateBuildingsBonuses();
- }
- void GameStatePackVisitor::visitSetAvailableCreatures(SetAvailableCreatures & pack)
- {
- auto * dw = dynamic_cast<CGDwelling *>(gs.getObjInstance(pack.tid));
- assert(dw);
- dw->creatures = pack.creatures;
- }
- void GameStatePackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack)
- {
- CGTownInstance *t = gs.getTown(pack.tid);
- CGHeroInstance * v = gs.getHero(pack.visiting);
- CGHeroInstance * g = gs.getHero(pack.garrison);
- bool newVisitorComesFromGarrison = v && v == t->getGarrisonHero();
- bool newGarrisonComesFromVisiting = g && g == t->getVisitingHero();
- if(newVisitorComesFromGarrison)
- t->setGarrisonedHero(nullptr);
- if(newGarrisonComesFromVisiting)
- t->setVisitingHero(nullptr);
- if(!newGarrisonComesFromVisiting || v)
- t->setVisitingHero(v);
- if(!newVisitorComesFromGarrison || g)
- t->setGarrisonedHero(g);
- if(v)
- gs.getMap().showObject(v);
- if(g)
- gs.getMap().hideObject(g);
- }
- void GameStatePackVisitor::visitHeroRecruited(HeroRecruited & pack)
- {
- auto h = gs.heroesPool->takeHeroFromPool(pack.hid);
- CGTownInstance *t = gs.getTown(pack.tid);
- PlayerState *p = gs.getPlayerState(pack.player);
- if (pack.boatId.hasValue())
- {
- CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
- auto * boat = dynamic_cast<CGBoat *>(obj);
- if (boat)
- {
- gs.getMap().hideObject(boat);
- h->setBoat(boat);
- }
- }
- h->setOwner(pack.player);
- h->pos = pack.tile;
- h->updateAppearance();
- assert(h->id.hasValue());
- gs.getMap().addNewObject(h);
- p->addOwnedObject(h.get());
- h->attachToBonusSystem(gs);
- if(t)
- t->setVisitingHero(h.get());
- }
- void GameStatePackVisitor::visitGiveHero(GiveHero & pack)
- {
- CGHeroInstance *h = gs.getHero(pack.id);
- if (pack.boatId.hasValue())
- {
- CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
- auto * boat = dynamic_cast<CGBoat *>(obj);
- if (boat)
- {
- gs.getMap().hideObject(boat);
- h->setBoat(boat);
- }
- }
- //bonus system
- h->detachFrom(gs.globalEffects);
- h->attachTo(*gs.getPlayerState(pack.player));
- auto oldVisitablePos = h->visitablePos();
- gs.getMap().hideObject(h);
- h->updateAppearance();
- h->setOwner(pack.player);
- h->setMovementPoints(h->movementPointsLimit(true));
- h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
- gs.getMap().heroAddedToMap(h);
- gs.getPlayerState(h->getOwner())->addOwnedObject(h);
- gs.getMap().showObject(h);
- h->setVisitedTown(nullptr, false);
- }
- void GameStatePackVisitor::visitNewObject(NewObject & pack)
- {
- gs.getMap().addNewObject(pack.newObject);
- gs.getMap().calculateGuardingGreaturePositions();
- // attach newly spawned wandering monster to global bonus system node
- auto newArmy = std::dynamic_pointer_cast<CArmedInstance>(pack.newObject);
- if (newArmy)
- newArmy->attachToBonusSystem(gs);
- logGlobal->debug("Added object id=%d; name=%s", pack.newObject->id, pack.newObject->getObjectName());
- }
- void GameStatePackVisitor::visitNewArtifact(NewArtifact & pack)
- {
- auto art = gs.createArtifact(pack.artId, pack.spellId);
- PutArtifact pa(art->getId(), ArtifactLocation(pack.artHolder, pack.pos), false);
- pa.visit(*this);
- }
- void GameStatePackVisitor::visitChangeStackCount(ChangeStackCount & pack)
- {
- auto * srcObj = gs.getArmyInstance(pack.army);
- if(!srcObj)
- throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
- if(pack.mode == ChangeValueMode::ABSOLUTE)
- srcObj->setStackCount(pack.slot, pack.count);
- else
- srcObj->changeStackCount(pack.slot, pack.count);
- }
- void GameStatePackVisitor::visitSetStackType(SetStackType & pack)
- {
- auto * srcObj = gs.getArmyInstance(pack.army);
- if(!srcObj)
- throw std::runtime_error("SetStackType: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
- srcObj->setStackType(pack.slot, pack.type);
- }
- void GameStatePackVisitor::visitEraseStack(EraseStack & pack)
- {
- auto * srcObj = gs.getArmyInstance(pack.army);
- if(!srcObj)
- throw std::runtime_error("EraseStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
- srcObj->eraseStack(pack.slot);
- }
- void GameStatePackVisitor::visitSwapStacks(SwapStacks & pack)
- {
- auto * srcObj = gs.getArmyInstance(pack.srcArmy);
- if(!srcObj)
- throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
- auto * dstObj = gs.getArmyInstance(pack.dstArmy);
- if(!dstObj)
- throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
- auto s1 = srcObj->detachStack(pack.srcSlot);
- auto s2 = dstObj->detachStack(pack.dstSlot);
- srcObj->putStack(pack.srcSlot, std::move(s2));
- dstObj->putStack(pack.dstSlot, std::move(s1));
- }
- void GameStatePackVisitor::visitInsertNewStack(InsertNewStack & pack)
- {
- if(auto * obj = gs.getArmyInstance(pack.army))
- obj->putStack(pack.slot, std::make_unique<CStackInstance>(&gs, pack.type, pack.count));
- else
- throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
- }
- void GameStatePackVisitor::visitRebalanceStacks(RebalanceStacks & pack)
- {
- auto * srcObj = gs.getArmyInstance(pack.srcArmy);
- if(!srcObj)
- throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
- auto * dstObj = gs.getArmyInstance(pack.dstArmy);
- if(!dstObj)
- throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
- StackLocation src(srcObj->id, pack.srcSlot);
- StackLocation dst(dstObj->id, pack.dstSlot);
- [[maybe_unused]] const CCreature * srcType = srcObj->getCreature(src.slot);
- const CCreature * dstType = dstObj->getCreature(dst.slot);
- TQuantity srcCount = srcObj->getStackCount(src.slot);
- if(srcCount == pack.count) //moving whole stack
- {
- if(dstType) //stack at dest -> merge
- {
- assert(dstType == srcType);
- const auto srcHero = dynamic_cast<CGHeroInstance*>(srcObj);
- const auto dstHero = dynamic_cast<CGHeroInstance*>(dstObj);
- auto srcStack = const_cast<CStackInstance*>(srcObj->getStackPtr(src.slot));
- auto dstStack = const_cast<CStackInstance*>(dstObj->getStackPtr(dst.slot));
- if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
- {
- if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
- {
- bool artifactIsLost = true;
- if(srcHero)
- {
- auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
- if (dstSlot != ArtifactPosition::PRE_FIRST)
- {
- gs.getMap().moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
- artifactIsLost = false;
- }
- }
- if (artifactIsLost)
- {
- BulkEraseArtifacts ea;
- ea.artHolder = dstHero->id;
- ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
- ea.creature = dst.slot;
- ea.visit(*this);
- logNetwork->warn("Cannot move artifact! No free slots");
- }
- gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
- //TODO: choose from dialog
- }
- else //just move to the other slot before stack gets erased
- {
- gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
- }
- }
- auto movedStack = srcObj->detachStack(src.slot);
- dstObj->joinStack(dst.slot, std::move(movedStack));
- }
- else
- {
- auto movedStack = srcObj->detachStack(src.slot);
- dstObj->putStack(dst.slot, std::move(movedStack));
- }
- }
- else
- {
- auto movedStack = srcObj->splitStack(src.slot, pack.count);
- if(dstType) //stack at dest -> rebalance
- {
- assert(dstType == srcType);
- dstObj->joinStack(dst.slot, std::move(movedStack));
- }
- else //move new stack to an empty slot
- {
- dstObj->putStack(dst.slot, std::move(movedStack));
- }
- }
- srcObj->nodeHasChanged();
- if (srcObj != dstObj)
- dstObj->nodeHasChanged();
- }
- void GameStatePackVisitor::visitBulkRebalanceStacks(BulkRebalanceStacks & pack)
- {
- for(auto & move : pack.moves)
- move.visit(*this);
- }
- void GameStatePackVisitor::visitGrowUpArtifact(GrowUpArtifact & pack)
- {
- auto artInst = gs.getArtInstance(pack.id);
- assert(artInst);
- artInst->growingUp();
- }
- void GameStatePackVisitor::visitPutArtifact(PutArtifact & pack)
- {
- auto art = gs.getArtInstance(pack.id);
- assert(!art->getParentNodes().empty());
- auto hero = gs.getHero(pack.al.artHolder);
- assert(hero);
- assert(art && art->canBePutAt(hero, pack.al.slot));
- assert(ArtifactUtils::checkIfSlotValid(*hero, pack.al.slot));
- gs.getMap().putArtifactInstance(*hero, art->getId(), pack.al.slot);
- }
- void GameStatePackVisitor::visitBulkEraseArtifacts(BulkEraseArtifacts & pack)
- {
- const auto artSet = gs.getArtSet(pack.artHolder);
- assert(artSet);
- std::sort(pack.posPack.begin(), pack.posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
- {
- return slot0.num > slot1.num;
- });
- for(const auto & slot : pack.posPack)
- {
- const auto slotInfo = artSet->getSlot(slot);
- const ArtifactInstanceID artifactID = slotInfo->artifactID;
- const CArtifactInstance * artifact = gs.getArtInstance(artifactID);
- if(slotInfo->locked)
- {
- logGlobal->debug("Erasing locked artifact: %s", artifact->getType()->getNameTranslated());
- DisassembledArtifact dis;
- dis.al.artHolder = pack.artHolder;
- for(auto & slotInfoWorn : artSet->artifactsWorn)
- {
- auto art = slotInfoWorn.second.getArt();
- if(art->isCombined() && art->isPart(artifact))
- {
- dis.al.slot = artSet->getArtPos(art);
- break;
- }
- }
- assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
- logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
- dis.visit(*this);
- }
- else
- {
- logGlobal->debug("Erasing artifact %s", artifact->getType()->getNameTranslated());
- }
- gs.getMap().removeArtifactInstance(*artSet, slot);
- }
- }
- void GameStatePackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack)
- {
- const auto bulkArtsRemove = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & artSet)
- {
- std::vector<ArtifactPosition> packToRemove;
- for(const auto & slotsPair : artsPack)
- packToRemove.push_back(slotsPair.srcPos);
- std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
- {
- return slot0.num > slot1.num;
- });
- for(const auto & slot : packToRemove)
- gs.getMap().removeArtifactInstance(artSet, slot);
- };
- const auto bulkArtsPut = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
- {
- for(const auto & slotsPair : artsPack)
- {
- auto * art = initArtSet.getArt(slotsPair.srcPos);
- assert(art);
- gs.getMap().putArtifactInstance(dstArtSet, art->getId(), slotsPair.dstPos);
- }
- };
- auto * leftSet = gs.getArtSet(ArtifactLocation(pack.srcArtHolder, pack.srcCreature));
- assert(leftSet);
- auto * rightSet = gs.getArtSet(ArtifactLocation(pack.dstArtHolder, pack.dstCreature));
- assert(rightSet);
- CArtifactFittingSet artInitialSetLeft(*leftSet);
- bulkArtsRemove(pack.artsPack0, *leftSet);
- if(!pack.artsPack1.empty())
- {
- CArtifactFittingSet artInitialSetRight(*rightSet);
- bulkArtsRemove(pack.artsPack1, *rightSet);
- bulkArtsPut(pack.artsPack1, artInitialSetRight, *leftSet);
- }
- bulkArtsPut(pack.artsPack0, artInitialSetLeft, *rightSet);
- }
- void GameStatePackVisitor::visitDischargeArtifact(DischargeArtifact & pack)
- {
- auto artInst = gs.getArtInstance(pack.id);
- assert(artInst);
- artInst->discharge(pack.charges);
- if(artInst->getType()->getRemoveOnDepletion() && artInst->getCharges() == 0 && pack.artLoc.has_value())
- {
- BulkEraseArtifacts ePack;
- ePack.artHolder = pack.artLoc.value().artHolder;
- ePack.creature = pack.artLoc.value().creature;
- ePack.posPack.push_back(pack.artLoc.value().slot);
- ePack.visit(*this);
- }
- }
- void GameStatePackVisitor::visitAssembledArtifact(AssembledArtifact & pack)
- {
- auto artSet = gs.getArtSet(pack.al.artHolder);
- assert(artSet);
- const auto transformedArt = artSet->getArt(pack.al.slot);
- assert(transformedArt);
- const auto builtArt = pack.artId.toArtifact();
- assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
- {
- return art->getId() == builtArt->getId();
- }));
- auto * combinedArt = gs.getMap().createArtifactComponent(pack.artId);
- // Find slots for all involved artifacts
- std::set<ArtifactPosition, std::greater<>> slotsInvolved = { pack.al.slot };
- CArtifactFittingSet fittingSet(*artSet);
- auto parts = builtArt->getConstituents();
- parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
- for(const auto constituent : parts)
- {
- const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
- fittingSet.lockSlot(slot);
- assert(slot != ArtifactPosition::PRE_FIRST);
- slotsInvolved.insert(slot);
- }
- // Find a slot for combined artifact
- if(ArtifactUtils::isSlotEquipment(pack.al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
- {
- pack.al.slot = ArtifactPosition::BACKPACK_START;
- }
- else if(ArtifactUtils::isSlotBackpack(pack.al.slot))
- {
- for(const auto & slot : slotsInvolved)
- if(ArtifactUtils::isSlotBackpack(slot))
- pack.al.slot = slot;
- }
- else
- {
- for(const auto & slot : slotsInvolved)
- if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), pack.al.slot)
- && vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
- {
- pack.al.slot = slot;
- break;
- }
- }
- // Delete parts from hero
- for(const auto & slot : slotsInvolved)
- {
- const auto constituentInstance = artSet->getArt(slot);
- gs.getMap().removeArtifactInstance(*artSet, slot);
- if(!combinedArt->getType()->isFused())
- {
- if(ArtifactUtils::isSlotEquipment(pack.al.slot) && slot != pack.al.slot)
- combinedArt->addPart(constituentInstance, slot);
- else
- combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
- }
- }
- // Put new combined artifacts
- gs.getMap().putArtifactInstance(*artSet, combinedArt->getId(), pack.al.slot);
- }
- void GameStatePackVisitor::visitDisassembledArtifact(DisassembledArtifact & pack)
- {
- auto hero = gs.getHero(pack.al.artHolder);
- assert(hero);
- auto disassembledArtID = hero->getArtID(pack.al.slot);
- auto disassembledArt = gs.getArtInstance(disassembledArtID);
- assert(disassembledArt);
- const auto parts = disassembledArt->getPartsInfo();
- gs.getMap().removeArtifactInstance(*hero, pack.al.slot);
- for(auto & part : parts)
- {
- // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
- auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : pack.al.slot);
- disassembledArt->detachFromSource(*part.getArtifact());
- gs.getMap().putArtifactInstance(*hero, part.getArtifact()->getId(), slot);
- }
- gs.getMap().eraseArtifactInstance(disassembledArt->getId());
- }
- void GameStatePackVisitor::visitHeroVisit(HeroVisit & pack)
- {
- }
- void GameStatePackVisitor::visitSetAvailableArtifacts(SetAvailableArtifacts & pack)
- {
- if(pack.id != ObjectInstanceID::NONE)
- {
- if(auto * bm = dynamic_cast<CGBlackMarket *>(gs.getObjInstance(pack.id)))
- {
- bm->artifacts = pack.arts;
- }
- else
- {
- logNetwork->error("Wrong black market id!");
- }
- }
- else
- {
- gs.getMap().townMerchantArtifacts = pack.arts;
- }
- }
- void GameStatePackVisitor::visitNewTurn(NewTurn & pack)
- {
- gs.day = pack.day;
- // Update bonuses before doing anything else so hero don't get more MP than needed
- gs.globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
- gs.globalEffects.reduceBonusDurations(Bonus::NDays);
- gs.globalEffects.reduceBonusDurations(Bonus::OneWeek);
- //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
- for(auto & manaPack : pack.heroesMana)
- manaPack.visit(*this);
- for(auto & movePack : pack.heroesMovement)
- movePack.visit(*this);
- gs.heroesPool->onNewDay();
- for(auto & entry : pack.playerIncome)
- {
- gs.getPlayerState(entry.first)->resources += entry.second;
- gs.getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
- }
- for(auto & creatureSet : pack.availableCreatures) //set available creatures in towns
- creatureSet.visit(*this);
- for (const auto & townID : gs.getMap().getAllTowns())
- {
- auto t = gs.getTown(townID);
- t->built = 0;
- t->spellResearchCounterDay = 0;
- }
- if(pack.newRumor)
- gs.currentRumor = *pack.newRumor;
- }
- void GameStatePackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
- {
- CGObjectInstance *obj = gs.getObjInstance(pack.id);
- if(!obj)
- {
- logNetwork->error("Wrong object ID - property cannot be set!");
- return;
- }
- if(pack.what == ObjProperty::OWNER && obj->asOwnable())
- {
- PlayerColor oldOwner = obj->getOwner();
- PlayerColor newOwner = pack.identifier.as<PlayerColor>();
- if(oldOwner.isValidPlayer())
- gs.getPlayerState(oldOwner)->removeOwnedObject(obj);
- if(newOwner.isValidPlayer())
- gs.getPlayerState(newOwner)->addOwnedObject(obj);
- }
- if(pack.what == ObjProperty::OWNER)
- {
- if(obj->ID == Obj::TOWN)
- {
- auto * t = dynamic_cast<CGTownInstance *>(obj);
- assert(t);
- PlayerColor oldOwner = t->tempOwner;
- if(oldOwner.isValidPlayer())
- {
- auto * state = gs.getPlayerState(oldOwner);
- if(state->getTowns().empty())
- state->daysWithoutCastle = 0;
- }
- if(pack.identifier.as<PlayerColor>().isValidPlayer())
- {
- //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
- PlayerState * p = gs.getPlayerState(pack.identifier.as<PlayerColor>());
- if(p->daysWithoutCastle)
- p->daysWithoutCastle = std::nullopt;
- }
- }
- obj->detachFromBonusSystem(gs);
- obj->setProperty(pack.what, pack.identifier);
- obj->attachToBonusSystem(gs);
- }
- else //not an armed instance
- {
- obj->setProperty(pack.what, pack.identifier);
- }
- }
- void GameStatePackVisitor::visitHeroLevelUp(HeroLevelUp & pack)
- {
- auto * hero = gs.getHero(pack.heroId);
- assert(hero);
- hero->levelUp();
- }
- void GameStatePackVisitor::visitCommanderLevelUp(CommanderLevelUp & pack)
- {
- auto * hero = gs.getHero(pack.heroId);
- assert(hero);
- const auto & commander = hero->getCommander();
- assert(commander);
- commander->levelUp();
- }
- void GameStatePackVisitor::visitBattleStart(BattleStart & pack)
- {
- assert(pack.battleID == gs.nextBattleID);
- pack.info->battleID = gs.nextBattleID;
- pack.info->localInit();
- gs.currentBattles.push_back(std::move(pack.info));
- gs.nextBattleID = BattleID(gs.nextBattleID.getNum() + 1);
- }
- void GameStatePackVisitor::visitBattleNextRound(BattleNextRound & pack)
- {
- gs.getBattle(pack.battleID)->nextRound();
- }
- void GameStatePackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack)
- {
- gs.getBattle(pack.battleID)->nextTurn(pack.stack, pack.reason);
- }
- void GameStatePackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack)
- {
- CStack * st = gs.getBattle(pack.battleID)->getStack(pack.stackID);
- assert(st);
- switch(pack.effect)
- {
- case BonusType::HP_REGENERATION:
- {
- int64_t toHeal = pack.val;
- st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
- break;
- }
- case BonusType::MANA_DRAIN:
- {
- CGHeroInstance * h = gs.getHero(ObjectInstanceID(pack.additionalInfo));
- st->drainedMana = true;
- h->mana -= pack.val;
- vstd::amax(h->mana, 0);
- break;
- }
- case BonusType::POISON:
- {
- auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
- .And(Selector::type()(BonusType::STACK_HEALTH)));
- if (b)
- b->val = pack.val;
- break;
- }
- case BonusType::ENCHANTER:
- case BonusType::MORALE:
- break;
- case BonusType::FEARFUL:
- st->fear = true;
- break;
- default:
- logNetwork->error("Unrecognized trigger effect type %d", static_cast<int>(pack.effect));
- }
- }
- void GameStatePackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack)
- {
- if(gs.getBattle(pack.battleID))
- gs.getBattle(pack.battleID)->si.gateState = pack.state;
- }
- void GameStatePackVisitor::visitBattleCancelled(BattleCancelled & pack)
- {
- auto currentBattle = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
- {
- return battle->battleID == pack.battleID;
- });
- assert(currentBattle != gs.currentBattles.end());
- gs.currentBattles.erase(currentBattle);
- }
- void GameStatePackVisitor::visitBattleResultAccepted(BattleResultAccepted & pack)
- {
- // Remove any "until next battle" bonuses
- if(const auto attackerHero = gs.getHero(pack.heroResult[BattleSide::ATTACKER].heroID))
- attackerHero->removeBonusesRecursive(Bonus::OneBattle);
- if(const auto defenderHero = gs.getHero(pack.heroResult[BattleSide::DEFENDER].heroID))
- defenderHero->removeBonusesRecursive(Bonus::OneBattle);
- }
- void GameStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
- {
- BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
- pack.visitTyped(battleVisitor);
- }
- void GameStatePackVisitor::visitBattleAttack(BattleAttack & pack)
- {
- CStack * attacker = gs.getBattle(pack.battleID)->getStack(pack.stackAttacking);
- assert(attacker);
- pack.attackerChanges.visit(*this);
- for(BattleStackAttacked & stack : pack.bsa)
- gs.getBattle(pack.battleID)->setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
- attacker->removeBonusesRecursive(Bonus::UntilAttack);
- if(!pack.counter())
- attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
- }
- void GameStatePackVisitor::visitStartAction(StartAction & pack)
- {
- CStack *st = gs.getBattle(pack.battleID)->getStack(pack.ba.stackNumber);
- if(pack.ba.actionType == EActionType::END_TACTIC_PHASE)
- {
- gs.getBattle(pack.battleID)->tacticDistance = 0;
- return;
- }
- if(gs.getBattle(pack.battleID)->tacticDistance)
- {
- // moves in tactics phase do not affect creature status
- // (tactics stack queue is managed by client)
- return;
- }
- if (pack.ba.isUnitAction())
- {
- assert(st); // stack must exists for all non-hero actions
- switch(pack.ba.actionType)
- {
- case EActionType::DEFEND:
- st->waiting = false;
- st->defending = true;
- st->defendingAnim = true;
- break;
- case EActionType::WAIT:
- st->defendingAnim = false;
- st->waiting = true;
- st->waitedThisTurn = true;
- break;
- case EActionType::HERO_SPELL: //no change in current stack state
- break;
- default: //any active stack action - attack, catapult, heal, spell...
- st->waiting = false;
- st->defendingAnim = false;
- st->movedThisRound = true;
- st->castSpellThisTurn = pack.ba.actionType == EActionType::MONSTER_SPELL;
- break;
- }
- }
- else
- {
- if(pack.ba.actionType == EActionType::HERO_SPELL)
- gs.getBattle(pack.battleID)->getSide(pack.ba.side).usedSpellsHistory.push_back(pack.ba.spell);
- }
- }
- void GameStatePackVisitor::visitBattleSpellCast(BattleSpellCast & pack)
- {
- if(pack.castByHero && pack.side != BattleSide::NONE)
- gs.getBattle(pack.battleID)->getSide(pack.side).castSpellsCount++;
- }
- void GameStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
- {
- BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
- pack.visitTyped(battleVisitor);
- }
- void GameStatePackVisitor::visitStacksInjured(StacksInjured & pack)
- {
- BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
- pack.visitTyped(battleVisitor);
- }
- void GameStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
- {
- BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
- pack.visitTyped(battleVisitor);
- }
- void GameStatePackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack)
- {
- pack.learnedSpells.visit(*this);
- for(auto & discharging : pack.dischargingArtifacts)
- discharging.visit(*this);
- for(auto & growing : pack.growingArtifacts)
- growing.visit(*this);
- for(auto & movingPack : pack.movingArtifacts)
- movingPack.visit(*this);
- const auto currentBattle = std::find_if(gs.currentBattles.begin(), gs.currentBattles.end(),
- [&](const auto & battle)
- {
- return battle->battleID == pack.battleID;
- });
- assert(currentBattle != gs.currentBattles.end());
- gs.currentBattles.erase(currentBattle);
- }
- void GameStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
- {
- BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
- pack.visitTyped(battleVisitor);
- }
- void GameStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
- {
- BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
- pack.visitTyped(battleVisitor);
- }
- void GameStatePackVisitor::visitBattleSetStackProperty(BattleSetStackProperty & pack)
- {
- CStack * stack = gs.getBattle(pack.battleID)->getStack(pack.stackID, false);
- switch(pack.which)
- {
- case BattleSetStackProperty::CASTS:
- {
- if(pack.absolute)
- logNetwork->error("Can not change casts in absolute mode");
- else
- stack->casts.use(-pack.val);
- break;
- }
- case BattleSetStackProperty::ENCHANTER_COUNTER:
- {
- auto & counter = gs.getBattle(pack.battleID)->getSide(gs.getBattle(pack.battleID)->whatSide(stack->unitOwner())).enchanterCounter;
- if(pack.absolute)
- counter = pack.val;
- else
- counter += pack.val;
- vstd::amax(counter, 0);
- break;
- }
- case BattleSetStackProperty::UNBIND:
- {
- stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
- break;
- }
- case BattleSetStackProperty::CLONED:
- {
- stack->cloned = true;
- break;
- }
- case BattleSetStackProperty::HAS_CLONE:
- {
- stack->cloneID = pack.val;
- break;
- }
- }
- }
- void GameStatePackVisitor::visitPlayerCheated(PlayerCheated & pack)
- {
- assert(pack.player.isValidPlayer());
- gs.getPlayerState(pack.player)->enteredLosingCheatCode = pack.losingCheatCode;
- gs.getPlayerState(pack.player)->enteredWinningCheatCode = pack.winningCheatCode;
- gs.getPlayerState(pack.player)->cheated = !pack.localOnlyCheat;
- }
- void GameStatePackVisitor::visitPlayerStartsTurn(PlayerStartsTurn & pack)
- {
- //assert(gs.actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
- gs.actingPlayers.insert(pack.player);
- }
- void GameStatePackVisitor::visitPlayerEndsTurn(PlayerEndsTurn & pack)
- {
- assert(gs.actingPlayers.count(pack.player) == 1);
- gs.actingPlayers.erase(pack.player);
- }
- void GameStatePackVisitor::visitDaysWithoutTown(DaysWithoutTown & pack)
- {
- auto & playerState = gs.players.at(pack.player);
- playerState.daysWithoutCastle = pack.daysWithoutCastle;
- }
- void GameStatePackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack)
- {
- auto & playerState = gs.players.at(pack.player);
- playerState.turnTimer = pack.turnTimer;
- }
- void GameStatePackVisitor::visitEntitiesChanged(EntitiesChanged & pack)
- {
- for(const auto & change : pack.changes)
- gs.updateEntity(change.metatype, change.entityIndex, change.data);
- }
- void GameStatePackVisitor::visitSetRewardableConfiguration(SetRewardableConfiguration & pack)
- {
- auto * objectPtr = gs.getObjInstance(pack.objectID);
- if (!pack.buildingID.hasValue())
- {
- auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
- assert(rewardablePtr);
- rewardablePtr->configuration = pack.configuration;
- rewardablePtr->initializeGuards();
- }
- else
- {
- auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
- TownBuildingInstance * buildingPtr = nullptr;
- for (auto & building : townPtr->rewardableBuildings)
- if (building.second->getBuildingType() == pack.buildingID)
- buildingPtr = building.second.get();
- auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
- assert(rewardablePtr);
- rewardablePtr->configuration = pack.configuration;
- }
- }
- void BattleStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
- {
- battleState.moveUnit(pack.stack, pack.tilesToMove.back());
- }
- void BattleStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
- {
- const auto * town = battleState.getDefendedTown();
- if(!town)
- throw std::runtime_error("CatapultAttack without town!");
- if(town->fortificationsLevel().wallsHealth == 0)
- throw std::runtime_error("CatapultAttack without walls!");
- for(const auto & part : pack.attackedParts)
- {
- auto newWallState = SiegeInfo::applyDamage(battleState.getWallState(part.attackedPart), part.damageDealt);
- battleState.setWallState(part.attackedPart, newWallState);
- }
- }
- void BattleStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
- {
- for(const auto & change : pack.changes)
- {
- switch(change.operation)
- {
- case BattleChanges::EOperation::REMOVE:
- battleState.removeObstacle(change.id);
- break;
- case BattleChanges::EOperation::ADD:
- battleState.addObstacle(change);
- break;
- case BattleChanges::EOperation::UPDATE:
- battleState.updateObstacle(change);
- break;
- default:
- throw std::runtime_error("Unknown obstacle operation");
- break;
- }
- }
- }
- void BattleStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
- {
- for(const auto & stackData : pack.toRemove)
- battleState.removeUnitBonus(stackData.first, stackData.second);
- for(const auto & stackData : pack.toUpdate)
- battleState.updateUnitBonus(stackData.first, stackData.second);
- for(const auto & stackData : pack.toAdd)
- battleState.addUnitBonus(stackData.first, stackData.second);
- }
- void BattleStatePackVisitor::visitStacksInjured(StacksInjured & pack)
- {
- for(const BattleStackAttacked & stack : pack.stacks)
- {
- battleState.setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
- }
- }
- void BattleStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
- {
- for(auto & elem : pack.changedStacks)
- {
- switch(elem.operation)
- {
- case BattleChanges::EOperation::RESET_STATE:
- battleState.setUnitState(elem.id, elem.data, elem.healthDelta);
- break;
- case BattleChanges::EOperation::REMOVE:
- battleState.removeUnit(elem.id);
- break;
- case BattleChanges::EOperation::ADD:
- battleState.addUnit(elem.id, elem.data);
- break;
- case BattleChanges::EOperation::UPDATE:
- battleState.updateUnit(elem.id, elem.data);
- break;
- default:
- throw std::runtime_error("Unknown unit operation");
- break;
- }
- }
- }
- VCMI_LIB_NAMESPACE_END
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