CGameHandler.cpp 134 KB

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  1. /*
  2. * CGameHandler.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 "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "TurnTimerHandler.h"
  14. #include "ServerNetPackVisitors.h"
  15. #include "ServerSpellCastEnvironment.h"
  16. #include "battles/BattleProcessor.h"
  17. #include "processors/HeroPoolProcessor.h"
  18. #include "processors/PlayerMessageProcessor.h"
  19. #include "processors/TurnOrderProcessor.h"
  20. #include "queries/QueriesProcessor.h"
  21. #include "queries/MapQueries.h"
  22. #include "../lib/ArtifactUtils.h"
  23. #include "../lib/CArtHandler.h"
  24. #include "../lib/CConfigHandler.h"
  25. #include "../lib/CCreatureHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/texts/CGeneralTextHandler.h"
  28. #include "../lib/CHeroHandler.h"
  29. #include "../lib/CPlayerState.h"
  30. #include "../lib/CRandomGenerator.h"
  31. #include "../lib/CSoundBase.h"
  32. #include "../lib/CThreadHelper.h"
  33. #include "../lib/GameConstants.h"
  34. #include "../lib/UnlockGuard.h"
  35. #include "../lib/GameSettings.h"
  36. #include "../lib/ScriptHandler.h"
  37. #include "../lib/StartInfo.h"
  38. #include "../lib/TerrainHandler.h"
  39. #include "../lib/VCMIDirs.h"
  40. #include "../lib/VCMI_Lib.h"
  41. #include "../lib/int3.h"
  42. #include "../lib/battle/BattleInfo.h"
  43. #include "../lib/entities/building/CBuilding.h"
  44. #include "../lib/entities/faction/CTownHandler.h"
  45. #include "../lib/filesystem/FileInfo.h"
  46. #include "../lib/filesystem/Filesystem.h"
  47. #include "../lib/gameState/CGameState.h"
  48. #include "../lib/mapping/CMap.h"
  49. #include "../lib/mapping/CMapService.h"
  50. #include "../lib/mapObjects/CGCreature.h"
  51. #include "../lib/mapObjects/CGMarket.h"
  52. #include "../lib/mapObjects/TownBuildingInstance.h"
  53. #include "../lib/mapObjects/CGTownInstance.h"
  54. #include "../lib/mapObjects/MiscObjects.h"
  55. #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
  56. #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
  57. #include "../lib/modding/ModIncompatibility.h"
  58. #include "../lib/networkPacks/StackLocation.h"
  59. #include "../lib/pathfinder/CPathfinder.h"
  60. #include "../lib/pathfinder/PathfinderOptions.h"
  61. #include "../lib/pathfinder/TurnInfo.h"
  62. #include "../lib/registerTypes/RegisterTypesServerPacks.h"
  63. #include "../lib/rmg/CMapGenOptions.h"
  64. #include "../lib/serializer/CSaveFile.h"
  65. #include "../lib/serializer/CLoadFile.h"
  66. #include "../lib/serializer/Connection.h"
  67. #include "../lib/spells/CSpellHandler.h"
  68. #include <vstd/RNG.h>
  69. #include <vstd/CLoggerBase.h>
  70. #include <vcmi/events/EventBus.h>
  71. #include <vcmi/events/GenericEvents.h>
  72. #include <vcmi/events/AdventureEvents.h>
  73. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  74. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  75. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  76. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  77. template <typename T> class CApplyOnGH;
  78. class CBaseForGHApply
  79. {
  80. public:
  81. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const =0;
  82. virtual ~CBaseForGHApply(){}
  83. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  84. {
  85. return new CApplyOnGH<U>();
  86. }
  87. };
  88. template <typename T> class CApplyOnGH : public CBaseForGHApply
  89. {
  90. public:
  91. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  92. {
  93. T *ptr = static_cast<T*>(pack);
  94. try
  95. {
  96. ApplyGhNetPackVisitor applier(*gh);
  97. ptr->visit(applier);
  98. return applier.getResult();
  99. }
  100. catch(ExceptionNotAllowedAction & e)
  101. {
  102. (void)e;
  103. return false;
  104. }
  105. }
  106. };
  107. template <>
  108. class CApplyOnGH<CPack> : public CBaseForGHApply
  109. {
  110. public:
  111. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  112. {
  113. logGlobal->error("Cannot apply on GH plain CPack!");
  114. assert(0);
  115. return false;
  116. }
  117. };
  118. static inline double distance(int3 a, int3 b)
  119. {
  120. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  121. }
  122. template <typename T>
  123. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  124. {
  125. fun(args[which]);
  126. }
  127. const Services * CGameHandler::services() const
  128. {
  129. return VLC;
  130. }
  131. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  132. {
  133. return gs->getBattle(battleID);
  134. }
  135. const CGameHandler::GameCb * CGameHandler::game() const
  136. {
  137. return this;
  138. }
  139. vstd::CLoggerBase * CGameHandler::logger() const
  140. {
  141. return logGlobal;
  142. }
  143. events::EventBus * CGameHandler::eventBus() const
  144. {
  145. return serverEventBus.get();
  146. }
  147. CVCMIServer * CGameHandler::gameLobby() const
  148. {
  149. return lobby;
  150. }
  151. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  152. {
  153. changeSecSkill(hero, skill, 1, 0);
  154. expGiven(hero);
  155. }
  156. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  157. {
  158. // required exp for at least 1 lvl-up hasn't been reached
  159. if (!hero->gainsLevel())
  160. {
  161. return;
  162. }
  163. // give primary skill
  164. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  165. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  166. SetPrimSkill sps;
  167. sps.id = hero->id;
  168. sps.which = primarySkill;
  169. sps.abs = false;
  170. sps.val = 1;
  171. sendAndApply(&sps);
  172. HeroLevelUp hlu;
  173. hlu.player = hero->tempOwner;
  174. hlu.heroId = hero->id;
  175. hlu.primskill = primarySkill;
  176. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  177. if (hlu.skills.size() == 0)
  178. {
  179. sendAndApply(&hlu);
  180. levelUpHero(hero);
  181. }
  182. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  183. {
  184. sendAndApply(&hlu);
  185. levelUpHero(hero, hlu.skills.front());
  186. }
  187. else if (hlu.skills.size() > 1)
  188. {
  189. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  190. hlu.queryID = levelUpQuery->queryID;
  191. queries->addQuery(levelUpQuery);
  192. sendAndApply(&hlu);
  193. //level up will be called on query reply
  194. }
  195. }
  196. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  197. {
  198. SetCommanderProperty scp;
  199. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  200. if (hero)
  201. scp.heroid = hero->id;
  202. else
  203. {
  204. complain ("Commander is not led by hero!");
  205. return;
  206. }
  207. scp.accumulatedBonus.additionalInfo = 0;
  208. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  209. scp.accumulatedBonus.turnsRemain = 0;
  210. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  211. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  212. if (skill <= ECommander::SPELL_POWER)
  213. {
  214. scp.which = SetCommanderProperty::BONUS;
  215. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  216. {
  217. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  218. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  219. };
  220. switch (skill)
  221. {
  222. case ECommander::ATTACK:
  223. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  224. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  225. break;
  226. case ECommander::DEFENSE:
  227. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  228. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  229. break;
  230. case ECommander::HEALTH:
  231. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  232. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.
  233. break;
  234. case ECommander::DAMAGE:
  235. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  236. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  237. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  238. break;
  239. case ECommander::SPEED:
  240. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  241. break;
  242. case ECommander::SPELL_POWER:
  243. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  244. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  245. sendAndApply (&scp); //additional pack
  246. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  247. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  248. sendAndApply (&scp); //additional pack
  249. scp.accumulatedBonus.type = BonusType::CASTS;
  250. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  251. sendAndApply (&scp); //additional pack
  252. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  253. break;
  254. }
  255. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  256. sendAndApply (&scp);
  257. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  258. scp.additionalInfo = skill;
  259. scp.amount = c->secondarySkills.at(skill) + 1;
  260. sendAndApply (&scp);
  261. }
  262. else if (skill >= 100)
  263. {
  264. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  265. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  266. scp.additionalInfo = skill; //unnormalized
  267. sendAndApply (&scp);
  268. }
  269. expGiven(hero);
  270. }
  271. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  272. {
  273. if (!c->gainsLevel())
  274. {
  275. return;
  276. }
  277. CommanderLevelUp clu;
  278. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  279. if(hero)
  280. {
  281. clu.heroId = hero->id;
  282. clu.player = hero->tempOwner;
  283. }
  284. else
  285. {
  286. complain ("Commander is not led by hero!");
  287. return;
  288. }
  289. //picking sec. skills for choice
  290. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  291. {
  292. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  293. clu.skills.push_back(i);
  294. }
  295. int i = 100;
  296. for (auto specialSkill : VLC->creh->skillRequirements)
  297. {
  298. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  299. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  300. && !vstd::contains (c->specialSkills, i))
  301. clu.skills.push_back (i);
  302. ++i;
  303. }
  304. int skillAmount = static_cast<int>(clu.skills.size());
  305. if (!skillAmount)
  306. {
  307. sendAndApply(&clu);
  308. levelUpCommander(c);
  309. }
  310. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  311. {
  312. sendAndApply(&clu);
  313. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  314. }
  315. else if (skillAmount > 1) //apply and ask for secondary skill
  316. {
  317. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  318. clu.queryID = commanderLevelUp->queryID;
  319. queries->addQuery(commanderLevelUp);
  320. sendAndApply(&clu);
  321. }
  322. }
  323. void CGameHandler::expGiven(const CGHeroInstance *hero)
  324. {
  325. if (hero->gainsLevel())
  326. levelUpHero(hero);
  327. else if (hero->commander && hero->commander->gainsLevel())
  328. levelUpCommander(hero->commander);
  329. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  330. // levelUpCommander(hero->commander);
  331. // else
  332. // levelUpHero(hero);
  333. }
  334. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  335. {
  336. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  337. TExpType currExp = hero->exp;
  338. if (gs->map->levelLimit != 0)
  339. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  340. TExpType canGainExp = 0;
  341. if (maxExp > currExp)
  342. canGainExp = maxExp - currExp;
  343. if (amountToGain > canGainExp)
  344. {
  345. // set given experience to max possible, but don't decrease if hero already over top
  346. amountToGain = canGainExp;
  347. InfoWindow iw;
  348. iw.player = hero->tempOwner;
  349. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  350. iw.text.replaceTextID(hero->getNameTextID());
  351. sendAndApply(&iw);
  352. }
  353. SetPrimSkill sps;
  354. sps.id = hero->id;
  355. sps.which = PrimarySkill::EXPERIENCE;
  356. sps.abs = false;
  357. sps.val = amountToGain;
  358. sendAndApply(&sps);
  359. //hero may level up
  360. if (hero->commander && hero->commander->alive)
  361. {
  362. //FIXME: trim experience according to map limit?
  363. SetCommanderProperty scp;
  364. scp.heroid = hero->id;
  365. scp.which = SetCommanderProperty::EXPERIENCE;
  366. scp.amount = amountToGain;
  367. sendAndApply (&scp);
  368. CBonusSystemNode::treeHasChanged();
  369. }
  370. expGiven(hero);
  371. }
  372. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  373. {
  374. SetPrimSkill sps;
  375. sps.id = hero->id;
  376. sps.which = which;
  377. sps.abs = abs;
  378. sps.val = val;
  379. sendAndApply(&sps);
  380. }
  381. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  382. {
  383. if(!hero)
  384. {
  385. logGlobal->error("changeSecSkill provided no hero");
  386. return;
  387. }
  388. SetSecSkill sss;
  389. sss.id = hero->id;
  390. sss.which = which;
  391. sss.val = val;
  392. sss.abs = abs;
  393. sendAndApply(&sss);
  394. if (hero->visitedTown)
  395. giveSpells(hero->visitedTown, hero);
  396. // Our scouting range may have changed - update it
  397. if (hero->getOwner().isValidPlayer())
  398. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  399. }
  400. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  401. {
  402. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  403. {
  404. assert(0); // game should have shut down before reaching this point!
  405. return;
  406. }
  407. for(auto & playerConnections : connections)
  408. {
  409. PlayerColor playerId = playerConnections.first;
  410. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  411. if(!playerSettings)
  412. continue;
  413. auto playerConnection = vstd::find(playerConnections.second, c);
  414. if(playerConnection != playerConnections.second.end())
  415. {
  416. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  417. playerMessages->broadcastMessage(playerId, messageText);
  418. }
  419. }
  420. }
  421. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  422. {
  423. //prepare struct informing that action was applied
  424. auto sendPackageResponse = [&](bool successfullyApplied)
  425. {
  426. PackageApplied applied;
  427. applied.player = pack->player;
  428. applied.result = successfullyApplied;
  429. applied.packType = CTypeList::getInstance().getTypeID(pack);
  430. applied.requestID = pack->requestID;
  431. pack->c->sendPack(&applied);
  432. };
  433. CBaseForGHApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //and appropriate applier object
  434. if(isBlockedByQueries(pack, pack->player))
  435. {
  436. sendPackageResponse(false);
  437. }
  438. else if(apply)
  439. {
  440. const bool result = apply->applyOnGH(this, this->gs, pack);
  441. if(result)
  442. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  443. else
  444. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  445. % typeid(*pack).name()).str());
  446. sendPackageResponse(true);
  447. }
  448. else
  449. {
  450. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  451. sendPackageResponse(false);
  452. }
  453. vstd::clear_pointer(pack);
  454. }
  455. CGameHandler::CGameHandler(CVCMIServer * lobby)
  456. : lobby(lobby)
  457. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  458. , battles(std::make_unique<BattleProcessor>(this))
  459. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  460. , queries(std::make_unique<QueriesProcessor>())
  461. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  462. , randomNumberGenerator(std::make_unique<CRandomGenerator>())
  463. , complainNoCreatures("No creatures to split")
  464. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  465. , complainInvalidSlot("Invalid slot accessed!")
  466. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  467. {
  468. QID = 1;
  469. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  470. registerTypesServerPacks(*applier);
  471. spellEnv = new ServerSpellCastEnvironment(this);
  472. }
  473. CGameHandler::~CGameHandler()
  474. {
  475. delete spellEnv;
  476. delete gs;
  477. gs = nullptr;
  478. }
  479. void CGameHandler::reinitScripting()
  480. {
  481. serverEventBus = std::make_unique<events::EventBus>();
  482. #if SCRIPTING_ENABLED
  483. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  484. #endif
  485. }
  486. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  487. {
  488. int requestedSeed = settings["server"]["seed"].Integer();
  489. if (requestedSeed != 0)
  490. randomNumberGenerator->setSeed(requestedSeed);
  491. logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
  492. CMapService mapService;
  493. gs = new CGameState();
  494. gs->preInit(VLC, this);
  495. logGlobal->info("Gamestate created!");
  496. gs->init(&mapService, si, progressTracking);
  497. logGlobal->info("Gamestate initialized!");
  498. for (auto & elem : gs->players)
  499. turnOrder->addPlayer(elem.first);
  500. for (auto & elem : gs->map->allHeroes)
  501. {
  502. if(elem)
  503. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  504. }
  505. reinitScripting();
  506. }
  507. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  508. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  509. const PlayerState * p = getPlayerState(town->tempOwner);
  510. if (!p)
  511. {
  512. assert(town->tempOwner == PlayerColor::NEUTRAL);
  513. return;
  514. }
  515. if (forced || town->creatures.at(town->town->creatures.size()).second.empty())//we need to change creature
  516. {
  517. SetAvailableCreatures ssi;
  518. ssi.tid = town->id;
  519. ssi.creatures = town->creatures;
  520. ssi.creatures[town->town->creatures.size()].second.clear();//remove old one
  521. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  522. if (dwellings.empty())//no dwellings - just remove
  523. {
  524. sendAndApply(&ssi);
  525. return;
  526. }
  527. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  528. // for multi-creature dwellings like Golem Factory
  529. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  530. if (clear)
  531. {
  532. ssi.creatures[town->town->creatures.size()].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  533. }
  534. else
  535. {
  536. ssi.creatures[town->town->creatures.size()].first = VLC->creh->objects.at(creatureId)->getGrowth();
  537. }
  538. ssi.creatures[town->town->creatures.size()].second.push_back(creatureId);
  539. sendAndApply(&ssi);
  540. }
  541. }
  542. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  543. {
  544. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  545. turnTimerHandler->onPlayerGetTurn(which);
  546. const auto * playerState = gs->getPlayerState(which);
  547. handleTimeEvents(which);
  548. for (auto t : playerState->towns)
  549. handleTownEvents(t);
  550. for (auto t : playerState->towns)
  551. {
  552. //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  553. if (t->garrisonHero != nullptr)
  554. objectVisited(t, t->garrisonHero);
  555. if (t->visitingHero != nullptr)
  556. objectVisited(t, t->visitingHero);
  557. }
  558. }
  559. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  560. {
  561. const auto * playerState = gs->getPlayerState(which);
  562. assert(playerState->status == EPlayerStatus::INGAME);
  563. if (playerState->towns.empty())
  564. {
  565. DaysWithoutTown pack;
  566. pack.player = which;
  567. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  568. sendAndApply(&pack);
  569. }
  570. else
  571. {
  572. if (playerState->daysWithoutCastle.has_value())
  573. {
  574. DaysWithoutTown pack;
  575. pack.player = which;
  576. pack.daysWithoutCastle = std::nullopt;
  577. sendAndApply(&pack);
  578. }
  579. }
  580. // check for 7 days without castle
  581. checkVictoryLossConditionsForPlayer(which);
  582. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  583. if (newWeek) //new heroes in tavern
  584. heroPool->onNewWeek(which);
  585. }
  586. void CGameHandler::addStatistics(StatisticDataSet &stat) const
  587. {
  588. for (const auto & elem : gs->players)
  589. {
  590. if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
  591. continue;
  592. auto data = StatisticDataSet::createEntry(&elem.second, gs);
  593. stat.add(data);
  594. }
  595. }
  596. void CGameHandler::onNewTurn()
  597. {
  598. logGlobal->trace("Turn %d", gs->day+1);
  599. NewTurn n;
  600. n.specialWeek = NewTurn::NO_ACTION;
  601. n.creatureid = CreatureID::NONE;
  602. n.day = gs->day + 1;
  603. bool firstTurn = !getDate(Date::DAY);
  604. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  605. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  606. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  607. if (firstTurn)
  608. {
  609. for (auto obj : gs->map->objects)
  610. {
  611. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  612. {
  613. giveExperience(getHero(obj->id), 0);
  614. }
  615. }
  616. }
  617. else
  618. {
  619. addStatistics(gameState()->statistic); // write at end of turn
  620. }
  621. for (const auto & player : gs->players)
  622. {
  623. if (player.second.status != EPlayerStatus::INGAME)
  624. continue;
  625. if (player.second.heroes.empty() && player.second.towns.empty())
  626. throw std::runtime_error("Invalid player in player state! Player " + std::to_string(player.first.getNum()) + ", map name: " + gs->map->name.toString() + ", map description: " + gs->map->description.toString());
  627. }
  628. if (newWeek && !firstTurn)
  629. {
  630. n.specialWeek = NewTurn::NORMAL;
  631. bool deityOfFireBuilt = false;
  632. for (const CGTownInstance *t : gs->map->towns)
  633. {
  634. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  635. {
  636. deityOfFireBuilt = true;
  637. break;
  638. }
  639. }
  640. if (deityOfFireBuilt)
  641. {
  642. n.specialWeek = NewTurn::DEITYOFFIRE;
  643. n.creatureid = CreatureID::IMP;
  644. }
  645. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  646. {
  647. int monthType = getRandomGenerator().nextInt(99);
  648. if (newMonth) //new month
  649. {
  650. if (monthType < 40) //double growth
  651. {
  652. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  653. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  654. {
  655. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  656. }
  657. else if (VLC->creh->doubledCreatures.size())
  658. {
  659. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  660. }
  661. else
  662. {
  663. complain("Cannot find creature that can be spawned!");
  664. n.specialWeek = NewTurn::NORMAL;
  665. }
  666. }
  667. else if (monthType < 50)
  668. n.specialWeek = NewTurn::PLAGUE;
  669. }
  670. else //it's a week, but not full month
  671. {
  672. if (monthType < 25)
  673. {
  674. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  675. std::pair<int, CreatureID> newMonster(54, CreatureID());
  676. do
  677. {
  678. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  679. } while (VLC->creh->objects[newMonster.second] &&
  680. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  681. n.creatureid = newMonster.second;
  682. }
  683. }
  684. }
  685. }
  686. for (auto & elem : gs->players)
  687. {
  688. if (elem.first == PlayerColor::NEUTRAL)
  689. continue;
  690. assert(elem.first.isValidPlayer());//illegal player number!
  691. auto playerSettings = gameState()->scenarioOps->getIthPlayersSettings(elem.first);
  692. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  693. hadGold.insert(playerGold);
  694. if (firstTurn)
  695. heroPool->onNewWeek(elem.first);
  696. n.res[elem.first] = elem.second.resources;
  697. if(!firstTurn)
  698. {
  699. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  700. {
  701. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
  702. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * elem.second.towns.size() * playerSettings.handicap.percentIncome / 100;
  703. }
  704. if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  705. {
  706. bool hasCrystalGenCreature = false;
  707. for(CGHeroInstance * hero : elem.second.heroes)
  708. {
  709. for(auto stack : hero->stacks)
  710. {
  711. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  712. {
  713. hasCrystalGenCreature = true;
  714. break;
  715. }
  716. }
  717. }
  718. if(!hasCrystalGenCreature) //not found in armies, check towns
  719. {
  720. for(CGTownInstance * town : elem.second.towns)
  721. {
  722. for(auto stack : town->stacks)
  723. {
  724. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  725. {
  726. hasCrystalGenCreature = true;
  727. break;
  728. }
  729. }
  730. }
  731. }
  732. if(hasCrystalGenCreature)
  733. n.res[elem.first][EGameResID::CRYSTAL] += 3 * playerSettings.handicap.percentIncome / 100;
  734. }
  735. }
  736. for (CGHeroInstance *h : (elem).second.heroes)
  737. {
  738. if (h->visitedTown)
  739. giveSpells(h->visitedTown, h);
  740. NewTurn::Hero hth;
  741. hth.id = h->id;
  742. auto ti = std::make_unique<TurnInfo>(h, 1);
  743. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  744. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  745. hth.mana = h->getManaNewTurn();
  746. n.heroes.insert(hth);
  747. if (!firstTurn) //not first day
  748. {
  749. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  750. {
  751. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
  752. }
  753. }
  754. }
  755. }
  756. for (CGTownInstance *t : gs->map->towns)
  757. {
  758. PlayerColor player = t->tempOwner;
  759. if (newWeek) //first day of week
  760. {
  761. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  762. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  763. if (!firstTurn)
  764. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  765. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  766. if (!vstd::contains(n.cres, t->id))
  767. {
  768. n.cres[t->id].tid = t->id;
  769. n.cres[t->id].creatures = t->creatures;
  770. }
  771. auto & sac = n.cres.at(t->id);
  772. for (int k=0; k < t->town->creatures.size(); k++) //creature growths
  773. {
  774. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  775. {
  776. ui32 &availableCount = sac.creatures.at(k).first;
  777. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  778. if (n.specialWeek == NewTurn::PLAGUE)
  779. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  780. else
  781. {
  782. if (firstTurn) //first day of game: use only basic growths
  783. availableCount = cre->getGrowth();
  784. else
  785. availableCount += t->creatureGrowth(k);
  786. //Deity of fire week - upgrade both imps and upgrades
  787. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  788. availableCount += 15;
  789. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  790. {
  791. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  792. availableCount *= 2;
  793. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  794. availableCount += 5;
  795. }
  796. }
  797. }
  798. }
  799. }
  800. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  801. {
  802. n.res[player] = n.res[player] + t->dailyIncome();
  803. }
  804. if(t->hasBuilt(BuildingID::GRAIL)
  805. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  806. {
  807. // Skyship, probably easier to handle same as Veil of darkness
  808. //do it every new day after veils apply
  809. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  810. {
  811. FoWChange fw;
  812. fw.mode = ETileVisibility::REVEALED;
  813. fw.player = player;
  814. // find all hidden tiles
  815. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  816. auto shape = fow.shape();
  817. for(size_t z = 0; z < shape[0]; z++)
  818. for(size_t x = 0; x < shape[1]; x++)
  819. for(size_t y = 0; y < shape[2]; y++)
  820. if (!fow[z][x][y])
  821. fw.tiles.insert(int3(x, y, z));
  822. sendAndApply (&fw);
  823. }
  824. }
  825. if (t->hasBonusOfType (BonusType::DARKNESS))
  826. {
  827. for (auto & player : gs->players)
  828. {
  829. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  830. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  831. changeFogOfWar(t->getSightCenter(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  832. }
  833. }
  834. }
  835. if (newWeek)
  836. n.newRumor = gameState()->pickNewRumor();
  837. if (newMonth)
  838. {
  839. SetAvailableArtifacts saa;
  840. saa.id = ObjectInstanceID::NONE;
  841. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  842. sendAndApply(&saa);
  843. }
  844. sendAndApply(&n);
  845. if (newWeek)
  846. {
  847. //spawn wandering monsters
  848. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  849. {
  850. spawnWanderingMonsters(n.creatureid);
  851. }
  852. //new week info popup
  853. if (!firstTurn)
  854. {
  855. InfoWindow iw;
  856. switch (n.specialWeek)
  857. {
  858. case NewTurn::DOUBLE_GROWTH:
  859. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  860. iw.text.replaceNameSingular(n.creatureid);
  861. iw.text.replaceNameSingular(n.creatureid);
  862. break;
  863. case NewTurn::PLAGUE:
  864. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  865. break;
  866. case NewTurn::BONUS_GROWTH:
  867. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  868. iw.text.replaceNameSingular(n.creatureid);
  869. iw.text.replaceNameSingular(n.creatureid);
  870. break;
  871. case NewTurn::DEITYOFFIRE:
  872. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  873. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  874. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  875. iw.text.replacePositiveNumber(15);//%+d 15
  876. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  877. iw.text.replacePositiveNumber(15);//%+d 15
  878. break;
  879. default:
  880. if (newMonth)
  881. {
  882. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  883. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  884. }
  885. else
  886. {
  887. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  888. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  889. }
  890. }
  891. for (auto & elem : gs->players)
  892. {
  893. iw.player = elem.first;
  894. sendAndApply(&iw);
  895. }
  896. }
  897. }
  898. if (!firstTurn)
  899. checkVictoryLossConditionsForAll(); // check for map turn limit
  900. logGlobal->trace("Info about turn %d has been sent!", n.day);
  901. //call objects
  902. for (auto & elem : gs->map->objects)
  903. {
  904. if (elem)
  905. elem->newTurn(getRandomGenerator());
  906. }
  907. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  908. }
  909. void CGameHandler::start(bool resume)
  910. {
  911. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  912. for (auto cc : lobby->activeConnections)
  913. {
  914. auto players = lobby->getAllClientPlayers(cc->connectionID);
  915. std::stringstream sbuffer;
  916. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  917. for (PlayerColor color : players)
  918. {
  919. sbuffer << color << " ";
  920. connections[color].insert(cc);
  921. }
  922. logGlobal->info(sbuffer.str());
  923. }
  924. #if SCRIPTING_ENABLED
  925. services()->scripts()->run(serverScripts);
  926. #endif
  927. if (!resume)
  928. {
  929. onNewTurn();
  930. events::TurnStarted::defaultExecute(serverEventBus.get());
  931. for(auto & player : gs->players)
  932. turnTimerHandler->onGameplayStart(player.first);
  933. }
  934. else
  935. events::GameResumed::defaultExecute(serverEventBus.get());
  936. turnOrder->onGameStarted();
  937. }
  938. void CGameHandler::tick(int millisecondsPassed)
  939. {
  940. turnTimerHandler->update(millisecondsPassed);
  941. }
  942. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  943. {
  944. if (!h->hasSpellbook())
  945. return; //hero hasn't spellbook
  946. ChangeSpells cs;
  947. cs.hid = h->id;
  948. cs.learn = true;
  949. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  950. {
  951. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  952. for (int i = 0; i < h->maxSpellLevel(); i++)
  953. {
  954. std::vector<SpellID> spells;
  955. getAllowedSpells(spells, i+1);
  956. for (auto & spell : spells)
  957. cs.spells.insert(spell);
  958. }
  959. }
  960. else
  961. {
  962. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  963. {
  964. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  965. {
  966. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  967. cs.spells.insert(t->spells.at(i).at(j));
  968. }
  969. }
  970. }
  971. if (!cs.spells.empty())
  972. sendAndApply(&cs);
  973. }
  974. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  975. {
  976. if (!obj || !getObj(obj->id))
  977. {
  978. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  979. return false;
  980. }
  981. RemoveObject ro;
  982. ro.objectID = obj->id;
  983. ro.initiator = initiator;
  984. sendAndApply(&ro);
  985. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  986. return true;
  987. }
  988. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  989. {
  990. const CGHeroInstance *h = getHero(hid);
  991. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  992. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  993. {
  994. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  995. return true; //timer expired, no error
  996. logGlobal->error("Illegal call to move hero!");
  997. return false;
  998. }
  999. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  1000. const int3 hmpos = h->convertToVisitablePos(dst);
  1001. if (!gs->map->isInTheMap(hmpos))
  1002. {
  1003. logGlobal->error("Destination tile is outside the map!");
  1004. return false;
  1005. }
  1006. const TerrainTile t = *getTile(hmpos);
  1007. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  1008. CGObjectInstance * objectToVisit = nullptr;
  1009. CGObjectInstance * guardian = nullptr;
  1010. if (!t.visitableObjects.empty())
  1011. objectToVisit = t.visitableObjects.back();
  1012. if (isInTheMap(guardPos))
  1013. {
  1014. for (auto const & object : getTile(guardPos)->visitableObjects)
  1015. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  1016. guardian = object;
  1017. }
  1018. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  1019. const bool disembarking = h->boat
  1020. && t.terType->isLand()
  1021. && (dst == h->pos
  1022. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  1023. //result structure for start - movement failed, no move points used
  1024. TryMoveHero tmh;
  1025. tmh.id = hid;
  1026. tmh.start = h->pos;
  1027. tmh.end = dst;
  1028. tmh.result = TryMoveHero::FAILED;
  1029. tmh.movePoints = h->movementPointsRemaining();
  1030. //check if destination tile is available
  1031. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1032. auto ti = pathfinderHelper->getTurnInfo();
  1033. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  1034. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  1035. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  1036. const bool movingOntoObstacle = t.blocked && !t.visitable;
  1037. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  1038. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  1039. const auto complainRet = [&](const std::string & message)
  1040. {
  1041. //send info about movement failure
  1042. complain(message);
  1043. sendAndApply(&tmh);
  1044. return false;
  1045. };
  1046. if (guardian && getVisitingHero(guardian) != nullptr)
  1047. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  1048. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  1049. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  1050. if (objectToVisit &&
  1051. objectToVisit->getOwner().isValidPlayer() &&
  1052. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  1053. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1054. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  1055. //it's a rock or blocked and not visitable tile
  1056. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1057. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1058. return complainRet("Cannot move hero, destination tile is blocked!");
  1059. //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  1060. if(movingOntoWater && !canFly && !canWalkOnSea)
  1061. return complainRet("Cannot move hero, destination tile is on water!");
  1062. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1063. return complainRet("Cannot disembark hero, tile is blocked!");
  1064. if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
  1065. return complainRet("Tiles are not neighboring!");
  1066. if(h->inTownGarrison)
  1067. return complainRet("Can not move garrisoned hero!");
  1068. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  1069. return complainRet("Hero doesn't have any movement points left!");
  1070. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1071. return complainRet("Hero cannot transit over this tile!");
  1072. //several generic blocks of code
  1073. // should be called if hero changes tile but before applying TryMoveHero package
  1074. auto leaveTile = [&]()
  1075. {
  1076. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1077. {
  1078. obj->onHeroLeave(h);
  1079. }
  1080. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  1081. };
  1082. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1083. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1084. {
  1085. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1086. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1087. queries->addQuery(moveQuery);
  1088. if (leavingTile == LEAVING_TILE)
  1089. leaveTile();
  1090. if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1091. tmh.attackedFrom = std::make_optional(guardPos);
  1092. tmh.result = result;
  1093. sendAndApply(&tmh);
  1094. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1095. { // Hero should be always able to visit any object he is staying on even if there are guards around
  1096. visitObjectOnTile(t, h);
  1097. }
  1098. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1099. {
  1100. objectVisited(guardian, h);
  1101. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1102. }
  1103. else if (visitDest == VISIT_DEST)
  1104. {
  1105. visitObjectOnTile(t, h);
  1106. }
  1107. queries->popIfTop(moveQuery);
  1108. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1109. return result != TryMoveHero::FAILED;
  1110. };
  1111. //interaction with blocking object (like resources)
  1112. auto blockingVisit = [&]() -> bool
  1113. {
  1114. for (CGObjectInstance *obj : t.visitableObjects)
  1115. {
  1116. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1117. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1118. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1119. {
  1120. EVisitDest visitDest = VISIT_DEST;
  1121. if(h->boat && !h->boat->onboardVisitAllowed)
  1122. visitDest = DONT_VISIT_DEST;
  1123. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1124. }
  1125. }
  1126. return false;
  1127. };
  1128. if (!transit && embarking)
  1129. {
  1130. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1131. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1132. // In H3 embark ignore guards
  1133. }
  1134. if (disembarking)
  1135. {
  1136. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1137. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1138. }
  1139. if (movementMode != EMovementMode::STANDARD)
  1140. {
  1141. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1142. return true;
  1143. EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  1144. ? CHECK_FOR_GUARDS
  1145. : IGNORE_GUARDS;
  1146. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  1147. // visit town for town portal \ castle gates
  1148. // do not use generic visitObjectOnTile to avoid double-teleporting
  1149. // if this moveHero call was triggered by teleporter
  1150. if (objectToVisit)
  1151. {
  1152. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1153. town->onHeroVisit(h);
  1154. }
  1155. return true;
  1156. }
  1157. //still here? it is standard movement!
  1158. {
  1159. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1160. ? h->movementPointsRemaining() - cost
  1161. : 0;
  1162. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1163. EVisitDest visitDest = VISIT_DEST;
  1164. if (transit)
  1165. {
  1166. if (CGTeleport::isTeleport(objectToVisit))
  1167. visitDest = DONT_VISIT_DEST;
  1168. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1169. {
  1170. lookForGuards = IGNORE_GUARDS;
  1171. visitDest = DONT_VISIT_DEST;
  1172. }
  1173. }
  1174. else if (blockingVisit())
  1175. return true;
  1176. if(h->boat && !h->boat->onboardAssaultAllowed)
  1177. lookForGuards = IGNORE_GUARDS;
  1178. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1179. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1180. gs->statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
  1181. return true;
  1182. }
  1183. }
  1184. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1185. {
  1186. const CGHeroInstance *h = getHero(hid);
  1187. const CGTownInstance *t = getTown(dstid);
  1188. if (!h || !t)
  1189. COMPLAIN_RET("Invalid call to teleportHero!");
  1190. const CGTownInstance *from = h->visitedTown;
  1191. if (((h->getOwner() != t->getOwner())
  1192. && complain("Cannot teleport hero to another player"))
  1193. || (from->town->faction->getId() != t->town->faction->getId()
  1194. && complain("Source town and destination town should belong to the same faction"))
  1195. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1196. && complain("Hero must be in town with Castle gate for teleporting"))
  1197. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1198. && complain("Cannot teleport hero to town without Castle gate in it")))
  1199. return false;
  1200. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1201. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  1202. return true;
  1203. }
  1204. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1205. {
  1206. PlayerColor oldOwner = getOwner(obj->id);
  1207. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  1208. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1209. checkVictoryLossConditions(playerColors);
  1210. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1211. if (town) //town captured
  1212. {
  1213. gs->statistic.accumulatedValues[owner].lastCapturedTownDay = gs->getDate(Date::DAY);
  1214. if (owner.isValidPlayer()) //new owner is real player
  1215. {
  1216. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1217. setPortalDwelling(town, true, false);
  1218. }
  1219. }
  1220. const PlayerState * p = getPlayerState(owner);
  1221. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1222. {
  1223. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1224. {
  1225. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1226. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1227. }
  1228. }
  1229. }
  1230. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1231. {
  1232. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1233. queries->addQuery(dialogQuery);
  1234. iw->queryID = dialogQuery->queryID;
  1235. sendToAllClients(iw);
  1236. }
  1237. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1238. {
  1239. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1240. queries->addQuery(dialogQuery);
  1241. iw->queryID = dialogQuery->queryID;
  1242. sendToAllClients(iw);
  1243. }
  1244. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1245. {
  1246. if (!val) return; //don't waste time on empty call
  1247. TResources resources;
  1248. resources[which] = val;
  1249. giveResources(player, resources);
  1250. }
  1251. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1252. {
  1253. SetResources sr;
  1254. sr.abs = false;
  1255. sr.player = player;
  1256. sr.res = resources;
  1257. sendAndApply(&sr);
  1258. }
  1259. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1260. {
  1261. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1262. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1263. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1264. //first we move creatures to give to make them army of object-source
  1265. for (auto & elem : creatures.Slots())
  1266. {
  1267. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1268. }
  1269. tryJoiningArmy(obj, h, remove, true);
  1270. }
  1271. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1272. {
  1273. std::vector<CStackBasicDescriptor> cres = creatures;
  1274. if (cres.size() <= 0)
  1275. return;
  1276. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1277. for (CStackBasicDescriptor &sbd : cres)
  1278. {
  1279. TQuantity collected = 0;
  1280. while(collected < sbd.count)
  1281. {
  1282. bool foundSth = false;
  1283. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1284. {
  1285. if (i->second->type == sbd.type)
  1286. {
  1287. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1288. changeStackCount(StackLocation(obj, i->first), -take, false);
  1289. collected += take;
  1290. foundSth = true;
  1291. break;
  1292. }
  1293. }
  1294. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1295. {
  1296. complain("Unexpected failure during taking creatures!");
  1297. return;
  1298. }
  1299. }
  1300. }
  1301. }
  1302. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1303. {
  1304. if (obj->visitingHero != hero && obj->garrisonHero != hero)
  1305. {
  1306. HeroVisitCastle vc;
  1307. vc.hid = hero->id;
  1308. vc.tid = obj->id;
  1309. vc.flags |= 1;
  1310. sendAndApply(&vc);
  1311. }
  1312. visitCastleObjects(obj, hero);
  1313. giveSpells (obj, hero);
  1314. if (obj->visitingHero && obj->garrisonHero)
  1315. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  1316. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1317. }
  1318. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1319. {
  1320. for (auto & building : t->rewardableBuildings)
  1321. building.second->onHeroVisit(h);
  1322. }
  1323. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1324. {
  1325. HeroVisitCastle vc;
  1326. vc.hid = hero->id;
  1327. vc.tid = obj->id;
  1328. sendAndApply(&vc);
  1329. }
  1330. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1331. {
  1332. EraseArtifact ea;
  1333. ea.al = al;
  1334. sendAndApply(&ea);
  1335. }
  1336. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1337. {
  1338. ChangeSpells cs;
  1339. cs.hid = hero->id;
  1340. cs.spells = spells;
  1341. cs.learn = give;
  1342. sendAndApply(&cs);
  1343. }
  1344. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1345. {
  1346. sendAndApply(bonus);
  1347. }
  1348. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1349. {
  1350. sendAndApply(smp);
  1351. }
  1352. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1353. {
  1354. SetMovePoints smp;
  1355. smp.hid = hid;
  1356. smp.val = val;
  1357. smp.absolute = absolute;
  1358. sendAndApply(&smp);
  1359. }
  1360. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1361. {
  1362. SetMana sm;
  1363. sm.hid = hid;
  1364. sm.val = val;
  1365. sm.absolute = true;
  1366. sendAndApply(&sm);
  1367. }
  1368. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1369. {
  1370. GiveHero gh;
  1371. gh.id = id;
  1372. gh.player = player;
  1373. gh.boatId = boatId;
  1374. sendAndApply(&gh);
  1375. //Reveal fow around new hero, especially released from Prison
  1376. auto h = getHero(id);
  1377. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1378. }
  1379. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1380. {
  1381. ChangeObjPos cop;
  1382. cop.objid = objid;
  1383. cop.nPos = newPos;
  1384. cop.initiator = initiator;
  1385. sendAndApply(&cop);
  1386. }
  1387. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1388. {
  1389. const CGHeroInstance * h1 = getHero(fromHero);
  1390. const CGHeroInstance * h2 = getHero(toHero);
  1391. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1392. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1393. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1394. {
  1395. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1396. std::swap(fromHero, toHero);
  1397. }
  1398. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1399. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1400. return;//no scholar skill or no spellbook
  1401. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1402. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1403. ChangeSpells cs1;
  1404. cs1.learn = true;
  1405. cs1.hid = toHero;//giving spells to first hero
  1406. for (auto it : h1->getSpellsInSpellbook())
  1407. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1408. cs1.spells.insert(it);//spell to learn
  1409. ChangeSpells cs2;
  1410. cs2.learn = true;
  1411. cs2.hid = fromHero;
  1412. for (auto it : h2->getSpellsInSpellbook())
  1413. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1414. cs2.spells.insert(it);
  1415. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1416. {
  1417. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1418. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1419. InfoWindow iw;
  1420. iw.player = h1->tempOwner;
  1421. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1422. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1423. iw.text.replaceTextID(h1->getNameTextID());
  1424. if (!cs2.spells.empty())//if found new spell - apply
  1425. {
  1426. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1427. int size = static_cast<int>(cs2.spells.size());
  1428. for (auto it : cs2.spells)
  1429. {
  1430. iw.components.emplace_back(ComponentType::SPELL, it);
  1431. iw.text.appendName(it);
  1432. switch (size--)
  1433. {
  1434. case 2:
  1435. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1436. case 1:
  1437. break;
  1438. default:
  1439. iw.text.appendRawString(", ");
  1440. }
  1441. }
  1442. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1443. iw.text.replaceTextID(h2->getNameTextID());
  1444. sendAndApply(&cs2);
  1445. }
  1446. if (!cs1.spells.empty() && !cs2.spells.empty())
  1447. {
  1448. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1449. }
  1450. if (!cs1.spells.empty())
  1451. {
  1452. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1453. int size = static_cast<int>(cs1.spells.size());
  1454. for (auto it : cs1.spells)
  1455. {
  1456. iw.components.emplace_back(ComponentType::SPELL, it);
  1457. iw.text.appendName(it);
  1458. switch (size--)
  1459. {
  1460. case 2:
  1461. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1462. case 1:
  1463. break;
  1464. default:
  1465. iw.text.appendRawString(", ");
  1466. }
  1467. }
  1468. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1469. iw.text.replaceTextID(h2->getNameTextID());
  1470. sendAndApply(&cs1);
  1471. }
  1472. sendAndApply(&iw);
  1473. }
  1474. }
  1475. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1476. {
  1477. auto h1 = getHero(hero1);
  1478. auto h2 = getHero(hero2);
  1479. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1480. {
  1481. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1482. ExchangeDialog hex;
  1483. hex.queryID = exchange->queryID;
  1484. hex.player = h1->getOwner();
  1485. hex.hero1 = hero1;
  1486. hex.hero2 = hero2;
  1487. sendAndApply(&hex);
  1488. useScholarSkill(hero1,hero2);
  1489. queries->addQuery(exchange);
  1490. }
  1491. }
  1492. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1493. {
  1494. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1495. for (auto c : lobby->activeConnections)
  1496. c->sendPack(pack);
  1497. }
  1498. void CGameHandler::sendAndApply(CPackForClient * pack)
  1499. {
  1500. sendToAllClients(pack);
  1501. gs->apply(pack);
  1502. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1503. }
  1504. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1505. {
  1506. sendAndApply(static_cast<CPackForClient *>(pack));
  1507. checkVictoryLossConditionsForAll();
  1508. }
  1509. void CGameHandler::sendAndApply(SetResources * pack)
  1510. {
  1511. sendAndApply(static_cast<CPackForClient *>(pack));
  1512. checkVictoryLossConditionsForPlayer(pack->player);
  1513. }
  1514. void CGameHandler::sendAndApply(NewStructures * pack)
  1515. {
  1516. sendAndApply(static_cast<CPackForClient *>(pack));
  1517. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1518. }
  1519. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1520. {
  1521. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1522. }
  1523. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1524. {
  1525. if(pack->c)
  1526. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1527. logNetwork->error("Player is not allowed to perform this action!");
  1528. throw ExceptionNotAllowedAction();
  1529. }
  1530. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1531. {
  1532. std::ostringstream oss;
  1533. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1534. logNetwork->error(oss.str());
  1535. if(pack->c)
  1536. playerMessages->sendSystemMessage(pack->c, oss.str());
  1537. }
  1538. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1539. {
  1540. if(!isPlayerOwns(pack, id))
  1541. {
  1542. wrongPlayerMessage(pack, getOwner(id));
  1543. throwNotAllowedAction(pack);
  1544. }
  1545. }
  1546. void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
  1547. {
  1548. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1549. throwNotAllowedAction(pack);
  1550. }
  1551. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1552. {
  1553. throwIfWrongPlayer(pack, pack->player);
  1554. }
  1555. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1556. {
  1557. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1558. {
  1559. wrongPlayerMessage(pack, player);
  1560. throwNotAllowedAction(pack);
  1561. }
  1562. }
  1563. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1564. {
  1565. complain(txt);
  1566. throwNotAllowedAction(pack);
  1567. }
  1568. void CGameHandler::save(const std::string & filename)
  1569. {
  1570. logGlobal->info("Saving to %s", filename);
  1571. const auto stem = FileInfo::GetPathStem(filename);
  1572. const auto savefname = stem.to_string() + ".vsgm1";
  1573. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1574. CResourceHandler::get("local")->createResource(savefname);
  1575. try
  1576. {
  1577. {
  1578. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1579. saveCommonState(save);
  1580. logGlobal->info("Saving server state");
  1581. save << *this;
  1582. }
  1583. logGlobal->info("Game has been successfully saved!");
  1584. }
  1585. catch(std::exception &e)
  1586. {
  1587. logGlobal->error("Failed to save game: %s", e.what());
  1588. }
  1589. }
  1590. bool CGameHandler::load(const std::string & filename)
  1591. {
  1592. logGlobal->info("Loading from %s", filename);
  1593. const auto stem = FileInfo::GetPathStem(filename);
  1594. reinitScripting();
  1595. try
  1596. {
  1597. {
  1598. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1599. lf.serializer.cb = this;
  1600. loadCommonState(lf);
  1601. logGlobal->info("Loading server state");
  1602. lf >> *this;
  1603. }
  1604. logGlobal->info("Game has been successfully loaded!");
  1605. }
  1606. catch(const ModIncompatibility & e)
  1607. {
  1608. logGlobal->error("Failed to load game: %s", e.what());
  1609. std::string errorMsg;
  1610. if(!e.whatMissing().empty())
  1611. {
  1612. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1613. errorMsg += e.whatMissing();
  1614. }
  1615. if(!e.whatExcessive().empty())
  1616. {
  1617. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1618. errorMsg += e.whatExcessive();
  1619. }
  1620. lobby->announceMessage(errorMsg);
  1621. return false;
  1622. }
  1623. catch(const IdentifierResolutionException & e)
  1624. {
  1625. logGlobal->error("Failed to load game: %s", e.what());
  1626. MetaString errorMsg;
  1627. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1628. errorMsg.replaceRawString(e.identifierName);
  1629. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1630. return false;
  1631. }
  1632. catch(const std::exception & e)
  1633. {
  1634. logGlobal->error("Failed to load game: %s", e.what());
  1635. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1636. return false;
  1637. }
  1638. gs->preInit(VLC, this);
  1639. gs->updateOnLoad(lobby->si.get());
  1640. return true;
  1641. }
  1642. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1643. {
  1644. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1645. return false;
  1646. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1647. const CCreatureSet & creatureSet = *army;
  1648. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1649. || (howMany < 1 && complain("Invalid split parameter!")))
  1650. {
  1651. return false;
  1652. }
  1653. auto actualAmount = army->getStackCount(slotSrc);
  1654. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1655. return false;
  1656. auto freeSlots = creatureSet.getFreeSlots();
  1657. if(freeSlots.empty() && complain("No empty stacks"))
  1658. return false;
  1659. BulkRebalanceStacks bulkRS;
  1660. for(auto slot : freeSlots)
  1661. {
  1662. RebalanceStacks rs;
  1663. rs.srcArmy = army->id;
  1664. rs.dstArmy = army->id;
  1665. rs.srcSlot = slotSrc;
  1666. rs.dstSlot = slot;
  1667. rs.count = howMany;
  1668. bulkRS.moves.push_back(rs);
  1669. actualAmount -= howMany;
  1670. if(actualAmount <= howMany)
  1671. break;
  1672. }
  1673. sendAndApply(&bulkRS);
  1674. return true;
  1675. }
  1676. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1677. {
  1678. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1679. return false;
  1680. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1681. const CCreatureSet & creatureSet = *army;
  1682. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1683. return false;
  1684. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1685. if(actualAmount < 1 && complain(complainNoCreatures))
  1686. return false;
  1687. auto currentCreature = creatureSet.getCreature(slotSrc);
  1688. if(!currentCreature && complain(complainNoCreatures))
  1689. return false;
  1690. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1691. if(!creatureSlots.size())
  1692. return false;
  1693. BulkRebalanceStacks bulkRS;
  1694. for(auto slot : creatureSlots)
  1695. {
  1696. RebalanceStacks rs;
  1697. rs.srcArmy = army->id;
  1698. rs.dstArmy = army->id;
  1699. rs.srcSlot = slot;
  1700. rs.dstSlot = slotSrc;
  1701. rs.count = creatureSet.getStackCount(slot);
  1702. bulkRS.moves.push_back(rs);
  1703. }
  1704. sendAndApply(&bulkRS);
  1705. return true;
  1706. }
  1707. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1708. {
  1709. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1710. return false;
  1711. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1712. const CCreatureSet & setSrc = *armySrc;
  1713. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1714. return false;
  1715. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1716. const CCreatureSet & setDest = *armyDest;
  1717. auto freeSlots = setDest.getFreeSlotsQueue();
  1718. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1719. TRebalanceMap moves;
  1720. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1721. auto slotsLeft = setSrc.stacksCount();
  1722. auto destMap = setDest.getCreatureMap();
  1723. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1724. while(!srcQueue.empty())
  1725. {
  1726. auto pair = srcQueue.top();
  1727. srcQueue.pop();
  1728. auto currCreature = pair.first;
  1729. auto currSlot = pair.second;
  1730. const auto quantity = setSrc.getStackCount(currSlot);
  1731. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1732. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1733. if(!alreadyExists)
  1734. {
  1735. if(freeSlots.empty())
  1736. continue;
  1737. auto currFreeSlot = freeSlots.front();
  1738. freeSlots.pop();
  1739. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1740. }
  1741. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1742. slotsLeft--;
  1743. }
  1744. if(slotsLeft == 1)
  1745. {
  1746. auto lastCreature = setSrc.getCreature(srcSlot);
  1747. auto slotToMove = SlotID();
  1748. // Try to find a slot for last creature
  1749. if(destMap.find(lastCreature) == destMap.end())
  1750. {
  1751. if(!freeSlots.empty())
  1752. slotToMove = freeSlots.front();
  1753. }
  1754. else
  1755. {
  1756. slotToMove = destMap[lastCreature];
  1757. }
  1758. if(slotToMove != SlotID())
  1759. {
  1760. const bool needsLastStack = armySrc->needsLastStack();
  1761. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1762. if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0
  1763. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1764. }
  1765. }
  1766. BulkRebalanceStacks bulkRS;
  1767. for(auto & move : moves)
  1768. {
  1769. RebalanceStacks rs;
  1770. rs.srcArmy = armySrc->id;
  1771. rs.dstArmy = armyDest->id;
  1772. rs.srcSlot = move.first;
  1773. rs.dstSlot = move.second.first;
  1774. rs.count = move.second.second;
  1775. bulkRS.moves.push_back(rs);
  1776. }
  1777. sendAndApply(&bulkRS);
  1778. return true;
  1779. }
  1780. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1781. {
  1782. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1783. return false;
  1784. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1785. const CCreatureSet & creatureSet = *army;
  1786. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1787. return false;
  1788. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1789. if(actualAmount <= 1 && complain(complainNoCreatures))
  1790. return false;
  1791. auto freeSlot = creatureSet.getFreeSlot();
  1792. auto currentCreature = creatureSet.getCreature(slotSrc);
  1793. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1794. return true;
  1795. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1796. TQuantity totalCreatures = 0;
  1797. for(auto slot : creatureSlots)
  1798. totalCreatures += creatureSet.getStackCount(slot);
  1799. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1800. return false;
  1801. if(freeSlot != SlotID())
  1802. creatureSlots.push_back(freeSlot);
  1803. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1804. return false;
  1805. const auto totalCreatureSlots = creatureSlots.size();
  1806. const auto rem = totalCreatures % totalCreatureSlots;
  1807. const auto quotient = totalCreatures / totalCreatureSlots;
  1808. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1809. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1810. BulkSmartRebalanceStacks bulkSRS;
  1811. if(freeSlot != SlotID())
  1812. {
  1813. RebalanceStacks rs;
  1814. rs.srcArmy = rs.dstArmy = army->id;
  1815. rs.srcSlot = slotSrc;
  1816. rs.dstSlot = freeSlot;
  1817. rs.count = 1;
  1818. bulkSRS.moves.push_back(rs);
  1819. }
  1820. auto currSlot = 0;
  1821. auto check = 0;
  1822. for(auto slot : creatureSlots)
  1823. {
  1824. ChangeStackCount csc;
  1825. csc.army = army->id;
  1826. csc.slot = slot;
  1827. csc.count = (currSlot < rem)
  1828. ? quotient + 1
  1829. : quotient;
  1830. csc.absoluteValue = true;
  1831. bulkSRS.changes.push_back(csc);
  1832. currSlot++;
  1833. check += csc.count;
  1834. }
  1835. if(check != totalCreatures)
  1836. {
  1837. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1838. return false;
  1839. }
  1840. sendAndApply(&bulkSRS);
  1841. return true;
  1842. }
  1843. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1844. {
  1845. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1846. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1847. const CCreatureSet & S1 = *s1;
  1848. const CCreatureSet & S2 = *s2;
  1849. StackLocation sl1(s1, p1);
  1850. StackLocation sl2(s2, p2);
  1851. if (s1 == nullptr || s2 == nullptr)
  1852. {
  1853. complain("Cannot exchange stacks between non-existing objects!!\n");
  1854. return false;
  1855. }
  1856. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1857. {
  1858. complain(complainInvalidSlot);
  1859. return false;
  1860. }
  1861. if (!isAllowedExchange(id1,id2))
  1862. {
  1863. complain("Cannot exchange stacks between these two objects!\n");
  1864. return false;
  1865. }
  1866. // We can always put stacks into locked garrison, but not take them out of it
  1867. auto notRemovable = [&](const CArmedInstance * army)
  1868. {
  1869. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1870. {
  1871. auto g = dynamic_cast<const CGGarrison *>(army);
  1872. if (g && !g->removableUnits)
  1873. {
  1874. complain("Stacks in this garrison are not removable!\n");
  1875. return true;
  1876. }
  1877. }
  1878. return false;
  1879. };
  1880. if (what==1) //swap
  1881. {
  1882. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1883. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1884. {
  1885. complain("Can't take troops from another player!");
  1886. return false;
  1887. }
  1888. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1889. {
  1890. complain("Cannot swap stacks - slots are the same!");
  1891. return false;
  1892. }
  1893. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1894. {
  1895. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1896. return false;
  1897. }
  1898. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1899. return false;
  1900. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1901. return false;
  1902. swapStacks(sl1, sl2);
  1903. }
  1904. else if (what==2)//merge
  1905. {
  1906. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1907. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1908. return false;
  1909. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1910. {
  1911. complain("Cannot merge empty stack!");
  1912. return false;
  1913. }
  1914. else if (notRemovable(sl1.army))
  1915. return false;
  1916. moveStack(sl1, sl2);
  1917. }
  1918. else if (what==3) //split
  1919. {
  1920. const int countToMove = val - s2->getStackCount(p2);
  1921. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1922. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1923. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1924. {
  1925. complain("Can't move troops of another player!");
  1926. return false;
  1927. }
  1928. //general conditions checking
  1929. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1930. || (val<1 && complain(complainNoCreatures)) )
  1931. {
  1932. return false;
  1933. }
  1934. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1935. {
  1936. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1937. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1938. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1939. )
  1940. {
  1941. return false;
  1942. }
  1943. if (notRemovable(sl1.army))
  1944. {
  1945. if (s1->getStackCount(p1) > countLeftOnSrc)
  1946. return false;
  1947. }
  1948. else if (notRemovable(sl2.army))
  1949. {
  1950. if (s2->getStackCount(p1) < countLeftOnSrc)
  1951. return false;
  1952. }
  1953. moveStack(sl1, sl2, countToMove);
  1954. //S2.slots[p2]->count = val;
  1955. //S1.slots[p1]->count = total - val;
  1956. }
  1957. else //split one stack to the two
  1958. {
  1959. if (s1->getStackCount(p1) < val)//not enough creatures
  1960. {
  1961. complain(complainNotEnoughCreatures);
  1962. return false;
  1963. }
  1964. if (notRemovable(sl1.army))
  1965. return false;
  1966. moveStack(sl1, sl2, val);
  1967. }
  1968. }
  1969. return true;
  1970. }
  1971. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1972. {
  1973. return connections.count(player) && connections.at(player).count(c);
  1974. }
  1975. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1976. {
  1977. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1978. }
  1979. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1980. {
  1981. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1982. if (!vstd::contains(s1->stacks,pos))
  1983. {
  1984. complain("Illegal call to disbandCreature - no such stack in army!");
  1985. return false;
  1986. }
  1987. eraseStack(StackLocation(s1, pos));
  1988. return true;
  1989. }
  1990. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1991. {
  1992. const CGTownInstance * t = getTown(tid);
  1993. if(!t)
  1994. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1995. if(!t->town->buildings.count(requestedID))
  1996. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1997. if(t->hasBuilt(requestedID))
  1998. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1999. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  2000. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  2001. std::vector<const CBuilding*> remainingAutoBuildings;
  2002. std::set<BuildingID> buildingsThatWillBe;
  2003. //Check validity of request
  2004. if(!force)
  2005. {
  2006. switch(requestedBuilding->mode)
  2007. {
  2008. case CBuilding::BUILD_NORMAL :
  2009. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2010. COMPLAIN_RET("Cannot build that building!");
  2011. break;
  2012. case CBuilding::BUILD_AUTO :
  2013. case CBuilding::BUILD_SPECIAL:
  2014. COMPLAIN_RET("This building can not be constructed normally!");
  2015. case CBuilding::BUILD_GRAIL :
  2016. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2017. {
  2018. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2019. COMPLAIN_RET("Cannot build this without grail!")
  2020. else
  2021. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2022. }
  2023. break;
  2024. }
  2025. }
  2026. //Performs stuff that has to be done before new building is built
  2027. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2028. {
  2029. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2030. {
  2031. int level = BuildingID::getLevelFromDwelling(buildingID);
  2032. int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID);
  2033. if(upgradeNumber >= t->town->creatures.at(level).size())
  2034. {
  2035. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  2036. "no creature found (upgrade number %d, level %d!")
  2037. % buildingID % upgradeNumber % level));
  2038. return;
  2039. }
  2040. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  2041. SetAvailableCreatures ssi;
  2042. ssi.tid = t->id;
  2043. ssi.creatures = t->creatures;
  2044. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2045. ssi.creatures[level].first = crea->getGrowth();
  2046. ssi.creatures[level].second.push_back(crea->getId());
  2047. sendAndApply(&ssi);
  2048. }
  2049. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2050. {
  2051. setPortalDwelling(t);
  2052. }
  2053. };
  2054. //Performs stuff that has to be done after new building is built
  2055. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2056. {
  2057. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  2058. auto isLibrary = isMageGuild ? false
  2059. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  2060. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2061. {
  2062. if(t->visitingHero)
  2063. giveSpells(t,t->visitingHero);
  2064. if(t->garrisonHero)
  2065. giveSpells(t,t->garrisonHero);
  2066. }
  2067. };
  2068. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2069. auto areRequirementsFulfilled = [&](const BuildingID & buildID)
  2070. {
  2071. return buildingsThatWillBe.count(buildID);
  2072. };
  2073. //Init the vectors
  2074. for(auto & build : t->town->buildings)
  2075. {
  2076. if(t->hasBuilt(build.first))
  2077. {
  2078. buildingsThatWillBe.insert(build.first);
  2079. }
  2080. else
  2081. {
  2082. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2083. remainingAutoBuildings.push_back(build.second);
  2084. }
  2085. }
  2086. //Prepare structure (list of building ids will be filled later)
  2087. NewStructures ns;
  2088. ns.tid = tid;
  2089. ns.built = force ? t->built : (t->built+1);
  2090. std::queue<const CBuilding*> buildingsToAdd;
  2091. buildingsToAdd.push(requestedBuilding);
  2092. while(!buildingsToAdd.empty())
  2093. {
  2094. auto b = buildingsToAdd.front();
  2095. buildingsToAdd.pop();
  2096. ns.bid.insert(b->bid);
  2097. buildingsThatWillBe.insert(b->bid);
  2098. remainingAutoBuildings -= b;
  2099. for(auto autoBuilding : remainingAutoBuildings)
  2100. {
  2101. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2102. if(actualRequirements.test(areRequirementsFulfilled))
  2103. buildingsToAdd.push(autoBuilding);
  2104. }
  2105. }
  2106. // FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.
  2107. for(auto builtID : ns.bid)
  2108. processBeforeBuiltStructure(builtID);
  2109. //Take cost
  2110. if(!force)
  2111. {
  2112. giveResources(t->tempOwner, -requestedBuilding->resources);
  2113. gs->statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
  2114. }
  2115. //We know what has been built, apply changes. Do this as final step to properly update town window
  2116. sendAndApply(&ns);
  2117. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2118. for(auto builtID : ns.bid)
  2119. processAfterBuiltStructure(builtID);
  2120. // now when everything is built - reveal tiles for lookout tower
  2121. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  2122. if(t->garrisonHero) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  2123. objectVisited(t, t->garrisonHero);
  2124. if(t->visitingHero)
  2125. objectVisited(t, t->visitingHero);
  2126. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2127. return true;
  2128. }
  2129. bool CGameHandler::triggerTownSpecialBuildingAction(ObjectInstanceID tid, BuildingSubID::EBuildingSubID sid)
  2130. {
  2131. const CGTownInstance * t = getTown(tid);
  2132. if(t->town->getBuildingType(sid) == BuildingID::NONE)
  2133. return false;
  2134. if(sid == BuildingSubID::EBuildingSubID::BANK)
  2135. {
  2136. TResources res;
  2137. res[EGameResID::GOLD] = 2500;
  2138. giveResources(t->getOwner(), res);
  2139. setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);
  2140. }
  2141. return true;
  2142. }
  2143. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2144. {
  2145. ///incomplete, simply erases target building
  2146. const CGTownInstance * t = getTown(tid);
  2147. if (!vstd::contains(t->builtBuildings, bid))
  2148. return false;
  2149. RazeStructures rs;
  2150. rs.tid = tid;
  2151. rs.bid.insert(bid);
  2152. rs.destroyed = t->destroyed + 1;
  2153. sendAndApply(&rs);
  2154. //TODO: Remove dwellers
  2155. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2156. // {
  2157. // RemoveBonus rb(RemoveBonus::TOWN);
  2158. // rb.whoID = t->id;
  2159. // rb.source = BonusSource::TOWN_STRUCTURE;
  2160. // rb.id = 17;
  2161. // sendAndApply(&rb);
  2162. // }
  2163. return true;
  2164. }
  2165. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2166. {
  2167. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2168. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2169. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2170. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2171. const CCreature * c = crid.toCreature();
  2172. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2173. //TODO: check if hero is actually visiting object
  2174. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2175. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2176. if (town)
  2177. {
  2178. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2179. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2180. }
  2181. else
  2182. {
  2183. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2184. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2185. }
  2186. //verify
  2187. bool found = false;
  2188. int level = 0;
  2189. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2190. {
  2191. if ((fromLvl != -1) && (level !=fromLvl))
  2192. continue;
  2193. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2194. int i = 0;
  2195. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2196. if (cur.second.at(i) == crid)
  2197. break;
  2198. if (i < cur.second.size())
  2199. {
  2200. found = true;
  2201. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2202. break;
  2203. }
  2204. }
  2205. SlotID slot = army->getSlotFor(crid);
  2206. if ((!found && complain("Cannot recruit: no such creatures!"))
  2207. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2208. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2209. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2210. {
  2211. return false;
  2212. }
  2213. //recruit
  2214. TResources cost = (c->getFullRecruitCost() * cram);
  2215. giveResources(army->tempOwner, -cost);
  2216. gs->statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
  2217. SetAvailableCreatures sac;
  2218. sac.tid = objid;
  2219. sac.creatures = dwelling->creatures;
  2220. sac.creatures[level].first -= cram;
  2221. sendAndApply(&sac);
  2222. if (warMachine)
  2223. {
  2224. ArtifactID artId = c->warMachine;
  2225. const CArtifact * art = artId.toArtifact();
  2226. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2227. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2228. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2229. return giveHeroNewArtifact(hero, art);
  2230. }
  2231. else
  2232. {
  2233. addToSlot(StackLocation(army, slot), c, cram);
  2234. }
  2235. return true;
  2236. }
  2237. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2238. {
  2239. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2240. if (!obj->hasStackAtSlot(pos))
  2241. {
  2242. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2243. }
  2244. UpgradeInfo ui;
  2245. fillUpgradeInfo(obj, pos, ui);
  2246. PlayerColor player = obj->tempOwner;
  2247. const PlayerState *p = getPlayerState(player);
  2248. int crQuantity = obj->stacks.at(pos)->count;
  2249. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2250. //check if upgrade is possible
  2251. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2252. {
  2253. return false;
  2254. }
  2255. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2256. //check if player has enough resources
  2257. if (!p->resources.canAfford(totalCost))
  2258. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2259. //take resources
  2260. giveResources(player, -totalCost);
  2261. gs->statistic.accumulatedValues[player].spentResourcesForArmy += totalCost;
  2262. //upgrade creature
  2263. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  2264. return true;
  2265. }
  2266. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2267. {
  2268. if (!sl.army->hasStackAtSlot(sl.slot))
  2269. COMPLAIN_RET("Cannot find a stack to change type");
  2270. SetStackType sst;
  2271. sst.army = sl.army->id;
  2272. sst.slot = sl.slot;
  2273. sst.type = c->getId();
  2274. sendAndApply(&sst);
  2275. return true;
  2276. }
  2277. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2278. {
  2279. assert(src->canBeMergedWith(*dst, allowMerging));
  2280. while(src->stacksCount())//while there are unmoved creatures
  2281. {
  2282. auto i = src->Slots().begin(); //iterator to stack to move
  2283. StackLocation sl(src, i->first); //location of stack to move
  2284. SlotID pos = dst->getSlotFor(i->second->type);
  2285. if (!pos.validSlot())
  2286. {
  2287. //try to merge two other stacks to make place
  2288. std::pair<SlotID, SlotID> toMerge;
  2289. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  2290. {
  2291. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2292. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2293. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2294. }
  2295. else
  2296. {
  2297. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2298. return;
  2299. }
  2300. }
  2301. else
  2302. {
  2303. moveStack(sl, StackLocation(dst, pos));
  2304. }
  2305. }
  2306. }
  2307. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2308. {
  2309. const CGTownInstance * town = getTown(tid);
  2310. if(!town->garrisonHero == !town->visitingHero)
  2311. return false;
  2312. SetHeroesInTown intown;
  2313. intown.tid = tid;
  2314. if(town->garrisonHero) //garrison -> vising
  2315. {
  2316. intown.garrison = ObjectInstanceID();
  2317. intown.visiting = town->garrisonHero->id;
  2318. }
  2319. else //visiting -> garrison
  2320. {
  2321. if(town->armedGarrison())
  2322. town->mergeGarrisonOnSiege();
  2323. intown.visiting = ObjectInstanceID();
  2324. intown.garrison = town->visitingHero->id;
  2325. }
  2326. sendAndApply(&intown);
  2327. return true;
  2328. }
  2329. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2330. {
  2331. const CGTownInstance * town = getTown(tid);
  2332. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2333. {
  2334. if (!town->visitingHero->canBeMergedWith(*town))
  2335. {
  2336. complain("Cannot make garrison swap, not enough free slots!");
  2337. return false;
  2338. }
  2339. moveArmy(town, town->visitingHero, true);
  2340. SetHeroesInTown intown;
  2341. intown.tid = tid;
  2342. intown.visiting = ObjectInstanceID();
  2343. intown.garrison = town->visitingHero->id;
  2344. sendAndApply(&intown);
  2345. return true;
  2346. }
  2347. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2348. {
  2349. //check if moving hero out of town will break 8 wandering heroes limit
  2350. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2351. {
  2352. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2353. return false;
  2354. }
  2355. SetHeroesInTown intown;
  2356. intown.tid = tid;
  2357. intown.garrison = ObjectInstanceID();
  2358. intown.visiting = town->garrisonHero->id;
  2359. sendAndApply(&intown);
  2360. return true;
  2361. }
  2362. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2363. {
  2364. SetHeroesInTown intown;
  2365. intown.tid = tid;
  2366. intown.garrison = town->visitingHero->id;
  2367. intown.visiting = town->garrisonHero->id;
  2368. sendAndApply(&intown);
  2369. return true;
  2370. }
  2371. else
  2372. {
  2373. complain("Cannot swap garrison hero!");
  2374. return false;
  2375. }
  2376. }
  2377. // With the amount of changes done to the function, it's more like transferArtifacts.
  2378. // Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
  2379. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2380. {
  2381. const auto srcArtSet = getArtSet(src);
  2382. const auto dstArtSet = getArtSet(dst);
  2383. assert(srcArtSet);
  2384. assert(dstArtSet);
  2385. // Make sure exchange is even possible between the two heroes.
  2386. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2387. COMPLAIN_RET("That heroes cannot make any exchange!");
  2388. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2389. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2390. auto dstSlot = dst.slot;
  2391. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2392. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2393. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2394. return true;
  2395. const auto dstArtifact = dstArtSet->getArt(dstSlot);
  2396. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2397. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2398. if(srcArtifact == nullptr)
  2399. COMPLAIN_RET("No artifact to move!");
  2400. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2401. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2402. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2403. // Moving to the backpack is always allowed.
  2404. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2405. COMPLAIN_RET("Cannot move artifact!");
  2406. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2407. auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2408. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2409. COMPLAIN_RET("Cannot move artifact locks.");
  2410. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2411. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2412. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2413. COMPLAIN_RET("Cannot move catapult!");
  2414. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2415. COMPLAIN_RET("Backpack is full!");
  2416. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2417. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2418. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2419. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2420. ma.srcCreature = src.creature;
  2421. ma.dstCreature = dst.creature;
  2422. // Check if dst slot is occupied
  2423. if(!isDstSlotBackpack && isDstSlotOccupied)
  2424. {
  2425. // Previous artifact must be swapped
  2426. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2427. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2428. }
  2429. auto hero = getHero(dst.artHolder);
  2430. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2431. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2432. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2433. if(src.artHolder != dst.artHolder)
  2434. ma.artsPack0.back().askAssemble = true;
  2435. sendAndApply(&ma);
  2436. return true;
  2437. }
  2438. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2439. {
  2440. // Make sure exchange is even possible between the two heroes.
  2441. if(!isAllowedExchange(srcId, dstId))
  2442. COMPLAIN_RET("That heroes cannot make any exchange!");
  2443. auto psrcSet = getArtSet(srcId);
  2444. auto pdstSet = getArtSet(dstId);
  2445. if((!psrcSet) || (!pdstSet))
  2446. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2447. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2448. auto & slotsSrcDst = ma.artsPack0;
  2449. auto & slotsDstSrc = ma.artsPack1;
  2450. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2451. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2452. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2453. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2454. {
  2455. assert(artifact);
  2456. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2457. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2458. {
  2459. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2460. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2461. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2462. if(auto dstHero = getHero(dstId))
  2463. {
  2464. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2465. giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2466. }
  2467. }
  2468. };
  2469. if(swap)
  2470. {
  2471. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2472. {
  2473. for(auto & artifact : srcArtSet->artifactsWorn)
  2474. {
  2475. if(ArtifactUtils::isArtRemovable(artifact))
  2476. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2477. }
  2478. };
  2479. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2480. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2481. {
  2482. for(auto & slotInfo : artSet->artifactsInBackpack)
  2483. {
  2484. auto slot = artSet->getArtPos(slotInfo.artifact);
  2485. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2486. }
  2487. };
  2488. if(equipped)
  2489. {
  2490. // Move over artifacts that are worn srcHero -> dstHero
  2491. moveArtsWorn(psrcSet, slotsSrcDst);
  2492. artFittingSet.artifactsWorn.clear();
  2493. // Move over artifacts that are worn dstHero -> srcHero
  2494. moveArtsWorn(pdstSet, slotsDstSrc);
  2495. }
  2496. if(backpack)
  2497. {
  2498. // Move over artifacts that are in backpack srcHero -> dstHero
  2499. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2500. // Move over artifacts that are in backpack dstHero -> srcHero
  2501. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2502. }
  2503. }
  2504. else
  2505. {
  2506. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2507. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2508. if(equipped)
  2509. {
  2510. // Move over artifacts that are worn
  2511. for(auto & artInfo : psrcSet->artifactsWorn)
  2512. {
  2513. if(ArtifactUtils::isArtRemovable(artInfo))
  2514. {
  2515. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2516. }
  2517. }
  2518. }
  2519. if(backpack)
  2520. {
  2521. // Move over artifacts that are in backpack
  2522. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2523. {
  2524. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2525. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2526. }
  2527. }
  2528. }
  2529. sendAndApply(&ma);
  2530. return true;
  2531. }
  2532. bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
  2533. {
  2534. const auto artSet = getArtSet(heroID);
  2535. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
  2536. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2537. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2538. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2539. {
  2540. if(left)
  2541. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
  2542. else
  2543. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
  2544. sendAndApply(&bma);
  2545. }
  2546. return true;
  2547. }
  2548. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2549. {
  2550. auto artSet = getArtSet(heroID);
  2551. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2552. ChangeArtifactsCostume costume(player, costumeIdx);
  2553. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2554. {
  2555. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2556. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2557. }
  2558. sendAndApply(&costume);
  2559. return true;
  2560. }
  2561. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2562. {
  2563. const auto artSet = getArtSet(heroID);
  2564. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2565. const auto playerState = getPlayerState(player);
  2566. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2567. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2568. {
  2569. CArtifactFittingSet artFittingSet(*artSet);
  2570. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2571. auto costumeArtMap = costume->second;
  2572. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2573. // First, find those artifacts that are already in place
  2574. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2575. {
  2576. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2577. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2578. {
  2579. costumeArtMap.erase(artPos);
  2580. artFittingSet.removeArtifact(slot);
  2581. }
  2582. }
  2583. // Second, find the necessary artifacts for the costume
  2584. for(const auto & artPos : costumeArtMap)
  2585. {
  2586. if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
  2587. {
  2588. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
  2589. {
  2590. artSet->getArtPos(artFittingSet.getArt(availableArts.front())),
  2591. artPos.first
  2592. });
  2593. artFittingSet.removeArtifact(availableArts.front());
  2594. if(ArtifactUtils::isSlotBackpack(availableArts.front()))
  2595. estimateBackpackSize--;
  2596. }
  2597. }
  2598. // Third, put unnecessary artifacts into backpack
  2599. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2600. if(artFittingSet.getArt(slot))
  2601. {
  2602. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
  2603. estimateBackpackSize++;
  2604. }
  2605. const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2606. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2607. sendAndApply(&bma);
  2608. }
  2609. return true;
  2610. }
  2611. /**
  2612. * Assembles or disassembles a combination artifact.
  2613. * @param heroID ID of hero holding the artifact(s).
  2614. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2615. * @param assemble True for assembly operation, false for disassembly.
  2616. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2617. * artifact to assemble to. Otherwise it's not used.
  2618. */
  2619. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2620. {
  2621. const CGHeroInstance * hero = getHero(heroID);
  2622. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2623. if(!destArtifact)
  2624. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2625. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2626. if(assemble)
  2627. {
  2628. const CArtifact * combinedArt = assembleTo.toArtifact();
  2629. if(!combinedArt->isCombined())
  2630. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2631. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2632. {
  2633. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2634. }
  2635. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2636. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2637. {
  2638. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2639. }
  2640. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2641. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2642. AssembledArtifact aa;
  2643. aa.al = dstLoc;
  2644. aa.builtArt = combinedArt;
  2645. sendAndApply(&aa);
  2646. }
  2647. else
  2648. {
  2649. if(!destArtifact->isCombined())
  2650. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2651. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2652. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2653. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2654. DisassembledArtifact da;
  2655. da.al = dstLoc;
  2656. sendAndApply(&da);
  2657. }
  2658. return true;
  2659. }
  2660. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2661. {
  2662. const auto * hero = getHero(al.artHolder);
  2663. if(hero == nullptr)
  2664. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2665. const auto * art = hero->getArt(al.slot);
  2666. if(art == nullptr)
  2667. COMPLAIN_RET("Cannot remove artifact!");
  2668. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2669. COMPLAIN_RET("Illegal artifact removal request");
  2670. removeArtifact(al);
  2671. return true;
  2672. }
  2673. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2674. {
  2675. const CGHeroInstance * hero = getHero(hid);
  2676. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2677. const CGTownInstance * town = hero->visitedTown;
  2678. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2679. if (aid==ArtifactID::SPELLBOOK)
  2680. {
  2681. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2682. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2683. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2684. )
  2685. return false;
  2686. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2687. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2688. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2689. giveSpells(town,hero);
  2690. return true;
  2691. }
  2692. else
  2693. {
  2694. const CArtifact * art = aid.toArtifact();
  2695. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2696. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2697. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2698. const int price = art->getPrice();
  2699. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2700. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2701. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2702. {
  2703. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2704. return giveHeroNewArtifact(hero, art);
  2705. }
  2706. else
  2707. COMPLAIN_RET("This machine is unavailable here!");
  2708. }
  2709. }
  2710. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2711. {
  2712. if(!h)
  2713. COMPLAIN_RET("Only hero can buy artifacts!");
  2714. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2715. COMPLAIN_RET("That artifact is unavailable!");
  2716. int b1;
  2717. int b2;
  2718. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2719. if (getResource(h->tempOwner, rid) < b1)
  2720. COMPLAIN_RET("You can't afford to buy this artifact!");
  2721. giveResource(h->tempOwner, rid, -b1);
  2722. SetAvailableArtifacts saa;
  2723. if(dynamic_cast<const CGTownInstance *>(m))
  2724. {
  2725. saa.id = ObjectInstanceID::NONE;
  2726. saa.arts = gs->map->townMerchantArtifacts;
  2727. }
  2728. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2729. {
  2730. saa.id = bm->id;
  2731. saa.arts = bm->artifacts;
  2732. }
  2733. else
  2734. COMPLAIN_RET("Wrong marktet...");
  2735. bool found = false;
  2736. for (const CArtifact *&art : saa.arts)
  2737. {
  2738. if (art && art->getId() == aid)
  2739. {
  2740. art = nullptr;
  2741. found = true;
  2742. break;
  2743. }
  2744. }
  2745. if (!found)
  2746. COMPLAIN_RET("Cannot find selected artifact on the list");
  2747. sendAndApply(&saa);
  2748. giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  2749. return true;
  2750. }
  2751. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2752. {
  2753. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2754. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2755. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2756. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2757. int resVal = 0;
  2758. int dump = 1;
  2759. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2760. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2761. giveResource(h->tempOwner, rid, resVal);
  2762. return true;
  2763. }
  2764. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2765. {
  2766. if (!h)
  2767. COMPLAIN_RET("You need hero to buy a skill!");
  2768. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2769. COMPLAIN_RET("Hero already know this skill");
  2770. if (!h->canLearnSkill())
  2771. COMPLAIN_RET("Hero can't learn any more skills");
  2772. if (!h->canLearnSkill(skill))
  2773. COMPLAIN_RET("The hero can't learn this skill!");
  2774. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2775. COMPLAIN_RET("That skill is unavailable!");
  2776. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2777. COMPLAIN_RET("You can't afford to buy this skill");
  2778. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2779. changeSecSkill(h, skill, 1, true);
  2780. return true;
  2781. }
  2782. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2783. {
  2784. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2785. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2786. int b1; //base quantities for trade
  2787. int b2;
  2788. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2789. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2790. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2791. {
  2792. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2793. }
  2794. giveResource(player, toSell, -b1 * amountToBoy);
  2795. giveResource(player, toBuy, b2 * amountToBoy);
  2796. gs->statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
  2797. gs->statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
  2798. return true;
  2799. }
  2800. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2801. {
  2802. if(!hero)
  2803. COMPLAIN_RET("Only hero can sell creatures!");
  2804. if (!vstd::contains(hero->Slots(), slot))
  2805. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2806. const CStackInstance &s = hero->getStack(slot);
  2807. if (s.count < (TQuantity)count //can't sell more creatures than have
  2808. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2809. {
  2810. COMPLAIN_RET("Not enough creatures in army!");
  2811. }
  2812. int b1; //base quantities for trade
  2813. int b2;
  2814. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2815. int units = count / b1; //how many base quantities we trade
  2816. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2817. {
  2818. //TODO: complain?
  2819. assert(0);
  2820. }
  2821. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2822. giveResource(hero->tempOwner, resourceID, b2 * units);
  2823. return true;
  2824. }
  2825. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2826. {
  2827. const CArmedInstance *army = nullptr;
  2828. if (hero)
  2829. army = hero;
  2830. else
  2831. army = dynamic_cast<const CGTownInstance *>(market);
  2832. if (!army)
  2833. COMPLAIN_RET("Incorrect call to transform in undead!");
  2834. if (!army->hasStackAtSlot(slot))
  2835. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2836. const CStackInstance &s = army->getStack(slot);
  2837. //resulting creature - bone dragons or skeletons
  2838. CreatureID resCreature = CreatureID::SKELETON;
  2839. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2840. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2841. || (s.getCreatureID() == CreatureID::HYDRA)
  2842. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2843. resCreature = CreatureID::BONE_DRAGON;
  2844. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2845. return true;
  2846. }
  2847. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2848. {
  2849. const PlayerState *p2 = getPlayerState(r2, false);
  2850. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2851. {
  2852. complain("Dest player must be in game!");
  2853. return false;
  2854. }
  2855. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2856. vstd::amin(val, curRes1);
  2857. giveResource(player, r1, -(int)val);
  2858. giveResource(r2, r1, val);
  2859. return true;
  2860. }
  2861. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2862. {
  2863. const CGHeroInstance *h = getHero(hid);
  2864. if (!h)
  2865. {
  2866. logGlobal->error("Hero doesn't exist!");
  2867. return false;
  2868. }
  2869. ChangeFormation cf;
  2870. cf.hid = hid;
  2871. cf.formation = formation;
  2872. sendAndApply(&cf);
  2873. return true;
  2874. }
  2875. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2876. {
  2877. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2878. if (answer)
  2879. logGlobal->trace("%d", *answer);
  2880. auto topQuery = queries->topQuery(player);
  2881. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2882. if(topQuery->queryID != qid)
  2883. {
  2884. auto currentQuery = queries->getQuery(qid);
  2885. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2886. currentQuery->setReply(answer);
  2887. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2888. }
  2889. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2890. topQuery->setReply(answer);
  2891. queries->popQuery(topQuery);
  2892. return true;
  2893. }
  2894. void CGameHandler::handleTimeEvents(PlayerColor color)
  2895. {
  2896. for (auto const & event : gs->map->events)
  2897. {
  2898. if (!event.occursToday(gs->day))
  2899. continue;
  2900. if (!event.affectsPlayer(color, getPlayerState(color)->isHuman()))
  2901. continue;
  2902. InfoWindow iw;
  2903. iw.player = color;
  2904. iw.text = event.message;
  2905. //give resources
  2906. if (!event.resources.empty())
  2907. {
  2908. giveResources(color, event.resources);
  2909. for (GameResID i : GameResID::ALL_RESOURCES())
  2910. if (event.resources[i])
  2911. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  2912. }
  2913. sendAndApply(&iw); //show dialog
  2914. }
  2915. }
  2916. void CGameHandler::handleTownEvents(CGTownInstance * town)
  2917. {
  2918. for (auto const & event : town->events)
  2919. {
  2920. if (!event.occursToday(gs->day))
  2921. continue;
  2922. PlayerColor player = town->getOwner();
  2923. if (!event.affectsPlayer(player, getPlayerState(player)->isHuman()))
  2924. continue;
  2925. // dialog
  2926. InfoWindow iw;
  2927. iw.player = player;
  2928. iw.text = event.message;
  2929. if (event.resources.nonZero())
  2930. {
  2931. giveResources(player, event.resources);
  2932. for (GameResID i : GameResID::ALL_RESOURCES())
  2933. if (event.resources[i])
  2934. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  2935. }
  2936. for (auto & i : event.buildings)
  2937. {
  2938. // Only perform action if:
  2939. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  2940. // 2. Building was not built yet
  2941. // othervice, silently ignore / skip it
  2942. if (town->town->buildings.count(i) && !town->hasBuilt(i))
  2943. {
  2944. buildStructure(town->id, i, true);
  2945. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2946. }
  2947. }
  2948. if (!event.creatures.empty())
  2949. {
  2950. SetAvailableCreatures sac;
  2951. sac.tid = town->id;
  2952. sac.creatures = town->creatures;
  2953. for (si32 i=0;i<event.creatures.size();i++) //creature growths
  2954. {
  2955. if (!town->creatures.at(i).second.empty() && event.creatures.at(i) > 0)//there is dwelling
  2956. {
  2957. sac.creatures[i].first += event.creatures.at(i);
  2958. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), event.creatures.at(i));
  2959. }
  2960. }
  2961. }
  2962. sendAndApply(&iw); //show dialog
  2963. }
  2964. }
  2965. bool CGameHandler::complain(const std::string &problem)
  2966. {
  2967. #ifndef ENABLE_GOLDMASTER
  2968. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2969. #endif
  2970. logGlobal->error(problem);
  2971. return true;
  2972. }
  2973. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2974. {
  2975. //PlayerColor player = getOwner(hid);
  2976. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2977. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2978. assert(lowerArmy);
  2979. assert(upperArmy);
  2980. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2981. queries->addQuery(garrisonQuery);
  2982. GarrisonDialog gd;
  2983. gd.hid = hid;
  2984. gd.objid = upobj;
  2985. gd.removableUnits = removableUnits;
  2986. gd.queryID = garrisonQuery->queryID;
  2987. sendAndApply(&gd);
  2988. }
  2989. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2990. {
  2991. OpenWindow pack;
  2992. pack.window = window;
  2993. pack.object = object->id;
  2994. pack.visitor = visitor->id;
  2995. if (addQuery)
  2996. {
  2997. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2998. pack.queryID = windowQuery->queryID;
  2999. queries->addQuery(windowQuery);
  3000. }
  3001. sendAndApply(&pack);
  3002. }
  3003. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  3004. {
  3005. if (id1 == id2)
  3006. return true;
  3007. const CGObjectInstance *o1 = getObj(id1);
  3008. const CGObjectInstance *o2 = getObj(id2);
  3009. if (!o1 || !o2)
  3010. return true; //arranging stacks within an object should be always allowed
  3011. if (o1 && o2)
  3012. {
  3013. if (o1->ID == Obj::TOWN)
  3014. {
  3015. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3016. if (t->visitingHero == o2 || t->garrisonHero == o2)
  3017. return true;
  3018. }
  3019. if (o2->ID == Obj::TOWN)
  3020. {
  3021. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3022. if (t->visitingHero == o1 || t->garrisonHero == o1)
  3023. return true;
  3024. }
  3025. auto market = dynamic_cast<const IMarket*>(o1);
  3026. if(market == nullptr)
  3027. market = dynamic_cast<const IMarket*>(o2);
  3028. if(market)
  3029. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  3030. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  3031. {
  3032. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  3033. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  3034. // two heroes in same town (garrisoned and visiting)
  3035. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  3036. return true;
  3037. }
  3038. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  3039. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  3040. if (!dialog)
  3041. {
  3042. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  3043. }
  3044. if (dialog)
  3045. {
  3046. auto topArmy = dialog->exchangingArmies.at(0);
  3047. auto bottomArmy = dialog->exchangingArmies.at(1);
  3048. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  3049. return true;
  3050. }
  3051. }
  3052. return false;
  3053. }
  3054. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  3055. {
  3056. using events::ObjectVisitStarted;
  3057. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  3058. if (getVisitingHero(obj) != nullptr)
  3059. {
  3060. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  3061. throw std::runtime_error("Can not visit object that is being visited");
  3062. }
  3063. std::shared_ptr<CObjectVisitQuery> visitQuery;
  3064. auto startVisit = [&](ObjectVisitStarted & event)
  3065. {
  3066. auto visitedObject = obj;
  3067. if(obj->ID == Obj::HERO)
  3068. {
  3069. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  3070. const auto visitedTown = visitedHero->visitedTown;
  3071. if(visitedTown)
  3072. {
  3073. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  3074. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  3075. visitedObject = visitedTown;
  3076. }
  3077. }
  3078. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  3079. queries->addQuery(visitQuery); //TODO real visit pos
  3080. HeroVisit hv;
  3081. hv.objId = obj->id;
  3082. hv.heroId = h->id;
  3083. hv.player = h->tempOwner;
  3084. hv.starting = true;
  3085. sendAndApply(&hv);
  3086. obj->onHeroVisit(h);
  3087. };
  3088. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  3089. if(visitQuery)
  3090. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  3091. }
  3092. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  3093. {
  3094. using events::ObjectVisitEnded;
  3095. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  3096. auto endVisit = [&](ObjectVisitEnded & event)
  3097. {
  3098. HeroVisit hv;
  3099. hv.player = event.getPlayer();
  3100. hv.heroId = event.getHero();
  3101. hv.starting = false;
  3102. sendAndApply(&hv);
  3103. };
  3104. //TODO: ObjectVisitEnded should also have id of visited object,
  3105. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  3106. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  3107. }
  3108. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  3109. {
  3110. const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
  3111. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  3112. {
  3113. complain("Cannot build boat in this shipyard!");
  3114. return false;
  3115. }
  3116. TResources boatCost;
  3117. obj->getBoatCost(boatCost);
  3118. TResources available = getPlayerState(playerID)->resources;
  3119. if (!available.canAfford(boatCost))
  3120. {
  3121. complain("Not enough resources to build a boat!");
  3122. return false;
  3123. }
  3124. int3 tile = obj->bestLocation();
  3125. if (!gs->map->isInTheMap(tile))
  3126. {
  3127. complain("Cannot find appropriate tile for a boat!");
  3128. return false;
  3129. }
  3130. giveResources(playerID, -boatCost);
  3131. createBoat(tile, obj->getBoatType(), playerID);
  3132. return true;
  3133. }
  3134. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3135. {
  3136. for (auto playerColor : playerColors)
  3137. {
  3138. if (getPlayerState(playerColor, false))
  3139. checkVictoryLossConditionsForPlayer(playerColor);
  3140. }
  3141. }
  3142. void CGameHandler::checkVictoryLossConditionsForAll()
  3143. {
  3144. std::set<PlayerColor> playerColors;
  3145. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3146. {
  3147. playerColors.insert(PlayerColor(i));
  3148. }
  3149. checkVictoryLossConditions(playerColors);
  3150. }
  3151. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3152. {
  3153. const PlayerState * p = getPlayerState(player);
  3154. if(!p || p->status != EPlayerStatus::INGAME) return;
  3155. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3156. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3157. {
  3158. InfoWindow iw;
  3159. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3160. sendAndApply(&iw);
  3161. PlayerEndsGame peg;
  3162. peg.player = player;
  3163. peg.victoryLossCheckResult = victoryLossCheckResult;
  3164. peg.statistic = StatisticDataSet(gameState()->statistic);
  3165. addStatistics(peg.statistic); // add last turn befor win / loss
  3166. sendAndApply(&peg);
  3167. turnOrder->onPlayerEndsGame(player);
  3168. if (victoryLossCheckResult.victory())
  3169. {
  3170. //one player won -> all enemies lost
  3171. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3172. {
  3173. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3174. {
  3175. peg.player = i->first;
  3176. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3177. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3178. InfoWindow iw;
  3179. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3180. iw.player = i->first;
  3181. sendAndApply(&iw);
  3182. sendAndApply(&peg);
  3183. }
  3184. }
  3185. if(p->human)
  3186. {
  3187. lobby->setState(EServerState::SHUTDOWN);
  3188. }
  3189. }
  3190. else
  3191. {
  3192. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3193. auto hlp = p->heroes;
  3194. for (auto h : hlp) //eliminate heroes
  3195. {
  3196. if (h.get())
  3197. removeObject(h, player);
  3198. }
  3199. //player lost -> all his objects become unflagged (neutral)
  3200. for (auto obj : gs->map->objects) //unflag objs
  3201. {
  3202. if (obj.get() && obj->tempOwner == player)
  3203. setOwner(obj, PlayerColor::NEUTRAL);
  3204. }
  3205. //eliminating one player may cause victory of another:
  3206. std::set<PlayerColor> playerColors;
  3207. //do not copy player state (CBonusSystemNode) by value
  3208. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3209. {
  3210. if (p.first != player)
  3211. playerColors.insert(p.first);
  3212. }
  3213. //notify all players
  3214. for (auto pc : playerColors)
  3215. {
  3216. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3217. {
  3218. InfoWindow iw;
  3219. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3220. iw.player = pc;
  3221. sendAndApply(&iw);
  3222. }
  3223. }
  3224. checkVictoryLossConditions(playerColors);
  3225. }
  3226. }
  3227. }
  3228. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3229. {
  3230. out.player = player;
  3231. out.text = victoryLossCheckResult.messageToSelf;
  3232. out.text.replaceName(player);
  3233. out.components.emplace_back(ComponentType::FLAG, player);
  3234. }
  3235. bool CGameHandler::dig(const CGHeroInstance *h)
  3236. {
  3237. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3238. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3239. createHole(h->visitablePos(), h->getOwner());
  3240. //take MPs
  3241. SetMovePoints smp;
  3242. smp.hid = h->id;
  3243. smp.val = 0;
  3244. sendAndApply(&smp);
  3245. InfoWindow iw;
  3246. iw.type = EInfoWindowMode::AUTO;
  3247. iw.player = h->tempOwner;
  3248. if (gs->map->grailPos == h->visitablePos())
  3249. {
  3250. ArtifactID grail = ArtifactID::GRAIL;
  3251. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  3252. iw.text.appendName(grail); // ... " The Grail"
  3253. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3254. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  3255. sendAndApply(&iw);
  3256. iw.soundID = soundBase::invalid;
  3257. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3258. iw.text.clear();
  3259. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3260. sendAndApply(&iw);
  3261. }
  3262. else
  3263. {
  3264. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3265. iw.soundID = soundBase::Dig;
  3266. sendAndApply(&iw);
  3267. }
  3268. return true;
  3269. }
  3270. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3271. {
  3272. if (!t.visitableObjects.empty())
  3273. {
  3274. //to prevent self-visiting heroes on space press
  3275. if (t.visitableObjects.back() != h)
  3276. objectVisited(t.visitableObjects.back(), h);
  3277. else if (t.visitableObjects.size() > 1)
  3278. objectVisited(*(t.visitableObjects.end()-2),h);
  3279. }
  3280. }
  3281. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3282. {
  3283. if (!hero)
  3284. COMPLAIN_RET("You need hero to sacrifice creature!");
  3285. int expSum = 0;
  3286. auto finish = [this, &hero, &expSum]()
  3287. {
  3288. giveExperience(hero, hero->calculateXp(expSum));
  3289. };
  3290. for(int i = 0; i < slot.size(); ++i)
  3291. {
  3292. int oldCount = hero->getStackCount(slot[i]);
  3293. if(oldCount < (int)count[i])
  3294. {
  3295. finish();
  3296. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3297. }
  3298. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3299. {
  3300. finish();
  3301. COMPLAIN_RET("Cannot sacrifice last creature!");
  3302. }
  3303. int crid = hero->getStack(slot[i]).type->getId();
  3304. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3305. int dump;
  3306. int exp;
  3307. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3308. exp *= count[i];
  3309. expSum += exp;
  3310. }
  3311. finish();
  3312. return true;
  3313. }
  3314. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3315. {
  3316. if (!hero)
  3317. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3318. if(hero->getAlignment() == EAlignment::EVIL)
  3319. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3320. assert(m);
  3321. auto altarObj = dynamic_cast<const CGArtifactsAltar*>(m);
  3322. int expSum = 0;
  3323. auto finish = [this, &hero, &expSum]()
  3324. {
  3325. giveExperience(hero, hero->calculateXp(expSum));
  3326. };
  3327. for(const auto & artInstId : arts)
  3328. {
  3329. if(auto art = altarObj->getArtByInstanceId(artInstId))
  3330. {
  3331. if(art->artType->isTradable())
  3332. {
  3333. int dmp;
  3334. int expToGive;
  3335. m->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3336. expSum += expToGive;
  3337. removeArtifact(ArtifactLocation(altarObj->id, altarObj->getArtPos(art)));
  3338. }
  3339. else
  3340. {
  3341. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3342. }
  3343. }
  3344. else
  3345. {
  3346. finish();
  3347. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3348. }
  3349. }
  3350. finish();
  3351. return true;
  3352. }
  3353. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3354. {
  3355. if (sl.army->hasStackAtSlot(sl.slot))
  3356. COMPLAIN_RET("Slot is already taken!");
  3357. if (!sl.slot.validSlot())
  3358. COMPLAIN_RET("Cannot insert stack to that slot!");
  3359. InsertNewStack ins;
  3360. ins.army = sl.army->id;
  3361. ins.slot = sl.slot;
  3362. ins.type = c->getId();
  3363. ins.count = count;
  3364. sendAndApply(&ins);
  3365. return true;
  3366. }
  3367. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3368. {
  3369. if (!sl.army->hasStackAtSlot(sl.slot))
  3370. COMPLAIN_RET("Cannot find a stack to erase");
  3371. if (sl.army->stacksCount() == 1 //from the last stack
  3372. && sl.army->needsLastStack() //that must be left
  3373. && !forceRemoval) //ignore above conditions if we are forcing removal
  3374. {
  3375. COMPLAIN_RET("Cannot erase the last stack!");
  3376. }
  3377. EraseStack es;
  3378. es.army = sl.army->id;
  3379. es.slot = sl.slot;
  3380. sendAndApply(&es);
  3381. return true;
  3382. }
  3383. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3384. {
  3385. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3386. if ((absoluteValue && count < 0)
  3387. || (!absoluteValue && -count > currentCount))
  3388. {
  3389. COMPLAIN_RET("Cannot take more stacks than present!");
  3390. }
  3391. if ((currentCount == -count && !absoluteValue)
  3392. || (!count && absoluteValue))
  3393. {
  3394. eraseStack(sl);
  3395. }
  3396. else
  3397. {
  3398. ChangeStackCount csc;
  3399. csc.army = sl.army->id;
  3400. csc.slot = sl.slot;
  3401. csc.count = count;
  3402. csc.absoluteValue = absoluteValue;
  3403. sendAndApply(&csc);
  3404. }
  3405. return true;
  3406. }
  3407. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3408. {
  3409. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3410. if (!slotC) //slot is empty
  3411. insertNewStack(sl, c, count);
  3412. else if (c == slotC)
  3413. changeStackCount(sl, count);
  3414. else
  3415. {
  3416. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3417. }
  3418. return true;
  3419. }
  3420. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3421. {
  3422. if (removeObjWhenFinished)
  3423. removeAfterVisit(src);
  3424. if (!src->canBeMergedWith(*dst, allowMerging))
  3425. {
  3426. if (allowMerging) //do that, add all matching creatures.
  3427. {
  3428. bool cont = true;
  3429. while (cont)
  3430. {
  3431. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3432. {
  3433. SlotID pos = dst->getSlotFor(i->second->type);
  3434. if (pos.validSlot())
  3435. {
  3436. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3437. cont = true;
  3438. break; //or iterator crashes
  3439. }
  3440. cont = false;
  3441. }
  3442. }
  3443. }
  3444. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3445. }
  3446. else //merge
  3447. {
  3448. moveArmy(src, dst, allowMerging);
  3449. }
  3450. }
  3451. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3452. {
  3453. if (!src.army->hasStackAtSlot(src.slot))
  3454. COMPLAIN_RET("No stack to move!");
  3455. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3456. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3457. if (!dst.slot.validSlot())
  3458. COMPLAIN_RET("Cannot move stack to that slot!");
  3459. if (count == -1)
  3460. {
  3461. count = src.army->getStackCount(src.slot);
  3462. }
  3463. if (src.army != dst.army //moving away
  3464. && count == src.army->getStackCount(src.slot) //all creatures
  3465. && src.army->stacksCount() == 1 //from the last stack
  3466. && src.army->needsLastStack()) //that must be left
  3467. {
  3468. COMPLAIN_RET("Cannot move away the last creature!");
  3469. }
  3470. RebalanceStacks rs;
  3471. rs.srcArmy = src.army->id;
  3472. rs.dstArmy = dst.army->id;
  3473. rs.srcSlot = src.slot;
  3474. rs.dstSlot = dst.slot;
  3475. rs.count = count;
  3476. sendAndApply(&rs);
  3477. return true;
  3478. }
  3479. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3480. {
  3481. if (!spellID.hasValue())
  3482. return;
  3483. AdventureSpellCastParameters p;
  3484. p.caster = caster;
  3485. p.pos = pos;
  3486. const CSpell * s = spellID.toSpell();
  3487. s->adventureCast(spellEnv, p);
  3488. }
  3489. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3490. {
  3491. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3492. {
  3493. return moveStack(sl2, sl1);
  3494. }
  3495. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3496. {
  3497. return moveStack(sl1, sl2);
  3498. }
  3499. else
  3500. {
  3501. SwapStacks ss;
  3502. ss.srcArmy = sl1.army->id;
  3503. ss.dstArmy = sl2.army->id;
  3504. ss.srcSlot = sl1.slot;
  3505. ss.dstSlot = sl2.slot;
  3506. sendAndApply(&ss);
  3507. return true;
  3508. }
  3509. }
  3510. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3511. {
  3512. assert(art && art->artType);
  3513. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3514. dst.creature = al.creature;
  3515. auto putTo = getArtSet(al);
  3516. assert(putTo);
  3517. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3518. {
  3519. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3520. }
  3521. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3522. {
  3523. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3524. }
  3525. else
  3526. {
  3527. dst.slot = al.slot;
  3528. }
  3529. if(!askAssemble.has_value())
  3530. {
  3531. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3532. askAssemble = true;
  3533. else
  3534. askAssemble = false;
  3535. }
  3536. if(art->canBePutAt(putTo, dst.slot))
  3537. {
  3538. PutArtifact pa(dst, askAssemble.value());
  3539. pa.art = art;
  3540. sendAndApply(&pa);
  3541. return true;
  3542. }
  3543. else
  3544. {
  3545. return false;
  3546. }
  3547. }
  3548. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3549. {
  3550. assert(artType);
  3551. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3552. {
  3553. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3554. COMPLAIN_RET("Cannot put artifact in that slot!");
  3555. }
  3556. else if(ArtifactUtils::isSlotBackpack(pos))
  3557. {
  3558. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3559. COMPLAIN_RET("Cannot put artifact in that slot!");
  3560. }
  3561. else
  3562. {
  3563. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3564. }
  3565. auto * newArtInst = new CArtifactInstance();
  3566. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3567. NewArtifact na;
  3568. na.art = newArtInst;
  3569. sendAndApply(&na); // -> updates newArtInst!!!
  3570. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3571. return true;
  3572. else
  3573. return false;
  3574. }
  3575. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3576. {
  3577. std::vector<int3>::iterator tile;
  3578. std::vector<int3> tiles;
  3579. getFreeTiles(tiles);
  3580. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3581. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3582. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3583. const CCreature *cre = creatureID.toCreature();
  3584. for (int i = 0; i < (int)amount; ++i)
  3585. {
  3586. tile = tiles.begin();
  3587. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3588. {
  3589. auto count = cre->getRandomAmount(std::rand);
  3590. createWanderingMonster(*tile, creatureID);
  3591. auto monsterId = getTopObj(*tile)->id;
  3592. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3593. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3594. }
  3595. tiles.erase(tile); //not use it again
  3596. }
  3597. }
  3598. void CGameHandler::synchronizeArtifactHandlerLists()
  3599. {
  3600. UpdateArtHandlerLists uahl;
  3601. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3602. sendAndApply(&uahl);
  3603. }
  3604. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3605. {
  3606. return vstd::contains(gs->map->objects, obj);
  3607. }
  3608. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3609. {
  3610. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3611. return false;
  3612. auto query = queries->topQuery(player);
  3613. if (query && query->blocksPack(pack))
  3614. {
  3615. complain(boost::str(boost::format(
  3616. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3617. % boost::to_upper_copy<std::string>(player.toString())
  3618. % query->toString()
  3619. ));
  3620. return true;
  3621. }
  3622. return false;
  3623. }
  3624. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3625. {
  3626. //If the object is being visited, there must be a matching query
  3627. for (const auto &query : queries->allQueries())
  3628. {
  3629. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3630. {
  3631. if (someVistQuery->visitedObject == object)
  3632. {
  3633. someVistQuery->removeObjectAfterVisit = true;
  3634. return;
  3635. }
  3636. }
  3637. }
  3638. //If we haven't returned so far, there is no query and no visit, call was wrong
  3639. assert("This function needs to be called during the object visit!");
  3640. }
  3641. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3642. {
  3643. std::unordered_set<int3> tiles;
  3644. if (mode == ETileVisibility::HIDDEN)
  3645. {
  3646. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3647. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3648. auto p = getPlayerState(player);
  3649. for (auto h : p->heroes)
  3650. {
  3651. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3652. }
  3653. for (auto t : p->towns)
  3654. {
  3655. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3656. }
  3657. for (auto tile : observedTiles)
  3658. vstd::erase_if_present (tiles, tile);
  3659. }
  3660. else
  3661. {
  3662. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3663. }
  3664. changeFogOfWar(tiles, player, mode);
  3665. }
  3666. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3667. {
  3668. if (tiles.empty())
  3669. return;
  3670. FoWChange fow;
  3671. fow.tiles = tiles;
  3672. fow.player = player;
  3673. fow.mode = mode;
  3674. sendAndApply(&fow);
  3675. }
  3676. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3677. {
  3678. assert(obj);
  3679. for(const auto & query : queries->allQueries())
  3680. {
  3681. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3682. if (visit && visit->visitedObject == obj)
  3683. return visit->visitingHero;
  3684. }
  3685. return nullptr;
  3686. }
  3687. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3688. {
  3689. assert(hero);
  3690. for(const auto & query : queries->allQueries())
  3691. {
  3692. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3693. if (visit && visit->visitingHero == hero)
  3694. return visit->visitedObject;
  3695. }
  3696. return nullptr;
  3697. }
  3698. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3699. {
  3700. assert(obj);
  3701. assert(hero);
  3702. assert(getVisitingHero(obj) == hero);
  3703. // Check top query of targeted player:
  3704. // If top query is NOT visit to targeted object then we assume that
  3705. // visitation query is covered by other query that must be answered first
  3706. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3707. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3708. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3709. return true;
  3710. }
  3711. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3712. {
  3713. SetObjectProperty sob;
  3714. sob.id = objid;
  3715. sob.what = prop;
  3716. sob.identifier = NumericID(value);
  3717. sendAndApply(&sob);
  3718. }
  3719. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3720. {
  3721. SetObjectProperty sob;
  3722. sob.id = objid;
  3723. sob.what = prop;
  3724. sob.identifier = identifier;
  3725. sendAndApply(&sob);
  3726. }
  3727. void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration)
  3728. {
  3729. SetBankConfiguration srb;
  3730. srb.objectID = objid;
  3731. srb.configuration = configuration;
  3732. sendAndApply(&srb);
  3733. }
  3734. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
  3735. {
  3736. SetRewardableConfiguration srb;
  3737. srb.objectID = objid;
  3738. srb.configuration = configuration;
  3739. sendAndApply(&srb);
  3740. }
  3741. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
  3742. {
  3743. SetRewardableConfiguration srb;
  3744. srb.objectID = townInstanceID;
  3745. srb.buildingID = buildingID;
  3746. srb.configuration = configuration;
  3747. sendAndApply(&srb);
  3748. }
  3749. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3750. {
  3751. sendAndApply(iw);
  3752. }
  3753. vstd::RNG & CGameHandler::getRandomGenerator()
  3754. {
  3755. return *randomNumberGenerator;
  3756. }
  3757. #if SCRIPTING_ENABLED
  3758. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3759. {
  3760. return serverScripts.get();
  3761. }
  3762. //scripting::Pool * CGameHandler::getContextPool() const
  3763. //{
  3764. // return serverScripts.get();
  3765. //}
  3766. #endif
  3767. CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
  3768. {
  3769. TerrainId terrainType = ETerrainId::NONE;
  3770. if (!gs->isInTheMap(visitablePosition))
  3771. throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
  3772. const TerrainTile & t = gs->map->getTile(visitablePosition);
  3773. terrainType = t.terType->getId();
  3774. auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);
  3775. CGObjectInstance * o = handler->create(gs->callback, nullptr);
  3776. handler->configureObject(o, getRandomGenerator());
  3777. assert(o->ID == objectID);
  3778. assert(!handler->getTemplates(terrainType).empty());
  3779. if (handler->getTemplates().empty())
  3780. throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
  3781. if (!handler->getTemplates(terrainType).empty())
  3782. o->appearance = handler->getTemplates(terrainType).front();
  3783. else
  3784. o->appearance = handler->getTemplates().front();
  3785. o->pos = visitablePosition + o->getVisitableOffset();
  3786. return o;
  3787. }
  3788. void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature)
  3789. {
  3790. auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
  3791. auto * cre = dynamic_cast<CGCreature *>(createdObject);
  3792. assert(cre);
  3793. cre->notGrowingTeam = cre->neverFlees = false;
  3794. cre->character = 2;
  3795. cre->gainedArtifact = ArtifactID::NONE;
  3796. cre->identifier = -1;
  3797. cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack
  3798. newObject(createdObject, PlayerColor::NEUTRAL);
  3799. }
  3800. void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
  3801. {
  3802. auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
  3803. newObject(createdObject, initiator);
  3804. }
  3805. void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
  3806. {
  3807. auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
  3808. newObject(createdObject, initiator);
  3809. }
  3810. void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
  3811. {
  3812. object->initObj(gs->getRandomGenerator());
  3813. NewObject no;
  3814. no.newObject = object;
  3815. no.initiator = initiator;
  3816. sendAndApply(&no);
  3817. }
  3818. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3819. {
  3820. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3821. }
  3822. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3823. {
  3824. battles->startBattleI(army1, army2, tile, creatureBank);
  3825. }
  3826. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3827. {
  3828. battles->startBattleI(army1, army2, creatureBank);
  3829. }