GameStatePackVisitor.cpp 46 KB

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