CGameHandler.h 18 KB

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  1. /*
  2. * CGameHandler.h, 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. #pragma once
  11. #include <vcmi/Environment.h>
  12. #include "../lib/FunctionList.h"
  13. #include "../lib/IGameCallback.h"
  14. #include "../lib/battle/CBattleInfoCallback.h"
  15. #include "../lib/battle/BattleAction.h"
  16. #include "../lib/ScriptHandler.h"
  17. #include "CQuery.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. class CGameState;
  20. struct StartInfo;
  21. struct BattleResult;
  22. struct BattleAttack;
  23. struct BattleStackAttacked;
  24. struct CPack;
  25. struct Query;
  26. struct SetResources;
  27. struct NewStructures;
  28. class CGHeroInstance;
  29. class IMarket;
  30. class SpellCastEnvironment;
  31. #if SCRIPTING_ENABLED
  32. namespace scripting
  33. {
  34. class PoolImpl;
  35. }
  36. #endif
  37. template<typename T> class CApplier;
  38. VCMI_LIB_NAMESPACE_END
  39. class HeroPoolProcessor;
  40. class CGameHandler;
  41. class CVCMIServer;
  42. class CBaseForGHApply;
  43. class PlayerMessageProcessor;
  44. struct PlayerStatus
  45. {
  46. bool makingTurn;
  47. PlayerStatus():makingTurn(false){};
  48. template <typename Handler> void serialize(Handler &h, const int version)
  49. {
  50. h & makingTurn;
  51. }
  52. };
  53. class PlayerStatuses
  54. {
  55. public:
  56. std::map<PlayerColor,PlayerStatus> players;
  57. boost::mutex mx;
  58. boost::condition_variable cv; //notifies when any changes are made
  59. void addPlayer(PlayerColor player);
  60. PlayerStatus operator[](PlayerColor player);
  61. bool checkFlag(PlayerColor player, bool PlayerStatus::*flag);
  62. void setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val);
  63. template <typename Handler> void serialize(Handler &h, const int version)
  64. {
  65. h & players;
  66. }
  67. };
  68. struct CasualtiesAfterBattle
  69. {
  70. using TStackAndItsNewCount = std::pair<StackLocation, int>;
  71. using TSummoned = std::map<CreatureID, TQuantity>;
  72. enum {ERASE = -1};
  73. const CArmedInstance * army;
  74. std::vector<TStackAndItsNewCount> newStackCounts;
  75. std::vector<ArtifactLocation> removedWarMachines;
  76. TSummoned summoned;
  77. ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
  78. CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat);
  79. void updateArmy(CGameHandler *gh);
  80. };
  81. class CGameHandler : public IGameCallback, public CBattleInfoCallback, public Environment
  82. {
  83. CVCMIServer * lobby;
  84. std::shared_ptr<CApplier<CBaseForGHApply>> applier;
  85. std::unique_ptr<boost::thread> battleThread;
  86. public:
  87. std::unique_ptr<HeroPoolProcessor> heroPool;
  88. using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>;
  89. //use enums as parameters, because doMove(sth, true, false, true) is not readable
  90. enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
  91. enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
  92. enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
  93. std::unique_ptr<PlayerMessageProcessor> playerMessages;
  94. std::map<PlayerColor, std::set<std::shared_ptr<CConnection>>> connections; //player color -> connection to client with interface of that player
  95. PlayerStatuses states; //player color -> player state
  96. //queries stuff
  97. boost::recursive_mutex gsm;
  98. ui32 QID;
  99. Queries queries;
  100. SpellCastEnvironment * spellEnv;
  101. const Services * services() const override;
  102. const BattleCb * battle() const override;
  103. const GameCb * game() const override;
  104. vstd::CLoggerBase * logger() const override;
  105. events::EventBus * eventBus() const override;
  106. CVCMIServer * gameLobby() const;
  107. bool isValidObject(const CGObjectInstance *obj) const;
  108. bool isBlockedByQueries(const CPack *pack, PlayerColor player);
  109. bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
  110. void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
  111. int moveStack(int stack, BattleHex dest); //returned value - travelled distance
  112. void runBattle();
  113. ////used only in endBattle - don't touch elsewhere
  114. bool visitObjectAfterVictory;
  115. //
  116. void endBattle(int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2); //ends battle
  117. void endBattleConfirm(const BattleInfo * battleInfo);
  118. void makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter);
  119. // damage, drain life & fire shield; returns amount of drained life
  120. int64_t applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary);
  121. void sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple);
  122. void addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple);
  123. void checkBattleStateChanges();
  124. void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
  125. void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
  126. CGameHandler() = default;
  127. CGameHandler(CVCMIServer * lobby);
  128. ~CGameHandler();
  129. //////////////////////////////////////////////////////////////////////////
  130. //from IGameCallback
  131. //do sth
  132. void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
  133. bool removeObject(const CGObjectInstance * obj) override;
  134. void createObject(const int3 & visitablePosition, Obj type, int32_t subtype ) override;
  135. void setOwner(const CGObjectInstance * obj, PlayerColor owner) override;
  136. void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override;
  137. void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override;
  138. void showBlockingDialog(BlockingDialog *iw) override;
  139. void showTeleportDialog(TeleportDialog *iw) override;
  140. void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
  141. void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override;
  142. void giveResource(PlayerColor player, GameResID which, int val) override;
  143. void giveResources(PlayerColor player, TResources resources) override;
  144. void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override;
  145. void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override;
  146. bool changeStackType(const StackLocation &sl, const CCreature *c) override;
  147. bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override;
  148. bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override;
  149. bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override;
  150. bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override;
  151. bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override;
  152. void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override;
  153. bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override;
  154. void removeAfterVisit(const CGObjectInstance *object) override;
  155. bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos = ArtifactPosition::FIRST_AVAILABLE) override;
  156. bool giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos) override;
  157. void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override;
  158. void removeArtifact(const ArtifactLocation &al) override;
  159. bool moveArtifact(const ArtifactLocation & al1, const ArtifactLocation & al2) override;
  160. bool bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap);
  161. bool eraseArtifactByClient(const ArtifactLocation & al);
  162. void synchronizeArtifactHandlerLists();
  163. void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  164. void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  165. void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override; //use hero=nullptr for no hero
  166. void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
  167. void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
  168. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
  169. void giveHeroBonus(GiveBonus * bonus) override;
  170. void setMovePoints(SetMovePoints * smp) override;
  171. void setManaPoints(ObjectInstanceID hid, int val) override;
  172. void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) override;
  173. void changeObjPos(ObjectInstanceID objid, int3 newPos) override;
  174. void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
  175. void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override;
  176. void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide) override;
  177. void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override;
  178. bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
  179. void setObjProperty(ObjectInstanceID objid, int prop, si64 val) override;
  180. void showInfoDialog(InfoWindow * iw) override;
  181. void showInfoDialog(const std::string & msg, PlayerColor player) override;
  182. //////////////////////////////////////////////////////////////////////////
  183. void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
  184. void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
  185. void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
  186. bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
  187. void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  188. void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
  189. void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
  190. void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
  191. void levelUpCommander (const CCommanderInstance * c);
  192. void expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
  193. //////////////////////////////////////////////////////////////////////////
  194. void init(StartInfo *si);
  195. void handleClientDisconnection(std::shared_ptr<CConnection> c);
  196. void handleReceivedPack(CPackForServer * pack);
  197. PlayerColor getPlayerAt(std::shared_ptr<CConnection> c) const;
  198. bool hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const;
  199. void updateGateState();
  200. bool makeBattleAction(BattleAction &ba);
  201. bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
  202. bool makeCustomAction(BattleAction &ba);
  203. void stackEnchantedTrigger(const CStack * stack);
  204. void stackTurnTrigger(const CStack *stack);
  205. void removeObstacle(const CObstacleInstance &obstacle);
  206. bool queryReply( QueryID qid, const JsonNode & answer, PlayerColor player );
  207. bool buildBoat( ObjectInstanceID objid, PlayerColor player );
  208. bool setFormation( ObjectInstanceID hid, ui8 formation );
  209. bool tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2);
  210. bool sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count);
  211. bool sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2);
  212. bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID);
  213. bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
  214. bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
  215. bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
  216. bool buyArtifact( const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
  217. bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid); //for artifact merchant selling
  218. //void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
  219. bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
  220. bool garrisonSwap(ObjectInstanceID tid);
  221. bool swapGarrisonOnSiege(ObjectInstanceID tid) override;
  222. bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
  223. bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level);
  224. bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
  225. bool razeStructure(ObjectInstanceID tid, BuildingID bid);
  226. bool disbandCreature( ObjectInstanceID id, SlotID pos );
  227. bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
  228. bool bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot);
  229. bool bulkSplitStack(SlotID src, ObjectInstanceID srcOwner, si32 howMany);
  230. bool bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner);
  231. bool bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner);
  232. void save(const std::string &fname);
  233. bool load(const std::string &fname);
  234. void handleTimeEvents();
  235. void handleTownEvents(CGTownInstance *town, NewTurn &n);
  236. bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
  237. void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
  238. void objectVisitEnded(const CObjectVisitQuery &query);
  239. void engageIntoBattle( PlayerColor player );
  240. bool dig(const CGHeroInstance *h);
  241. void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
  242. template <typename Handler> void serialize(Handler &h, const int version)
  243. {
  244. h & QID;
  245. h & states;
  246. h & finishingBattle;
  247. h & heroPool;
  248. h & getRandomGenerator();
  249. h & playerMessages;
  250. if (!h.saving)
  251. deserializationFix();
  252. #if SCRIPTING_ENABLED
  253. JsonNode scriptsState;
  254. if(h.saving)
  255. serverScripts->serializeState(h.saving, scriptsState);
  256. h & scriptsState;
  257. if(!h.saving)
  258. serverScripts->serializeState(h.saving, scriptsState);
  259. #endif
  260. }
  261. void sendToAllClients(CPackForClient * pack);
  262. void sendAndApply(CPackForClient * pack) override;
  263. void applyAndSend(CPackForClient * pack);
  264. void sendAndApply(CGarrisonOperationPack * pack);
  265. void sendAndApply(SetResources * pack);
  266. void sendAndApply(NewStructures * pack);
  267. void wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer);
  268. void throwNotAllowedAction(CPackForServer * pack);
  269. void throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id);
  270. void throwOnWrongPlayer(CPackForServer * pack, PlayerColor player);
  271. void throwAndComplain(CPackForServer * pack, std::string txt);
  272. bool isPlayerOwns(CPackForServer * pack, ObjectInstanceID id);
  273. struct FinishingBattleHelper
  274. {
  275. FinishingBattleHelper();
  276. FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount);
  277. inline bool isDraw() const {return winnerSide == 2;}
  278. const CGHeroInstance *winnerHero, *loserHero;
  279. PlayerColor victor, loser;
  280. ui8 winnerSide;
  281. int remainingBattleQueriesCount;
  282. template <typename Handler> void serialize(Handler &h, const int version)
  283. {
  284. h & winnerHero;
  285. h & loserHero;
  286. h & victor;
  287. h & loser;
  288. h & winnerSide;
  289. h & remainingBattleQueriesCount;
  290. }
  291. };
  292. std::unique_ptr<FinishingBattleHelper> finishingBattle;
  293. void battleAfterLevelUp(const BattleResult &result);
  294. void run(bool resume);
  295. void newTurn();
  296. void handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender);
  297. void handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender);
  298. void attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender);
  299. bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot);
  300. void spawnWanderingMonsters(CreatureID creatureID);
  301. // Check for victory and loss conditions
  302. void checkVictoryLossConditionsForPlayer(PlayerColor player);
  303. void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
  304. void checkVictoryLossConditionsForAll();
  305. CRandomGenerator & getRandomGenerator();
  306. #if SCRIPTING_ENABLED
  307. scripting::Pool * getGlobalContextPool() const override;
  308. scripting::Pool * getContextPool() const override;
  309. #endif
  310. std::list<PlayerColor> generatePlayerTurnOrder() const;
  311. friend class CVCMIServer;
  312. private:
  313. std::unique_ptr<events::EventBus> serverEventBus;
  314. #if SCRIPTING_ENABLED
  315. std::shared_ptr<scripting::PoolImpl> serverScripts;
  316. #endif
  317. void reinitScripting();
  318. void deserializationFix();
  319. void makeStackDoNothing(const CStack * next);
  320. void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
  321. const std::string complainNoCreatures;
  322. const std::string complainNotEnoughCreatures;
  323. const std::string complainInvalidSlot;
  324. };
  325. class ExceptionNotAllowedAction : public std::exception
  326. {
  327. };