GameStatePackVisitor.cpp 49 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678
  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. #include "../../lib/spells/CSpellHandler.h"
  31. VCMI_LIB_NAMESPACE_BEGIN
  32. void GameStatePackVisitor::visitSetResources(SetResources & pack)
  33. {
  34. assert(pack.player.isValidPlayer());
  35. if(pack.mode == ChangeValueMode::ABSOLUTE)
  36. gs.getPlayerState(pack.player)->resources = pack.res;
  37. else
  38. gs.getPlayerState(pack.player)->resources += pack.res;
  39. gs.getPlayerState(pack.player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  40. //just ensure that player resources are not negative
  41. //server is responsible to check if player can afford deal
  42. //but events on server side are allowed to take more than player have
  43. gs.getPlayerState(pack.player)->resources.positive();
  44. }
  45. void GameStatePackVisitor::visitSetPrimarySkill(SetPrimarySkill & pack)
  46. {
  47. CGHeroInstance * hero = gs.getHero(pack.id);
  48. assert(hero);
  49. hero->setPrimarySkill(pack.which, pack.val, pack.mode);
  50. }
  51. void GameStatePackVisitor::visitSetHeroExperience(SetHeroExperience & pack)
  52. {
  53. CGHeroInstance * hero = gs.getHero(pack.id);
  54. assert(hero);
  55. hero->setExperience(pack.val, pack.mode);
  56. }
  57. void GameStatePackVisitor::visitGiveStackExperience(GiveStackExperience & pack)
  58. {
  59. auto * army = gs.getArmyInstance(pack.id);
  60. for (const auto & slot : pack.val)
  61. army->getStackPtr(slot.first)->giveAverageStackExperience(slot.second);
  62. army->nodeHasChanged();
  63. }
  64. void GameStatePackVisitor::visitSetSecSkill(SetSecSkill & pack)
  65. {
  66. CGHeroInstance *hero = gs.getHero(pack.id);
  67. hero->setSecSkillLevel(pack.which, pack.val, pack.mode);
  68. }
  69. void GameStatePackVisitor::visitSetCommanderProperty(SetCommanderProperty & pack)
  70. {
  71. const auto & commander = gs.getHero(pack.heroid)->getCommander();
  72. assert (commander);
  73. switch (pack.which)
  74. {
  75. case SetCommanderProperty::BONUS:
  76. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  77. break;
  78. case SetCommanderProperty::SPECIAL_SKILL:
  79. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  80. commander->specialSkills.insert (pack.additionalInfo);
  81. break;
  82. case SetCommanderProperty::SECONDARY_SKILL:
  83. commander->secondarySkills[pack.additionalInfo] = static_cast<ui8>(pack.amount);
  84. break;
  85. case SetCommanderProperty::ALIVE:
  86. if (pack.amount)
  87. commander->setAlive(true);
  88. else
  89. commander->setAlive(false);
  90. break;
  91. case SetCommanderProperty::EXPERIENCE:
  92. commander->giveTotalStackExperience(pack.amount);
  93. commander->nodeHasChanged();
  94. break;
  95. }
  96. }
  97. void GameStatePackVisitor::visitAddQuest(AddQuest & pack)
  98. {
  99. assert(vstd::contains(gs.players, pack.player));
  100. auto * vec = &gs.players.at(pack.player).quests;
  101. if (!vstd::contains(*vec, pack.quest))
  102. vec->push_back(pack.quest);
  103. else
  104. logNetwork->warn("Warning! Attempt to add duplicated quest");
  105. }
  106. void GameStatePackVisitor::visitChangeFormation(ChangeFormation & pack)
  107. {
  108. gs.getHero(pack.hid)->setFormation(pack.formation);
  109. }
  110. void GameStatePackVisitor::visitChangeTownName(ChangeTownName & pack)
  111. {
  112. gs.getTown(pack.tid)->setCustomName(pack.name);
  113. }
  114. void GameStatePackVisitor::visitHeroVisitCastle(HeroVisitCastle & pack)
  115. {
  116. CGHeroInstance *h = gs.getHero(pack.hid);
  117. CGTownInstance *t = gs.getTown(pack.tid);
  118. assert(h);
  119. assert(t);
  120. if(pack.start())
  121. t->setVisitingHero(h);
  122. else
  123. t->setVisitingHero(nullptr);
  124. }
  125. void GameStatePackVisitor::visitChangeSpells(ChangeSpells & pack)
  126. {
  127. CGHeroInstance *hero = gs.getHero(pack.hid);
  128. if(pack.learn)
  129. for(const auto & sid : pack.spells)
  130. hero->addSpellToSpellbook(sid);
  131. else
  132. for(const auto & sid : pack.spells)
  133. hero->removeSpellFromSpellbook(sid);
  134. }
  135. void GameStatePackVisitor::visitSetResearchedSpells(SetResearchedSpells & pack)
  136. {
  137. CGTownInstance *town = gs.getTown(pack.tid);
  138. town->spells[pack.level] = pack.spells;
  139. town->spellResearchCounterDay++;
  140. if(pack.accepted)
  141. {
  142. town->spellResearchAcceptedCounter++;
  143. town->spellResearchPendingRerollsCounters[pack.level] = 0;
  144. }
  145. else
  146. {
  147. town->spellResearchPendingRerollsCounters[pack.level]++;
  148. }
  149. }
  150. void GameStatePackVisitor::visitSetMana(SetMana & pack)
  151. {
  152. CGHeroInstance * hero = gs.getHero(pack.hid);
  153. assert(hero);
  154. if(pack.mode == ChangeValueMode::ABSOLUTE)
  155. hero->mana = pack.val;
  156. else
  157. hero->mana += pack.val;
  158. vstd::amax(hero->mana, 0); //not less than 0
  159. }
  160. void GameStatePackVisitor::visitSetMovePoints(SetMovePoints & pack)
  161. {
  162. CGHeroInstance *hero = gs.getHero(pack.hid);
  163. assert(hero);
  164. hero->setMovementPoints(pack.val);
  165. }
  166. void GameStatePackVisitor::visitFoWChange(FoWChange & pack)
  167. {
  168. TeamState * team = gs.getPlayerTeam(pack.player);
  169. auto & fogOfWarMap = team->fogOfWarMap;
  170. for(const int3 & t : pack.tiles)
  171. fogOfWarMap[t] = pack.mode != ETileVisibility::HIDDEN;
  172. if (pack.mode == ETileVisibility::HIDDEN) //do not hide too much
  173. {
  174. FowTilesType tilesRevealed;
  175. for (auto & o : gs.getMap().getObjects())
  176. {
  177. if (o->asOwnable())
  178. {
  179. if(vstd::contains(team->players, o->getOwner())) //check owned observators
  180. gs.getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  181. }
  182. }
  183. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  184. fogOfWarMap[t] = 1;
  185. }
  186. }
  187. void GameStatePackVisitor::visitSetAvailableHero(SetAvailableHero & pack)
  188. {
  189. gs.heroesPool->setHeroForPlayer(pack.player, pack.slotID, pack.hid, pack.army, pack.roleID, pack.replenishPoints);
  190. }
  191. void GameStatePackVisitor::visitGiveBonus(GiveBonus & pack)
  192. {
  193. CBonusSystemNode *cbsn = nullptr;
  194. switch(pack.who)
  195. {
  196. case GiveBonus::ETarget::OBJECT:
  197. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.id.as<ObjectInstanceID>()));
  198. break;
  199. case GiveBonus::ETarget::HERO_COMMANDER:
  200. cbsn = gs.getHero(pack.id.as<ObjectInstanceID>())->getCommander();
  201. break;
  202. case GiveBonus::ETarget::PLAYER:
  203. cbsn = gs.getPlayerState(pack.id.as<PlayerColor>());
  204. break;
  205. case GiveBonus::ETarget::BATTLE:
  206. assert(Bonus::OneBattle(&pack.bonus));
  207. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.id.as<BattleID>()));
  208. break;
  209. }
  210. assert(cbsn);
  211. if(Bonus::OneWeek(&pack.bonus))
  212. pack.bonus.turnsRemain = 8 - gs.getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  213. auto b = std::make_shared<Bonus>(pack.bonus);
  214. cbsn->addNewBonus(b);
  215. }
  216. void GameStatePackVisitor::visitChangeObjPos(ChangeObjPos & pack)
  217. {
  218. CGObjectInstance *obj = gs.getObjInstance(pack.objid);
  219. if(!obj)
  220. {
  221. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", pack.objid.getNum());
  222. return;
  223. }
  224. gs.getMap().moveObject(pack.objid, pack.nPos + obj->getVisitableOffset());
  225. }
  226. void GameStatePackVisitor::visitChangeObjectVisitors(ChangeObjectVisitors & pack)
  227. {
  228. auto objectPtr = gs.getObjInstance(pack.object);
  229. switch (pack.mode)
  230. {
  231. case ChangeObjectVisitors::VISITOR_ADD_HERO:
  232. gs.getHero(pack.hero)->visitedObjects.insert(pack.object);
  233. [[fallthrough]];
  234. case ChangeObjectVisitors::VISITOR_ADD_PLAYER:
  235. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  236. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjects.insert(pack.object);
  237. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  238. break;
  239. case ChangeObjectVisitors::VISITOR_CLEAR:
  240. // remove visit info from all heroes, including those that are not present on map
  241. for (auto heroID : gs.getMap().getHeroesOnMap())
  242. gs.getHero(heroID)->visitedObjects.erase(pack.object);
  243. for (auto heroID : gs.getMap().getHeroesInPool())
  244. gs.getMap().tryGetFromHeroPool(heroID)->visitedObjects.erase(pack.object);
  245. for(auto &elem : gs.players)
  246. elem.second.visitedObjects.erase(pack.object);
  247. for(auto &elem : gs.teams)
  248. elem.second.scoutedObjects.erase(pack.object);
  249. break;
  250. case ChangeObjectVisitors::VISITOR_SCOUTED:
  251. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  252. break;
  253. }
  254. }
  255. void GameStatePackVisitor::visitChangeArtifactsCostume(ChangeArtifactsCostume & pack)
  256. {
  257. auto & allCostumes = gs.getPlayerState(pack.player)->costumesArtifacts;
  258. if(const auto & costume = allCostumes.find(pack.costumeIdx); costume != allCostumes.end())
  259. costume->second = pack.costumeSet;
  260. else
  261. allCostumes.try_emplace(pack.costumeIdx, pack.costumeSet);
  262. }
  263. void GameStatePackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack)
  264. {
  265. PlayerState *p = gs.getPlayerState(pack.player);
  266. if(pack.victoryLossCheckResult.victory())
  267. {
  268. p->status = EPlayerStatus::WINNER;
  269. // TODO: Campaign-specific code might as well go somewhere else
  270. // keep all heroes from the winning player
  271. if(p->human && gs.getStartInfo()->campState)
  272. {
  273. std::vector<CGHeroInstance *> crossoverHeroes;
  274. for (auto hero : p->getHeroes())
  275. if (hero->tempOwner == pack.player)
  276. crossoverHeroes.push_back(hero);
  277. gs.getStartInfo()->campState->setCurrentMapAsConquered(crossoverHeroes);
  278. }
  279. }
  280. else
  281. {
  282. p->status = EPlayerStatus::LOSER;
  283. }
  284. // defeated player may be making turn right now
  285. gs.actingPlayers.erase(pack.player);
  286. }
  287. void GameStatePackVisitor::visitRemoveBonus(RemoveBonus & pack)
  288. {
  289. CBonusSystemNode *node = nullptr;
  290. switch(pack.who)
  291. {
  292. case GiveBonus::ETarget::OBJECT:
  293. node = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.whoID.as<ObjectInstanceID>()));
  294. break;
  295. case GiveBonus::ETarget::PLAYER:
  296. node = gs.getPlayerState(pack.whoID.as<PlayerColor>());
  297. break;
  298. case GiveBonus::ETarget::BATTLE:
  299. assert(Bonus::OneBattle(&pack.bonus));
  300. node = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.whoID.as<BattleID>()));
  301. break;
  302. }
  303. BonusList &bonuses = node->getExportedBonusList();
  304. for(const auto & b : bonuses)
  305. {
  306. if(b->source == pack.source && b->sid == pack.id)
  307. {
  308. pack.bonus = *b; //backup bonus (to show to interfaces later)
  309. node->removeBonus(b);
  310. break;
  311. }
  312. }
  313. }
  314. void GameStatePackVisitor::visitRemoveObject(RemoveObject & pack)
  315. {
  316. CGObjectInstance *obj = gs.getObjInstance(pack.objectID);
  317. logGlobal->debug("removing object id=%d; address=%x; name=%s", pack.objectID, (intptr_t)obj, obj->getObjectName());
  318. if (pack.initiator.isValidPlayer())
  319. gs.getPlayerState(pack.initiator)->destroyedObjects.insert(pack.objectID);
  320. if(obj->getOwner().isValidPlayer())
  321. gs.getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
  322. if(obj->ID == Obj::HERO) //remove beaten hero
  323. {
  324. auto beatenHero = dynamic_cast<CGHeroInstance*>(obj);
  325. assert(beatenHero);
  326. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  327. {
  328. return asi.getArt()->getTypeId() == ArtifactID::GRAIL;
  329. });
  330. if(beatenHero->getVisitedTown())
  331. {
  332. if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
  333. beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
  334. else
  335. beatenHero->getVisitedTown()->setVisitingHero(nullptr);
  336. beatenHero->setVisitedTown(nullptr, false);
  337. }
  338. //If hero on Boat is removed, the Boat disappears
  339. if(beatenHero->inBoat())
  340. {
  341. auto boat = beatenHero->getBoat();
  342. beatenHero->setBoat(nullptr);
  343. gs.getMap().eraseObject(boat->id);
  344. }
  345. beatenHero->detachFromBonusSystem(gs);
  346. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  347. auto beatenObject = gs.getMap().eraseObject(obj->id);
  348. //return hero to the pool, so he may reappear in tavern
  349. gs.heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
  350. gs.getMap().addToHeroPool(std::dynamic_pointer_cast<CGHeroInstance>(beatenObject));
  351. return;
  352. }
  353. if(obj->ID == Obj::TOWN)
  354. {
  355. auto * town = dynamic_cast<CGTownInstance *>(obj);
  356. town->setVisitingHero(nullptr);
  357. if (town->getGarrisonHero())
  358. {
  359. gs.getMap().showObject(gs.getHero(town->getGarrisonHero()->id));
  360. town->setGarrisonedHero(nullptr);
  361. }
  362. }
  363. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  364. if (quest)
  365. {
  366. for (auto &player : gs.players)
  367. {
  368. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  369. return q.obj == obj->id;
  370. });
  371. }
  372. }
  373. int3 objPosition = obj->anchorPos();
  374. int3 objDimensions(obj->getWidth(), obj->getHeight(), 1);
  375. obj->detachFromBonusSystem(gs);
  376. gs.getMap().eraseObject(pack.objectID);
  377. gs.getMap().calculateGuardingGreaturePositions(objPosition - objDimensions - int3(1,1,0), objPosition + int3(1,1,0));
  378. }
  379. static int getDir(const int3 & src, const int3 & dst)
  380. {
  381. int ret = -1;
  382. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  383. {
  384. ret = 1;
  385. }
  386. else if(dst.x == src.x && dst.y+1 == src.y) //t
  387. {
  388. ret = 2;
  389. }
  390. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  391. {
  392. ret = 3;
  393. }
  394. else if(dst.x-1 == src.x && dst.y == src.y) //r
  395. {
  396. ret = 4;
  397. }
  398. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  399. {
  400. ret = 5;
  401. }
  402. else if(dst.x == src.x && dst.y-1 == src.y) //b
  403. {
  404. ret = 6;
  405. }
  406. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  407. {
  408. ret = 7;
  409. }
  410. else if(dst.x+1 == src.x && dst.y == src.y) //l
  411. {
  412. ret = 8;
  413. }
  414. return ret;
  415. }
  416. void GameStatePackVisitor::visitTryMoveHero(TryMoveHero & pack)
  417. {
  418. CGHeroInstance *h = gs.getHero(pack.id);
  419. if (!h)
  420. {
  421. logGlobal->error("Attempt ot move unavailable hero %d", pack.id.getNum());
  422. return;
  423. }
  424. const TerrainTile & fromTile = gs.getMap().getTile(h->convertToVisitablePos(pack.start));
  425. const TerrainTile & destTile = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  426. h->setMovementPoints(pack.movePoints);
  427. if((pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::BLOCKING_VISIT || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK) && pack.start != pack.end)
  428. {
  429. auto dir = getDir(pack.start, pack.end);
  430. if(dir > 0 && dir <= 8)
  431. h->moveDir = dir;
  432. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  433. }
  434. if(pack.result == TryMoveHero::EMBARK) //hero enters boat at destination tile
  435. {
  436. const TerrainTile &tt = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  437. ObjectInstanceID topObjectID = tt.visitableObjects.back();
  438. CGObjectInstance * topObject = gs.getObjInstance(topObjectID);
  439. assert(tt.visitableObjects.size() >= 1 && topObject->ID == Obj::BOAT); //the only visitable object at destination is Boat
  440. auto * boat = dynamic_cast<CGBoat *>(topObject);
  441. assert(boat);
  442. gs.getMap().hideObject(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  443. h->setBoat(boat);
  444. }
  445. else if(pack.result == TryMoveHero::DISEMBARK) //hero leaves boat to destination tile
  446. {
  447. auto * b = h->getBoat();
  448. b->direction = h->moveDir;
  449. b->pos = pack.start;
  450. gs.getMap().showObject(b);
  451. h->setBoat(nullptr);
  452. }
  453. if(pack.start != pack.end && (pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::TELEPORTATION || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK))
  454. {
  455. gs.getMap().hideObject(h);
  456. h->setAnchorPos(pack.end);
  457. if(auto * b = h->getBoat())
  458. b->setAnchorPos(pack.end);
  459. gs.getMap().showObject(h);
  460. }
  461. auto & fogOfWarMap = gs.getPlayerTeam(h->getOwner())->fogOfWarMap;
  462. for(const int3 & t : pack.fowRevealed)
  463. fogOfWarMap[t] = 1;
  464. if (fromTile.getTerrainID() != destTile.getTerrainID())
  465. h->nodeHasChanged(); // update bonuses with terrain limiter
  466. }
  467. void GameStatePackVisitor::visitNewStructures(NewStructures & pack)
  468. {
  469. CGTownInstance *t = gs.getTown(pack.tid);
  470. for(const auto & id : pack.bid)
  471. {
  472. assert(t->getTown()->buildings.at(id) != nullptr);
  473. t->addBuilding(id);
  474. }
  475. t->updateAppearance();
  476. t->built = pack.built;
  477. t->recreateBuildingsBonuses();
  478. }
  479. void GameStatePackVisitor::visitRazeStructures(RazeStructures & pack)
  480. {
  481. CGTownInstance *t = gs.getTown(pack.tid);
  482. for(const auto & id : pack.bid)
  483. {
  484. t->removeBuilding(id);
  485. t->updateAppearance();
  486. }
  487. t->destroyed = pack.destroyed; //yeaha
  488. t->recreateBuildingsBonuses();
  489. }
  490. void GameStatePackVisitor::visitSetAvailableCreatures(SetAvailableCreatures & pack)
  491. {
  492. auto * dw = dynamic_cast<CGDwelling *>(gs.getObjInstance(pack.tid));
  493. assert(dw);
  494. dw->creatures = pack.creatures;
  495. }
  496. void GameStatePackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack)
  497. {
  498. CGTownInstance *t = gs.getTown(pack.tid);
  499. CGHeroInstance * v = gs.getHero(pack.visiting);
  500. CGHeroInstance * g = gs.getHero(pack.garrison);
  501. bool newVisitorComesFromGarrison = v && v == t->getGarrisonHero();
  502. bool newGarrisonComesFromVisiting = g && g == t->getVisitingHero();
  503. if(newVisitorComesFromGarrison)
  504. t->setGarrisonedHero(nullptr);
  505. if(newGarrisonComesFromVisiting)
  506. t->setVisitingHero(nullptr);
  507. if(!newGarrisonComesFromVisiting || v)
  508. t->setVisitingHero(v);
  509. if(!newVisitorComesFromGarrison || g)
  510. t->setGarrisonedHero(g);
  511. if(v)
  512. gs.getMap().showObject(v);
  513. if(g)
  514. gs.getMap().hideObject(g);
  515. }
  516. void GameStatePackVisitor::visitHeroRecruited(HeroRecruited & pack)
  517. {
  518. auto h = gs.heroesPool->takeHeroFromPool(pack.hid);
  519. CGTownInstance *t = gs.getTown(pack.tid);
  520. PlayerState *p = gs.getPlayerState(pack.player);
  521. if (pack.boatId.hasValue())
  522. {
  523. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  524. auto * boat = dynamic_cast<CGBoat *>(obj);
  525. if (boat)
  526. {
  527. gs.getMap().hideObject(boat);
  528. h->setBoat(boat);
  529. }
  530. }
  531. h->setOwner(pack.player);
  532. h->pos = pack.tile;
  533. h->updateAppearance();
  534. // Generate unique instance name before adding to map
  535. if (h->instanceName.empty())
  536. gs.getMap().generateUniqueInstanceName(h.get());
  537. gs.getMap().addNewObject(h);
  538. assert(h->id.hasValue());
  539. p->addOwnedObject(h.get());
  540. h->attachToBonusSystem(gs);
  541. if(t)
  542. t->setVisitingHero(h.get());
  543. }
  544. void GameStatePackVisitor::visitGiveHero(GiveHero & pack)
  545. {
  546. CGHeroInstance *h = gs.getHero(pack.id);
  547. if (pack.boatId.hasValue())
  548. {
  549. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  550. auto * boat = dynamic_cast<CGBoat *>(obj);
  551. if (boat)
  552. {
  553. gs.getMap().hideObject(boat);
  554. h->setBoat(boat);
  555. }
  556. }
  557. //bonus system
  558. h->detachFrom(gs.globalEffects);
  559. h->attachTo(*gs.getPlayerState(pack.player));
  560. auto oldVisitablePos = h->visitablePos();
  561. gs.getMap().hideObject(h);
  562. h->updateAppearance();
  563. h->setOwner(pack.player);
  564. h->setMovementPoints(h->movementPointsLimit(true));
  565. h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
  566. gs.getPlayerState(h->getOwner())->addOwnedObject(h);
  567. gs.getMap().showObject(h);
  568. h->setVisitedTown(nullptr, false);
  569. }
  570. void GameStatePackVisitor::visitNewObject(NewObject & pack)
  571. {
  572. int3 objPosition = pack.newObject->anchorPos();
  573. int3 objDimensions(pack.newObject->getWidth(), pack.newObject->getHeight(), 1);
  574. gs.getMap().addNewObject(pack.newObject);
  575. gs.getMap().calculateGuardingGreaturePositions(objPosition - objDimensions - int3(1,1,0), objPosition + int3(1,1,0));
  576. // attach newly spawned wandering monster to global bonus system node
  577. auto newArmy = std::dynamic_pointer_cast<CArmedInstance>(pack.newObject);
  578. if (newArmy)
  579. newArmy->attachToBonusSystem(gs);
  580. logGlobal->debug("Added object id=%d; name=%s", pack.newObject->id, pack.newObject->getObjectName());
  581. }
  582. void GameStatePackVisitor::visitNewArtifact(NewArtifact & pack)
  583. {
  584. auto art = gs.createArtifact(pack.artId, pack.spellId);
  585. PutArtifact pa(art->getId(), ArtifactLocation(pack.artHolder, pack.pos), false);
  586. pa.visit(*this);
  587. }
  588. void GameStatePackVisitor::visitChangeStackCount(ChangeStackCount & pack)
  589. {
  590. auto * srcObj = gs.getArmyInstance(pack.army);
  591. if(!srcObj)
  592. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  593. if(pack.mode == ChangeValueMode::ABSOLUTE)
  594. srcObj->setStackCount(pack.slot, pack.count);
  595. else
  596. srcObj->changeStackCount(pack.slot, pack.count);
  597. }
  598. void GameStatePackVisitor::visitSetStackType(SetStackType & pack)
  599. {
  600. auto * srcObj = gs.getArmyInstance(pack.army);
  601. if(!srcObj)
  602. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  603. srcObj->setStackType(pack.slot, pack.type);
  604. }
  605. void GameStatePackVisitor::visitEraseStack(EraseStack & pack)
  606. {
  607. auto * srcObj = gs.getArmyInstance(pack.army);
  608. if(!srcObj)
  609. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  610. srcObj->eraseStack(pack.slot);
  611. }
  612. void GameStatePackVisitor::visitSwapStacks(SwapStacks & pack)
  613. {
  614. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  615. if(!srcObj)
  616. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  617. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  618. if(!dstObj)
  619. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  620. auto s1 = srcObj->detachStack(pack.srcSlot);
  621. auto s2 = dstObj->detachStack(pack.dstSlot);
  622. srcObj->putStack(pack.srcSlot, std::move(s2));
  623. dstObj->putStack(pack.dstSlot, std::move(s1));
  624. }
  625. void GameStatePackVisitor::visitInsertNewStack(InsertNewStack & pack)
  626. {
  627. if(auto * obj = gs.getArmyInstance(pack.army))
  628. obj->putStack(pack.slot, std::make_unique<CStackInstance>(&gs, pack.type, pack.count));
  629. else
  630. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  631. }
  632. void GameStatePackVisitor::visitRebalanceStacks(RebalanceStacks & pack)
  633. {
  634. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  635. if(!srcObj)
  636. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  637. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  638. if(!dstObj)
  639. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  640. StackLocation src(srcObj->id, pack.srcSlot);
  641. StackLocation dst(dstObj->id, pack.dstSlot);
  642. [[maybe_unused]] const CCreature * srcType = srcObj->getCreature(src.slot);
  643. const CCreature * dstType = dstObj->getCreature(dst.slot);
  644. TQuantity srcCount = srcObj->getStackCount(src.slot);
  645. if(srcCount == pack.count) //moving whole stack
  646. {
  647. if(dstType) //stack at dest -> merge
  648. {
  649. assert(dstType == srcType);
  650. const auto srcHero = dynamic_cast<CGHeroInstance*>(srcObj);
  651. const auto dstHero = dynamic_cast<CGHeroInstance*>(dstObj);
  652. auto srcStack = const_cast<CStackInstance*>(srcObj->getStackPtr(src.slot));
  653. auto dstStack = const_cast<CStackInstance*>(dstObj->getStackPtr(dst.slot));
  654. if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  655. {
  656. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  657. {
  658. bool artifactIsLost = true;
  659. if(srcHero)
  660. {
  661. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  662. if (dstSlot != ArtifactPosition::PRE_FIRST)
  663. {
  664. gs.getMap().moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  665. artifactIsLost = false;
  666. }
  667. }
  668. if (artifactIsLost)
  669. {
  670. BulkEraseArtifacts ea;
  671. ea.artHolder = dstHero->id;
  672. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  673. ea.creature = dst.slot;
  674. ea.visit(*this);
  675. logNetwork->warn("Cannot move artifact! No free slots");
  676. }
  677. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  678. //TODO: choose from dialog
  679. }
  680. else //just move to the other slot before stack gets erased
  681. {
  682. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  683. }
  684. }
  685. auto movedStack = srcObj->detachStack(src.slot);
  686. dstObj->joinStack(dst.slot, std::move(movedStack));
  687. }
  688. else
  689. {
  690. auto movedStack = srcObj->detachStack(src.slot);
  691. dstObj->putStack(dst.slot, std::move(movedStack));
  692. }
  693. }
  694. else
  695. {
  696. auto movedStack = srcObj->splitStack(src.slot, pack.count);
  697. if(dstType) //stack at dest -> rebalance
  698. {
  699. assert(dstType == srcType);
  700. dstObj->joinStack(dst.slot, std::move(movedStack));
  701. }
  702. else //move new stack to an empty slot
  703. {
  704. dstObj->putStack(dst.slot, std::move(movedStack));
  705. }
  706. }
  707. srcObj->nodeHasChanged();
  708. if (srcObj != dstObj)
  709. dstObj->nodeHasChanged();
  710. }
  711. void GameStatePackVisitor::visitBulkRebalanceStacks(BulkRebalanceStacks & pack)
  712. {
  713. for(auto & move : pack.moves)
  714. move.visit(*this);
  715. }
  716. void GameStatePackVisitor::visitGrowUpArtifact(GrowUpArtifact & pack)
  717. {
  718. auto artInst = gs.getArtInstance(pack.id);
  719. assert(artInst);
  720. artInst->growingUp();
  721. }
  722. void GameStatePackVisitor::visitPutArtifact(PutArtifact & pack)
  723. {
  724. auto art = gs.getArtInstance(pack.id);
  725. assert(!art->getParentNodes().empty());
  726. auto hero = gs.getHero(pack.al.artHolder);
  727. assert(hero);
  728. assert(art && art->canBePutAt(hero, pack.al.slot));
  729. assert(ArtifactUtils::checkIfSlotValid(*hero, pack.al.slot));
  730. gs.getMap().putArtifactInstance(*hero, art->getId(), pack.al.slot);
  731. }
  732. void GameStatePackVisitor::visitBulkEraseArtifacts(BulkEraseArtifacts & pack)
  733. {
  734. const auto artSet = gs.getArtSet(pack.artHolder);
  735. assert(artSet);
  736. std::sort(pack.posPack.begin(), pack.posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  737. {
  738. return slot0.num > slot1.num;
  739. });
  740. for(const auto & slot : pack.posPack)
  741. {
  742. const auto slotInfo = artSet->getSlot(slot);
  743. const ArtifactInstanceID artifactID = slotInfo->artifactID;
  744. const CArtifactInstance * artifact = gs.getArtInstance(artifactID);
  745. if(slotInfo->locked)
  746. {
  747. logGlobal->debug("Erasing locked artifact: %s", artifact->getType()->getNameTranslated());
  748. DisassembledArtifact dis;
  749. dis.al.artHolder = pack.artHolder;
  750. for(auto & slotInfoWorn : artSet->artifactsWorn)
  751. {
  752. auto art = slotInfoWorn.second.getArt();
  753. if(art->isCombined() && art->isPart(artifact))
  754. {
  755. dis.al.slot = artSet->getArtPos(art);
  756. break;
  757. }
  758. }
  759. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  760. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
  761. dis.visit(*this);
  762. }
  763. else
  764. {
  765. logGlobal->debug("Erasing artifact %s", artifact->getType()->getNameTranslated());
  766. }
  767. gs.getMap().removeArtifactInstance(*artSet, slot);
  768. }
  769. }
  770. void GameStatePackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack)
  771. {
  772. const auto bulkArtsRemove = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & artSet)
  773. {
  774. std::vector<ArtifactPosition> packToRemove;
  775. for(const auto & slotsPair : artsPack)
  776. packToRemove.push_back(slotsPair.srcPos);
  777. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  778. {
  779. return slot0.num > slot1.num;
  780. });
  781. for(const auto & slot : packToRemove)
  782. gs.getMap().removeArtifactInstance(artSet, slot);
  783. };
  784. const auto bulkArtsPut = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  785. {
  786. for(const auto & slotsPair : artsPack)
  787. {
  788. auto * art = initArtSet.getArt(slotsPair.srcPos);
  789. assert(art);
  790. gs.getMap().putArtifactInstance(dstArtSet, art->getId(), slotsPair.dstPos);
  791. }
  792. };
  793. auto * leftSet = gs.getArtSet(ArtifactLocation(pack.srcArtHolder, pack.srcCreature));
  794. assert(leftSet);
  795. auto * rightSet = gs.getArtSet(ArtifactLocation(pack.dstArtHolder, pack.dstCreature));
  796. assert(rightSet);
  797. CArtifactFittingSet artInitialSetLeft(*leftSet);
  798. bulkArtsRemove(pack.artsPack0, *leftSet);
  799. if(!pack.artsPack1.empty())
  800. {
  801. CArtifactFittingSet artInitialSetRight(*rightSet);
  802. bulkArtsRemove(pack.artsPack1, *rightSet);
  803. bulkArtsPut(pack.artsPack1, artInitialSetRight, *leftSet);
  804. }
  805. bulkArtsPut(pack.artsPack0, artInitialSetLeft, *rightSet);
  806. }
  807. void GameStatePackVisitor::visitDischargeArtifact(DischargeArtifact & pack)
  808. {
  809. auto artInst = gs.getArtInstance(pack.id);
  810. assert(artInst);
  811. artInst->discharge(pack.charges);
  812. if(artInst->getType()->getRemoveOnDepletion() && artInst->getCharges() == 0 && pack.artLoc.has_value())
  813. {
  814. BulkEraseArtifacts ePack;
  815. ePack.artHolder = pack.artLoc.value().artHolder;
  816. ePack.creature = pack.artLoc.value().creature;
  817. ePack.posPack.push_back(pack.artLoc.value().slot);
  818. ePack.visit(*this);
  819. }
  820. // Workaround to inform hero bonus node about changes. Obviously this has to be done somehow differently.
  821. if(pack.artLoc.has_value())
  822. gs.getHero(pack.artLoc.value().artHolder)->nodeHasChanged();
  823. }
  824. void GameStatePackVisitor::visitAssembledArtifact(AssembledArtifact & pack)
  825. {
  826. auto artSet = gs.getArtSet(pack.al.artHolder);
  827. assert(artSet);
  828. const auto transformedArt = artSet->getArt(pack.al.slot);
  829. assert(transformedArt);
  830. const auto builtArt = pack.artId.toArtifact();
  831. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  832. {
  833. return art->getId() == builtArt->getId();
  834. }));
  835. auto * combinedArt = gs.getMap().createArtifactComponent(pack.artId);
  836. // Find slots for all involved artifacts
  837. std::set<ArtifactPosition, std::greater<>> slotsInvolved = { pack.al.slot };
  838. CArtifactFittingSet fittingSet(*artSet);
  839. auto parts = builtArt->getConstituents();
  840. parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
  841. for(const auto constituent : parts)
  842. {
  843. const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
  844. fittingSet.lockSlot(slot);
  845. assert(slot != ArtifactPosition::PRE_FIRST);
  846. slotsInvolved.insert(slot);
  847. }
  848. // Find a slot for combined artifact
  849. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
  850. {
  851. pack.al.slot = ArtifactPosition::BACKPACK_START;
  852. }
  853. else if(ArtifactUtils::isSlotBackpack(pack.al.slot))
  854. {
  855. for(const auto & slot : slotsInvolved)
  856. if(ArtifactUtils::isSlotBackpack(slot))
  857. pack.al.slot = slot;
  858. }
  859. else
  860. {
  861. for(const auto & slot : slotsInvolved)
  862. if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), pack.al.slot)
  863. && vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
  864. {
  865. pack.al.slot = slot;
  866. break;
  867. }
  868. }
  869. // Delete parts from hero
  870. for(const auto & slot : slotsInvolved)
  871. {
  872. const auto constituentInstance = artSet->getArt(slot);
  873. gs.getMap().removeArtifactInstance(*artSet, slot);
  874. if(!combinedArt->getType()->isFused())
  875. {
  876. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && slot != pack.al.slot)
  877. combinedArt->addPart(constituentInstance, slot);
  878. else
  879. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  880. }
  881. }
  882. // Put new combined artifacts
  883. gs.getMap().putArtifactInstance(*artSet, combinedArt->getId(), pack.al.slot);
  884. }
  885. void GameStatePackVisitor::visitDisassembledArtifact(DisassembledArtifact & pack)
  886. {
  887. auto hero = gs.getHero(pack.al.artHolder);
  888. assert(hero);
  889. auto disassembledArtID = hero->getArtID(pack.al.slot);
  890. auto disassembledArt = gs.getArtInstance(disassembledArtID);
  891. assert(disassembledArt);
  892. const auto parts = disassembledArt->getPartsInfo();
  893. gs.getMap().removeArtifactInstance(*hero, pack.al.slot);
  894. for(auto & part : parts)
  895. {
  896. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  897. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : pack.al.slot);
  898. disassembledArt->detachFromSource(*part.getArtifact());
  899. gs.getMap().putArtifactInstance(*hero, part.getArtifact()->getId(), slot);
  900. }
  901. gs.getMap().eraseArtifactInstance(disassembledArt->getId());
  902. }
  903. void GameStatePackVisitor::visitHeroVisit(HeroVisit & pack)
  904. {
  905. }
  906. void GameStatePackVisitor::visitSetAvailableArtifacts(SetAvailableArtifacts & pack)
  907. {
  908. if(pack.id != ObjectInstanceID::NONE)
  909. {
  910. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs.getObjInstance(pack.id)))
  911. {
  912. bm->artifacts = pack.arts;
  913. }
  914. else
  915. {
  916. logNetwork->error("Wrong black market id!");
  917. }
  918. }
  919. else
  920. {
  921. gs.getMap().townMerchantArtifacts = pack.arts;
  922. }
  923. }
  924. void GameStatePackVisitor::visitNewTurn(NewTurn & pack)
  925. {
  926. gs.day = pack.day;
  927. // Update bonuses before doing anything else so hero don't get more MP than needed
  928. gs.globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  929. gs.globalEffects.reduceBonusDurations(Bonus::NDays);
  930. gs.globalEffects.reduceBonusDurations(Bonus::OneWeek);
  931. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  932. for(auto & manaPack : pack.heroesMana)
  933. manaPack.visit(*this);
  934. for(auto & movePack : pack.heroesMovement)
  935. movePack.visit(*this);
  936. gs.heroesPool->onNewDay();
  937. for(auto & entry : pack.playerIncome)
  938. {
  939. gs.getPlayerState(entry.first)->resources += entry.second;
  940. gs.getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  941. }
  942. for(auto & creatureSet : pack.availableCreatures) //set available creatures in towns
  943. creatureSet.visit(*this);
  944. for (const auto & townID : gs.getMap().getAllTowns())
  945. {
  946. auto t = gs.getTown(townID);
  947. t->built = 0;
  948. t->spellResearchCounterDay = 0;
  949. }
  950. if(pack.newRumor)
  951. gs.currentRumor = *pack.newRumor;
  952. }
  953. void GameStatePackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
  954. {
  955. CGObjectInstance *obj = gs.getObjInstance(pack.id);
  956. if(!obj)
  957. {
  958. logNetwork->error("Wrong object ID - property cannot be set!");
  959. return;
  960. }
  961. if(pack.what == ObjProperty::OWNER && obj->asOwnable())
  962. {
  963. PlayerColor oldOwner = obj->getOwner();
  964. PlayerColor newOwner = pack.identifier.as<PlayerColor>();
  965. if(oldOwner.isValidPlayer())
  966. gs.getPlayerState(oldOwner)->removeOwnedObject(obj);
  967. if(newOwner.isValidPlayer())
  968. gs.getPlayerState(newOwner)->addOwnedObject(obj);
  969. }
  970. if(pack.what == ObjProperty::OWNER)
  971. {
  972. if(obj->ID == Obj::TOWN)
  973. {
  974. auto * t = dynamic_cast<CGTownInstance *>(obj);
  975. assert(t);
  976. PlayerColor oldOwner = t->tempOwner;
  977. if(oldOwner.isValidPlayer())
  978. {
  979. auto * state = gs.getPlayerState(oldOwner);
  980. if(state->getTowns().empty())
  981. state->daysWithoutCastle = 0;
  982. }
  983. if(pack.identifier.as<PlayerColor>().isValidPlayer())
  984. {
  985. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  986. PlayerState * p = gs.getPlayerState(pack.identifier.as<PlayerColor>());
  987. if(p->daysWithoutCastle)
  988. p->daysWithoutCastle = std::nullopt;
  989. }
  990. }
  991. obj->detachFromBonusSystem(gs);
  992. obj->setProperty(pack.what, pack.identifier);
  993. obj->attachToBonusSystem(gs);
  994. }
  995. else //not an armed instance
  996. {
  997. obj->setProperty(pack.what, pack.identifier);
  998. }
  999. }
  1000. void GameStatePackVisitor::visitHeroLevelUp(HeroLevelUp & pack)
  1001. {
  1002. auto * hero = gs.getHero(pack.heroId);
  1003. assert(hero);
  1004. hero->levelUp();
  1005. }
  1006. void GameStatePackVisitor::visitCommanderLevelUp(CommanderLevelUp & pack)
  1007. {
  1008. auto * hero = gs.getHero(pack.heroId);
  1009. assert(hero);
  1010. const auto & commander = hero->getCommander();
  1011. assert(commander);
  1012. commander->levelUp();
  1013. }
  1014. void GameStatePackVisitor::visitBattleStart(BattleStart & pack)
  1015. {
  1016. assert(pack.battleID == gs.nextBattleID);
  1017. pack.info->battleID = gs.nextBattleID;
  1018. pack.info->localInit();
  1019. if (pack.info->getDefendedTown() && pack.info->getSide(BattleSide::DEFENDER).heroID.hasValue())
  1020. {
  1021. CGTownInstance * town = gs.getTown(pack.info->townID);
  1022. CGHeroInstance * hero = gs.getHero(pack.info->getSideHero(BattleSide::DEFENDER)->id);
  1023. if (hero)
  1024. {
  1025. hero->detachFrom(town->townAndVis);
  1026. hero->attachTo(*town);
  1027. }
  1028. }
  1029. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  1030. {
  1031. if (pack.info->getSide(i).heroID.hasValue())
  1032. {
  1033. CGHeroInstance * hero = gs.getHero(pack.info->getSideHero(i)->id);
  1034. hero->mana = pack.info->getSide(i).initialMana + pack.info->getSide(i).additionalMana;
  1035. }
  1036. }
  1037. gs.currentBattles.push_back(std::move(pack.info));
  1038. gs.nextBattleID = BattleID(gs.nextBattleID.getNum() + 1);
  1039. }
  1040. void GameStatePackVisitor::visitBattleNextRound(BattleNextRound & pack)
  1041. {
  1042. gs.getBattle(pack.battleID)->nextRound();
  1043. }
  1044. void GameStatePackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack)
  1045. {
  1046. gs.getBattle(pack.battleID)->nextTurn(pack.stack, pack.reason);
  1047. }
  1048. void GameStatePackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack)
  1049. {
  1050. CStack * st = gs.getBattle(pack.battleID)->getStack(pack.stackID);
  1051. assert(st);
  1052. switch(pack.effect)
  1053. {
  1054. case BonusType::HP_REGENERATION:
  1055. {
  1056. int64_t toHeal = pack.val;
  1057. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1058. break;
  1059. }
  1060. case BonusType::MANA_DRAIN:
  1061. {
  1062. CGHeroInstance * h = gs.getHero(ObjectInstanceID(pack.additionalInfo));
  1063. st->drainedMana = true;
  1064. h->mana -= pack.val;
  1065. vstd::amax(h->mana, 0);
  1066. break;
  1067. }
  1068. case BonusType::POISON:
  1069. {
  1070. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1071. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1072. if (b)
  1073. b->val = pack.val;
  1074. break;
  1075. }
  1076. case BonusType::ENCHANTER:
  1077. case BonusType::MORALE:
  1078. break;
  1079. case BonusType::FEARFUL:
  1080. st->fear = true;
  1081. break;
  1082. default:
  1083. logNetwork->error("Unrecognized trigger effect type %d", static_cast<int>(pack.effect));
  1084. }
  1085. }
  1086. void GameStatePackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack)
  1087. {
  1088. if(gs.getBattle(pack.battleID))
  1089. gs.getBattle(pack.battleID)->si.gateState = pack.state;
  1090. }
  1091. void GameStatePackVisitor::visitBattleResultAccepted(BattleResultAccepted & pack)
  1092. {
  1093. // Remove any "until next battle" bonuses
  1094. if(const auto attackerHero = gs.getHero(pack.heroResult[BattleSide::ATTACKER].heroID))
  1095. attackerHero->removeBonusesRecursive(Bonus::OneBattle);
  1096. if(const auto defenderHero = gs.getHero(pack.heroResult[BattleSide::DEFENDER].heroID))
  1097. defenderHero->removeBonusesRecursive(Bonus::OneBattle);
  1098. }
  1099. void GameStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1100. {
  1101. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1102. pack.visitTyped(battleVisitor);
  1103. }
  1104. void GameStatePackVisitor::visitBattleAttack(BattleAttack & pack)
  1105. {
  1106. CStack * attacker = gs.getBattle(pack.battleID)->getStack(pack.stackAttacking);
  1107. assert(attacker);
  1108. pack.attackerChanges.visit(*this);
  1109. for(BattleStackAttacked & stack : pack.bsa)
  1110. gs.getBattle(pack.battleID)->setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1111. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1112. if(!pack.counter())
  1113. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1114. }
  1115. void GameStatePackVisitor::visitStartAction(StartAction & pack)
  1116. {
  1117. CStack *st = gs.getBattle(pack.battleID)->getStack(pack.ba.stackNumber);
  1118. if(pack.ba.actionType == EActionType::END_TACTIC_PHASE)
  1119. {
  1120. gs.getBattle(pack.battleID)->tacticDistance = 0;
  1121. return;
  1122. }
  1123. if(gs.getBattle(pack.battleID)->tacticDistance)
  1124. {
  1125. // moves in tactics phase do not affect creature status
  1126. // (tactics stack queue is managed by client)
  1127. return;
  1128. }
  1129. if (pack.ba.isUnitAction())
  1130. {
  1131. assert(st); // stack must exists for all non-hero actions
  1132. switch(pack.ba.actionType)
  1133. {
  1134. case EActionType::DEFEND:
  1135. st->waiting = false;
  1136. st->defending = true;
  1137. st->defendingAnim = true;
  1138. break;
  1139. case EActionType::WAIT:
  1140. st->defendingAnim = false;
  1141. st->waiting = true;
  1142. st->waitedThisTurn = true;
  1143. break;
  1144. case EActionType::MONSTER_SPELL:
  1145. {
  1146. auto * spell = pack.ba.spell.toSpell();
  1147. if (spell && spell->canCastWithoutSkip()) {} //state does not change
  1148. else
  1149. {
  1150. st->waiting = false;
  1151. st->defendingAnim = false;
  1152. st->movedThisRound = true;
  1153. }
  1154. st->castSpellThisTurn = true;
  1155. break;
  1156. }
  1157. case EActionType::HERO_SPELL: //no change in current stack state
  1158. break;
  1159. default: //any active stack action - attack, catapult, heal, spell...
  1160. st->waiting = false;
  1161. st->defendingAnim = false;
  1162. st->movedThisRound = true;
  1163. break;
  1164. }
  1165. }
  1166. else
  1167. {
  1168. if(pack.ba.actionType == EActionType::HERO_SPELL)
  1169. gs.getBattle(pack.battleID)->getSide(pack.ba.side).usedSpellsHistory.push_back(pack.ba.spell);
  1170. }
  1171. }
  1172. void GameStatePackVisitor::visitBattleSpellCast(BattleSpellCast & pack)
  1173. {
  1174. if(pack.castByHero && pack.side != BattleSide::NONE)
  1175. gs.getBattle(pack.battleID)->getSide(pack.side).castSpellsCount++;
  1176. }
  1177. void GameStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1178. {
  1179. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1180. pack.visitTyped(battleVisitor);
  1181. }
  1182. void GameStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1183. {
  1184. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1185. pack.visitTyped(battleVisitor);
  1186. }
  1187. void GameStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1188. {
  1189. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1190. pack.visitTyped(battleVisitor);
  1191. }
  1192. void GameStatePackVisitor::restorePreBattleState(BattleID battleID)
  1193. {
  1194. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1195. {
  1196. return battle->battleID == battleID;
  1197. });
  1198. const auto & currentBattle = **battleIter;
  1199. if (currentBattle.getDefendedTown() && currentBattle.getSideHero(BattleSide::DEFENDER))
  1200. {
  1201. CGTownInstance * town = gs.getTown(currentBattle.townID);
  1202. CGHeroInstance * hero = gs.getHero(currentBattle.getSideHero(BattleSide::DEFENDER)->id);
  1203. if (hero)
  1204. {
  1205. hero->detachFrom(*town);
  1206. hero->attachTo(town->townAndVis);
  1207. }
  1208. }
  1209. }
  1210. void GameStatePackVisitor::visitBattleCancelled(BattleCancelled & pack)
  1211. {
  1212. restorePreBattleState(pack.battleID);
  1213. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1214. {
  1215. return battle->battleID == pack.battleID;
  1216. });
  1217. const auto & currentBattle = **battleIter;
  1218. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  1219. {
  1220. if (currentBattle.getSide(i).heroID.hasValue())
  1221. {
  1222. CGHeroInstance * hero = gs.getHero(currentBattle.getSideHero(i)->id);
  1223. hero->mana = currentBattle.getSide(i).initialMana;
  1224. }
  1225. }
  1226. assert(battleIter != gs.currentBattles.end());
  1227. gs.currentBattles.erase(battleIter);
  1228. }
  1229. void GameStatePackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack)
  1230. {
  1231. restorePreBattleState(pack.battleID);
  1232. pack.learnedSpells.visit(*this);
  1233. for(auto & growing : pack.growingArtifacts)
  1234. growing.visit(*this);
  1235. for(auto & discharging : pack.dischargingArtifacts)
  1236. discharging.visit(*this);
  1237. for(auto & movingPack : pack.movingArtifacts)
  1238. movingPack.visit(*this);
  1239. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1240. {
  1241. return battle->battleID == pack.battleID;
  1242. });
  1243. const auto & currentBattle = **battleIter;
  1244. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  1245. {
  1246. if (currentBattle.getSide(i).heroID.hasValue())
  1247. {
  1248. CGHeroInstance * hero = gs.getHero(currentBattle.getSideHero(i)->id);
  1249. hero->mana = std::min(hero->mana, currentBattle.getSide(i).initialMana);
  1250. }
  1251. }
  1252. }
  1253. void GameStatePackVisitor::visitBattleEnded(BattleEnded & pack)
  1254. {
  1255. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1256. {
  1257. return battle->battleID == pack.battleID;
  1258. });
  1259. assert(battleIter != gs.currentBattles.end());
  1260. gs.currentBattles.erase(battleIter);
  1261. }
  1262. void GameStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1263. {
  1264. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1265. pack.visitTyped(battleVisitor);
  1266. }
  1267. void GameStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1268. {
  1269. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1270. pack.visitTyped(battleVisitor);
  1271. }
  1272. void GameStatePackVisitor::visitBattleSetStackProperty(BattleSetStackProperty & pack)
  1273. {
  1274. CStack * stack = gs.getBattle(pack.battleID)->getStack(pack.stackID, false);
  1275. switch(pack.which)
  1276. {
  1277. case BattleSetStackProperty::CASTS:
  1278. {
  1279. if(pack.absolute)
  1280. logNetwork->error("Can not change casts in absolute mode");
  1281. else
  1282. stack->casts.use(-pack.val);
  1283. break;
  1284. }
  1285. case BattleSetStackProperty::ENCHANTER_COUNTER:
  1286. {
  1287. auto & counter = gs.getBattle(pack.battleID)->getSide(gs.getBattle(pack.battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  1288. if(pack.absolute)
  1289. counter = pack.val;
  1290. else
  1291. counter += pack.val;
  1292. vstd::amax(counter, 0);
  1293. break;
  1294. }
  1295. case BattleSetStackProperty::UNBIND:
  1296. {
  1297. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  1298. break;
  1299. }
  1300. case BattleSetStackProperty::CLONED:
  1301. {
  1302. stack->cloned = true;
  1303. break;
  1304. }
  1305. case BattleSetStackProperty::HAS_CLONE:
  1306. {
  1307. stack->cloneID = pack.val;
  1308. break;
  1309. }
  1310. }
  1311. }
  1312. void GameStatePackVisitor::visitPlayerCheated(PlayerCheated & pack)
  1313. {
  1314. assert(pack.player.isValidPlayer());
  1315. gs.getPlayerState(pack.player)->enteredLosingCheatCode = pack.losingCheatCode;
  1316. gs.getPlayerState(pack.player)->enteredWinningCheatCode = pack.winningCheatCode;
  1317. gs.getPlayerState(pack.player)->cheated = !pack.localOnlyCheat;
  1318. }
  1319. void GameStatePackVisitor::visitPlayerStartsTurn(PlayerStartsTurn & pack)
  1320. {
  1321. //assert(gs.actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  1322. gs.actingPlayers.insert(pack.player);
  1323. }
  1324. void GameStatePackVisitor::visitPlayerEndsTurn(PlayerEndsTurn & pack)
  1325. {
  1326. assert(gs.actingPlayers.count(pack.player) == 1);
  1327. gs.actingPlayers.erase(pack.player);
  1328. }
  1329. void GameStatePackVisitor::visitDaysWithoutTown(DaysWithoutTown & pack)
  1330. {
  1331. auto & playerState = gs.players.at(pack.player);
  1332. playerState.daysWithoutCastle = pack.daysWithoutCastle;
  1333. }
  1334. void GameStatePackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack)
  1335. {
  1336. auto & playerState = gs.players.at(pack.player);
  1337. playerState.turnTimer = pack.turnTimer;
  1338. }
  1339. void GameStatePackVisitor::visitEntitiesChanged(EntitiesChanged & pack)
  1340. {
  1341. for(const auto & change : pack.changes)
  1342. gs.updateEntity(change.metatype, change.entityIndex, change.data);
  1343. }
  1344. void GameStatePackVisitor::visitSetRewardableConfiguration(SetRewardableConfiguration & pack)
  1345. {
  1346. auto * objectPtr = gs.getObjInstance(pack.objectID);
  1347. if (!pack.buildingID.hasValue())
  1348. {
  1349. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  1350. assert(rewardablePtr);
  1351. rewardablePtr->configuration = pack.configuration;
  1352. rewardablePtr->initializeGuards();
  1353. }
  1354. else
  1355. {
  1356. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  1357. TownBuildingInstance * buildingPtr = nullptr;
  1358. for (auto & building : townPtr->rewardableBuildings)
  1359. if (building.second->getBuildingType() == pack.buildingID)
  1360. buildingPtr = building.second.get();
  1361. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  1362. assert(rewardablePtr);
  1363. rewardablePtr->configuration = pack.configuration;
  1364. }
  1365. }
  1366. void BattleStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1367. {
  1368. battleState.moveUnit(pack.stack, pack.tilesToMove.back());
  1369. }
  1370. void BattleStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1371. {
  1372. const auto * town = battleState.getDefendedTown();
  1373. if(!town)
  1374. throw std::runtime_error("CatapultAttack without town!");
  1375. if(town->fortificationsLevel().wallsHealth == 0)
  1376. throw std::runtime_error("CatapultAttack without walls!");
  1377. for(const auto & part : pack.attackedParts)
  1378. {
  1379. auto newWallState = SiegeInfo::applyDamage(battleState.getWallState(part.attackedPart), part.damageDealt);
  1380. battleState.setWallState(part.attackedPart, newWallState);
  1381. }
  1382. }
  1383. void BattleStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1384. {
  1385. for(const auto & change : pack.changes)
  1386. {
  1387. switch(change.operation)
  1388. {
  1389. case BattleChanges::EOperation::REMOVE:
  1390. battleState.removeObstacle(change.id);
  1391. break;
  1392. case BattleChanges::EOperation::ADD:
  1393. battleState.addObstacle(change);
  1394. break;
  1395. case BattleChanges::EOperation::UPDATE:
  1396. battleState.updateObstacle(change);
  1397. break;
  1398. default:
  1399. throw std::runtime_error("Unknown obstacle operation");
  1400. break;
  1401. }
  1402. }
  1403. }
  1404. void BattleStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1405. {
  1406. for(const auto & stackData : pack.toRemove)
  1407. battleState.removeUnitBonus(stackData.first, stackData.second);
  1408. for(const auto & stackData : pack.toUpdate)
  1409. battleState.updateUnitBonus(stackData.first, stackData.second);
  1410. for(const auto & stackData : pack.toAdd)
  1411. battleState.addUnitBonus(stackData.first, stackData.second);
  1412. }
  1413. void BattleStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1414. {
  1415. for(const BattleStackAttacked & stack : pack.stacks)
  1416. {
  1417. battleState.setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1418. }
  1419. }
  1420. void BattleStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1421. {
  1422. for(auto & elem : pack.changedStacks)
  1423. {
  1424. switch(elem.operation)
  1425. {
  1426. case BattleChanges::EOperation::RESET_STATE:
  1427. battleState.setUnitState(elem.id, elem.data, elem.healthDelta);
  1428. break;
  1429. case BattleChanges::EOperation::REMOVE:
  1430. battleState.removeUnit(elem.id);
  1431. break;
  1432. case BattleChanges::EOperation::ADD:
  1433. battleState.addUnit(elem.id, elem.data);
  1434. break;
  1435. case BattleChanges::EOperation::UPDATE:
  1436. battleState.updateUnit(elem.id, elem.data);
  1437. break;
  1438. default:
  1439. throw std::runtime_error("Unknown unit operation");
  1440. break;
  1441. }
  1442. }
  1443. }
  1444. VCMI_LIB_NAMESPACE_END