GameStatePackVisitor.cpp 47 KB

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  1. /*
  2. * GameStatePackVisitor.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 "GameStatePackVisitor.h"
  12. #include "CGameState.h"
  13. #include "TavernHeroesPool.h"
  14. #include "../CPlayerState.h"
  15. #include "../CStack.h"
  16. #include "../IGameSettings.h"
  17. #include "../campaign/CampaignState.h"
  18. #include "../entities/artifact/ArtifactUtils.h"
  19. #include "../entities/artifact/CArtifact.h"
  20. #include "../entities/artifact/CArtifactFittingSet.h"
  21. #include "../mapObjects/CGHeroInstance.h"
  22. #include "../mapObjects/CGMarket.h"
  23. #include "../mapObjects/CGTownInstance.h"
  24. #include "../mapObjects/CQuest.h"
  25. #include "../mapObjects/FlaggableMapObject.h"
  26. #include "../mapObjects/MiscObjects.h"
  27. #include "../mapObjects/TownBuildingInstance.h"
  28. #include "../mapping/CMap.h"
  29. #include "../networkPacks/StackLocation.h"
  30. VCMI_LIB_NAMESPACE_BEGIN
  31. void GameStatePackVisitor::visitSetResources(SetResources & pack)
  32. {
  33. assert(pack.player.isValidPlayer());
  34. if(pack.mode == ChangeValueMode::ABSOLUTE)
  35. gs.getPlayerState(pack.player)->resources = pack.res;
  36. else
  37. gs.getPlayerState(pack.player)->resources += pack.res;
  38. gs.getPlayerState(pack.player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  39. //just ensure that player resources are not negative
  40. //server is responsible to check if player can afford deal
  41. //but events on server side are allowed to take more than player have
  42. gs.getPlayerState(pack.player)->resources.positive();
  43. }
  44. void GameStatePackVisitor::visitSetPrimarySkill(SetPrimarySkill & pack)
  45. {
  46. CGHeroInstance * hero = gs.getHero(pack.id);
  47. assert(hero);
  48. hero->setPrimarySkill(pack.which, pack.val, pack.mode);
  49. }
  50. void GameStatePackVisitor::visitSetHeroExperience(SetHeroExperience & pack)
  51. {
  52. CGHeroInstance * hero = gs.getHero(pack.id);
  53. assert(hero);
  54. hero->setExperience(pack.val, pack.mode);
  55. }
  56. void GameStatePackVisitor::visitGiveStackExperience(GiveStackExperience & pack)
  57. {
  58. auto * army = gs.getArmyInstance(pack.id);
  59. for (const auto & slot : pack.val)
  60. army->getStackPtr(slot.first)->giveAverageStackExperience(slot.second);
  61. army->nodeHasChanged();
  62. }
  63. void GameStatePackVisitor::visitSetSecSkill(SetSecSkill & pack)
  64. {
  65. CGHeroInstance *hero = gs.getHero(pack.id);
  66. hero->setSecSkillLevel(pack.which, pack.val, pack.mode);
  67. }
  68. void GameStatePackVisitor::visitSetCommanderProperty(SetCommanderProperty & pack)
  69. {
  70. const auto & commander = gs.getHero(pack.heroid)->getCommander();
  71. assert (commander);
  72. switch (pack.which)
  73. {
  74. case SetCommanderProperty::BONUS:
  75. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  76. break;
  77. case SetCommanderProperty::SPECIAL_SKILL:
  78. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  79. commander->specialSkills.insert (pack.additionalInfo);
  80. break;
  81. case SetCommanderProperty::SECONDARY_SKILL:
  82. commander->secondarySkills[pack.additionalInfo] = static_cast<ui8>(pack.amount);
  83. break;
  84. case SetCommanderProperty::ALIVE:
  85. if (pack.amount)
  86. commander->setAlive(true);
  87. else
  88. commander->setAlive(false);
  89. break;
  90. case SetCommanderProperty::EXPERIENCE:
  91. commander->giveTotalStackExperience(pack.amount);
  92. commander->nodeHasChanged();
  93. break;
  94. }
  95. }
  96. void GameStatePackVisitor::visitAddQuest(AddQuest & pack)
  97. {
  98. assert(vstd::contains(gs.players, pack.player));
  99. auto * vec = &gs.players.at(pack.player).quests;
  100. if (!vstd::contains(*vec, pack.quest))
  101. vec->push_back(pack.quest);
  102. else
  103. logNetwork->warn("Warning! Attempt to add duplicated quest");
  104. }
  105. void GameStatePackVisitor::visitChangeFormation(ChangeFormation & pack)
  106. {
  107. gs.getHero(pack.hid)->setFormation(pack.formation);
  108. }
  109. void GameStatePackVisitor::visitHeroVisitCastle(HeroVisitCastle & pack)
  110. {
  111. CGHeroInstance *h = gs.getHero(pack.hid);
  112. CGTownInstance *t = gs.getTown(pack.tid);
  113. assert(h);
  114. assert(t);
  115. if(pack.start())
  116. t->setVisitingHero(h);
  117. else
  118. t->setVisitingHero(nullptr);
  119. }
  120. void GameStatePackVisitor::visitChangeSpells(ChangeSpells & pack)
  121. {
  122. CGHeroInstance *hero = gs.getHero(pack.hid);
  123. if(pack.learn)
  124. for(const auto & sid : pack.spells)
  125. hero->addSpellToSpellbook(sid);
  126. else
  127. for(const auto & sid : pack.spells)
  128. hero->removeSpellFromSpellbook(sid);
  129. }
  130. void GameStatePackVisitor::visitSetResearchedSpells(SetResearchedSpells & pack)
  131. {
  132. CGTownInstance *town = gs.getTown(pack.tid);
  133. town->spells[pack.level] = pack.spells;
  134. town->spellResearchCounterDay++;
  135. if(pack.accepted)
  136. town->spellResearchAcceptedCounter++;
  137. }
  138. void GameStatePackVisitor::visitSetMana(SetMana & pack)
  139. {
  140. CGHeroInstance * hero = gs.getHero(pack.hid);
  141. assert(hero);
  142. if(pack.mode == ChangeValueMode::ABSOLUTE)
  143. hero->mana = pack.val;
  144. else
  145. hero->mana += pack.val;
  146. vstd::amax(hero->mana, 0); //not less than 0
  147. }
  148. void GameStatePackVisitor::visitSetMovePoints(SetMovePoints & pack)
  149. {
  150. CGHeroInstance *hero = gs.getHero(pack.hid);
  151. assert(hero);
  152. if(pack.mode == ChangeValueMode::ABSOLUTE)
  153. hero->setMovementPoints(pack.val);
  154. else
  155. hero->setMovementPoints(hero->movementPointsRemaining() + pack.val);
  156. }
  157. void GameStatePackVisitor::visitFoWChange(FoWChange & pack)
  158. {
  159. TeamState * team = gs.getPlayerTeam(pack.player);
  160. auto & fogOfWarMap = team->fogOfWarMap;
  161. for(const int3 & t : pack.tiles)
  162. fogOfWarMap[t.z][t.x][t.y] = pack.mode != ETileVisibility::HIDDEN;
  163. if (pack.mode == ETileVisibility::HIDDEN) //do not hide too much
  164. {
  165. std::unordered_set<int3> tilesRevealed;
  166. for (auto & o : gs.getMap().getObjects())
  167. {
  168. if (o->asOwnable())
  169. {
  170. if(vstd::contains(team->players, o->getOwner())) //check owned observators
  171. gs.getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  172. }
  173. }
  174. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  175. fogOfWarMap[t.z][t.x][t.y] = 1;
  176. }
  177. }
  178. void GameStatePackVisitor::visitSetAvailableHero(SetAvailableHero & pack)
  179. {
  180. gs.heroesPool->setHeroForPlayer(pack.player, pack.slotID, pack.hid, pack.army, pack.roleID, pack.replenishPoints);
  181. }
  182. void GameStatePackVisitor::visitGiveBonus(GiveBonus & pack)
  183. {
  184. CBonusSystemNode *cbsn = nullptr;
  185. switch(pack.who)
  186. {
  187. case GiveBonus::ETarget::OBJECT:
  188. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.id.as<ObjectInstanceID>()));
  189. break;
  190. case GiveBonus::ETarget::HERO_COMMANDER:
  191. cbsn = gs.getHero(pack.id.as<ObjectInstanceID>())->getCommander();
  192. break;
  193. case GiveBonus::ETarget::PLAYER:
  194. cbsn = gs.getPlayerState(pack.id.as<PlayerColor>());
  195. break;
  196. case GiveBonus::ETarget::BATTLE:
  197. assert(Bonus::OneBattle(&pack.bonus));
  198. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.id.as<BattleID>()));
  199. break;
  200. }
  201. assert(cbsn);
  202. if(Bonus::OneWeek(&pack.bonus))
  203. pack.bonus.turnsRemain = 8 - gs.getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  204. auto b = std::make_shared<Bonus>(pack.bonus);
  205. cbsn->addNewBonus(b);
  206. }
  207. void GameStatePackVisitor::visitChangeObjPos(ChangeObjPos & pack)
  208. {
  209. CGObjectInstance *obj = gs.getObjInstance(pack.objid);
  210. if(!obj)
  211. {
  212. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", pack.objid.getNum());
  213. return;
  214. }
  215. gs.getMap().moveObject(pack.objid, pack.nPos + obj->getVisitableOffset());
  216. }
  217. void GameStatePackVisitor::visitChangeObjectVisitors(ChangeObjectVisitors & pack)
  218. {
  219. auto objectPtr = gs.getObjInstance(pack.object);
  220. switch (pack.mode)
  221. {
  222. case ChangeObjectVisitors::VISITOR_ADD_HERO:
  223. gs.getHero(pack.hero)->visitedObjects.insert(pack.object);
  224. [[fallthrough]];
  225. case ChangeObjectVisitors::VISITOR_ADD_PLAYER:
  226. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  227. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjects.insert(pack.object);
  228. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  229. break;
  230. case ChangeObjectVisitors::VISITOR_CLEAR:
  231. // remove visit info from all heroes, including those that are not present on map
  232. for (auto heroID : gs.getMap().getHeroesOnMap())
  233. gs.getHero(heroID)->visitedObjects.erase(pack.object);
  234. for (auto heroID : gs.getMap().getHeroesInPool())
  235. gs.getMap().tryGetFromHeroPool(heroID)->visitedObjects.erase(pack.object);
  236. for(auto &elem : gs.players)
  237. elem.second.visitedObjects.erase(pack.object);
  238. for(auto &elem : gs.teams)
  239. elem.second.scoutedObjects.erase(pack.object);
  240. break;
  241. case ChangeObjectVisitors::VISITOR_SCOUTED:
  242. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  243. break;
  244. }
  245. }
  246. void GameStatePackVisitor::visitChangeArtifactsCostume(ChangeArtifactsCostume & pack)
  247. {
  248. auto & allCostumes = gs.getPlayerState(pack.player)->costumesArtifacts;
  249. if(const auto & costume = allCostumes.find(pack.costumeIdx); costume != allCostumes.end())
  250. costume->second = pack.costumeSet;
  251. else
  252. allCostumes.try_emplace(pack.costumeIdx, pack.costumeSet);
  253. }
  254. void GameStatePackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack)
  255. {
  256. PlayerState *p = gs.getPlayerState(pack.player);
  257. if(pack.victoryLossCheckResult.victory())
  258. {
  259. p->status = EPlayerStatus::WINNER;
  260. // TODO: Campaign-specific code might as well go somewhere else
  261. // keep all heroes from the winning player
  262. if(p->human && gs.getStartInfo()->campState)
  263. {
  264. std::vector<CGHeroInstance *> crossoverHeroes;
  265. for (auto hero : p->getHeroes())
  266. if (hero->tempOwner == pack.player)
  267. crossoverHeroes.push_back(hero);
  268. gs.getStartInfo()->campState->setCurrentMapAsConquered(crossoverHeroes);
  269. }
  270. }
  271. else
  272. {
  273. p->status = EPlayerStatus::LOSER;
  274. }
  275. // defeated player may be making turn right now
  276. gs.actingPlayers.erase(pack.player);
  277. }
  278. void GameStatePackVisitor::visitPlayerReinitInterface(PlayerReinitInterface & pack)
  279. {
  280. if(!gs.getStartInfo())
  281. return;
  282. //TODO: what does mean if more that one player connected?
  283. if(pack.playerConnectionId == PlayerSettings::PLAYER_AI)
  284. {
  285. for(const auto & player : pack.players)
  286. gs.getStartInfo()->getIthPlayersSettings(player).connectedPlayerIDs.clear();
  287. }
  288. }
  289. void GameStatePackVisitor::visitRemoveBonus(RemoveBonus & pack)
  290. {
  291. CBonusSystemNode *node = nullptr;
  292. switch(pack.who)
  293. {
  294. case GiveBonus::ETarget::OBJECT:
  295. node = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.whoID.as<ObjectInstanceID>()));
  296. break;
  297. case GiveBonus::ETarget::PLAYER:
  298. node = gs.getPlayerState(pack.whoID.as<PlayerColor>());
  299. break;
  300. case GiveBonus::ETarget::BATTLE:
  301. assert(Bonus::OneBattle(&pack.bonus));
  302. node = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.whoID.as<BattleID>()));
  303. break;
  304. }
  305. BonusList &bonuses = node->getExportedBonusList();
  306. for(const auto & b : bonuses)
  307. {
  308. if(b->source == pack.source && b->sid == pack.id)
  309. {
  310. pack.bonus = *b; //backup bonus (to show to interfaces later)
  311. node->removeBonus(b);
  312. break;
  313. }
  314. }
  315. }
  316. void GameStatePackVisitor::visitRemoveObject(RemoveObject & pack)
  317. {
  318. CGObjectInstance *obj = gs.getObjInstance(pack.objectID);
  319. logGlobal->debug("removing object id=%d; address=%x; name=%s", pack.objectID, (intptr_t)obj, obj->getObjectName());
  320. if (pack.initiator.isValidPlayer())
  321. gs.getPlayerState(pack.initiator)->destroyedObjects.insert(pack.objectID);
  322. if(obj->getOwner().isValidPlayer())
  323. gs.getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
  324. if(obj->ID == Obj::HERO) //remove beaten hero
  325. {
  326. auto beatenHero = dynamic_cast<CGHeroInstance*>(obj);
  327. assert(beatenHero);
  328. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  329. {
  330. return asi.getArt()->getTypeId() == ArtifactID::GRAIL;
  331. });
  332. if(beatenHero->getVisitedTown())
  333. {
  334. if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
  335. beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
  336. else
  337. beatenHero->getVisitedTown()->setVisitingHero(nullptr);
  338. beatenHero->setVisitedTown(nullptr, false);
  339. }
  340. //If hero on Boat is removed, the Boat disappears
  341. if(beatenHero->inBoat())
  342. {
  343. auto boat = beatenHero->getBoat();
  344. beatenHero->setBoat(nullptr);
  345. gs.getMap().eraseObject(boat->id);
  346. }
  347. beatenHero->detachFromBonusSystem(gs);
  348. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  349. auto beatenObject = gs.getMap().eraseObject(obj->id);
  350. //return hero to the pool, so he may reappear in tavern
  351. gs.heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
  352. gs.getMap().addToHeroPool(std::dynamic_pointer_cast<CGHeroInstance>(beatenObject));
  353. return;
  354. }
  355. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  356. if (quest)
  357. {
  358. for (auto &player : gs.players)
  359. {
  360. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  361. return q.obj == obj->id;
  362. });
  363. }
  364. }
  365. gs.getMap().eraseObject(pack.objectID);
  366. gs.getMap().calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  367. }
  368. static int getDir(const int3 & src, const int3 & dst)
  369. {
  370. int ret = -1;
  371. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  372. {
  373. ret = 1;
  374. }
  375. else if(dst.x == src.x && dst.y+1 == src.y) //t
  376. {
  377. ret = 2;
  378. }
  379. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  380. {
  381. ret = 3;
  382. }
  383. else if(dst.x-1 == src.x && dst.y == src.y) //r
  384. {
  385. ret = 4;
  386. }
  387. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  388. {
  389. ret = 5;
  390. }
  391. else if(dst.x == src.x && dst.y-1 == src.y) //b
  392. {
  393. ret = 6;
  394. }
  395. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  396. {
  397. ret = 7;
  398. }
  399. else if(dst.x+1 == src.x && dst.y == src.y) //l
  400. {
  401. ret = 8;
  402. }
  403. return ret;
  404. }
  405. void GameStatePackVisitor::visitTryMoveHero(TryMoveHero & pack)
  406. {
  407. CGHeroInstance *h = gs.getHero(pack.id);
  408. if (!h)
  409. {
  410. logGlobal->error("Attempt ot move unavailable hero %d", pack.id.getNum());
  411. return;
  412. }
  413. const TerrainTile & fromTile = gs.getMap().getTile(h->convertToVisitablePos(pack.start));
  414. const TerrainTile & destTile = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  415. h->setMovementPoints(pack.movePoints);
  416. if((pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::BLOCKING_VISIT || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK) && pack.start != pack.end)
  417. {
  418. auto dir = getDir(pack.start, pack.end);
  419. if(dir > 0 && dir <= 8)
  420. h->moveDir = dir;
  421. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  422. }
  423. if(pack.result == TryMoveHero::EMBARK) //hero enters boat at destination tile
  424. {
  425. const TerrainTile &tt = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  426. ObjectInstanceID topObjectID = tt.visitableObjects.back();
  427. CGObjectInstance * topObject = gs.getObjInstance(topObjectID);
  428. assert(tt.visitableObjects.size() >= 1 && topObject->ID == Obj::BOAT); //the only visitable object at destination is Boat
  429. auto * boat = dynamic_cast<CGBoat *>(topObject);
  430. assert(boat);
  431. gs.getMap().hideObject(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  432. h->setBoat(boat);
  433. }
  434. else if(pack.result == TryMoveHero::DISEMBARK) //hero leaves boat to destination tile
  435. {
  436. auto * b = h->getBoat();
  437. b->direction = h->moveDir;
  438. b->pos = pack.start;
  439. gs.getMap().showObject(b);
  440. h->setBoat(nullptr);
  441. }
  442. if(pack.start != pack.end && (pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::TELEPORTATION || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK))
  443. {
  444. gs.getMap().hideObject(h);
  445. h->setAnchorPos(pack.end);
  446. if(auto * b = h->getBoat())
  447. b->setAnchorPos(pack.end);
  448. gs.getMap().showObject(h);
  449. }
  450. auto & fogOfWarMap = gs.getPlayerTeam(h->getOwner())->fogOfWarMap;
  451. for(const int3 & t : pack.fowRevealed)
  452. fogOfWarMap[t.z][t.x][t.y] = 1;
  453. if (fromTile.getTerrainID() != destTile.getTerrainID())
  454. h->nodeHasChanged(); // update bonuses with terrain limiter
  455. }
  456. void GameStatePackVisitor::visitNewStructures(NewStructures & pack)
  457. {
  458. CGTownInstance *t = gs.getTown(pack.tid);
  459. for(const auto & id : pack.bid)
  460. {
  461. assert(t->getTown()->buildings.at(id) != nullptr);
  462. t->addBuilding(id);
  463. }
  464. t->updateAppearance();
  465. t->built = pack.built;
  466. t->recreateBuildingsBonuses();
  467. }
  468. void GameStatePackVisitor::visitRazeStructures(RazeStructures & pack)
  469. {
  470. CGTownInstance *t = gs.getTown(pack.tid);
  471. for(const auto & id : pack.bid)
  472. {
  473. t->removeBuilding(id);
  474. t->updateAppearance();
  475. }
  476. t->destroyed = pack.destroyed; //yeaha
  477. t->recreateBuildingsBonuses();
  478. }
  479. void GameStatePackVisitor::visitSetAvailableCreatures(SetAvailableCreatures & pack)
  480. {
  481. auto * dw = dynamic_cast<CGDwelling *>(gs.getObjInstance(pack.tid));
  482. assert(dw);
  483. dw->creatures = pack.creatures;
  484. }
  485. void GameStatePackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack)
  486. {
  487. CGTownInstance *t = gs.getTown(pack.tid);
  488. CGHeroInstance * v = gs.getHero(pack.visiting);
  489. CGHeroInstance * g = gs.getHero(pack.garrison);
  490. bool newVisitorComesFromGarrison = v && v == t->getGarrisonHero();
  491. bool newGarrisonComesFromVisiting = g && g == t->getVisitingHero();
  492. if(newVisitorComesFromGarrison)
  493. t->setGarrisonedHero(nullptr);
  494. if(newGarrisonComesFromVisiting)
  495. t->setVisitingHero(nullptr);
  496. if(!newGarrisonComesFromVisiting || v)
  497. t->setVisitingHero(v);
  498. if(!newVisitorComesFromGarrison || g)
  499. t->setGarrisonedHero(g);
  500. if(v)
  501. gs.getMap().showObject(v);
  502. if(g)
  503. gs.getMap().hideObject(g);
  504. }
  505. void GameStatePackVisitor::visitHeroRecruited(HeroRecruited & pack)
  506. {
  507. auto h = gs.heroesPool->takeHeroFromPool(pack.hid);
  508. CGTownInstance *t = gs.getTown(pack.tid);
  509. PlayerState *p = gs.getPlayerState(pack.player);
  510. if (pack.boatId.hasValue())
  511. {
  512. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  513. auto * boat = dynamic_cast<CGBoat *>(obj);
  514. if (boat)
  515. {
  516. gs.getMap().hideObject(boat);
  517. h->setBoat(boat);
  518. }
  519. }
  520. h->setOwner(pack.player);
  521. h->pos = pack.tile;
  522. h->updateAppearance();
  523. assert(h->id.hasValue());
  524. gs.getMap().addNewObject(h);
  525. p->addOwnedObject(h.get());
  526. h->attachToBonusSystem(gs);
  527. if(t)
  528. t->setVisitingHero(h.get());
  529. }
  530. void GameStatePackVisitor::visitGiveHero(GiveHero & pack)
  531. {
  532. CGHeroInstance *h = gs.getHero(pack.id);
  533. if (pack.boatId.hasValue())
  534. {
  535. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  536. auto * boat = dynamic_cast<CGBoat *>(obj);
  537. if (boat)
  538. {
  539. gs.getMap().hideObject(boat);
  540. h->setBoat(boat);
  541. }
  542. }
  543. //bonus system
  544. h->detachFrom(gs.globalEffects);
  545. h->attachTo(*gs.getPlayerState(pack.player));
  546. auto oldVisitablePos = h->visitablePos();
  547. gs.getMap().hideObject(h);
  548. h->updateAppearance();
  549. h->setOwner(pack.player);
  550. h->setMovementPoints(h->movementPointsLimit(true));
  551. h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
  552. gs.getMap().heroAddedToMap(h);
  553. gs.getPlayerState(h->getOwner())->addOwnedObject(h);
  554. gs.getMap().showObject(h);
  555. h->setVisitedTown(nullptr, false);
  556. }
  557. void GameStatePackVisitor::visitNewObject(NewObject & pack)
  558. {
  559. gs.getMap().addNewObject(pack.newObject);
  560. gs.getMap().calculateGuardingGreaturePositions();
  561. // attach newly spawned wandering monster to global bonus system node
  562. auto newArmy = std::dynamic_pointer_cast<CArmedInstance>(pack.newObject);
  563. if (newArmy)
  564. newArmy->attachToBonusSystem(gs);
  565. logGlobal->debug("Added object id=%d; name=%s", pack.newObject->id, pack.newObject->getObjectName());
  566. }
  567. void GameStatePackVisitor::visitNewArtifact(NewArtifact & pack)
  568. {
  569. auto art = gs.createArtifact(pack.artId, pack.spellId);
  570. PutArtifact pa(art->getId(), ArtifactLocation(pack.artHolder, pack.pos), false);
  571. pa.visit(*this);
  572. }
  573. void GameStatePackVisitor::visitChangeStackCount(ChangeStackCount & pack)
  574. {
  575. auto * srcObj = gs.getArmyInstance(pack.army);
  576. if(!srcObj)
  577. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  578. if(pack.mode == ChangeValueMode::ABSOLUTE)
  579. srcObj->setStackCount(pack.slot, pack.count);
  580. else
  581. srcObj->changeStackCount(pack.slot, pack.count);
  582. }
  583. void GameStatePackVisitor::visitSetStackType(SetStackType & pack)
  584. {
  585. auto * srcObj = gs.getArmyInstance(pack.army);
  586. if(!srcObj)
  587. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  588. srcObj->setStackType(pack.slot, pack.type);
  589. }
  590. void GameStatePackVisitor::visitEraseStack(EraseStack & pack)
  591. {
  592. auto * srcObj = gs.getArmyInstance(pack.army);
  593. if(!srcObj)
  594. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  595. srcObj->eraseStack(pack.slot);
  596. }
  597. void GameStatePackVisitor::visitSwapStacks(SwapStacks & pack)
  598. {
  599. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  600. if(!srcObj)
  601. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  602. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  603. if(!dstObj)
  604. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  605. auto s1 = srcObj->detachStack(pack.srcSlot);
  606. auto s2 = dstObj->detachStack(pack.dstSlot);
  607. srcObj->putStack(pack.srcSlot, std::move(s2));
  608. dstObj->putStack(pack.dstSlot, std::move(s1));
  609. }
  610. void GameStatePackVisitor::visitInsertNewStack(InsertNewStack & pack)
  611. {
  612. if(auto * obj = gs.getArmyInstance(pack.army))
  613. obj->putStack(pack.slot, std::make_unique<CStackInstance>(&gs, pack.type, pack.count));
  614. else
  615. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  616. }
  617. void GameStatePackVisitor::visitRebalanceStacks(RebalanceStacks & pack)
  618. {
  619. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  620. if(!srcObj)
  621. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  622. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  623. if(!dstObj)
  624. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  625. StackLocation src(srcObj->id, pack.srcSlot);
  626. StackLocation dst(dstObj->id, pack.dstSlot);
  627. [[maybe_unused]] const CCreature * srcType = srcObj->getCreature(src.slot);
  628. const CCreature * dstType = dstObj->getCreature(dst.slot);
  629. TQuantity srcCount = srcObj->getStackCount(src.slot);
  630. if(srcCount == pack.count) //moving whole stack
  631. {
  632. if(dstType) //stack at dest -> merge
  633. {
  634. assert(dstType == srcType);
  635. const auto srcHero = dynamic_cast<CGHeroInstance*>(srcObj);
  636. const auto dstHero = dynamic_cast<CGHeroInstance*>(dstObj);
  637. auto srcStack = const_cast<CStackInstance*>(srcObj->getStackPtr(src.slot));
  638. auto dstStack = const_cast<CStackInstance*>(dstObj->getStackPtr(dst.slot));
  639. if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  640. {
  641. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  642. {
  643. bool artifactIsLost = true;
  644. if(srcHero)
  645. {
  646. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  647. if (dstSlot != ArtifactPosition::PRE_FIRST)
  648. {
  649. gs.getMap().moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  650. artifactIsLost = false;
  651. }
  652. }
  653. if (artifactIsLost)
  654. {
  655. BulkEraseArtifacts ea;
  656. ea.artHolder = dstHero->id;
  657. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  658. ea.creature = dst.slot;
  659. ea.visit(*this);
  660. logNetwork->warn("Cannot move artifact! No free slots");
  661. }
  662. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  663. //TODO: choose from dialog
  664. }
  665. else //just move to the other slot before stack gets erased
  666. {
  667. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  668. }
  669. }
  670. auto movedStack = srcObj->detachStack(src.slot);
  671. dstObj->joinStack(dst.slot, std::move(movedStack));
  672. }
  673. else
  674. {
  675. auto movedStack = srcObj->detachStack(src.slot);
  676. dstObj->putStack(dst.slot, std::move(movedStack));
  677. }
  678. }
  679. else
  680. {
  681. auto movedStack = srcObj->splitStack(src.slot, pack.count);
  682. if(dstType) //stack at dest -> rebalance
  683. {
  684. assert(dstType == srcType);
  685. dstObj->joinStack(dst.slot, std::move(movedStack));
  686. }
  687. else //move new stack to an empty slot
  688. {
  689. dstObj->putStack(dst.slot, std::move(movedStack));
  690. }
  691. }
  692. srcObj->nodeHasChanged();
  693. if (srcObj != dstObj)
  694. dstObj->nodeHasChanged();
  695. }
  696. void GameStatePackVisitor::visitBulkRebalanceStacks(BulkRebalanceStacks & pack)
  697. {
  698. for(auto & move : pack.moves)
  699. move.visit(*this);
  700. }
  701. void GameStatePackVisitor::visitGrowUpArtifact(GrowUpArtifact & pack)
  702. {
  703. auto artInst = gs.getArtInstance(pack.id);
  704. assert(artInst);
  705. artInst->growingUp();
  706. }
  707. void GameStatePackVisitor::visitPutArtifact(PutArtifact & pack)
  708. {
  709. auto art = gs.getArtInstance(pack.id);
  710. assert(!art->getParentNodes().empty());
  711. auto hero = gs.getHero(pack.al.artHolder);
  712. assert(hero);
  713. assert(art && art->canBePutAt(hero, pack.al.slot));
  714. assert(ArtifactUtils::checkIfSlotValid(*hero, pack.al.slot));
  715. gs.getMap().putArtifactInstance(*hero, art->getId(), pack.al.slot);
  716. }
  717. void GameStatePackVisitor::visitBulkEraseArtifacts(BulkEraseArtifacts & pack)
  718. {
  719. const auto artSet = gs.getArtSet(pack.artHolder);
  720. assert(artSet);
  721. std::sort(pack.posPack.begin(), pack.posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  722. {
  723. return slot0.num > slot1.num;
  724. });
  725. for(const auto & slot : pack.posPack)
  726. {
  727. const auto slotInfo = artSet->getSlot(slot);
  728. const ArtifactInstanceID artifactID = slotInfo->artifactID;
  729. const CArtifactInstance * artifact = gs.getArtInstance(artifactID);
  730. if(slotInfo->locked)
  731. {
  732. logGlobal->debug("Erasing locked artifact: %s", artifact->getType()->getNameTranslated());
  733. DisassembledArtifact dis;
  734. dis.al.artHolder = pack.artHolder;
  735. for(auto & slotInfoWorn : artSet->artifactsWorn)
  736. {
  737. auto art = slotInfoWorn.second.getArt();
  738. if(art->isCombined() && art->isPart(artifact))
  739. {
  740. dis.al.slot = artSet->getArtPos(art);
  741. break;
  742. }
  743. }
  744. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  745. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
  746. dis.visit(*this);
  747. }
  748. else
  749. {
  750. logGlobal->debug("Erasing artifact %s", artifact->getType()->getNameTranslated());
  751. }
  752. gs.getMap().removeArtifactInstance(*artSet, slot);
  753. }
  754. }
  755. void GameStatePackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack)
  756. {
  757. const auto bulkArtsRemove = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & artSet)
  758. {
  759. std::vector<ArtifactPosition> packToRemove;
  760. for(const auto & slotsPair : artsPack)
  761. packToRemove.push_back(slotsPair.srcPos);
  762. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  763. {
  764. return slot0.num > slot1.num;
  765. });
  766. for(const auto & slot : packToRemove)
  767. gs.getMap().removeArtifactInstance(artSet, slot);
  768. };
  769. const auto bulkArtsPut = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  770. {
  771. for(const auto & slotsPair : artsPack)
  772. {
  773. auto * art = initArtSet.getArt(slotsPair.srcPos);
  774. assert(art);
  775. gs.getMap().putArtifactInstance(dstArtSet, art->getId(), slotsPair.dstPos);
  776. }
  777. };
  778. auto * leftSet = gs.getArtSet(ArtifactLocation(pack.srcArtHolder, pack.srcCreature));
  779. assert(leftSet);
  780. auto * rightSet = gs.getArtSet(ArtifactLocation(pack.dstArtHolder, pack.dstCreature));
  781. assert(rightSet);
  782. CArtifactFittingSet artInitialSetLeft(*leftSet);
  783. bulkArtsRemove(pack.artsPack0, *leftSet);
  784. if(!pack.artsPack1.empty())
  785. {
  786. CArtifactFittingSet artInitialSetRight(*rightSet);
  787. bulkArtsRemove(pack.artsPack1, *rightSet);
  788. bulkArtsPut(pack.artsPack1, artInitialSetRight, *leftSet);
  789. }
  790. bulkArtsPut(pack.artsPack0, artInitialSetLeft, *rightSet);
  791. }
  792. void GameStatePackVisitor::visitDischargeArtifact(DischargeArtifact & pack)
  793. {
  794. auto artInst = gs.getArtInstance(pack.id);
  795. assert(artInst);
  796. artInst->discharge(pack.charges);
  797. if(artInst->getType()->getRemoveOnDepletion() && artInst->getCharges() == 0 && pack.artLoc.has_value())
  798. {
  799. BulkEraseArtifacts ePack;
  800. ePack.artHolder = pack.artLoc.value().artHolder;
  801. ePack.creature = pack.artLoc.value().creature;
  802. ePack.posPack.push_back(pack.artLoc.value().slot);
  803. ePack.visit(*this);
  804. }
  805. }
  806. void GameStatePackVisitor::visitAssembledArtifact(AssembledArtifact & pack)
  807. {
  808. auto artSet = gs.getArtSet(pack.al.artHolder);
  809. assert(artSet);
  810. const auto transformedArt = artSet->getArt(pack.al.slot);
  811. assert(transformedArt);
  812. const auto builtArt = pack.artId.toArtifact();
  813. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  814. {
  815. return art->getId() == builtArt->getId();
  816. }));
  817. auto * combinedArt = gs.getMap().createArtifactComponent(pack.artId);
  818. // Find slots for all involved artifacts
  819. std::set<ArtifactPosition, std::greater<>> slotsInvolved = { pack.al.slot };
  820. CArtifactFittingSet fittingSet(*artSet);
  821. auto parts = builtArt->getConstituents();
  822. parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
  823. for(const auto constituent : parts)
  824. {
  825. const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
  826. fittingSet.lockSlot(slot);
  827. assert(slot != ArtifactPosition::PRE_FIRST);
  828. slotsInvolved.insert(slot);
  829. }
  830. // Find a slot for combined artifact
  831. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
  832. {
  833. pack.al.slot = ArtifactPosition::BACKPACK_START;
  834. }
  835. else if(ArtifactUtils::isSlotBackpack(pack.al.slot))
  836. {
  837. for(const auto & slot : slotsInvolved)
  838. if(ArtifactUtils::isSlotBackpack(slot))
  839. pack.al.slot = slot;
  840. }
  841. else
  842. {
  843. for(const auto & slot : slotsInvolved)
  844. if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), pack.al.slot)
  845. && vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
  846. {
  847. pack.al.slot = slot;
  848. break;
  849. }
  850. }
  851. // Delete parts from hero
  852. for(const auto & slot : slotsInvolved)
  853. {
  854. const auto constituentInstance = artSet->getArt(slot);
  855. gs.getMap().removeArtifactInstance(*artSet, slot);
  856. if(!combinedArt->getType()->isFused())
  857. {
  858. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && slot != pack.al.slot)
  859. combinedArt->addPart(constituentInstance, slot);
  860. else
  861. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  862. }
  863. }
  864. // Put new combined artifacts
  865. gs.getMap().putArtifactInstance(*artSet, combinedArt->getId(), pack.al.slot);
  866. }
  867. void GameStatePackVisitor::visitDisassembledArtifact(DisassembledArtifact & pack)
  868. {
  869. auto hero = gs.getHero(pack.al.artHolder);
  870. assert(hero);
  871. auto disassembledArtID = hero->getArtID(pack.al.slot);
  872. auto disassembledArt = gs.getArtInstance(disassembledArtID);
  873. assert(disassembledArt);
  874. const auto parts = disassembledArt->getPartsInfo();
  875. gs.getMap().removeArtifactInstance(*hero, pack.al.slot);
  876. for(auto & part : parts)
  877. {
  878. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  879. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : pack.al.slot);
  880. disassembledArt->detachFromSource(*part.getArtifact());
  881. gs.getMap().putArtifactInstance(*hero, part.getArtifact()->getId(), slot);
  882. }
  883. gs.getMap().eraseArtifactInstance(disassembledArt->getId());
  884. }
  885. void GameStatePackVisitor::visitHeroVisit(HeroVisit & pack)
  886. {
  887. }
  888. void GameStatePackVisitor::visitSetAvailableArtifacts(SetAvailableArtifacts & pack)
  889. {
  890. if(pack.id != ObjectInstanceID::NONE)
  891. {
  892. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs.getObjInstance(pack.id)))
  893. {
  894. bm->artifacts = pack.arts;
  895. }
  896. else
  897. {
  898. logNetwork->error("Wrong black market id!");
  899. }
  900. }
  901. else
  902. {
  903. gs.getMap().townMerchantArtifacts = pack.arts;
  904. }
  905. }
  906. void GameStatePackVisitor::visitNewTurn(NewTurn & pack)
  907. {
  908. gs.day = pack.day;
  909. // Update bonuses before doing anything else so hero don't get more MP than needed
  910. gs.globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  911. gs.globalEffects.reduceBonusDurations(Bonus::NDays);
  912. gs.globalEffects.reduceBonusDurations(Bonus::OneWeek);
  913. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  914. for(auto & manaPack : pack.heroesMana)
  915. manaPack.visit(*this);
  916. for(auto & movePack : pack.heroesMovement)
  917. movePack.visit(*this);
  918. gs.heroesPool->onNewDay();
  919. for(auto & entry : pack.playerIncome)
  920. {
  921. gs.getPlayerState(entry.first)->resources += entry.second;
  922. gs.getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  923. }
  924. for(auto & creatureSet : pack.availableCreatures) //set available creatures in towns
  925. creatureSet.visit(*this);
  926. for (const auto & townID : gs.getMap().getAllTowns())
  927. {
  928. auto t = gs.getTown(townID);
  929. t->built = 0;
  930. t->spellResearchCounterDay = 0;
  931. }
  932. if(pack.newRumor)
  933. gs.currentRumor = *pack.newRumor;
  934. }
  935. void GameStatePackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
  936. {
  937. CGObjectInstance *obj = gs.getObjInstance(pack.id);
  938. if(!obj)
  939. {
  940. logNetwork->error("Wrong object ID - property cannot be set!");
  941. return;
  942. }
  943. if(pack.what == ObjProperty::OWNER && obj->asOwnable())
  944. {
  945. PlayerColor oldOwner = obj->getOwner();
  946. PlayerColor newOwner = pack.identifier.as<PlayerColor>();
  947. if(oldOwner.isValidPlayer())
  948. gs.getPlayerState(oldOwner)->removeOwnedObject(obj);
  949. if(newOwner.isValidPlayer())
  950. gs.getPlayerState(newOwner)->addOwnedObject(obj);
  951. }
  952. if(pack.what == ObjProperty::OWNER)
  953. {
  954. if(obj->ID == Obj::TOWN)
  955. {
  956. auto * t = dynamic_cast<CGTownInstance *>(obj);
  957. assert(t);
  958. PlayerColor oldOwner = t->tempOwner;
  959. if(oldOwner.isValidPlayer())
  960. {
  961. auto * state = gs.getPlayerState(oldOwner);
  962. if(state->getTowns().empty())
  963. state->daysWithoutCastle = 0;
  964. }
  965. if(pack.identifier.as<PlayerColor>().isValidPlayer())
  966. {
  967. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  968. PlayerState * p = gs.getPlayerState(pack.identifier.as<PlayerColor>());
  969. if(p->daysWithoutCastle)
  970. p->daysWithoutCastle = std::nullopt;
  971. }
  972. }
  973. obj->detachFromBonusSystem(gs);
  974. obj->setProperty(pack.what, pack.identifier);
  975. obj->attachToBonusSystem(gs);
  976. }
  977. else //not an armed instance
  978. {
  979. obj->setProperty(pack.what, pack.identifier);
  980. }
  981. }
  982. void GameStatePackVisitor::visitHeroLevelUp(HeroLevelUp & pack)
  983. {
  984. auto * hero = gs.getHero(pack.heroId);
  985. assert(hero);
  986. hero->levelUp();
  987. }
  988. void GameStatePackVisitor::visitCommanderLevelUp(CommanderLevelUp & pack)
  989. {
  990. auto * hero = gs.getHero(pack.heroId);
  991. assert(hero);
  992. const auto & commander = hero->getCommander();
  993. assert(commander);
  994. commander->levelUp();
  995. }
  996. void GameStatePackVisitor::visitBattleStart(BattleStart & pack)
  997. {
  998. assert(pack.battleID == gs.nextBattleID);
  999. pack.info->battleID = gs.nextBattleID;
  1000. pack.info->localInit();
  1001. if (pack.info->getDefendedTown() && pack.info->getSideHero(BattleSide::DEFENDER))
  1002. {
  1003. CGTownInstance * town = gs.getTown(pack.info->townID);
  1004. CGHeroInstance * hero = gs.getHero(pack.info->getSideHero(BattleSide::DEFENDER)->id);
  1005. if (town->getVisitingHero() == hero)
  1006. {
  1007. hero->detachFrom(town->townAndVis);
  1008. hero->attachTo(*town);
  1009. }
  1010. }
  1011. gs.currentBattles.push_back(std::move(pack.info));
  1012. gs.nextBattleID = BattleID(gs.nextBattleID.getNum() + 1);
  1013. }
  1014. void GameStatePackVisitor::visitBattleNextRound(BattleNextRound & pack)
  1015. {
  1016. gs.getBattle(pack.battleID)->nextRound();
  1017. }
  1018. void GameStatePackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack)
  1019. {
  1020. gs.getBattle(pack.battleID)->nextTurn(pack.stack, pack.reason);
  1021. }
  1022. void GameStatePackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack)
  1023. {
  1024. CStack * st = gs.getBattle(pack.battleID)->getStack(pack.stackID);
  1025. assert(st);
  1026. switch(pack.effect)
  1027. {
  1028. case BonusType::HP_REGENERATION:
  1029. {
  1030. int64_t toHeal = pack.val;
  1031. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1032. break;
  1033. }
  1034. case BonusType::MANA_DRAIN:
  1035. {
  1036. CGHeroInstance * h = gs.getHero(ObjectInstanceID(pack.additionalInfo));
  1037. st->drainedMana = true;
  1038. h->mana -= pack.val;
  1039. vstd::amax(h->mana, 0);
  1040. break;
  1041. }
  1042. case BonusType::POISON:
  1043. {
  1044. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1045. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1046. if (b)
  1047. b->val = pack.val;
  1048. break;
  1049. }
  1050. case BonusType::ENCHANTER:
  1051. case BonusType::MORALE:
  1052. break;
  1053. case BonusType::FEARFUL:
  1054. st->fear = true;
  1055. break;
  1056. default:
  1057. logNetwork->error("Unrecognized trigger effect type %d", static_cast<int>(pack.effect));
  1058. }
  1059. }
  1060. void GameStatePackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack)
  1061. {
  1062. if(gs.getBattle(pack.battleID))
  1063. gs.getBattle(pack.battleID)->si.gateState = pack.state;
  1064. }
  1065. void GameStatePackVisitor::visitBattleResultAccepted(BattleResultAccepted & pack)
  1066. {
  1067. // Remove any "until next battle" bonuses
  1068. if(const auto attackerHero = gs.getHero(pack.heroResult[BattleSide::ATTACKER].heroID))
  1069. attackerHero->removeBonusesRecursive(Bonus::OneBattle);
  1070. if(const auto defenderHero = gs.getHero(pack.heroResult[BattleSide::DEFENDER].heroID))
  1071. defenderHero->removeBonusesRecursive(Bonus::OneBattle);
  1072. }
  1073. void GameStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1074. {
  1075. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1076. pack.visitTyped(battleVisitor);
  1077. }
  1078. void GameStatePackVisitor::visitBattleAttack(BattleAttack & pack)
  1079. {
  1080. CStack * attacker = gs.getBattle(pack.battleID)->getStack(pack.stackAttacking);
  1081. assert(attacker);
  1082. pack.attackerChanges.visit(*this);
  1083. for(BattleStackAttacked & stack : pack.bsa)
  1084. gs.getBattle(pack.battleID)->setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1085. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1086. if(!pack.counter())
  1087. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1088. }
  1089. void GameStatePackVisitor::visitStartAction(StartAction & pack)
  1090. {
  1091. CStack *st = gs.getBattle(pack.battleID)->getStack(pack.ba.stackNumber);
  1092. if(pack.ba.actionType == EActionType::END_TACTIC_PHASE)
  1093. {
  1094. gs.getBattle(pack.battleID)->tacticDistance = 0;
  1095. return;
  1096. }
  1097. if(gs.getBattle(pack.battleID)->tacticDistance)
  1098. {
  1099. // moves in tactics phase do not affect creature status
  1100. // (tactics stack queue is managed by client)
  1101. return;
  1102. }
  1103. if (pack.ba.isUnitAction())
  1104. {
  1105. assert(st); // stack must exists for all non-hero actions
  1106. switch(pack.ba.actionType)
  1107. {
  1108. case EActionType::DEFEND:
  1109. st->waiting = false;
  1110. st->defending = true;
  1111. st->defendingAnim = true;
  1112. break;
  1113. case EActionType::WAIT:
  1114. st->defendingAnim = false;
  1115. st->waiting = true;
  1116. st->waitedThisTurn = true;
  1117. break;
  1118. case EActionType::HERO_SPELL: //no change in current stack state
  1119. break;
  1120. default: //any active stack action - attack, catapult, heal, spell...
  1121. st->waiting = false;
  1122. st->defendingAnim = false;
  1123. st->movedThisRound = true;
  1124. st->castSpellThisTurn = pack.ba.actionType == EActionType::MONSTER_SPELL;
  1125. break;
  1126. }
  1127. }
  1128. else
  1129. {
  1130. if(pack.ba.actionType == EActionType::HERO_SPELL)
  1131. gs.getBattle(pack.battleID)->getSide(pack.ba.side).usedSpellsHistory.push_back(pack.ba.spell);
  1132. }
  1133. }
  1134. void GameStatePackVisitor::visitBattleSpellCast(BattleSpellCast & pack)
  1135. {
  1136. if(pack.castByHero && pack.side != BattleSide::NONE)
  1137. gs.getBattle(pack.battleID)->getSide(pack.side).castSpellsCount++;
  1138. }
  1139. void GameStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1140. {
  1141. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1142. pack.visitTyped(battleVisitor);
  1143. }
  1144. void GameStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1145. {
  1146. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1147. pack.visitTyped(battleVisitor);
  1148. }
  1149. void GameStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1150. {
  1151. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1152. pack.visitTyped(battleVisitor);
  1153. }
  1154. void GameStatePackVisitor::restorePreBattleState(BattleID battleID)
  1155. {
  1156. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1157. {
  1158. return battle->battleID == battleID;
  1159. });
  1160. const auto & currentBattle = **battleIter;
  1161. if (currentBattle.getDefendedTown() && currentBattle.getSideHero(BattleSide::DEFENDER))
  1162. {
  1163. CGTownInstance * town = gs.getTown(currentBattle.townID);
  1164. CGHeroInstance * hero = gs.getHero(currentBattle.getSideHero(BattleSide::DEFENDER)->id);
  1165. if (town->getVisitingHero() == hero)
  1166. {
  1167. hero->detachFrom(*town);
  1168. hero->attachTo(town->townAndVis);
  1169. }
  1170. }
  1171. }
  1172. void GameStatePackVisitor::visitBattleCancelled(BattleCancelled & pack)
  1173. {
  1174. restorePreBattleState(pack.battleID);
  1175. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1176. {
  1177. return battle->battleID == pack.battleID;
  1178. });
  1179. assert(battleIter != gs.currentBattles.end());
  1180. gs.currentBattles.erase(battleIter);
  1181. }
  1182. void GameStatePackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack)
  1183. {
  1184. restorePreBattleState(pack.battleID);
  1185. pack.learnedSpells.visit(*this);
  1186. for(auto & discharging : pack.dischargingArtifacts)
  1187. discharging.visit(*this);
  1188. for(auto & growing : pack.growingArtifacts)
  1189. growing.visit(*this);
  1190. for(auto & movingPack : pack.movingArtifacts)
  1191. movingPack.visit(*this);
  1192. const auto currentBattle = std::find_if(gs.currentBattles.begin(), gs.currentBattles.end(),
  1193. [&](const auto & battle)
  1194. {
  1195. return battle->battleID == pack.battleID;
  1196. });
  1197. assert(currentBattle != gs.currentBattles.end());
  1198. gs.currentBattles.erase(currentBattle);
  1199. }
  1200. void GameStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1201. {
  1202. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1203. pack.visitTyped(battleVisitor);
  1204. }
  1205. void GameStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1206. {
  1207. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1208. pack.visitTyped(battleVisitor);
  1209. }
  1210. void GameStatePackVisitor::visitBattleSetStackProperty(BattleSetStackProperty & pack)
  1211. {
  1212. CStack * stack = gs.getBattle(pack.battleID)->getStack(pack.stackID, false);
  1213. switch(pack.which)
  1214. {
  1215. case BattleSetStackProperty::CASTS:
  1216. {
  1217. if(pack.absolute)
  1218. logNetwork->error("Can not change casts in absolute mode");
  1219. else
  1220. stack->casts.use(-pack.val);
  1221. break;
  1222. }
  1223. case BattleSetStackProperty::ENCHANTER_COUNTER:
  1224. {
  1225. auto & counter = gs.getBattle(pack.battleID)->getSide(gs.getBattle(pack.battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  1226. if(pack.absolute)
  1227. counter = pack.val;
  1228. else
  1229. counter += pack.val;
  1230. vstd::amax(counter, 0);
  1231. break;
  1232. }
  1233. case BattleSetStackProperty::UNBIND:
  1234. {
  1235. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  1236. break;
  1237. }
  1238. case BattleSetStackProperty::CLONED:
  1239. {
  1240. stack->cloned = true;
  1241. break;
  1242. }
  1243. case BattleSetStackProperty::HAS_CLONE:
  1244. {
  1245. stack->cloneID = pack.val;
  1246. break;
  1247. }
  1248. }
  1249. }
  1250. void GameStatePackVisitor::visitPlayerCheated(PlayerCheated & pack)
  1251. {
  1252. assert(pack.player.isValidPlayer());
  1253. gs.getPlayerState(pack.player)->enteredLosingCheatCode = pack.losingCheatCode;
  1254. gs.getPlayerState(pack.player)->enteredWinningCheatCode = pack.winningCheatCode;
  1255. gs.getPlayerState(pack.player)->cheated = !pack.localOnlyCheat;
  1256. }
  1257. void GameStatePackVisitor::visitPlayerStartsTurn(PlayerStartsTurn & pack)
  1258. {
  1259. //assert(gs.actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  1260. gs.actingPlayers.insert(pack.player);
  1261. }
  1262. void GameStatePackVisitor::visitPlayerEndsTurn(PlayerEndsTurn & pack)
  1263. {
  1264. assert(gs.actingPlayers.count(pack.player) == 1);
  1265. gs.actingPlayers.erase(pack.player);
  1266. }
  1267. void GameStatePackVisitor::visitDaysWithoutTown(DaysWithoutTown & pack)
  1268. {
  1269. auto & playerState = gs.players.at(pack.player);
  1270. playerState.daysWithoutCastle = pack.daysWithoutCastle;
  1271. }
  1272. void GameStatePackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack)
  1273. {
  1274. auto & playerState = gs.players.at(pack.player);
  1275. playerState.turnTimer = pack.turnTimer;
  1276. }
  1277. void GameStatePackVisitor::visitEntitiesChanged(EntitiesChanged & pack)
  1278. {
  1279. for(const auto & change : pack.changes)
  1280. gs.updateEntity(change.metatype, change.entityIndex, change.data);
  1281. }
  1282. void GameStatePackVisitor::visitSetRewardableConfiguration(SetRewardableConfiguration & pack)
  1283. {
  1284. auto * objectPtr = gs.getObjInstance(pack.objectID);
  1285. if (!pack.buildingID.hasValue())
  1286. {
  1287. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  1288. assert(rewardablePtr);
  1289. rewardablePtr->configuration = pack.configuration;
  1290. rewardablePtr->initializeGuards();
  1291. }
  1292. else
  1293. {
  1294. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  1295. TownBuildingInstance * buildingPtr = nullptr;
  1296. for (auto & building : townPtr->rewardableBuildings)
  1297. if (building.second->getBuildingType() == pack.buildingID)
  1298. buildingPtr = building.second.get();
  1299. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  1300. assert(rewardablePtr);
  1301. rewardablePtr->configuration = pack.configuration;
  1302. }
  1303. }
  1304. void BattleStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1305. {
  1306. battleState.moveUnit(pack.stack, pack.tilesToMove.back());
  1307. }
  1308. void BattleStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1309. {
  1310. const auto * town = battleState.getDefendedTown();
  1311. if(!town)
  1312. throw std::runtime_error("CatapultAttack without town!");
  1313. if(town->fortificationsLevel().wallsHealth == 0)
  1314. throw std::runtime_error("CatapultAttack without walls!");
  1315. for(const auto & part : pack.attackedParts)
  1316. {
  1317. auto newWallState = SiegeInfo::applyDamage(battleState.getWallState(part.attackedPart), part.damageDealt);
  1318. battleState.setWallState(part.attackedPart, newWallState);
  1319. }
  1320. }
  1321. void BattleStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1322. {
  1323. for(const auto & change : pack.changes)
  1324. {
  1325. switch(change.operation)
  1326. {
  1327. case BattleChanges::EOperation::REMOVE:
  1328. battleState.removeObstacle(change.id);
  1329. break;
  1330. case BattleChanges::EOperation::ADD:
  1331. battleState.addObstacle(change);
  1332. break;
  1333. case BattleChanges::EOperation::UPDATE:
  1334. battleState.updateObstacle(change);
  1335. break;
  1336. default:
  1337. throw std::runtime_error("Unknown obstacle operation");
  1338. break;
  1339. }
  1340. }
  1341. }
  1342. void BattleStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1343. {
  1344. for(const auto & stackData : pack.toRemove)
  1345. battleState.removeUnitBonus(stackData.first, stackData.second);
  1346. for(const auto & stackData : pack.toUpdate)
  1347. battleState.updateUnitBonus(stackData.first, stackData.second);
  1348. for(const auto & stackData : pack.toAdd)
  1349. battleState.addUnitBonus(stackData.first, stackData.second);
  1350. }
  1351. void BattleStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1352. {
  1353. for(const BattleStackAttacked & stack : pack.stacks)
  1354. {
  1355. battleState.setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1356. }
  1357. }
  1358. void BattleStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1359. {
  1360. for(auto & elem : pack.changedStacks)
  1361. {
  1362. switch(elem.operation)
  1363. {
  1364. case BattleChanges::EOperation::RESET_STATE:
  1365. battleState.setUnitState(elem.id, elem.data, elem.healthDelta);
  1366. break;
  1367. case BattleChanges::EOperation::REMOVE:
  1368. battleState.removeUnit(elem.id);
  1369. break;
  1370. case BattleChanges::EOperation::ADD:
  1371. battleState.addUnit(elem.id, elem.data);
  1372. break;
  1373. case BattleChanges::EOperation::UPDATE:
  1374. battleState.updateUnit(elem.id, elem.data);
  1375. break;
  1376. default:
  1377. throw std::runtime_error("Unknown unit operation");
  1378. break;
  1379. }
  1380. }
  1381. }
  1382. VCMI_LIB_NAMESPACE_END