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- /*
- * CGameHandler.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #pragma once
- #include <vcmi/Environment.h>
- #include "../lib/callback/IGameEventCallback.h"
- #include "../lib/LoadProgress.h"
- #include "../lib/ScriptHandler.h"
- #include "../lib/gameState/GameStatistics.h"
- #include "../lib/networkPacks/PacksForServer.h"
- #include "../lib/serializer/GameConnectionID.h"
- VCMI_LIB_NAMESPACE_BEGIN
- struct SideInBattle;
- class IMarket;
- class SpellCastEnvironment;
- class CCommanderInstance;
- class EVictoryLossCheckResult;
- class CRandomGenerator;
- class GameRandomizer;
- class StatisticDataSet;
- class ServerCallback;
- struct StartInfo;
- struct TerrainTile;
- struct CPackForServer;
- struct NewTurn;
- struct CGarrisonOperationPack;
- struct SetResources;
- struct NewStructures;
- #if SCRIPTING_ENABLED
- namespace scripting
- {
- class PoolImpl;
- }
- #endif
- VCMI_LIB_NAMESPACE_END
- class HeroPoolProcessor;
- class CVCMIServer;
- class CBaseForGHApply;
- class PlayerMessageProcessor;
- class BattleProcessor;
- class TurnOrderProcessor;
- class TurnTimerHandler;
- class QueriesProcessor;
- class CObjectVisitQuery;
- class NewTurnProcessor;
- class IGameServer;
- class CGameHandler : public Environment, public IGameEventCallback
- {
- IGameServer & server;
- public:
- std::unique_ptr<HeroPoolProcessor> heroPool;
- std::unique_ptr<BattleProcessor> battles;
- std::unique_ptr<QueriesProcessor> queries;
- std::unique_ptr<TurnOrderProcessor> turnOrder;
- std::unique_ptr<TurnTimerHandler> turnTimerHandler;
- std::unique_ptr<NewTurnProcessor> newTurnProcessor;
- std::unique_ptr<GameRandomizer> randomizer;
- std::unique_ptr<StatisticDataSet> statistics;
- std::unique_ptr<SpellCastEnvironment> spellEnv;
- std::shared_ptr<CGameState> gs;
- //use enums as parameters, because doMove(sth, true, false, true) is not readable
- enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
- enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
- enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
- std::unique_ptr<PlayerMessageProcessor> playerMessages;
- //queries stuff
- QueryID QID;
- const Services * services() const override;
- const BattleCb * battle(const BattleID & battleID) const override;
- const GameCb * game() const override;
- vstd::CLoggerBase * logger() const override;
- events::EventBus * eventBus() const override;
- IGameServer & gameServer() const;
- ServerCallback * spellcastEnvironment() const;
- bool isBlockedByQueries(const CPackForServer *pack, PlayerColor player);
- bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
- void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
- IGameInfoCallback & gameInfo();
- const CGameState & gameState() const { return *gs; }
- // Helpers to create new object of specified type
- std::shared_ptr<CGObjectInstance> createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID);
- void createWanderingMonster(const int3 & visitablePosition, CreatureID creature, int unitSize);
- void createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) override;
- void createHole(const int3 & visitablePosition, PlayerColor initiator);
- void newObject(std::shared_ptr<CGObjectInstance> object, PlayerColor initiator);
- explicit CGameHandler(IGameServer & server);
- CGameHandler(IGameServer & server, const std::shared_ptr<CGameState> & gamestate);
- ~CGameHandler();
- //////////////////////////////////////////////////////////////////////////
- //from IGameInfoCallback
- //do sth
- void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
- void setResearchedSpells(const CGTownInstance * town, int level, const std::vector<SpellID> & spells, bool accepted) override;
- bool removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) override;
- void setOwner(const CGObjectInstance * obj, PlayerColor owner) override;
- void giveExperience(const CGHeroInstance * hero, TExpType val) override;
- void giveStackExperience(const CArmedInstance * army, TExpType val);
- void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, ChangeValueMode mode) override;
- void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, ChangeValueMode mode) override;
- void showBlockingDialog(const IObjectInterface * caller, BlockingDialog *iw) override;
- void showTeleportDialog(TeleportDialog *iw) override;
- void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
- void showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) override;
- void giveResource(PlayerColor player, GameResID which, int val) override;
- void giveResources(PlayerColor player, const ResourceSet & resources) override;
- void giveCreatures(const CGHeroInstance * h, const CCreatureSet &creatures) override;
- void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override;
- void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures, bool forceRemoval) override;
- bool changeStackType(const StackLocation &sl, const CCreature *c) override;
- bool changeStackCount(const StackLocation &sl, TQuantity count, ChangeValueMode mode) override;
- bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override;
- bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override;
- bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override;
- bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override;
- void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override;
- bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override;
- void removeAfterVisit(const ObjectInstanceID & id) override;
- bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, const SpellID & spellId, const ArtifactPosition & pos);
- bool giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos) override;
- bool giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos) override;
- bool putArtifact(const ArtifactLocation & al, const ArtifactInstanceID & id, std::optional<bool> askAssemble) override;
- void removeArtifact(const ArtifactLocation &al) override;
- void removeArtifact(const ObjectInstanceID & srcId, const std::vector<ArtifactPosition> & slotsPack);
- bool moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst) override;
- bool bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack);
- bool manageBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID & heroID, const ManageBackpackArtifacts::ManageCmd & sortType);
- bool saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID & heroID, uint32_t costumeIdx);
- bool switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID & heroID, uint32_t costumeIdx);
- bool eraseArtifactByClient(const ArtifactLocation & al);
- void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
- void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
- 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
- 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
- bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
- void giveHeroBonus(GiveBonus * bonus) override;
- void setMovePoints(SetMovePoints * smp) override;
- void setMovePoints(ObjectInstanceID hid, int val) override;
- void setManaPoints(ObjectInstanceID hid, int val) override;
- void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) override;
- void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator) override;
- void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
- void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) override;
- void changeFogOfWar(const FowTilesType &tiles, PlayerColor player,ETileVisibility mode) override;
-
- void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override;
- void useChargeBasedSpell(const ObjectInstanceID & heroObjectID, const SpellID & spellID);
- /// Returns hero that is currently visiting this object, or nullptr if no visit is active
- const CGHeroInstance * getVisitingHero(const CGObjectInstance *obj);
- const CGObjectInstance * getVisitingObject(const CGHeroInstance *hero);
- bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
- void setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value) override;
- void setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier) override;
- void setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration) override;
- void setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration) override;
- void showInfoDialog(InfoWindow * iw) override;
- //////////////////////////////////////////////////////////////////////////
- void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
- void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
- void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
- bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
- void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override;
- void visitCastleObjects(const CGTownInstance * obj, const std::vector<const CGHeroInstance * > & visitors);
- void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
- void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
- void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
- void levelUpCommander (const CCommanderInstance * c);
- void expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
- //////////////////////////////////////////////////////////////////////////
- void init(StartInfo *si, Load::ProgressAccumulator & progressTracking);
- void handleClientDisconnection(GameConnectionID connectionI);
- void handleReceivedPack(GameConnectionID connectionId, CPackForServer & pack);
- bool hasPlayerAt(PlayerColor player, GameConnectionID connectionId) const;
- bool hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const;
- bool queryReply( QueryID qid, std::optional<int32_t> reply, PlayerColor player );
- bool buildBoat( ObjectInstanceID objid, PlayerColor player );
- bool setFormation( ObjectInstanceID hid, EArmyFormation formation );
- bool tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy);
- bool sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count);
- bool sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2);
- bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID);
- bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
- bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
- bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
- bool buyArtifact( const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
- bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid); //for artifact merchant selling
- //void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
- bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
- bool garrisonSwap(ObjectInstanceID tid);
- bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
- bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, int32_t cram, int32_t level, PlayerColor player);
- bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
- bool visitTownBuilding(ObjectInstanceID tid, BuildingID bid);
- bool razeStructure(ObjectInstanceID tid, BuildingID bid);
- bool spellResearch(ObjectInstanceID tid, SpellID spellAtSlot, bool accepted);
- bool disbandCreature( ObjectInstanceID id, SlotID pos );
- bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
- bool bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot);
- bool bulkSplitStack(SlotID src, ObjectInstanceID srcOwner, si32 howMany);
- bool bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner);
- bool bulkSplitAndRebalanceStack(SlotID slotSrc, ObjectInstanceID srcOwner);
- void save(const std::string &fname);
- void load(const StartInfo &info);
- void onPlayerTurnStarted(PlayerColor which);
- void onPlayerTurnEnded(PlayerColor which);
- void onNewTurn();
- void addStatistics(StatisticDataSet &stat) const;
- bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
- void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
- void objectVisitEnded(const ObjectInstanceID & heroObjectID, PlayerColor player);
- bool dig(const CGHeroInstance *h);
- void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
- template <typename Handler> void serialize(Handler &h)
- {
- h & QID;
- h & *randomizer;
- h & *battles;
- h & *heroPool;
- h & *playerMessages;
- h & *turnOrder;
- h & *turnTimerHandler;
- if (h.hasFeature(Handler::Version::SERVER_STATISTICS))
- {
- h & *statistics;
- }
- #if SCRIPTING_ENABLED
- JsonNode scriptsState;
- if(h.saving)
- serverScripts->serializeState(h.saving, scriptsState);
- h & scriptsState;
- if(!h.saving)
- serverScripts->serializeState(h.saving, scriptsState);
- #endif
- }
- void sendAndApply(CPackForClient & pack) override;
- void sendAndApply(CGarrisonOperationPack & pack);
- void sendAndApply(SetResources & pack);
- void sendAndApply(NewStructures & pack);
- void wrongPlayerMessage(GameConnectionID connectionID, const CPackForServer * pack, PlayerColor expectedplayer);
- /// Unconditionally throws with "Action not allowed" message
- [[noreturn]] void throwNotAllowedAction(GameConnectionID connectionID);
- /// Throws if player stated in pack is not making turn right now
- void throwIfPlayerNotActive(GameConnectionID connectionID, const CPackForServer * pack);
- /// Throws if object is not owned by pack sender
- void throwIfWrongOwner(GameConnectionID connectionID, const CPackForServer * pack, ObjectInstanceID id);
- /// Throws if player is not present on connection of this pack
- void throwIfWrongPlayer(GameConnectionID connectionID, const CPackForServer * pack, PlayerColor player);
- void throwIfWrongPlayer(GameConnectionID connectionID, const CPackForServer * pack);
- [[noreturn]] void throwAndComplain(GameConnectionID connectionID, const std::string & txt);
- bool isPlayerOwns(GameConnectionID connectionID, const CPackForServer * pack, ObjectInstanceID id);
- void start(bool resume);
- void tick(int millisecondsPassed);
- bool sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts);
- void spawnWanderingMonsters(CreatureID creatureID);
- // Check for victory and loss conditions
- void checkVictoryLossConditionsForPlayer(PlayerColor player);
- void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
- void checkVictoryLossConditionsForAll();
- vstd::RNG & getRandomGenerator() override;
- //#if SCRIPTING_ENABLED
- // scripting::Pool * getGlobalContextPool() const override;
- // scripting::Pool * getContextPool() const override;
- //#endif
- friend class CVCMIServer;
- private:
- std::unique_ptr<events::EventBus> serverEventBus;
- #if SCRIPTING_ENABLED
- std::shared_ptr<scripting::PoolImpl> serverScripts;
- #endif
- void reinitScripting();
- void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
- const std::string complainNoCreatures;
- const std::string complainNotEnoughCreatures;
- const std::string complainInvalidSlot;
- };
- class ExceptionNotAllowedAction : public std::exception
- {
- };
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