CGameHandler.h 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334
  1. /*
  2. * CGameHandler.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include <vcmi/Environment.h>
  12. #include "../lib/callback/IGameEventCallback.h"
  13. #include "../lib/LoadProgress.h"
  14. #include "../lib/ScriptHandler.h"
  15. #include "../lib/gameState/GameStatistics.h"
  16. #include "../lib/networkPacks/PacksForServer.h"
  17. #include "../lib/serializer/GameConnectionID.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. struct SideInBattle;
  20. class IMarket;
  21. class SpellCastEnvironment;
  22. class CCommanderInstance;
  23. class EVictoryLossCheckResult;
  24. class CRandomGenerator;
  25. class GameRandomizer;
  26. class StatisticDataSet;
  27. class ServerCallback;
  28. struct StartInfo;
  29. struct TerrainTile;
  30. struct CPackForServer;
  31. struct NewTurn;
  32. struct CGarrisonOperationPack;
  33. struct SetResources;
  34. struct NewStructures;
  35. #if SCRIPTING_ENABLED
  36. namespace scripting
  37. {
  38. class PoolImpl;
  39. }
  40. #endif
  41. VCMI_LIB_NAMESPACE_END
  42. class HeroPoolProcessor;
  43. class CVCMIServer;
  44. class CBaseForGHApply;
  45. class PlayerMessageProcessor;
  46. class BattleProcessor;
  47. class TurnOrderProcessor;
  48. class TurnTimerHandler;
  49. class QueriesProcessor;
  50. class CObjectVisitQuery;
  51. class NewTurnProcessor;
  52. class IGameServer;
  53. class CGameHandler : public Environment, public IGameEventCallback
  54. {
  55. IGameServer & server;
  56. public:
  57. std::unique_ptr<HeroPoolProcessor> heroPool;
  58. std::unique_ptr<BattleProcessor> battles;
  59. std::unique_ptr<QueriesProcessor> queries;
  60. std::unique_ptr<TurnOrderProcessor> turnOrder;
  61. std::unique_ptr<TurnTimerHandler> turnTimerHandler;
  62. std::unique_ptr<NewTurnProcessor> newTurnProcessor;
  63. std::unique_ptr<GameRandomizer> randomizer;
  64. std::unique_ptr<StatisticDataSet> statistics;
  65. std::unique_ptr<SpellCastEnvironment> spellEnv;
  66. std::shared_ptr<CGameState> gs;
  67. //use enums as parameters, because doMove(sth, true, false, true) is not readable
  68. enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
  69. enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
  70. enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
  71. std::unique_ptr<PlayerMessageProcessor> playerMessages;
  72. //queries stuff
  73. QueryID QID;
  74. const Services * services() const override;
  75. const BattleCb * battle(const BattleID & battleID) const override;
  76. const GameCb * game() const override;
  77. vstd::CLoggerBase * logger() const override;
  78. events::EventBus * eventBus() const override;
  79. IGameServer & gameServer() const;
  80. ServerCallback * spellcastEnvironment() const;
  81. bool isBlockedByQueries(const CPackForServer *pack, PlayerColor player);
  82. bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
  83. void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
  84. IGameInfoCallback & gameInfo();
  85. const CGameState & gameState() const { return *gs; }
  86. // Helpers to create new object of specified type
  87. std::shared_ptr<CGObjectInstance> createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID);
  88. void createWanderingMonster(const int3 & visitablePosition, CreatureID creature, int unitSize);
  89. void createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) override;
  90. void createHole(const int3 & visitablePosition, PlayerColor initiator);
  91. void newObject(std::shared_ptr<CGObjectInstance> object, PlayerColor initiator);
  92. explicit CGameHandler(IGameServer & server);
  93. CGameHandler(IGameServer & server, const std::shared_ptr<CGameState> & gamestate);
  94. ~CGameHandler();
  95. //////////////////////////////////////////////////////////////////////////
  96. //from IGameInfoCallback
  97. //do sth
  98. void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
  99. void setResearchedSpells(const CGTownInstance * town, int level, const std::vector<SpellID> & spells, bool accepted) override;
  100. bool removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) override;
  101. void setOwner(const CGObjectInstance * obj, PlayerColor owner) override;
  102. void giveExperience(const CGHeroInstance * hero, TExpType val) override;
  103. void giveStackExperience(const CArmedInstance * army, TExpType val);
  104. void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, ChangeValueMode mode) override;
  105. void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, ChangeValueMode mode) override;
  106. void showBlockingDialog(const IObjectInterface * caller, BlockingDialog *iw) override;
  107. void showTeleportDialog(TeleportDialog *iw) override;
  108. void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
  109. void showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) override;
  110. void giveResource(PlayerColor player, GameResID which, int val) override;
  111. void giveResources(PlayerColor player, const ResourceSet & resources) override;
  112. void giveCreatures(const CGHeroInstance * h, const CCreatureSet &creatures) override;
  113. void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override;
  114. void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures, bool forceRemoval) override;
  115. bool changeStackType(const StackLocation &sl, const CCreature *c) override;
  116. bool changeStackCount(const StackLocation &sl, TQuantity count, ChangeValueMode mode) override;
  117. bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override;
  118. bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override;
  119. bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override;
  120. bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override;
  121. void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override;
  122. bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override;
  123. void removeAfterVisit(const ObjectInstanceID & id) override;
  124. bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, const SpellID & spellId, const ArtifactPosition & pos);
  125. bool giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos) override;
  126. bool giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos) override;
  127. bool putArtifact(const ArtifactLocation & al, const ArtifactInstanceID & id, std::optional<bool> askAssemble) override;
  128. void removeArtifact(const ArtifactLocation &al) override;
  129. void removeArtifact(const ObjectInstanceID & srcId, const std::vector<ArtifactPosition> & slotsPack);
  130. bool moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst) override;
  131. bool bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack);
  132. bool manageBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID & heroID, const ManageBackpackArtifacts::ManageCmd & sortType);
  133. bool saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID & heroID, uint32_t costumeIdx);
  134. bool switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID & heroID, uint32_t costumeIdx);
  135. bool eraseArtifactByClient(const ArtifactLocation & al);
  136. void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  137. void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  138. void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town) override; //use hero=nullptr for no hero
  139. void startBattle(const CArmedInstance *army1, const CArmedInstance *army2) override; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
  140. bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
  141. void giveHeroBonus(GiveBonus * bonus) override;
  142. void setMovePoints(SetMovePoints * smp) override;
  143. void setMovePoints(ObjectInstanceID hid, int val) override;
  144. void setManaPoints(ObjectInstanceID hid, int val) override;
  145. void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) override;
  146. void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator) override;
  147. void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
  148. void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) override;
  149. void changeFogOfWar(const FowTilesType &tiles, PlayerColor player,ETileVisibility mode) override;
  150. void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override;
  151. void useChargeBasedSpell(const ObjectInstanceID & heroObjectID, const SpellID & spellID);
  152. /// Returns hero that is currently visiting this object, or nullptr if no visit is active
  153. const CGHeroInstance * getVisitingHero(const CGObjectInstance *obj);
  154. const CGObjectInstance * getVisitingObject(const CGHeroInstance *hero);
  155. bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
  156. void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value) override;
  157. void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) override;
  158. void setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration) override;
  159. void setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration) override;
  160. void showInfoDialog(InfoWindow * iw) override;
  161. //////////////////////////////////////////////////////////////////////////
  162. void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
  163. void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
  164. void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
  165. bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
  166. void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  167. void visitCastleObjects(const CGTownInstance * obj, const std::vector<const CGHeroInstance * > & visitors);
  168. void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
  169. void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
  170. void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
  171. void levelUpCommander (const CCommanderInstance * c);
  172. void expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
  173. //////////////////////////////////////////////////////////////////////////
  174. void init(StartInfo *si, Load::ProgressAccumulator & progressTracking);
  175. void handleClientDisconnection(GameConnectionID connectionI);
  176. void handleReceivedPack(GameConnectionID connectionId, CPackForServer & pack);
  177. bool hasPlayerAt(PlayerColor player, GameConnectionID connectionId) const;
  178. bool hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const;
  179. bool queryReply( QueryID qid, std::optional<int32_t> reply, PlayerColor player );
  180. bool buildBoat( ObjectInstanceID objid, PlayerColor player );
  181. bool setFormation( ObjectInstanceID hid, EArmyFormation formation );
  182. bool tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy);
  183. bool sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count);
  184. bool sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2);
  185. bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID);
  186. bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
  187. bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
  188. bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
  189. bool buyArtifact( const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
  190. bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid); //for artifact merchant selling
  191. //void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
  192. bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
  193. bool garrisonSwap(ObjectInstanceID tid);
  194. bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
  195. bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, int32_t cram, int32_t level, PlayerColor player);
  196. bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
  197. bool visitTownBuilding(ObjectInstanceID tid, BuildingID bid);
  198. bool razeStructure(ObjectInstanceID tid, BuildingID bid);
  199. bool spellResearch(ObjectInstanceID tid, SpellID spellAtSlot, bool accepted);
  200. bool disbandCreature( ObjectInstanceID id, SlotID pos );
  201. bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
  202. bool bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot);
  203. bool bulkSplitStack(SlotID src, ObjectInstanceID srcOwner, si32 howMany);
  204. bool bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner);
  205. bool bulkSplitAndRebalanceStack(SlotID slotSrc, ObjectInstanceID srcOwner);
  206. void save(const std::string &fname);
  207. void load(const StartInfo &info);
  208. void onPlayerTurnStarted(PlayerColor which);
  209. void onPlayerTurnEnded(PlayerColor which);
  210. void onNewTurn();
  211. void addStatistics(StatisticDataSet &stat) const;
  212. bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
  213. void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
  214. void objectVisitEnded(const ObjectInstanceID & heroObjectID, PlayerColor player);
  215. bool dig(const CGHeroInstance *h);
  216. void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
  217. template <typename Handler> void serialize(Handler &h)
  218. {
  219. h & QID;
  220. h & *randomizer;
  221. h & *battles;
  222. h & *heroPool;
  223. h & *playerMessages;
  224. h & *turnOrder;
  225. h & *turnTimerHandler;
  226. if (h.hasFeature(Handler::Version::SERVER_STATISTICS))
  227. {
  228. h & *statistics;
  229. }
  230. #if SCRIPTING_ENABLED
  231. JsonNode scriptsState;
  232. if(h.saving)
  233. serverScripts->serializeState(h.saving, scriptsState);
  234. h & scriptsState;
  235. if(!h.saving)
  236. serverScripts->serializeState(h.saving, scriptsState);
  237. #endif
  238. }
  239. void sendAndApply(CPackForClient & pack) override;
  240. void sendAndApply(CGarrisonOperationPack & pack);
  241. void sendAndApply(SetResources & pack);
  242. void sendAndApply(NewStructures & pack);
  243. void wrongPlayerMessage(GameConnectionID connectionID, const CPackForServer * pack, PlayerColor expectedplayer);
  244. /// Unconditionally throws with "Action not allowed" message
  245. [[noreturn]] void throwNotAllowedAction(GameConnectionID connectionID);
  246. /// Throws if player stated in pack is not making turn right now
  247. void throwIfPlayerNotActive(GameConnectionID connectionID, const CPackForServer * pack);
  248. /// Throws if object is not owned by pack sender
  249. void throwIfWrongOwner(GameConnectionID connectionID, const CPackForServer * pack, ObjectInstanceID id);
  250. /// Throws if player is not present on connection of this pack
  251. void throwIfWrongPlayer(GameConnectionID connectionID, const CPackForServer * pack, PlayerColor player);
  252. void throwIfWrongPlayer(GameConnectionID connectionID, const CPackForServer * pack);
  253. [[noreturn]] void throwAndComplain(GameConnectionID connectionID, const std::string & txt);
  254. bool isPlayerOwns(GameConnectionID connectionID, const CPackForServer * pack, ObjectInstanceID id);
  255. void start(bool resume);
  256. void tick(int millisecondsPassed);
  257. bool sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts);
  258. void spawnWanderingMonsters(CreatureID creatureID);
  259. // Check for victory and loss conditions
  260. void checkVictoryLossConditionsForPlayer(PlayerColor player);
  261. void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
  262. void checkVictoryLossConditionsForAll();
  263. vstd::RNG & getRandomGenerator() override;
  264. //#if SCRIPTING_ENABLED
  265. // scripting::Pool * getGlobalContextPool() const override;
  266. // scripting::Pool * getContextPool() const override;
  267. //#endif
  268. friend class CVCMIServer;
  269. private:
  270. std::unique_ptr<events::EventBus> serverEventBus;
  271. #if SCRIPTING_ENABLED
  272. std::shared_ptr<scripting::PoolImpl> serverScripts;
  273. #endif
  274. void reinitScripting();
  275. void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
  276. const std::string complainNoCreatures;
  277. const std::string complainNotEnoughCreatures;
  278. const std::string complainInvalidSlot;
  279. };
  280. class ExceptionNotAllowedAction : public std::exception
  281. {
  282. };