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- /*
- * CGameHandler.h, 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
- *
- */
- #pragma once
- #include <vcmi/Environment.h>
- #include "../lib/IGameCallback.h"
- #include "../lib/LoadProgress.h"
- #include "../lib/ScriptHandler.h"
- #include "TurnTimerHandler.h"
- VCMI_LIB_NAMESPACE_BEGIN
- struct SideInBattle;
- class IMarket;
- class SpellCastEnvironment;
- class CConnection;
- class CCommanderInstance;
- class EVictoryLossCheckResult;
- struct CPack;
- struct CPackForServer;
- struct NewTurn;
- struct CGarrisonOperationPack;
- struct SetResources;
- struct NewStructures;
- #if SCRIPTING_ENABLED
- namespace scripting
- {
- class PoolImpl;
- }
- #endif
- template<typename T> class CApplier;
- VCMI_LIB_NAMESPACE_END
- class HeroPoolProcessor;
- class CVCMIServer;
- class CBaseForGHApply;
- class PlayerMessageProcessor;
- class BattleProcessor;
- class TurnOrderProcessor;
- class QueriesProcessor;
- class CObjectVisitQuery;
- class CGameHandler : public IGameCallback, public Environment
- {
- CVCMIServer * lobby;
- std::shared_ptr<CApplier<CBaseForGHApply>> applier;
- public:
- std::unique_ptr<HeroPoolProcessor> heroPool;
- std::unique_ptr<BattleProcessor> battles;
- std::unique_ptr<QueriesProcessor> queries;
- std::unique_ptr<TurnOrderProcessor> turnOrder;
- //use enums as parameters, because doMove(sth, true, false, true) is not readable
- enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
- enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
- enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
- std::unique_ptr<PlayerMessageProcessor> playerMessages;
- std::map<PlayerColor, std::set<std::shared_ptr<CConnection>>> connections; //player color -> connection to client with interface of that player
- //queries stuff
- ui32 QID;
- SpellCastEnvironment * spellEnv;
-
- TurnTimerHandler turnTimerHandler;
- const Services * services() const override;
- const BattleCb * battle(const BattleID & battleID) const override;
- const GameCb * game() const override;
- vstd::CLoggerBase * logger() const override;
- events::EventBus * eventBus() const override;
- CVCMIServer * gameLobby() const;
- bool isValidObject(const CGObjectInstance *obj) const;
- bool isBlockedByQueries(const CPack *pack, PlayerColor player);
- bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
- void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
- explicit CGameHandler(CVCMIServer * lobby);
- ~CGameHandler();
- //////////////////////////////////////////////////////////////////////////
- //from IGameCallback
- //do sth
- void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
- bool removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) override;
- void createObject(const int3 & visitablePosition, const PlayerColor & initiator, MapObjectID type, MapObjectSubID subtype) override;
- void setOwner(const CGObjectInstance * obj, PlayerColor owner) override;
- void giveExperience(const CGHeroInstance * hero, TExpType val) override;
- void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs=false) override;
- void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override;
- void showBlockingDialog(BlockingDialog *iw) override;
- void showTeleportDialog(TeleportDialog *iw) override;
- void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
- void showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) override;
- void giveResource(PlayerColor player, GameResID which, int val) override;
- void giveResources(PlayerColor player, TResources resources) override;
- void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override;
- void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override;
- bool changeStackType(const StackLocation &sl, const CCreature *c) override;
- bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override;
- bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override;
- bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override;
- bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override;
- bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override;
- void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override;
- bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override;
- void removeAfterVisit(const CGObjectInstance *object) override;
- bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos = ArtifactPosition::FIRST_AVAILABLE) override;
- bool putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble) override;
- void removeArtifact(const ArtifactLocation &al) override;
- bool moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst) override;
- bool bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack);
- bool scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left);
- bool eraseArtifactByClient(const ArtifactLocation & al);
- void synchronizeArtifactHandlerLists();
- void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
- void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
- 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
- void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
- 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
- bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
- void giveHeroBonus(GiveBonus * bonus) override;
- void setMovePoints(SetMovePoints * smp) override;
- void setMovePoints(ObjectInstanceID hid, int val, bool absolute) override;
- void setManaPoints(ObjectInstanceID hid, int val) override;
- void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) override;
- void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator) override;
- void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
- void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) override;
- void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player,ETileVisibility mode) override;
-
- void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override;
- /// Returns hero that is currently visiting this object, or nullptr if no visit is active
- const CGHeroInstance * getVisitingHero(const CGObjectInstance *obj);
- const CGObjectInstance * getVisitingObject(const CGHeroInstance *hero);
- bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
- void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value) override;
- void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) override;
- void showInfoDialog(InfoWindow * iw) override;
- //////////////////////////////////////////////////////////////////////////
- void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
- void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
- void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
- bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
- void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override;
- void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
- void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
- void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
- void levelUpCommander (const CCommanderInstance * c);
- void expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
- //////////////////////////////////////////////////////////////////////////
- void init(StartInfo *si, Load::ProgressAccumulator & progressTracking);
- void handleClientDisconnection(std::shared_ptr<CConnection> c);
- void handleReceivedPack(CPackForServer * pack);
- bool hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const;
- bool hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const;
- bool queryReply( QueryID qid, std::optional<int32_t> reply, PlayerColor player );
- bool buildBoat( ObjectInstanceID objid, PlayerColor player );
- bool setFormation( ObjectInstanceID hid, EArmyFormation formation );
- bool tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy);
- bool sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count);
- bool sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2);
- bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID);
- bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
- bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
- bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
- 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
- bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid); //for artifact merchant selling
- //void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
- bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
- bool garrisonSwap(ObjectInstanceID tid);
- bool swapGarrisonOnSiege(ObjectInstanceID tid) override;
- bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
- bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level, PlayerColor player);
- bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
- bool razeStructure(ObjectInstanceID tid, BuildingID bid);
- bool disbandCreature( ObjectInstanceID id, SlotID pos );
- bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
- bool bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot);
- bool bulkSplitStack(SlotID src, ObjectInstanceID srcOwner, si32 howMany);
- bool bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner);
- bool bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner);
- void save(const std::string &fname);
- bool load(const std::string &fname);
- void onPlayerTurnStarted(PlayerColor which);
- void onPlayerTurnEnded(PlayerColor which);
- void onNewTurn();
- void handleTimeEvents();
- void handleTownEvents(CGTownInstance *town, NewTurn &n);
- bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
- void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
- void objectVisitEnded(const CObjectVisitQuery &query);
- bool dig(const CGHeroInstance *h);
- void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
- template <typename Handler> void serialize(Handler &h)
- {
- h & QID;
- h & getRandomGenerator();
- h & *battles;
- h & *heroPool;
- h & *playerMessages;
- h & *turnOrder;
- #if SCRIPTING_ENABLED
- JsonNode scriptsState;
- if(h.saving)
- serverScripts->serializeState(h.saving, scriptsState);
- h & scriptsState;
- if(!h.saving)
- serverScripts->serializeState(h.saving, scriptsState);
- #endif
- }
- void sendToAllClients(CPackForClient * pack);
- void sendAndApply(CPackForClient * pack) override;
- void sendAndApply(CGarrisonOperationPack * pack);
- void sendAndApply(SetResources * pack);
- void sendAndApply(NewStructures * pack);
- void wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer);
- /// Unconditionally throws with "Action not allowed" message
- [[noreturn]] void throwNotAllowedAction(CPackForServer * pack);
- /// Throws if player stated in pack is not making turn right now
- void throwIfPlayerNotActive(CPackForServer * pack);
- /// Throws if object is not owned by pack sender
- void throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id);
- /// Throws if player is not present on connection of this pack
- void throwIfWrongPlayer(CPackForServer * pack, PlayerColor player);
- void throwIfWrongPlayer(CPackForServer * pack);
- [[noreturn]] void throwAndComplain(CPackForServer * pack, std::string txt);
- bool isPlayerOwns(CPackForServer * pack, ObjectInstanceID id);
- void start(bool resume);
- void tick(int millisecondsPassed);
- bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts);
- void spawnWanderingMonsters(CreatureID creatureID);
- // Check for victory and loss conditions
- void checkVictoryLossConditionsForPlayer(PlayerColor player);
- void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
- void checkVictoryLossConditionsForAll();
- CRandomGenerator & getRandomGenerator();
- #if SCRIPTING_ENABLED
- scripting::Pool * getGlobalContextPool() const override;
- // scripting::Pool * getContextPool() const override;
- #endif
- friend class CVCMIServer;
- private:
- std::unique_ptr<events::EventBus> serverEventBus;
- #if SCRIPTING_ENABLED
- std::shared_ptr<scripting::PoolImpl> serverScripts;
- #endif
- void reinitScripting();
- void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
- const std::string complainNoCreatures;
- const std::string complainNotEnoughCreatures;
- const std::string complainInvalidSlot;
- };
- class ExceptionNotAllowedAction : public std::exception
- {
- };
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