CGameHandler.cpp 123 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "TurnTimerHandler.h"
  14. #include "ServerNetPackVisitors.h"
  15. #include "ServerSpellCastEnvironment.h"
  16. #include "battles/BattleProcessor.h"
  17. #include "processors/HeroPoolProcessor.h"
  18. #include "processors/NewTurnProcessor.h"
  19. #include "processors/PlayerMessageProcessor.h"
  20. #include "processors/TurnOrderProcessor.h"
  21. #include "queries/QueriesProcessor.h"
  22. #include "queries/MapQueries.h"
  23. #include "../lib/ArtifactUtils.h"
  24. #include "../lib/CArtHandler.h"
  25. #include "../lib/CConfigHandler.h"
  26. #include "../lib/CCreatureHandler.h"
  27. #include "../lib/CCreatureSet.h"
  28. #include "../lib/texts/CGeneralTextHandler.h"
  29. #include "../lib/CHeroHandler.h"
  30. #include "../lib/CPlayerState.h"
  31. #include "../lib/CRandomGenerator.h"
  32. #include "../lib/CSoundBase.h"
  33. #include "../lib/CThreadHelper.h"
  34. #include "../lib/GameConstants.h"
  35. #include "../lib/UnlockGuard.h"
  36. #include "../lib/GameSettings.h"
  37. #include "../lib/ScriptHandler.h"
  38. #include "../lib/StartInfo.h"
  39. #include "../lib/TerrainHandler.h"
  40. #include "../lib/VCMIDirs.h"
  41. #include "../lib/VCMI_Lib.h"
  42. #include "../lib/int3.h"
  43. #include "../lib/battle/BattleInfo.h"
  44. #include "../lib/entities/building/CBuilding.h"
  45. #include "../lib/entities/faction/CTownHandler.h"
  46. #include "../lib/filesystem/FileInfo.h"
  47. #include "../lib/filesystem/Filesystem.h"
  48. #include "../lib/gameState/CGameState.h"
  49. #include "../lib/mapping/CMap.h"
  50. #include "../lib/mapping/CMapService.h"
  51. #include "../lib/mapObjects/CGCreature.h"
  52. #include "../lib/mapObjects/CGMarket.h"
  53. #include "../lib/mapObjects/TownBuildingInstance.h"
  54. #include "../lib/mapObjects/CGTownInstance.h"
  55. #include "../lib/mapObjects/MiscObjects.h"
  56. #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
  57. #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
  58. #include "../lib/modding/ModIncompatibility.h"
  59. #include "../lib/networkPacks/StackLocation.h"
  60. #include "../lib/pathfinder/CPathfinder.h"
  61. #include "../lib/pathfinder/PathfinderOptions.h"
  62. #include "../lib/pathfinder/TurnInfo.h"
  63. #include "../lib/rmg/CMapGenOptions.h"
  64. #include "../lib/serializer/CSaveFile.h"
  65. #include "../lib/serializer/CLoadFile.h"
  66. #include "../lib/serializer/Connection.h"
  67. #include "../lib/spells/CSpellHandler.h"
  68. #include <vstd/RNG.h>
  69. #include <vstd/CLoggerBase.h>
  70. #include <vcmi/events/EventBus.h>
  71. #include <vcmi/events/GenericEvents.h>
  72. #include <vcmi/events/AdventureEvents.h>
  73. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  74. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  75. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  76. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  77. static inline double distance(int3 a, int3 b)
  78. {
  79. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  80. }
  81. template <typename T>
  82. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  83. {
  84. fun(args[which]);
  85. }
  86. const Services * CGameHandler::services() const
  87. {
  88. return VLC;
  89. }
  90. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  91. {
  92. return gs->getBattle(battleID);
  93. }
  94. const CGameHandler::GameCb * CGameHandler::game() const
  95. {
  96. return this;
  97. }
  98. vstd::CLoggerBase * CGameHandler::logger() const
  99. {
  100. return logGlobal;
  101. }
  102. events::EventBus * CGameHandler::eventBus() const
  103. {
  104. return serverEventBus.get();
  105. }
  106. CVCMIServer * CGameHandler::gameLobby() const
  107. {
  108. return lobby;
  109. }
  110. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  111. {
  112. changeSecSkill(hero, skill, 1, 0);
  113. expGiven(hero);
  114. }
  115. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  116. {
  117. // required exp for at least 1 lvl-up hasn't been reached
  118. if (!hero->gainsLevel())
  119. {
  120. return;
  121. }
  122. // give primary skill
  123. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  124. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  125. SetPrimSkill sps;
  126. sps.id = hero->id;
  127. sps.which = primarySkill;
  128. sps.abs = false;
  129. sps.val = 1;
  130. sendAndApply(&sps);
  131. HeroLevelUp hlu;
  132. hlu.player = hero->tempOwner;
  133. hlu.heroId = hero->id;
  134. hlu.primskill = primarySkill;
  135. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  136. if (hlu.skills.size() == 0)
  137. {
  138. sendAndApply(&hlu);
  139. levelUpHero(hero);
  140. }
  141. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  142. {
  143. sendAndApply(&hlu);
  144. levelUpHero(hero, hlu.skills.front());
  145. }
  146. else if (hlu.skills.size() > 1)
  147. {
  148. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  149. hlu.queryID = levelUpQuery->queryID;
  150. queries->addQuery(levelUpQuery);
  151. sendAndApply(&hlu);
  152. //level up will be called on query reply
  153. }
  154. }
  155. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  156. {
  157. SetCommanderProperty scp;
  158. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  159. if (hero)
  160. scp.heroid = hero->id;
  161. else
  162. {
  163. complain ("Commander is not led by hero!");
  164. return;
  165. }
  166. scp.accumulatedBonus.additionalInfo = 0;
  167. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  168. scp.accumulatedBonus.turnsRemain = 0;
  169. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  170. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  171. if (skill <= ECommander::SPELL_POWER)
  172. {
  173. scp.which = SetCommanderProperty::BONUS;
  174. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  175. {
  176. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  177. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  178. };
  179. switch (skill)
  180. {
  181. case ECommander::ATTACK:
  182. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  183. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  184. break;
  185. case ECommander::DEFENSE:
  186. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  187. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  188. break;
  189. case ECommander::HEALTH:
  190. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  191. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL; //TODO: check how it accumulates in original WoG with artifacts such as vial of life blood, elixir of life etc.
  192. break;
  193. case ECommander::DAMAGE:
  194. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  195. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  196. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  197. break;
  198. case ECommander::SPEED:
  199. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  200. break;
  201. case ECommander::SPELL_POWER:
  202. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  203. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  204. sendAndApply (&scp); //additional pack
  205. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  206. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  207. sendAndApply (&scp); //additional pack
  208. scp.accumulatedBonus.type = BonusType::CASTS;
  209. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  210. sendAndApply (&scp); //additional pack
  211. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  212. break;
  213. }
  214. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  215. sendAndApply (&scp);
  216. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  217. scp.additionalInfo = skill;
  218. scp.amount = c->secondarySkills.at(skill) + 1;
  219. sendAndApply (&scp);
  220. }
  221. else if (skill >= 100)
  222. {
  223. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  224. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  225. scp.additionalInfo = skill; //unnormalized
  226. sendAndApply (&scp);
  227. }
  228. expGiven(hero);
  229. }
  230. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  231. {
  232. if (!c->gainsLevel())
  233. {
  234. return;
  235. }
  236. CommanderLevelUp clu;
  237. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  238. if(hero)
  239. {
  240. clu.heroId = hero->id;
  241. clu.player = hero->tempOwner;
  242. }
  243. else
  244. {
  245. complain ("Commander is not led by hero!");
  246. return;
  247. }
  248. //picking sec. skills for choice
  249. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  250. {
  251. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  252. clu.skills.push_back(i);
  253. }
  254. int i = 100;
  255. for (auto specialSkill : VLC->creh->skillRequirements)
  256. {
  257. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  258. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  259. && !vstd::contains (c->specialSkills, i))
  260. clu.skills.push_back (i);
  261. ++i;
  262. }
  263. int skillAmount = static_cast<int>(clu.skills.size());
  264. if (!skillAmount)
  265. {
  266. sendAndApply(&clu);
  267. levelUpCommander(c);
  268. }
  269. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  270. {
  271. sendAndApply(&clu);
  272. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  273. }
  274. else if (skillAmount > 1) //apply and ask for secondary skill
  275. {
  276. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  277. clu.queryID = commanderLevelUp->queryID;
  278. queries->addQuery(commanderLevelUp);
  279. sendAndApply(&clu);
  280. }
  281. }
  282. void CGameHandler::expGiven(const CGHeroInstance *hero)
  283. {
  284. if (hero->gainsLevel())
  285. levelUpHero(hero);
  286. else if (hero->commander && hero->commander->gainsLevel())
  287. levelUpCommander(hero->commander);
  288. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  289. // levelUpCommander(hero->commander);
  290. // else
  291. // levelUpHero(hero);
  292. }
  293. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  294. {
  295. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  296. TExpType currExp = hero->exp;
  297. if (gs->map->levelLimit != 0)
  298. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  299. TExpType canGainExp = 0;
  300. if (maxExp > currExp)
  301. canGainExp = maxExp - currExp;
  302. if (amountToGain > canGainExp)
  303. {
  304. // set given experience to max possible, but don't decrease if hero already over top
  305. amountToGain = canGainExp;
  306. InfoWindow iw;
  307. iw.player = hero->tempOwner;
  308. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  309. iw.text.replaceTextID(hero->getNameTextID());
  310. sendAndApply(&iw);
  311. }
  312. SetPrimSkill sps;
  313. sps.id = hero->id;
  314. sps.which = PrimarySkill::EXPERIENCE;
  315. sps.abs = false;
  316. sps.val = amountToGain;
  317. sendAndApply(&sps);
  318. //hero may level up
  319. if (hero->commander && hero->commander->alive)
  320. {
  321. //FIXME: trim experience according to map limit?
  322. SetCommanderProperty scp;
  323. scp.heroid = hero->id;
  324. scp.which = SetCommanderProperty::EXPERIENCE;
  325. scp.amount = amountToGain;
  326. sendAndApply (&scp);
  327. CBonusSystemNode::treeHasChanged();
  328. }
  329. expGiven(hero);
  330. }
  331. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  332. {
  333. SetPrimSkill sps;
  334. sps.id = hero->id;
  335. sps.which = which;
  336. sps.abs = abs;
  337. sps.val = val;
  338. sendAndApply(&sps);
  339. }
  340. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  341. {
  342. if(!hero)
  343. {
  344. logGlobal->error("changeSecSkill provided no hero");
  345. return;
  346. }
  347. SetSecSkill sss;
  348. sss.id = hero->id;
  349. sss.which = which;
  350. sss.val = val;
  351. sss.abs = abs;
  352. sendAndApply(&sss);
  353. if (hero->visitedTown)
  354. giveSpells(hero->visitedTown, hero);
  355. // Our scouting range may have changed - update it
  356. if (hero->getOwner().isValidPlayer())
  357. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  358. }
  359. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  360. {
  361. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  362. {
  363. assert(0); // game should have shut down before reaching this point!
  364. return;
  365. }
  366. for(auto & playerConnections : connections)
  367. {
  368. PlayerColor playerId = playerConnections.first;
  369. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  370. if(!playerSettings)
  371. continue;
  372. auto playerConnection = vstd::find(playerConnections.second, c);
  373. if(playerConnection != playerConnections.second.end())
  374. {
  375. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  376. playerMessages->broadcastMessage(playerId, messageText);
  377. }
  378. }
  379. }
  380. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  381. {
  382. //prepare struct informing that action was applied
  383. auto sendPackageResponse = [&](bool successfullyApplied)
  384. {
  385. PackageApplied applied;
  386. applied.player = pack->player;
  387. applied.result = successfullyApplied;
  388. applied.packType = CTypeList::getInstance().getTypeID(pack);
  389. applied.requestID = pack->requestID;
  390. pack->c->sendPack(&applied);
  391. };
  392. if(isBlockedByQueries(pack, pack->player))
  393. {
  394. sendPackageResponse(false);
  395. }
  396. bool result;
  397. try
  398. {
  399. ApplyGhNetPackVisitor applier(*this);
  400. pack->visit(applier);
  401. result = applier.getResult();
  402. }
  403. catch(ExceptionNotAllowedAction &)
  404. {
  405. result = false;
  406. }
  407. if(result)
  408. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  409. else
  410. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  411. % typeid(*pack).name()).str());
  412. sendPackageResponse(true);
  413. vstd::clear_pointer(pack);
  414. }
  415. CGameHandler::CGameHandler(CVCMIServer * lobby)
  416. : lobby(lobby)
  417. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  418. , battles(std::make_unique<BattleProcessor>(this))
  419. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  420. , queries(std::make_unique<QueriesProcessor>())
  421. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  422. , randomNumberGenerator(std::make_unique<CRandomGenerator>())
  423. , complainNoCreatures("No creatures to split")
  424. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  425. , complainInvalidSlot("Invalid slot accessed!")
  426. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  427. , newTurnProcessor(std::make_unique<NewTurnProcessor>(this))
  428. {
  429. QID = 1;
  430. spellEnv = new ServerSpellCastEnvironment(this);
  431. }
  432. CGameHandler::~CGameHandler()
  433. {
  434. delete spellEnv;
  435. delete gs;
  436. gs = nullptr;
  437. }
  438. void CGameHandler::reinitScripting()
  439. {
  440. serverEventBus = std::make_unique<events::EventBus>();
  441. #if SCRIPTING_ENABLED
  442. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  443. #endif
  444. }
  445. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  446. {
  447. int requestedSeed = settings["server"]["seed"].Integer();
  448. if (requestedSeed != 0)
  449. randomNumberGenerator->setSeed(requestedSeed);
  450. logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
  451. CMapService mapService;
  452. gs = new CGameState();
  453. gs->preInit(VLC, this);
  454. logGlobal->info("Gamestate created!");
  455. gs->init(&mapService, si, progressTracking);
  456. logGlobal->info("Gamestate initialized!");
  457. for (auto & elem : gs->players)
  458. turnOrder->addPlayer(elem.first);
  459. for (auto & elem : gs->map->allHeroes)
  460. {
  461. if(elem)
  462. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  463. }
  464. reinitScripting();
  465. }
  466. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  467. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  468. const PlayerState * p = getPlayerState(town->tempOwner);
  469. if (!p)
  470. {
  471. assert(town->tempOwner == PlayerColor::NEUTRAL);
  472. return;
  473. }
  474. if (forced || town->creatures.at(town->town->creatures.size()).second.empty())//we need to change creature
  475. {
  476. SetAvailableCreatures ssi;
  477. ssi.tid = town->id;
  478. ssi.creatures = town->creatures;
  479. ssi.creatures[town->town->creatures.size()].second.clear();//remove old one
  480. std::set<CreatureID> availableCreatures;
  481. for (const auto & dwelling : p->getOwnedObjects())
  482. {
  483. const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
  484. availableCreatures.insert(dwellingCreatures.begin(), dwellingCreatures.end());
  485. }
  486. if (availableCreatures.empty())
  487. return;
  488. CreatureID creatureId = *RandomGeneratorUtil::nextItem(availableCreatures, getRandomGenerator());
  489. if (clear)
  490. {
  491. ssi.creatures[town->town->creatures.size()].first = std::max(1, (creatureId.toEntity(VLC)->getGrowth())/2);
  492. }
  493. else
  494. {
  495. ssi.creatures[town->town->creatures.size()].first = creatureId.toEntity(VLC)->getGrowth();
  496. }
  497. ssi.creatures[town->town->creatures.size()].second.push_back(creatureId);
  498. sendAndApply(&ssi);
  499. }
  500. }
  501. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  502. {
  503. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  504. turnTimerHandler->onPlayerGetTurn(which);
  505. newTurnProcessor->onPlayerTurnStarted(which);
  506. }
  507. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  508. {
  509. newTurnProcessor->onPlayerTurnEnded(which);
  510. }
  511. void CGameHandler::addStatistics(StatisticDataSet &stat) const
  512. {
  513. for (const auto & elem : gs->players)
  514. {
  515. if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
  516. continue;
  517. auto data = StatisticDataSet::createEntry(&elem.second, gs);
  518. stat.add(data);
  519. }
  520. }
  521. void CGameHandler::onNewTurn()
  522. {
  523. logGlobal->trace("Turn %d", gs->day+1);
  524. bool firstTurn = !getDate(Date::DAY);
  525. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  526. if (firstTurn)
  527. {
  528. for (auto obj : gs->map->objects)
  529. {
  530. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  531. {
  532. giveExperience(getHero(obj->id), 0);
  533. }
  534. }
  535. for (auto & elem : gs->players)
  536. heroPool->onNewWeek(elem.first);
  537. }
  538. else
  539. {
  540. addStatistics(gameState()->statistic); // write at end of turn
  541. }
  542. for (CGTownInstance *t : gs->map->towns)
  543. {
  544. PlayerColor player = t->tempOwner;
  545. if(t->hasBuilt(BuildingID::GRAIL)
  546. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  547. {
  548. // Skyship, probably easier to handle same as Veil of darkness
  549. // do it every new day before veils
  550. if (player.isValidPlayer())
  551. {
  552. std::unordered_set<int3> revealedTiles;
  553. // find all hidden tiles
  554. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  555. auto shape = fow.shape();
  556. for(size_t z = 0; z < shape[0]; z++)
  557. for(size_t x = 0; x < shape[1]; x++)
  558. for(size_t y = 0; y < shape[2]; y++)
  559. if (!fow[z][x][y])
  560. revealedTiles.insert(int3(x, y, z));
  561. changeFogOfWar(revealedTiles, player, ETileVisibility::REVEALED);
  562. }
  563. }
  564. }
  565. for (CGTownInstance *t : gs->map->towns)
  566. {
  567. if (t->hasBonusOfType (BonusType::DARKNESS))
  568. {
  569. for (auto & player : gs->players)
  570. {
  571. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  572. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  573. changeFogOfWar(t->getSightCenter(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  574. }
  575. }
  576. }
  577. if (newMonth)
  578. {
  579. SetAvailableArtifacts saa;
  580. saa.id = ObjectInstanceID::NONE;
  581. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  582. sendAndApply(&saa);
  583. }
  584. newTurnProcessor->onNewTurn();
  585. if (!firstTurn)
  586. checkVictoryLossConditionsForAll(); // check for map turn limit
  587. //call objects
  588. for (auto & elem : gs->map->objects)
  589. {
  590. if (elem)
  591. elem->newTurn(getRandomGenerator());
  592. }
  593. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  594. }
  595. void CGameHandler::start(bool resume)
  596. {
  597. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  598. for (auto cc : lobby->activeConnections)
  599. {
  600. auto players = lobby->getAllClientPlayers(cc->connectionID);
  601. std::stringstream sbuffer;
  602. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  603. for (PlayerColor color : players)
  604. {
  605. sbuffer << color << " ";
  606. connections[color].insert(cc);
  607. }
  608. logGlobal->info(sbuffer.str());
  609. }
  610. #if SCRIPTING_ENABLED
  611. services()->scripts()->run(serverScripts);
  612. #endif
  613. if (!resume)
  614. {
  615. onNewTurn();
  616. events::TurnStarted::defaultExecute(serverEventBus.get());
  617. for(auto & player : gs->players)
  618. turnTimerHandler->onGameplayStart(player.first);
  619. }
  620. else
  621. events::GameResumed::defaultExecute(serverEventBus.get());
  622. turnOrder->onGameStarted();
  623. }
  624. void CGameHandler::tick(int millisecondsPassed)
  625. {
  626. turnTimerHandler->update(millisecondsPassed);
  627. }
  628. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  629. {
  630. if (!h->hasSpellbook())
  631. return; //hero hasn't spellbook
  632. ChangeSpells cs;
  633. cs.hid = h->id;
  634. cs.learn = true;
  635. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  636. {
  637. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  638. for (int i = 0; i < h->maxSpellLevel(); i++)
  639. {
  640. std::vector<SpellID> spells;
  641. getAllowedSpells(spells, i+1);
  642. for (auto & spell : spells)
  643. cs.spells.insert(spell);
  644. }
  645. }
  646. else
  647. {
  648. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  649. {
  650. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  651. {
  652. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  653. cs.spells.insert(t->spells.at(i).at(j));
  654. }
  655. }
  656. }
  657. if (!cs.spells.empty())
  658. sendAndApply(&cs);
  659. }
  660. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  661. {
  662. if (!obj || !getObj(obj->id))
  663. {
  664. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  665. return false;
  666. }
  667. RemoveObject ro;
  668. ro.objectID = obj->id;
  669. ro.initiator = initiator;
  670. sendAndApply(&ro);
  671. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  672. return true;
  673. }
  674. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  675. {
  676. const CGHeroInstance *h = getHero(hid);
  677. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  678. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  679. {
  680. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  681. return true; //timer expired, no error
  682. logGlobal->error("Illegal call to move hero!");
  683. return false;
  684. }
  685. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  686. const int3 hmpos = h->convertToVisitablePos(dst);
  687. if (!gs->map->isInTheMap(hmpos))
  688. {
  689. logGlobal->error("Destination tile is outside the map!");
  690. return false;
  691. }
  692. const TerrainTile t = *getTile(hmpos);
  693. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  694. CGObjectInstance * objectToVisit = nullptr;
  695. CGObjectInstance * guardian = nullptr;
  696. if (!t.visitableObjects.empty())
  697. objectToVisit = t.visitableObjects.back();
  698. if (isInTheMap(guardPos))
  699. {
  700. for (auto const & object : getTile(guardPos)->visitableObjects)
  701. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  702. guardian = object;
  703. }
  704. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  705. const bool disembarking = h->boat
  706. && t.terType->isLand()
  707. && (dst == h->pos
  708. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  709. //result structure for start - movement failed, no move points used
  710. TryMoveHero tmh;
  711. tmh.id = hid;
  712. tmh.start = h->pos;
  713. tmh.end = dst;
  714. tmh.result = TryMoveHero::FAILED;
  715. tmh.movePoints = h->movementPointsRemaining();
  716. //check if destination tile is available
  717. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  718. auto ti = pathfinderHelper->getTurnInfo();
  719. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  720. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  721. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  722. const bool movingOntoObstacle = t.blocked && !t.visitable;
  723. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  724. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  725. const auto complainRet = [&](const std::string & message)
  726. {
  727. //send info about movement failure
  728. complain(message);
  729. sendAndApply(&tmh);
  730. return false;
  731. };
  732. if (guardian && getVisitingHero(guardian) != nullptr)
  733. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  734. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  735. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  736. if (objectToVisit &&
  737. objectToVisit->getOwner().isValidPlayer() &&
  738. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  739. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  740. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  741. //it's a rock or blocked and not visitable tile
  742. //OR hero is on land and dest is water and (there is not present only one object - boat)
  743. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  744. return complainRet("Cannot move hero, destination tile is blocked!");
  745. //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
  746. if(movingOntoWater && !canFly && !canWalkOnSea)
  747. return complainRet("Cannot move hero, destination tile is on water!");
  748. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  749. return complainRet("Cannot disembark hero, tile is blocked!");
  750. if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
  751. return complainRet("Tiles are not neighboring!");
  752. if(h->inTownGarrison)
  753. return complainRet("Can not move garrisoned hero!");
  754. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  755. return complainRet("Hero doesn't have any movement points left!");
  756. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  757. return complainRet("Hero cannot transit over this tile!");
  758. //several generic blocks of code
  759. // should be called if hero changes tile but before applying TryMoveHero package
  760. auto leaveTile = [&]()
  761. {
  762. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  763. {
  764. obj->onHeroLeave(h);
  765. }
  766. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  767. };
  768. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  769. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  770. {
  771. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  772. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  773. queries->addQuery(moveQuery);
  774. if (leavingTile == LEAVING_TILE)
  775. leaveTile();
  776. if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  777. tmh.attackedFrom = std::make_optional(guardPos);
  778. tmh.result = result;
  779. sendAndApply(&tmh);
  780. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  781. { // Hero should be always able to visit any object he is staying on even if there are guards around
  782. visitObjectOnTile(t, h);
  783. }
  784. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  785. {
  786. objectVisited(guardian, h);
  787. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  788. }
  789. else if (visitDest == VISIT_DEST)
  790. {
  791. visitObjectOnTile(t, h);
  792. }
  793. queries->popIfTop(moveQuery);
  794. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  795. return result != TryMoveHero::FAILED;
  796. };
  797. //interaction with blocking object (like resources)
  798. auto blockingVisit = [&]() -> bool
  799. {
  800. for (CGObjectInstance *obj : t.visitableObjects)
  801. {
  802. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  803. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  804. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  805. {
  806. EVisitDest visitDest = VISIT_DEST;
  807. if(h->boat && !h->boat->onboardVisitAllowed)
  808. visitDest = DONT_VISIT_DEST;
  809. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  810. }
  811. }
  812. return false;
  813. };
  814. if (!transit && embarking)
  815. {
  816. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  817. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  818. // In H3 embark ignore guards
  819. }
  820. if (disembarking)
  821. {
  822. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  823. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  824. }
  825. if (movementMode != EMovementMode::STANDARD)
  826. {
  827. if (blockingVisit()) // e.g. hero on the other side of teleporter
  828. return true;
  829. EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  830. ? CHECK_FOR_GUARDS
  831. : IGNORE_GUARDS;
  832. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  833. // visit town for town portal \ castle gates
  834. // do not use generic visitObjectOnTile to avoid double-teleporting
  835. // if this moveHero call was triggered by teleporter
  836. if (objectToVisit)
  837. {
  838. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  839. town->onHeroVisit(h);
  840. }
  841. return true;
  842. }
  843. //still here? it is standard movement!
  844. {
  845. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  846. ? h->movementPointsRemaining() - cost
  847. : 0;
  848. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  849. EVisitDest visitDest = VISIT_DEST;
  850. if (transit)
  851. {
  852. if (CGTeleport::isTeleport(objectToVisit))
  853. visitDest = DONT_VISIT_DEST;
  854. if (canFly || (canWalkOnSea && t.terType->isWater()))
  855. {
  856. lookForGuards = IGNORE_GUARDS;
  857. visitDest = DONT_VISIT_DEST;
  858. }
  859. }
  860. else if (blockingVisit())
  861. return true;
  862. if(h->boat && !h->boat->onboardAssaultAllowed)
  863. lookForGuards = IGNORE_GUARDS;
  864. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  865. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  866. gs->statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
  867. return true;
  868. }
  869. }
  870. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  871. {
  872. const CGHeroInstance *h = getHero(hid);
  873. const CGTownInstance *t = getTown(dstid);
  874. if (!h || !t)
  875. COMPLAIN_RET("Invalid call to teleportHero!");
  876. const CGTownInstance *from = h->visitedTown;
  877. if (((h->getOwner() != t->getOwner())
  878. && complain("Cannot teleport hero to another player"))
  879. || (from->town->faction->getId() != t->town->faction->getId()
  880. && complain("Source town and destination town should belong to the same faction"))
  881. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  882. && complain("Hero must be in town with Castle gate for teleporting"))
  883. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  884. && complain("Cannot teleport hero to town without Castle gate in it")))
  885. return false;
  886. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  887. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  888. return true;
  889. }
  890. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  891. {
  892. PlayerColor oldOwner = getOwner(obj->id);
  893. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  894. std::set<PlayerColor> playerColors = {owner, oldOwner};
  895. checkVictoryLossConditions(playerColors);
  896. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  897. if (town) //town captured
  898. {
  899. gs->statistic.accumulatedValues[owner].lastCapturedTownDay = gs->getDate(Date::DAY);
  900. if (owner.isValidPlayer()) //new owner is real player
  901. {
  902. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  903. setPortalDwelling(town, true, false);
  904. }
  905. }
  906. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4))
  907. {
  908. for (const CGTownInstance * t : getPlayerState(owner)->getTowns())
  909. {
  910. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  911. setPortalDwelling(t);//set initial creatures for all portals of summoning
  912. }
  913. }
  914. }
  915. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  916. {
  917. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  918. queries->addQuery(dialogQuery);
  919. iw->queryID = dialogQuery->queryID;
  920. sendToAllClients(iw);
  921. }
  922. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  923. {
  924. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  925. queries->addQuery(dialogQuery);
  926. iw->queryID = dialogQuery->queryID;
  927. sendToAllClients(iw);
  928. }
  929. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  930. {
  931. if (!val) return; //don't waste time on empty call
  932. TResources resources;
  933. resources[which] = val;
  934. giveResources(player, resources);
  935. }
  936. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  937. {
  938. SetResources sr;
  939. sr.abs = false;
  940. sr.player = player;
  941. sr.res = resources;
  942. sendAndApply(&sr);
  943. }
  944. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  945. {
  946. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  947. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  948. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  949. //first we move creatures to give to make them army of object-source
  950. for (auto & elem : creatures.Slots())
  951. {
  952. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  953. }
  954. tryJoiningArmy(obj, h, remove, true);
  955. }
  956. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  957. {
  958. std::vector<CStackBasicDescriptor> cres = creatures;
  959. if (cres.size() <= 0)
  960. return;
  961. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  962. for (CStackBasicDescriptor &sbd : cres)
  963. {
  964. TQuantity collected = 0;
  965. while(collected < sbd.count)
  966. {
  967. bool foundSth = false;
  968. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  969. {
  970. if (i->second->type == sbd.type)
  971. {
  972. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  973. changeStackCount(StackLocation(obj, i->first), -take, false);
  974. collected += take;
  975. foundSth = true;
  976. break;
  977. }
  978. }
  979. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  980. {
  981. complain("Unexpected failure during taking creatures!");
  982. return;
  983. }
  984. }
  985. }
  986. }
  987. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  988. {
  989. if (obj->visitingHero != hero && obj->garrisonHero != hero)
  990. {
  991. HeroVisitCastle vc;
  992. vc.hid = hero->id;
  993. vc.tid = obj->id;
  994. vc.flags |= 1;
  995. sendAndApply(&vc);
  996. }
  997. visitCastleObjects(obj, hero);
  998. giveSpells (obj, hero);
  999. if (obj->visitingHero && obj->garrisonHero)
  1000. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  1001. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1002. }
  1003. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1004. {
  1005. for (auto & building : t->rewardableBuildings)
  1006. building.second->onHeroVisit(h);
  1007. }
  1008. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1009. {
  1010. HeroVisitCastle vc;
  1011. vc.hid = hero->id;
  1012. vc.tid = obj->id;
  1013. sendAndApply(&vc);
  1014. }
  1015. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1016. {
  1017. EraseArtifact ea;
  1018. ea.al = al;
  1019. sendAndApply(&ea);
  1020. }
  1021. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1022. {
  1023. ChangeSpells cs;
  1024. cs.hid = hero->id;
  1025. cs.spells = spells;
  1026. cs.learn = give;
  1027. sendAndApply(&cs);
  1028. }
  1029. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1030. {
  1031. sendAndApply(bonus);
  1032. }
  1033. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1034. {
  1035. sendAndApply(smp);
  1036. }
  1037. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1038. {
  1039. SetMovePoints smp;
  1040. smp.hid = hid;
  1041. smp.val = val;
  1042. smp.absolute = absolute;
  1043. sendAndApply(&smp);
  1044. }
  1045. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1046. {
  1047. SetMana sm;
  1048. sm.hid = hid;
  1049. sm.val = val;
  1050. sm.absolute = true;
  1051. sendAndApply(&sm);
  1052. }
  1053. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1054. {
  1055. GiveHero gh;
  1056. gh.id = id;
  1057. gh.player = player;
  1058. gh.boatId = boatId;
  1059. sendAndApply(&gh);
  1060. //Reveal fow around new hero, especially released from Prison
  1061. auto h = getHero(id);
  1062. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1063. }
  1064. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1065. {
  1066. ChangeObjPos cop;
  1067. cop.objid = objid;
  1068. cop.nPos = newPos;
  1069. cop.initiator = initiator;
  1070. sendAndApply(&cop);
  1071. }
  1072. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1073. {
  1074. const CGHeroInstance * h1 = getHero(fromHero);
  1075. const CGHeroInstance * h2 = getHero(toHero);
  1076. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1077. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1078. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1079. {
  1080. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1081. std::swap(fromHero, toHero);
  1082. }
  1083. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1084. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1085. return;//no scholar skill or no spellbook
  1086. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1087. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1088. ChangeSpells cs1;
  1089. cs1.learn = true;
  1090. cs1.hid = toHero;//giving spells to first hero
  1091. for (auto it : h1->getSpellsInSpellbook())
  1092. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1093. cs1.spells.insert(it);//spell to learn
  1094. ChangeSpells cs2;
  1095. cs2.learn = true;
  1096. cs2.hid = fromHero;
  1097. for (auto it : h2->getSpellsInSpellbook())
  1098. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1099. cs2.spells.insert(it);
  1100. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1101. {
  1102. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1103. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1104. InfoWindow iw;
  1105. iw.player = h1->tempOwner;
  1106. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1107. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1108. iw.text.replaceTextID(h1->getNameTextID());
  1109. if (!cs2.spells.empty())//if found new spell - apply
  1110. {
  1111. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1112. int size = static_cast<int>(cs2.spells.size());
  1113. for (auto it : cs2.spells)
  1114. {
  1115. iw.components.emplace_back(ComponentType::SPELL, it);
  1116. iw.text.appendName(it);
  1117. switch (size--)
  1118. {
  1119. case 2:
  1120. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1121. case 1:
  1122. break;
  1123. default:
  1124. iw.text.appendRawString(", ");
  1125. }
  1126. }
  1127. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1128. iw.text.replaceTextID(h2->getNameTextID());
  1129. sendAndApply(&cs2);
  1130. }
  1131. if (!cs1.spells.empty() && !cs2.spells.empty())
  1132. {
  1133. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1134. }
  1135. if (!cs1.spells.empty())
  1136. {
  1137. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1138. int size = static_cast<int>(cs1.spells.size());
  1139. for (auto it : cs1.spells)
  1140. {
  1141. iw.components.emplace_back(ComponentType::SPELL, it);
  1142. iw.text.appendName(it);
  1143. switch (size--)
  1144. {
  1145. case 2:
  1146. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1147. case 1:
  1148. break;
  1149. default:
  1150. iw.text.appendRawString(", ");
  1151. }
  1152. }
  1153. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1154. iw.text.replaceTextID(h2->getNameTextID());
  1155. sendAndApply(&cs1);
  1156. }
  1157. sendAndApply(&iw);
  1158. }
  1159. }
  1160. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1161. {
  1162. auto h1 = getHero(hero1);
  1163. auto h2 = getHero(hero2);
  1164. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1165. {
  1166. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1167. ExchangeDialog hex;
  1168. hex.queryID = exchange->queryID;
  1169. hex.player = h1->getOwner();
  1170. hex.hero1 = hero1;
  1171. hex.hero2 = hero2;
  1172. sendAndApply(&hex);
  1173. useScholarSkill(hero1,hero2);
  1174. queries->addQuery(exchange);
  1175. }
  1176. }
  1177. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1178. {
  1179. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1180. for (auto c : lobby->activeConnections)
  1181. c->sendPack(pack);
  1182. }
  1183. void CGameHandler::sendAndApply(CPackForClient * pack)
  1184. {
  1185. sendToAllClients(pack);
  1186. gs->apply(pack);
  1187. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1188. }
  1189. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1190. {
  1191. sendAndApply(static_cast<CPackForClient *>(pack));
  1192. checkVictoryLossConditionsForAll();
  1193. }
  1194. void CGameHandler::sendAndApply(SetResources * pack)
  1195. {
  1196. sendAndApply(static_cast<CPackForClient *>(pack));
  1197. checkVictoryLossConditionsForPlayer(pack->player);
  1198. }
  1199. void CGameHandler::sendAndApply(NewStructures * pack)
  1200. {
  1201. sendAndApply(static_cast<CPackForClient *>(pack));
  1202. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1203. }
  1204. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1205. {
  1206. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1207. }
  1208. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1209. {
  1210. if(pack->c)
  1211. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1212. logNetwork->error("Player is not allowed to perform this action!");
  1213. throw ExceptionNotAllowedAction();
  1214. }
  1215. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1216. {
  1217. std::ostringstream oss;
  1218. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1219. logNetwork->error(oss.str());
  1220. if(pack->c)
  1221. playerMessages->sendSystemMessage(pack->c, oss.str());
  1222. }
  1223. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1224. {
  1225. if(!isPlayerOwns(pack, id))
  1226. {
  1227. wrongPlayerMessage(pack, getOwner(id));
  1228. throwNotAllowedAction(pack);
  1229. }
  1230. }
  1231. void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
  1232. {
  1233. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1234. throwNotAllowedAction(pack);
  1235. }
  1236. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1237. {
  1238. throwIfWrongPlayer(pack, pack->player);
  1239. }
  1240. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1241. {
  1242. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1243. {
  1244. wrongPlayerMessage(pack, player);
  1245. throwNotAllowedAction(pack);
  1246. }
  1247. }
  1248. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1249. {
  1250. complain(txt);
  1251. throwNotAllowedAction(pack);
  1252. }
  1253. void CGameHandler::save(const std::string & filename)
  1254. {
  1255. logGlobal->info("Saving to %s", filename);
  1256. const auto stem = FileInfo::GetPathStem(filename);
  1257. const auto savefname = stem.to_string() + ".vsgm1";
  1258. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1259. CResourceHandler::get("local")->createResource(savefname);
  1260. try
  1261. {
  1262. {
  1263. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1264. saveCommonState(save);
  1265. logGlobal->info("Saving server state");
  1266. save << *this;
  1267. }
  1268. logGlobal->info("Game has been successfully saved!");
  1269. }
  1270. catch(std::exception &e)
  1271. {
  1272. logGlobal->error("Failed to save game: %s", e.what());
  1273. }
  1274. }
  1275. bool CGameHandler::load(const std::string & filename)
  1276. {
  1277. logGlobal->info("Loading from %s", filename);
  1278. const auto stem = FileInfo::GetPathStem(filename);
  1279. reinitScripting();
  1280. try
  1281. {
  1282. {
  1283. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1284. lf.serializer.cb = this;
  1285. loadCommonState(lf);
  1286. logGlobal->info("Loading server state");
  1287. lf >> *this;
  1288. }
  1289. logGlobal->info("Game has been successfully loaded!");
  1290. }
  1291. catch(const ModIncompatibility & e)
  1292. {
  1293. logGlobal->error("Failed to load game: %s", e.what());
  1294. std::string errorMsg;
  1295. if(!e.whatMissing().empty())
  1296. {
  1297. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1298. errorMsg += e.whatMissing();
  1299. }
  1300. if(!e.whatExcessive().empty())
  1301. {
  1302. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1303. errorMsg += e.whatExcessive();
  1304. }
  1305. lobby->announceMessage(errorMsg);
  1306. return false;
  1307. }
  1308. catch(const IdentifierResolutionException & e)
  1309. {
  1310. logGlobal->error("Failed to load game: %s", e.what());
  1311. MetaString errorMsg;
  1312. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1313. errorMsg.replaceRawString(e.identifierName);
  1314. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1315. return false;
  1316. }
  1317. catch(const std::exception & e)
  1318. {
  1319. logGlobal->error("Failed to load game: %s", e.what());
  1320. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1321. return false;
  1322. }
  1323. gs->preInit(VLC, this);
  1324. gs->updateOnLoad(lobby->si.get());
  1325. return true;
  1326. }
  1327. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1328. {
  1329. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1330. return false;
  1331. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1332. const CCreatureSet & creatureSet = *army;
  1333. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1334. || (howMany < 1 && complain("Invalid split parameter!")))
  1335. {
  1336. return false;
  1337. }
  1338. auto actualAmount = army->getStackCount(slotSrc);
  1339. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1340. return false;
  1341. auto freeSlots = creatureSet.getFreeSlots();
  1342. if(freeSlots.empty() && complain("No empty stacks"))
  1343. return false;
  1344. BulkRebalanceStacks bulkRS;
  1345. for(auto slot : freeSlots)
  1346. {
  1347. RebalanceStacks rs;
  1348. rs.srcArmy = army->id;
  1349. rs.dstArmy = army->id;
  1350. rs.srcSlot = slotSrc;
  1351. rs.dstSlot = slot;
  1352. rs.count = howMany;
  1353. bulkRS.moves.push_back(rs);
  1354. actualAmount -= howMany;
  1355. if(actualAmount <= howMany)
  1356. break;
  1357. }
  1358. sendAndApply(&bulkRS);
  1359. return true;
  1360. }
  1361. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1362. {
  1363. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1364. return false;
  1365. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1366. const CCreatureSet & creatureSet = *army;
  1367. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1368. return false;
  1369. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1370. if(actualAmount < 1 && complain(complainNoCreatures))
  1371. return false;
  1372. auto currentCreature = creatureSet.getCreature(slotSrc);
  1373. if(!currentCreature && complain(complainNoCreatures))
  1374. return false;
  1375. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1376. if(!creatureSlots.size())
  1377. return false;
  1378. BulkRebalanceStacks bulkRS;
  1379. for(auto slot : creatureSlots)
  1380. {
  1381. RebalanceStacks rs;
  1382. rs.srcArmy = army->id;
  1383. rs.dstArmy = army->id;
  1384. rs.srcSlot = slot;
  1385. rs.dstSlot = slotSrc;
  1386. rs.count = creatureSet.getStackCount(slot);
  1387. bulkRS.moves.push_back(rs);
  1388. }
  1389. sendAndApply(&bulkRS);
  1390. return true;
  1391. }
  1392. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1393. {
  1394. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1395. return false;
  1396. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1397. const CCreatureSet & setSrc = *armySrc;
  1398. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1399. return false;
  1400. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1401. const CCreatureSet & setDest = *armyDest;
  1402. auto freeSlots = setDest.getFreeSlotsQueue();
  1403. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1404. TRebalanceMap moves;
  1405. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1406. auto slotsLeft = setSrc.stacksCount();
  1407. auto destMap = setDest.getCreatureMap();
  1408. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1409. while(!srcQueue.empty())
  1410. {
  1411. auto pair = srcQueue.top();
  1412. srcQueue.pop();
  1413. auto currCreature = pair.first;
  1414. auto currSlot = pair.second;
  1415. const auto quantity = setSrc.getStackCount(currSlot);
  1416. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1417. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1418. if(!alreadyExists)
  1419. {
  1420. if(freeSlots.empty())
  1421. continue;
  1422. auto currFreeSlot = freeSlots.front();
  1423. freeSlots.pop();
  1424. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1425. }
  1426. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1427. slotsLeft--;
  1428. }
  1429. if(slotsLeft == 1)
  1430. {
  1431. auto lastCreature = setSrc.getCreature(srcSlot);
  1432. auto slotToMove = SlotID();
  1433. // Try to find a slot for last creature
  1434. if(destMap.find(lastCreature) == destMap.end())
  1435. {
  1436. if(!freeSlots.empty())
  1437. slotToMove = freeSlots.front();
  1438. }
  1439. else
  1440. {
  1441. slotToMove = destMap[lastCreature];
  1442. }
  1443. if(slotToMove != SlotID())
  1444. {
  1445. const bool needsLastStack = armySrc->needsLastStack();
  1446. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1447. if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0
  1448. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1449. }
  1450. }
  1451. BulkRebalanceStacks bulkRS;
  1452. for(auto & move : moves)
  1453. {
  1454. RebalanceStacks rs;
  1455. rs.srcArmy = armySrc->id;
  1456. rs.dstArmy = armyDest->id;
  1457. rs.srcSlot = move.first;
  1458. rs.dstSlot = move.second.first;
  1459. rs.count = move.second.second;
  1460. bulkRS.moves.push_back(rs);
  1461. }
  1462. sendAndApply(&bulkRS);
  1463. return true;
  1464. }
  1465. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1466. {
  1467. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1468. return false;
  1469. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1470. const CCreatureSet & creatureSet = *army;
  1471. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1472. return false;
  1473. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1474. if(actualAmount <= 1 && complain(complainNoCreatures))
  1475. return false;
  1476. auto freeSlot = creatureSet.getFreeSlot();
  1477. auto currentCreature = creatureSet.getCreature(slotSrc);
  1478. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1479. return true;
  1480. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1481. TQuantity totalCreatures = 0;
  1482. for(auto slot : creatureSlots)
  1483. totalCreatures += creatureSet.getStackCount(slot);
  1484. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1485. return false;
  1486. if(freeSlot != SlotID())
  1487. creatureSlots.push_back(freeSlot);
  1488. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1489. return false;
  1490. const auto totalCreatureSlots = creatureSlots.size();
  1491. const auto rem = totalCreatures % totalCreatureSlots;
  1492. const auto quotient = totalCreatures / totalCreatureSlots;
  1493. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1494. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1495. BulkSmartRebalanceStacks bulkSRS;
  1496. if(freeSlot != SlotID())
  1497. {
  1498. RebalanceStacks rs;
  1499. rs.srcArmy = rs.dstArmy = army->id;
  1500. rs.srcSlot = slotSrc;
  1501. rs.dstSlot = freeSlot;
  1502. rs.count = 1;
  1503. bulkSRS.moves.push_back(rs);
  1504. }
  1505. auto currSlot = 0;
  1506. auto check = 0;
  1507. for(auto slot : creatureSlots)
  1508. {
  1509. ChangeStackCount csc;
  1510. csc.army = army->id;
  1511. csc.slot = slot;
  1512. csc.count = (currSlot < rem)
  1513. ? quotient + 1
  1514. : quotient;
  1515. csc.absoluteValue = true;
  1516. bulkSRS.changes.push_back(csc);
  1517. currSlot++;
  1518. check += csc.count;
  1519. }
  1520. if(check != totalCreatures)
  1521. {
  1522. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1523. return false;
  1524. }
  1525. sendAndApply(&bulkSRS);
  1526. return true;
  1527. }
  1528. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1529. {
  1530. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1531. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1532. const CCreatureSet & S1 = *s1;
  1533. const CCreatureSet & S2 = *s2;
  1534. StackLocation sl1(s1, p1);
  1535. StackLocation sl2(s2, p2);
  1536. if (s1 == nullptr || s2 == nullptr)
  1537. {
  1538. complain("Cannot exchange stacks between non-existing objects!!\n");
  1539. return false;
  1540. }
  1541. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1542. {
  1543. complain(complainInvalidSlot);
  1544. return false;
  1545. }
  1546. if (!isAllowedExchange(id1,id2))
  1547. {
  1548. complain("Cannot exchange stacks between these two objects!\n");
  1549. return false;
  1550. }
  1551. // We can always put stacks into locked garrison, but not take them out of it
  1552. auto notRemovable = [&](const CArmedInstance * army)
  1553. {
  1554. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1555. {
  1556. auto g = dynamic_cast<const CGGarrison *>(army);
  1557. if (g && !g->removableUnits)
  1558. {
  1559. complain("Stacks in this garrison are not removable!\n");
  1560. return true;
  1561. }
  1562. }
  1563. return false;
  1564. };
  1565. if (what==1) //swap
  1566. {
  1567. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1568. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1569. {
  1570. complain("Can't take troops from another player!");
  1571. return false;
  1572. }
  1573. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1574. {
  1575. complain("Cannot swap stacks - slots are the same!");
  1576. return false;
  1577. }
  1578. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1579. {
  1580. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1581. return false;
  1582. }
  1583. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1584. return false;
  1585. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1586. return false;
  1587. swapStacks(sl1, sl2);
  1588. }
  1589. else if (what==2)//merge
  1590. {
  1591. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1592. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1593. return false;
  1594. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1595. {
  1596. complain("Cannot merge empty stack!");
  1597. return false;
  1598. }
  1599. else if (notRemovable(sl1.army))
  1600. return false;
  1601. moveStack(sl1, sl2);
  1602. }
  1603. else if (what==3) //split
  1604. {
  1605. const int countToMove = val - s2->getStackCount(p2);
  1606. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1607. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1608. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1609. {
  1610. complain("Can't move troops of another player!");
  1611. return false;
  1612. }
  1613. //general conditions checking
  1614. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1615. || (val<1 && complain(complainNoCreatures)) )
  1616. {
  1617. return false;
  1618. }
  1619. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1620. {
  1621. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1622. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1623. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1624. )
  1625. {
  1626. return false;
  1627. }
  1628. if (notRemovable(sl1.army))
  1629. {
  1630. if (s1->getStackCount(p1) > countLeftOnSrc)
  1631. return false;
  1632. }
  1633. else if (notRemovable(sl2.army))
  1634. {
  1635. if (s2->getStackCount(p1) < countLeftOnSrc)
  1636. return false;
  1637. }
  1638. moveStack(sl1, sl2, countToMove);
  1639. //S2.slots[p2]->count = val;
  1640. //S1.slots[p1]->count = total - val;
  1641. }
  1642. else //split one stack to the two
  1643. {
  1644. if (s1->getStackCount(p1) < val)//not enough creatures
  1645. {
  1646. complain(complainNotEnoughCreatures);
  1647. return false;
  1648. }
  1649. if (notRemovable(sl1.army))
  1650. return false;
  1651. moveStack(sl1, sl2, val);
  1652. }
  1653. }
  1654. return true;
  1655. }
  1656. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1657. {
  1658. return connections.count(player) && connections.at(player).count(c);
  1659. }
  1660. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1661. {
  1662. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1663. }
  1664. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1665. {
  1666. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1667. if (!vstd::contains(s1->stacks,pos))
  1668. {
  1669. complain("Illegal call to disbandCreature - no such stack in army!");
  1670. return false;
  1671. }
  1672. eraseStack(StackLocation(s1, pos));
  1673. return true;
  1674. }
  1675. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1676. {
  1677. const CGTownInstance * t = getTown(tid);
  1678. if(!t)
  1679. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1680. if(!t->town->buildings.count(requestedID))
  1681. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1682. if(t->hasBuilt(requestedID))
  1683. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1684. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1685. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1686. std::vector<const CBuilding*> remainingAutoBuildings;
  1687. std::set<BuildingID> buildingsThatWillBe;
  1688. //Check validity of request
  1689. if(!force)
  1690. {
  1691. switch(requestedBuilding->mode)
  1692. {
  1693. case CBuilding::BUILD_NORMAL :
  1694. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1695. COMPLAIN_RET("Cannot build that building!");
  1696. break;
  1697. case CBuilding::BUILD_AUTO :
  1698. case CBuilding::BUILD_SPECIAL:
  1699. COMPLAIN_RET("This building can not be constructed normally!");
  1700. case CBuilding::BUILD_GRAIL :
  1701. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1702. {
  1703. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1704. COMPLAIN_RET("Cannot build this without grail!")
  1705. else
  1706. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1707. }
  1708. break;
  1709. }
  1710. }
  1711. //Performs stuff that has to be done before new building is built
  1712. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1713. {
  1714. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  1715. {
  1716. int level = BuildingID::getLevelFromDwelling(buildingID);
  1717. int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID);
  1718. if(upgradeNumber >= t->town->creatures.at(level).size())
  1719. {
  1720. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  1721. "no creature found (upgrade number %d, level %d!")
  1722. % buildingID % upgradeNumber % level));
  1723. return;
  1724. }
  1725. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  1726. SetAvailableCreatures ssi;
  1727. ssi.tid = t->id;
  1728. ssi.creatures = t->creatures;
  1729. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1730. ssi.creatures[level].first = crea->getGrowth();
  1731. ssi.creatures[level].second.push_back(crea->getId());
  1732. sendAndApply(&ssi);
  1733. }
  1734. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1735. {
  1736. setPortalDwelling(t);
  1737. }
  1738. };
  1739. //Performs stuff that has to be done after new building is built
  1740. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  1741. {
  1742. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  1743. auto isLibrary = isMageGuild ? false
  1744. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  1745. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  1746. {
  1747. if(t->visitingHero)
  1748. giveSpells(t,t->visitingHero);
  1749. if(t->garrisonHero)
  1750. giveSpells(t,t->garrisonHero);
  1751. }
  1752. };
  1753. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  1754. auto areRequirementsFulfilled = [&](const BuildingID & buildID)
  1755. {
  1756. return buildingsThatWillBe.count(buildID);
  1757. };
  1758. //Init the vectors
  1759. for(auto & build : t->town->buildings)
  1760. {
  1761. if(t->hasBuilt(build.first))
  1762. {
  1763. buildingsThatWillBe.insert(build.first);
  1764. }
  1765. else
  1766. {
  1767. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  1768. remainingAutoBuildings.push_back(build.second);
  1769. }
  1770. }
  1771. //Prepare structure (list of building ids will be filled later)
  1772. NewStructures ns;
  1773. ns.tid = tid;
  1774. ns.built = force ? t->built : (t->built+1);
  1775. std::queue<const CBuilding*> buildingsToAdd;
  1776. buildingsToAdd.push(requestedBuilding);
  1777. while(!buildingsToAdd.empty())
  1778. {
  1779. auto b = buildingsToAdd.front();
  1780. buildingsToAdd.pop();
  1781. ns.bid.insert(b->bid);
  1782. buildingsThatWillBe.insert(b->bid);
  1783. remainingAutoBuildings -= b;
  1784. for(auto autoBuilding : remainingAutoBuildings)
  1785. {
  1786. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  1787. if(actualRequirements.test(areRequirementsFulfilled))
  1788. buildingsToAdd.push(autoBuilding);
  1789. }
  1790. }
  1791. // FIXME: it's done before NewStructures applied because otherwise town window wont be properly updated on client. That should be actually fixed on client and not on server.
  1792. for(auto builtID : ns.bid)
  1793. processBeforeBuiltStructure(builtID);
  1794. //Take cost
  1795. if(!force)
  1796. {
  1797. giveResources(t->tempOwner, -requestedBuilding->resources);
  1798. gs->statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
  1799. }
  1800. //We know what has been built, apply changes. Do this as final step to properly update town window
  1801. sendAndApply(&ns);
  1802. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  1803. for(auto builtID : ns.bid)
  1804. processAfterBuiltStructure(builtID);
  1805. // now when everything is built - reveal tiles for lookout tower
  1806. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  1807. if(t->garrisonHero) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  1808. objectVisited(t, t->garrisonHero);
  1809. if(t->visitingHero)
  1810. objectVisited(t, t->visitingHero);
  1811. checkVictoryLossConditionsForPlayer(t->tempOwner);
  1812. return true;
  1813. }
  1814. bool CGameHandler::triggerTownSpecialBuildingAction(ObjectInstanceID tid, BuildingSubID::EBuildingSubID sid)
  1815. {
  1816. const CGTownInstance * t = getTown(tid);
  1817. if(t->town->getBuildingType(sid) == BuildingID::NONE)
  1818. return false;
  1819. if(sid == BuildingSubID::EBuildingSubID::BANK)
  1820. {
  1821. TResources res;
  1822. res[EGameResID::GOLD] = 2500;
  1823. giveResources(t->getOwner(), res);
  1824. setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);
  1825. }
  1826. return true;
  1827. }
  1828. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  1829. {
  1830. ///incomplete, simply erases target building
  1831. const CGTownInstance * t = getTown(tid);
  1832. if(!t->hasBuilt(bid))
  1833. return false;
  1834. RazeStructures rs;
  1835. rs.tid = tid;
  1836. rs.bid.insert(bid);
  1837. rs.destroyed = t->destroyed + 1;
  1838. sendAndApply(&rs);
  1839. //TODO: Remove dwellers
  1840. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  1841. // {
  1842. // RemoveBonus rb(RemoveBonus::TOWN);
  1843. // rb.whoID = t->id;
  1844. // rb.source = BonusSource::TOWN_STRUCTURE;
  1845. // rb.id = 17;
  1846. // sendAndApply(&rb);
  1847. // }
  1848. return true;
  1849. }
  1850. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  1851. {
  1852. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  1853. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  1854. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  1855. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  1856. const CCreature * c = crid.toCreature();
  1857. const bool warMachine = c->warMachine != ArtifactID::NONE;
  1858. //TODO: check if hero is actually visiting object
  1859. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  1860. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  1861. if (town)
  1862. {
  1863. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  1864. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  1865. }
  1866. else
  1867. {
  1868. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  1869. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  1870. }
  1871. //verify
  1872. bool found = false;
  1873. int level = 0;
  1874. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  1875. {
  1876. if ((fromLvl != -1) && (level !=fromLvl))
  1877. continue;
  1878. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  1879. int i = 0;
  1880. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  1881. if (cur.second.at(i) == crid)
  1882. break;
  1883. if (i < cur.second.size())
  1884. {
  1885. found = true;
  1886. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  1887. break;
  1888. }
  1889. }
  1890. SlotID slot = army->getSlotFor(crid);
  1891. if ((!found && complain("Cannot recruit: no such creatures!"))
  1892. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  1893. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  1894. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  1895. {
  1896. return false;
  1897. }
  1898. //recruit
  1899. TResources cost = (c->getFullRecruitCost() * cram);
  1900. giveResources(army->tempOwner, -cost);
  1901. gs->statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
  1902. SetAvailableCreatures sac;
  1903. sac.tid = objid;
  1904. sac.creatures = dwelling->creatures;
  1905. sac.creatures[level].first -= cram;
  1906. sendAndApply(&sac);
  1907. if (warMachine)
  1908. {
  1909. ArtifactID artId = c->warMachine;
  1910. const CArtifact * art = artId.toArtifact();
  1911. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  1912. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  1913. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  1914. return giveHeroNewArtifact(hero, art);
  1915. }
  1916. else
  1917. {
  1918. addToSlot(StackLocation(army, slot), c, cram);
  1919. }
  1920. return true;
  1921. }
  1922. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  1923. {
  1924. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  1925. if (!obj->hasStackAtSlot(pos))
  1926. {
  1927. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  1928. }
  1929. UpgradeInfo ui;
  1930. fillUpgradeInfo(obj, pos, ui);
  1931. PlayerColor player = obj->tempOwner;
  1932. const PlayerState *p = getPlayerState(player);
  1933. int crQuantity = obj->stacks.at(pos)->count;
  1934. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  1935. //check if upgrade is possible
  1936. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  1937. {
  1938. return false;
  1939. }
  1940. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  1941. //check if player has enough resources
  1942. if (!p->resources.canAfford(totalCost))
  1943. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  1944. //take resources
  1945. giveResources(player, -totalCost);
  1946. gs->statistic.accumulatedValues[player].spentResourcesForArmy += totalCost;
  1947. //upgrade creature
  1948. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  1949. return true;
  1950. }
  1951. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  1952. {
  1953. if (!sl.army->hasStackAtSlot(sl.slot))
  1954. COMPLAIN_RET("Cannot find a stack to change type");
  1955. SetStackType sst;
  1956. sst.army = sl.army->id;
  1957. sst.slot = sl.slot;
  1958. sst.type = c->getId();
  1959. sendAndApply(&sst);
  1960. return true;
  1961. }
  1962. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  1963. {
  1964. assert(src->canBeMergedWith(*dst, allowMerging));
  1965. while(src->stacksCount())//while there are unmoved creatures
  1966. {
  1967. auto i = src->Slots().begin(); //iterator to stack to move
  1968. StackLocation sl(src, i->first); //location of stack to move
  1969. SlotID pos = dst->getSlotFor(i->second->type);
  1970. if (!pos.validSlot())
  1971. {
  1972. //try to merge two other stacks to make place
  1973. std::pair<SlotID, SlotID> toMerge;
  1974. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  1975. {
  1976. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  1977. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  1978. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  1979. }
  1980. else
  1981. {
  1982. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  1983. return;
  1984. }
  1985. }
  1986. else
  1987. {
  1988. moveStack(sl, StackLocation(dst, pos));
  1989. }
  1990. }
  1991. }
  1992. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  1993. {
  1994. const CGTownInstance * town = getTown(tid);
  1995. if(!town->garrisonHero == !town->visitingHero)
  1996. return false;
  1997. SetHeroesInTown intown;
  1998. intown.tid = tid;
  1999. if(town->garrisonHero) //garrison -> vising
  2000. {
  2001. intown.garrison = ObjectInstanceID();
  2002. intown.visiting = town->garrisonHero->id;
  2003. }
  2004. else //visiting -> garrison
  2005. {
  2006. if(town->armedGarrison())
  2007. town->mergeGarrisonOnSiege();
  2008. intown.visiting = ObjectInstanceID();
  2009. intown.garrison = town->visitingHero->id;
  2010. }
  2011. sendAndApply(&intown);
  2012. return true;
  2013. }
  2014. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2015. {
  2016. const CGTownInstance * town = getTown(tid);
  2017. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2018. {
  2019. if (!town->visitingHero->canBeMergedWith(*town))
  2020. {
  2021. complain("Cannot make garrison swap, not enough free slots!");
  2022. return false;
  2023. }
  2024. moveArmy(town, town->visitingHero, true);
  2025. SetHeroesInTown intown;
  2026. intown.tid = tid;
  2027. intown.visiting = ObjectInstanceID();
  2028. intown.garrison = town->visitingHero->id;
  2029. sendAndApply(&intown);
  2030. return true;
  2031. }
  2032. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2033. {
  2034. int mapCap = VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
  2035. //check if moving hero out of town will break wandering heroes limit
  2036. if (getHeroCount(town->garrisonHero->tempOwner,false) >= mapCap)
  2037. {
  2038. complain("Cannot move hero out of the garrison, there are already " + std::to_string(mapCap) + " wandering heroes!");
  2039. return false;
  2040. }
  2041. SetHeroesInTown intown;
  2042. intown.tid = tid;
  2043. intown.garrison = ObjectInstanceID();
  2044. intown.visiting = town->garrisonHero->id;
  2045. sendAndApply(&intown);
  2046. return true;
  2047. }
  2048. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2049. {
  2050. SetHeroesInTown intown;
  2051. intown.tid = tid;
  2052. intown.garrison = town->visitingHero->id;
  2053. intown.visiting = town->garrisonHero->id;
  2054. sendAndApply(&intown);
  2055. return true;
  2056. }
  2057. else
  2058. {
  2059. complain("Cannot swap garrison hero!");
  2060. return false;
  2061. }
  2062. }
  2063. // With the amount of changes done to the function, it's more like transferArtifacts.
  2064. // Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
  2065. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2066. {
  2067. const auto srcArtSet = getArtSet(src);
  2068. const auto dstArtSet = getArtSet(dst);
  2069. assert(srcArtSet);
  2070. assert(dstArtSet);
  2071. // Make sure exchange is even possible between the two heroes.
  2072. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2073. COMPLAIN_RET("That heroes cannot make any exchange!");
  2074. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2075. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2076. auto dstSlot = dst.slot;
  2077. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2078. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2079. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2080. return true;
  2081. const auto dstArtifact = dstArtSet->getArt(dstSlot);
  2082. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2083. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2084. if(srcArtifact == nullptr)
  2085. COMPLAIN_RET("No artifact to move!");
  2086. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2087. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2088. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2089. // Moving to the backpack is always allowed.
  2090. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2091. COMPLAIN_RET("Cannot move artifact!");
  2092. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2093. auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2094. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2095. COMPLAIN_RET("Cannot move artifact locks.");
  2096. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2097. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2098. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2099. COMPLAIN_RET("Cannot move catapult!");
  2100. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2101. COMPLAIN_RET("Backpack is full!");
  2102. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2103. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2104. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2105. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2106. ma.srcCreature = src.creature;
  2107. ma.dstCreature = dst.creature;
  2108. // Check if dst slot is occupied
  2109. if(!isDstSlotBackpack && isDstSlotOccupied)
  2110. {
  2111. // Previous artifact must be swapped
  2112. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2113. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2114. }
  2115. auto hero = getHero(dst.artHolder);
  2116. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2117. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2118. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2119. if(src.artHolder != dst.artHolder)
  2120. ma.artsPack0.back().askAssemble = true;
  2121. sendAndApply(&ma);
  2122. return true;
  2123. }
  2124. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2125. {
  2126. // Make sure exchange is even possible between the two heroes.
  2127. if(!isAllowedExchange(srcId, dstId))
  2128. COMPLAIN_RET("That heroes cannot make any exchange!");
  2129. auto psrcSet = getArtSet(srcId);
  2130. auto pdstSet = getArtSet(dstId);
  2131. if((!psrcSet) || (!pdstSet))
  2132. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2133. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2134. auto & slotsSrcDst = ma.artsPack0;
  2135. auto & slotsDstSrc = ma.artsPack1;
  2136. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2137. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2138. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2139. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2140. {
  2141. assert(artifact);
  2142. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2143. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2144. {
  2145. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2146. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2147. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2148. if(auto dstHero = getHero(dstId))
  2149. {
  2150. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2151. giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2152. }
  2153. }
  2154. };
  2155. if(swap)
  2156. {
  2157. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2158. {
  2159. for(auto & artifact : srcArtSet->artifactsWorn)
  2160. {
  2161. if(ArtifactUtils::isArtRemovable(artifact))
  2162. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2163. }
  2164. };
  2165. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2166. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2167. {
  2168. for(auto & slotInfo : artSet->artifactsInBackpack)
  2169. {
  2170. auto slot = artSet->getArtPos(slotInfo.artifact);
  2171. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2172. }
  2173. };
  2174. if(equipped)
  2175. {
  2176. // Move over artifacts that are worn srcHero -> dstHero
  2177. moveArtsWorn(psrcSet, slotsSrcDst);
  2178. artFittingSet.artifactsWorn.clear();
  2179. // Move over artifacts that are worn dstHero -> srcHero
  2180. moveArtsWorn(pdstSet, slotsDstSrc);
  2181. }
  2182. if(backpack)
  2183. {
  2184. // Move over artifacts that are in backpack srcHero -> dstHero
  2185. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2186. // Move over artifacts that are in backpack dstHero -> srcHero
  2187. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2188. }
  2189. }
  2190. else
  2191. {
  2192. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2193. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2194. if(equipped)
  2195. {
  2196. // Move over artifacts that are worn
  2197. for(auto & artInfo : psrcSet->artifactsWorn)
  2198. {
  2199. if(ArtifactUtils::isArtRemovable(artInfo))
  2200. {
  2201. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2202. }
  2203. }
  2204. }
  2205. if(backpack)
  2206. {
  2207. // Move over artifacts that are in backpack
  2208. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2209. {
  2210. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2211. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2212. }
  2213. }
  2214. }
  2215. sendAndApply(&ma);
  2216. return true;
  2217. }
  2218. bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
  2219. {
  2220. const auto artSet = getArtSet(heroID);
  2221. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
  2222. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2223. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2224. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2225. {
  2226. if(left)
  2227. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
  2228. else
  2229. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
  2230. sendAndApply(&bma);
  2231. }
  2232. return true;
  2233. }
  2234. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2235. {
  2236. auto artSet = getArtSet(heroID);
  2237. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2238. ChangeArtifactsCostume costume(player, costumeIdx);
  2239. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2240. {
  2241. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2242. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2243. }
  2244. sendAndApply(&costume);
  2245. return true;
  2246. }
  2247. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2248. {
  2249. const auto artSet = getArtSet(heroID);
  2250. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2251. const auto playerState = getPlayerState(player);
  2252. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2253. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2254. {
  2255. CArtifactFittingSet artFittingSet(*artSet);
  2256. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2257. auto costumeArtMap = costume->second;
  2258. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2259. // First, find those artifacts that are already in place
  2260. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2261. {
  2262. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2263. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2264. {
  2265. costumeArtMap.erase(artPos);
  2266. artFittingSet.removeArtifact(slot);
  2267. }
  2268. }
  2269. // Second, find the necessary artifacts for the costume
  2270. for(const auto & artPos : costumeArtMap)
  2271. {
  2272. if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
  2273. {
  2274. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
  2275. {
  2276. artSet->getArtPos(artFittingSet.getArt(availableArts.front())),
  2277. artPos.first
  2278. });
  2279. artFittingSet.removeArtifact(availableArts.front());
  2280. if(ArtifactUtils::isSlotBackpack(availableArts.front()))
  2281. estimateBackpackSize--;
  2282. }
  2283. }
  2284. // Third, put unnecessary artifacts into backpack
  2285. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2286. if(artFittingSet.getArt(slot))
  2287. {
  2288. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
  2289. estimateBackpackSize++;
  2290. }
  2291. const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2292. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2293. sendAndApply(&bma);
  2294. }
  2295. return true;
  2296. }
  2297. /**
  2298. * Assembles or disassembles a combination artifact.
  2299. * @param heroID ID of hero holding the artifact(s).
  2300. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2301. * @param assemble True for assembly operation, false for disassembly.
  2302. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2303. * artifact to assemble to. Otherwise it's not used.
  2304. */
  2305. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2306. {
  2307. const CGHeroInstance * hero = getHero(heroID);
  2308. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2309. if(!destArtifact)
  2310. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2311. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2312. if(assemble)
  2313. {
  2314. const CArtifact * combinedArt = assembleTo.toArtifact();
  2315. if(!combinedArt->isCombined())
  2316. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2317. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2318. {
  2319. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2320. }
  2321. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2322. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2323. {
  2324. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2325. }
  2326. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2327. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2328. AssembledArtifact aa;
  2329. aa.al = dstLoc;
  2330. aa.builtArt = combinedArt;
  2331. sendAndApply(&aa);
  2332. }
  2333. else
  2334. {
  2335. if(!destArtifact->isCombined())
  2336. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2337. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2338. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2339. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2340. DisassembledArtifact da;
  2341. da.al = dstLoc;
  2342. sendAndApply(&da);
  2343. }
  2344. return true;
  2345. }
  2346. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2347. {
  2348. const auto * hero = getHero(al.artHolder);
  2349. if(hero == nullptr)
  2350. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2351. const auto * art = hero->getArt(al.slot);
  2352. if(art == nullptr)
  2353. COMPLAIN_RET("Cannot remove artifact!");
  2354. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2355. COMPLAIN_RET("Illegal artifact removal request");
  2356. removeArtifact(al);
  2357. return true;
  2358. }
  2359. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2360. {
  2361. const CGHeroInstance * hero = getHero(hid);
  2362. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2363. const CGTownInstance * town = hero->visitedTown;
  2364. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2365. if (aid==ArtifactID::SPELLBOOK)
  2366. {
  2367. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2368. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2369. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2370. )
  2371. return false;
  2372. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2373. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2374. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2375. giveSpells(town,hero);
  2376. return true;
  2377. }
  2378. else
  2379. {
  2380. const CArtifact * art = aid.toArtifact();
  2381. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2382. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2383. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2384. const int price = art->getPrice();
  2385. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2386. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2387. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2388. {
  2389. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2390. return giveHeroNewArtifact(hero, art);
  2391. }
  2392. else
  2393. COMPLAIN_RET("This machine is unavailable here!");
  2394. }
  2395. }
  2396. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2397. {
  2398. if(!h)
  2399. COMPLAIN_RET("Only hero can buy artifacts!");
  2400. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2401. COMPLAIN_RET("That artifact is unavailable!");
  2402. int b1;
  2403. int b2;
  2404. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2405. if (getResource(h->tempOwner, rid) < b1)
  2406. COMPLAIN_RET("You can't afford to buy this artifact!");
  2407. giveResource(h->tempOwner, rid, -b1);
  2408. SetAvailableArtifacts saa;
  2409. if(dynamic_cast<const CGTownInstance *>(m))
  2410. {
  2411. saa.id = ObjectInstanceID::NONE;
  2412. saa.arts = gs->map->townMerchantArtifacts;
  2413. }
  2414. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2415. {
  2416. saa.id = bm->id;
  2417. saa.arts = bm->artifacts;
  2418. }
  2419. else
  2420. COMPLAIN_RET("Wrong marktet...");
  2421. bool found = false;
  2422. for (const CArtifact *&art : saa.arts)
  2423. {
  2424. if (art && art->getId() == aid)
  2425. {
  2426. art = nullptr;
  2427. found = true;
  2428. break;
  2429. }
  2430. }
  2431. if (!found)
  2432. COMPLAIN_RET("Cannot find selected artifact on the list");
  2433. sendAndApply(&saa);
  2434. giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  2435. return true;
  2436. }
  2437. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2438. {
  2439. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2440. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2441. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2442. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2443. int resVal = 0;
  2444. int dump = 1;
  2445. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2446. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2447. giveResource(h->tempOwner, rid, resVal);
  2448. return true;
  2449. }
  2450. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2451. {
  2452. if (!h)
  2453. COMPLAIN_RET("You need hero to buy a skill!");
  2454. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2455. COMPLAIN_RET("Hero already know this skill");
  2456. if (!h->canLearnSkill())
  2457. COMPLAIN_RET("Hero can't learn any more skills");
  2458. if (!h->canLearnSkill(skill))
  2459. COMPLAIN_RET("The hero can't learn this skill!");
  2460. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2461. COMPLAIN_RET("That skill is unavailable!");
  2462. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2463. COMPLAIN_RET("You can't afford to buy this skill");
  2464. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2465. changeSecSkill(h, skill, 1, true);
  2466. return true;
  2467. }
  2468. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2469. {
  2470. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2471. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2472. int b1; //base quantities for trade
  2473. int b2;
  2474. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2475. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2476. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2477. {
  2478. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2479. }
  2480. giveResource(player, toSell, -b1 * amountToBoy);
  2481. giveResource(player, toBuy, b2 * amountToBoy);
  2482. gs->statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
  2483. gs->statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
  2484. return true;
  2485. }
  2486. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2487. {
  2488. if(!hero)
  2489. COMPLAIN_RET("Only hero can sell creatures!");
  2490. if (!vstd::contains(hero->Slots(), slot))
  2491. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2492. const CStackInstance &s = hero->getStack(slot);
  2493. if (s.count < (TQuantity)count //can't sell more creatures than have
  2494. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2495. {
  2496. COMPLAIN_RET("Not enough creatures in army!");
  2497. }
  2498. int b1; //base quantities for trade
  2499. int b2;
  2500. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2501. int units = count / b1; //how many base quantities we trade
  2502. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2503. {
  2504. //TODO: complain?
  2505. assert(0);
  2506. }
  2507. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2508. giveResource(hero->tempOwner, resourceID, b2 * units);
  2509. return true;
  2510. }
  2511. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2512. {
  2513. const CArmedInstance *army = nullptr;
  2514. if (hero)
  2515. army = hero;
  2516. else
  2517. army = dynamic_cast<const CGTownInstance *>(market);
  2518. if (!army)
  2519. COMPLAIN_RET("Incorrect call to transform in undead!");
  2520. if (!army->hasStackAtSlot(slot))
  2521. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2522. const CStackInstance &s = army->getStack(slot);
  2523. //resulting creature - bone dragons or skeletons
  2524. CreatureID resCreature = CreatureID::SKELETON;
  2525. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2526. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2527. || (s.getCreatureID() == CreatureID::HYDRA)
  2528. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2529. resCreature = CreatureID::BONE_DRAGON;
  2530. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2531. return true;
  2532. }
  2533. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2534. {
  2535. const PlayerState *p2 = getPlayerState(r2, false);
  2536. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2537. {
  2538. complain("Dest player must be in game!");
  2539. return false;
  2540. }
  2541. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2542. vstd::amin(val, curRes1);
  2543. giveResource(player, r1, -(int)val);
  2544. giveResource(r2, r1, val);
  2545. return true;
  2546. }
  2547. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2548. {
  2549. const CGHeroInstance *h = getHero(hid);
  2550. if (!h)
  2551. {
  2552. logGlobal->error("Hero doesn't exist!");
  2553. return false;
  2554. }
  2555. ChangeFormation cf;
  2556. cf.hid = hid;
  2557. cf.formation = formation;
  2558. sendAndApply(&cf);
  2559. return true;
  2560. }
  2561. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2562. {
  2563. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2564. if (answer)
  2565. logGlobal->trace("%d", *answer);
  2566. auto topQuery = queries->topQuery(player);
  2567. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2568. if(topQuery->queryID != qid)
  2569. {
  2570. auto currentQuery = queries->getQuery(qid);
  2571. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2572. currentQuery->setReply(answer);
  2573. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2574. }
  2575. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2576. topQuery->setReply(answer);
  2577. queries->popQuery(topQuery);
  2578. return true;
  2579. }
  2580. void CGameHandler::handleTimeEvents(PlayerColor color)
  2581. {
  2582. for (auto const & event : gs->map->events)
  2583. {
  2584. if (!event.occursToday(gs->day))
  2585. continue;
  2586. if (!event.affectsPlayer(color, getPlayerState(color)->isHuman()))
  2587. continue;
  2588. InfoWindow iw;
  2589. iw.player = color;
  2590. iw.text = event.message;
  2591. //give resources
  2592. if (!event.resources.empty())
  2593. {
  2594. giveResources(color, event.resources);
  2595. for (GameResID i : GameResID::ALL_RESOURCES())
  2596. if (event.resources[i])
  2597. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  2598. }
  2599. sendAndApply(&iw); //show dialog
  2600. }
  2601. }
  2602. void CGameHandler::handleTownEvents(const CGTownInstance * town)
  2603. {
  2604. for (auto const & event : town->events)
  2605. {
  2606. if (!event.occursToday(gs->day))
  2607. continue;
  2608. PlayerColor player = town->getOwner();
  2609. if (!event.affectsPlayer(player, getPlayerState(player)->isHuman()))
  2610. continue;
  2611. // dialog
  2612. InfoWindow iw;
  2613. iw.player = player;
  2614. iw.text = event.message;
  2615. if (event.resources.nonZero())
  2616. {
  2617. giveResources(player, event.resources);
  2618. for (GameResID i : GameResID::ALL_RESOURCES())
  2619. if (event.resources[i])
  2620. iw.components.emplace_back(ComponentType::RESOURCE, i, event.resources[i]);
  2621. }
  2622. for (auto & i : event.buildings)
  2623. {
  2624. // Only perform action if:
  2625. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  2626. // 2. Building was not built yet
  2627. // othervice, silently ignore / skip it
  2628. if (town->town->buildings.count(i) && !town->hasBuilt(i))
  2629. {
  2630. buildStructure(town->id, i, true);
  2631. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2632. }
  2633. }
  2634. if (!event.creatures.empty())
  2635. {
  2636. SetAvailableCreatures sac;
  2637. sac.tid = town->id;
  2638. sac.creatures = town->creatures;
  2639. for (si32 i=0;i<event.creatures.size();i++) //creature growths
  2640. {
  2641. if (!town->creatures.at(i).second.empty() && event.creatures.at(i) > 0)//there is dwelling
  2642. {
  2643. sac.creatures[i].first += event.creatures.at(i);
  2644. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), event.creatures.at(i));
  2645. }
  2646. }
  2647. }
  2648. sendAndApply(&iw); //show dialog
  2649. }
  2650. }
  2651. bool CGameHandler::complain(const std::string &problem)
  2652. {
  2653. #ifndef ENABLE_GOLDMASTER
  2654. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2655. #endif
  2656. logGlobal->error(problem);
  2657. return true;
  2658. }
  2659. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2660. {
  2661. //PlayerColor player = getOwner(hid);
  2662. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2663. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2664. assert(lowerArmy);
  2665. assert(upperArmy);
  2666. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2667. queries->addQuery(garrisonQuery);
  2668. GarrisonDialog gd;
  2669. gd.hid = hid;
  2670. gd.objid = upobj;
  2671. gd.removableUnits = removableUnits;
  2672. gd.queryID = garrisonQuery->queryID;
  2673. sendAndApply(&gd);
  2674. }
  2675. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2676. {
  2677. OpenWindow pack;
  2678. pack.window = window;
  2679. pack.object = object->id;
  2680. pack.visitor = visitor->id;
  2681. if (addQuery)
  2682. {
  2683. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2684. pack.queryID = windowQuery->queryID;
  2685. queries->addQuery(windowQuery);
  2686. }
  2687. sendAndApply(&pack);
  2688. }
  2689. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2690. {
  2691. if (id1 == id2)
  2692. return true;
  2693. const CGObjectInstance *o1 = getObj(id1);
  2694. const CGObjectInstance *o2 = getObj(id2);
  2695. if (!o1 || !o2)
  2696. return true; //arranging stacks within an object should be always allowed
  2697. if (o1 && o2)
  2698. {
  2699. if (o1->ID == Obj::TOWN)
  2700. {
  2701. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  2702. if (t->visitingHero == o2 || t->garrisonHero == o2)
  2703. return true;
  2704. }
  2705. if (o2->ID == Obj::TOWN)
  2706. {
  2707. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  2708. if (t->visitingHero == o1 || t->garrisonHero == o1)
  2709. return true;
  2710. }
  2711. auto market = getMarket(id1);
  2712. if(market == nullptr)
  2713. market = getMarket(id2);
  2714. if(market)
  2715. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  2716. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2717. {
  2718. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  2719. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  2720. // two heroes in same town (garrisoned and visiting)
  2721. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  2722. return true;
  2723. }
  2724. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2725. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2726. if (!dialog)
  2727. {
  2728. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2729. }
  2730. if (dialog)
  2731. {
  2732. auto topArmy = dialog->exchangingArmies.at(0);
  2733. auto bottomArmy = dialog->exchangingArmies.at(1);
  2734. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2735. return true;
  2736. }
  2737. }
  2738. return false;
  2739. }
  2740. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2741. {
  2742. using events::ObjectVisitStarted;
  2743. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  2744. if (getVisitingHero(obj) != nullptr)
  2745. {
  2746. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  2747. throw std::runtime_error("Can not visit object that is being visited");
  2748. }
  2749. std::shared_ptr<CObjectVisitQuery> visitQuery;
  2750. auto startVisit = [&](ObjectVisitStarted & event)
  2751. {
  2752. auto visitedObject = obj;
  2753. if(obj->ID == Obj::HERO)
  2754. {
  2755. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  2756. const auto visitedTown = visitedHero->visitedTown;
  2757. if(visitedTown)
  2758. {
  2759. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2760. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2761. visitedObject = visitedTown;
  2762. }
  2763. }
  2764. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  2765. queries->addQuery(visitQuery); //TODO real visit pos
  2766. HeroVisit hv;
  2767. hv.objId = obj->id;
  2768. hv.heroId = h->id;
  2769. hv.player = h->tempOwner;
  2770. hv.starting = true;
  2771. sendAndApply(&hv);
  2772. obj->onHeroVisit(h);
  2773. };
  2774. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2775. if(visitQuery)
  2776. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2777. }
  2778. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  2779. {
  2780. using events::ObjectVisitEnded;
  2781. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  2782. auto endVisit = [&](ObjectVisitEnded & event)
  2783. {
  2784. HeroVisit hv;
  2785. hv.player = event.getPlayer();
  2786. hv.heroId = event.getHero();
  2787. hv.starting = false;
  2788. sendAndApply(&hv);
  2789. };
  2790. //TODO: ObjectVisitEnded should also have id of visited object,
  2791. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2792. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  2793. }
  2794. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2795. {
  2796. const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
  2797. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2798. {
  2799. complain("Cannot build boat in this shipyard!");
  2800. return false;
  2801. }
  2802. TResources boatCost;
  2803. obj->getBoatCost(boatCost);
  2804. TResources available = getPlayerState(playerID)->resources;
  2805. if (!available.canAfford(boatCost))
  2806. {
  2807. complain("Not enough resources to build a boat!");
  2808. return false;
  2809. }
  2810. int3 tile = obj->bestLocation();
  2811. if (!gs->map->isInTheMap(tile))
  2812. {
  2813. complain("Cannot find appropriate tile for a boat!");
  2814. return false;
  2815. }
  2816. giveResources(playerID, -boatCost);
  2817. createBoat(tile, obj->getBoatType(), playerID);
  2818. return true;
  2819. }
  2820. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  2821. {
  2822. for (auto playerColor : playerColors)
  2823. {
  2824. if (getPlayerState(playerColor, false))
  2825. checkVictoryLossConditionsForPlayer(playerColor);
  2826. }
  2827. }
  2828. void CGameHandler::checkVictoryLossConditionsForAll()
  2829. {
  2830. std::set<PlayerColor> playerColors;
  2831. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  2832. {
  2833. playerColors.insert(PlayerColor(i));
  2834. }
  2835. checkVictoryLossConditions(playerColors);
  2836. }
  2837. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  2838. {
  2839. const PlayerState * p = getPlayerState(player);
  2840. if(!p || p->status != EPlayerStatus::INGAME) return;
  2841. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  2842. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  2843. {
  2844. InfoWindow iw;
  2845. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  2846. sendAndApply(&iw);
  2847. PlayerEndsGame peg;
  2848. peg.player = player;
  2849. peg.victoryLossCheckResult = victoryLossCheckResult;
  2850. peg.statistic = StatisticDataSet(gameState()->statistic);
  2851. addStatistics(peg.statistic); // add last turn befor win / loss
  2852. sendAndApply(&peg);
  2853. turnOrder->onPlayerEndsGame(player);
  2854. if (victoryLossCheckResult.victory())
  2855. {
  2856. //one player won -> all enemies lost
  2857. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  2858. {
  2859. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  2860. {
  2861. peg.player = i->first;
  2862. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  2863. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  2864. InfoWindow iw;
  2865. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  2866. iw.player = i->first;
  2867. sendAndApply(&iw);
  2868. sendAndApply(&peg);
  2869. }
  2870. }
  2871. if(p->human)
  2872. {
  2873. lobby->setState(EServerState::SHUTDOWN);
  2874. }
  2875. }
  2876. else
  2877. {
  2878. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  2879. auto hlp = p->getHeroes();
  2880. for (auto h : hlp) //eliminate heroes
  2881. {
  2882. if (h)
  2883. removeObject(h, player);
  2884. }
  2885. //player lost -> all his objects become unflagged (neutral)
  2886. for (auto obj : gs->map->objects) //unflag objs
  2887. {
  2888. if (obj.get() && obj->tempOwner == player)
  2889. setOwner(obj, PlayerColor::NEUTRAL);
  2890. }
  2891. //eliminating one player may cause victory of another:
  2892. std::set<PlayerColor> playerColors;
  2893. //do not copy player state (CBonusSystemNode) by value
  2894. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  2895. {
  2896. if (p.first != player)
  2897. playerColors.insert(p.first);
  2898. }
  2899. //notify all players
  2900. for (auto pc : playerColors)
  2901. {
  2902. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  2903. {
  2904. InfoWindow iw;
  2905. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  2906. iw.player = pc;
  2907. sendAndApply(&iw);
  2908. }
  2909. }
  2910. checkVictoryLossConditions(playerColors);
  2911. }
  2912. }
  2913. }
  2914. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  2915. {
  2916. out.player = player;
  2917. out.text = victoryLossCheckResult.messageToSelf;
  2918. out.text.replaceName(player);
  2919. out.components.emplace_back(ComponentType::FLAG, player);
  2920. }
  2921. bool CGameHandler::dig(const CGHeroInstance *h)
  2922. {
  2923. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  2924. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  2925. createHole(h->visitablePos(), h->getOwner());
  2926. //take MPs
  2927. SetMovePoints smp;
  2928. smp.hid = h->id;
  2929. smp.val = 0;
  2930. sendAndApply(&smp);
  2931. InfoWindow iw;
  2932. iw.type = EInfoWindowMode::AUTO;
  2933. iw.player = h->tempOwner;
  2934. if (gs->map->grailPos == h->visitablePos())
  2935. {
  2936. ArtifactID grail = ArtifactID::GRAIL;
  2937. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  2938. iw.text.appendName(grail); // ... " The Grail"
  2939. iw.soundID = soundBase::ULTIMATEARTIFACT;
  2940. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  2941. sendAndApply(&iw);
  2942. iw.soundID = soundBase::invalid;
  2943. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  2944. iw.text.clear();
  2945. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  2946. sendAndApply(&iw);
  2947. }
  2948. else
  2949. {
  2950. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  2951. iw.soundID = soundBase::Dig;
  2952. sendAndApply(&iw);
  2953. }
  2954. return true;
  2955. }
  2956. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  2957. {
  2958. if (!t.visitableObjects.empty())
  2959. {
  2960. //to prevent self-visiting heroes on space press
  2961. if (t.visitableObjects.back() != h)
  2962. objectVisited(t.visitableObjects.back(), h);
  2963. else if (t.visitableObjects.size() > 1)
  2964. objectVisited(*(t.visitableObjects.end()-2),h);
  2965. }
  2966. }
  2967. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  2968. {
  2969. if (!hero)
  2970. COMPLAIN_RET("You need hero to sacrifice creature!");
  2971. int expSum = 0;
  2972. auto finish = [this, &hero, &expSum]()
  2973. {
  2974. giveExperience(hero, hero->calculateXp(expSum));
  2975. };
  2976. for(int i = 0; i < slot.size(); ++i)
  2977. {
  2978. int oldCount = hero->getStackCount(slot[i]);
  2979. if(oldCount < (int)count[i])
  2980. {
  2981. finish();
  2982. COMPLAIN_RET("Not enough creatures to sacrifice!")
  2983. }
  2984. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  2985. {
  2986. finish();
  2987. COMPLAIN_RET("Cannot sacrifice last creature!");
  2988. }
  2989. int crid = hero->getStack(slot[i]).type->getId();
  2990. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  2991. int dump;
  2992. int exp;
  2993. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  2994. exp *= count[i];
  2995. expSum += exp;
  2996. }
  2997. finish();
  2998. return true;
  2999. }
  3000. bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3001. {
  3002. if (!hero)
  3003. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3004. if(hero->getAlignment() == EAlignment::EVIL)
  3005. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3006. assert(market);
  3007. const auto artSet = market->getArtifactsStorage();
  3008. int expSum = 0;
  3009. auto finish = [this, &hero, &expSum]()
  3010. {
  3011. giveExperience(hero, hero->calculateXp(expSum));
  3012. };
  3013. for(const auto & artInstId : arts)
  3014. {
  3015. if(auto art = artSet->getArtByInstanceId(artInstId))
  3016. {
  3017. if(art->artType->isTradable())
  3018. {
  3019. int dmp;
  3020. int expToGive;
  3021. market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3022. expSum += expToGive;
  3023. removeArtifact(ArtifactLocation(market->getObjInstanceID(), artSet->getArtPos(art)));
  3024. }
  3025. else
  3026. {
  3027. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3028. }
  3029. }
  3030. else
  3031. {
  3032. finish();
  3033. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3034. }
  3035. }
  3036. finish();
  3037. return true;
  3038. }
  3039. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3040. {
  3041. if (sl.army->hasStackAtSlot(sl.slot))
  3042. COMPLAIN_RET("Slot is already taken!");
  3043. if (!sl.slot.validSlot())
  3044. COMPLAIN_RET("Cannot insert stack to that slot!");
  3045. InsertNewStack ins;
  3046. ins.army = sl.army->id;
  3047. ins.slot = sl.slot;
  3048. ins.type = c->getId();
  3049. ins.count = count;
  3050. sendAndApply(&ins);
  3051. return true;
  3052. }
  3053. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3054. {
  3055. if (!sl.army->hasStackAtSlot(sl.slot))
  3056. COMPLAIN_RET("Cannot find a stack to erase");
  3057. if (sl.army->stacksCount() == 1 //from the last stack
  3058. && sl.army->needsLastStack() //that must be left
  3059. && !forceRemoval) //ignore above conditions if we are forcing removal
  3060. {
  3061. COMPLAIN_RET("Cannot erase the last stack!");
  3062. }
  3063. EraseStack es;
  3064. es.army = sl.army->id;
  3065. es.slot = sl.slot;
  3066. sendAndApply(&es);
  3067. return true;
  3068. }
  3069. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3070. {
  3071. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3072. if ((absoluteValue && count < 0)
  3073. || (!absoluteValue && -count > currentCount))
  3074. {
  3075. COMPLAIN_RET("Cannot take more stacks than present!");
  3076. }
  3077. if ((currentCount == -count && !absoluteValue)
  3078. || (!count && absoluteValue))
  3079. {
  3080. eraseStack(sl);
  3081. }
  3082. else
  3083. {
  3084. ChangeStackCount csc;
  3085. csc.army = sl.army->id;
  3086. csc.slot = sl.slot;
  3087. csc.count = count;
  3088. csc.absoluteValue = absoluteValue;
  3089. sendAndApply(&csc);
  3090. }
  3091. return true;
  3092. }
  3093. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3094. {
  3095. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3096. if (!slotC) //slot is empty
  3097. insertNewStack(sl, c, count);
  3098. else if (c == slotC)
  3099. changeStackCount(sl, count);
  3100. else
  3101. {
  3102. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3103. }
  3104. return true;
  3105. }
  3106. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3107. {
  3108. if (removeObjWhenFinished)
  3109. removeAfterVisit(src);
  3110. if (!src->canBeMergedWith(*dst, allowMerging))
  3111. {
  3112. if (allowMerging) //do that, add all matching creatures.
  3113. {
  3114. bool cont = true;
  3115. while (cont)
  3116. {
  3117. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3118. {
  3119. SlotID pos = dst->getSlotFor(i->second->type);
  3120. if (pos.validSlot())
  3121. {
  3122. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3123. cont = true;
  3124. break; //or iterator crashes
  3125. }
  3126. cont = false;
  3127. }
  3128. }
  3129. }
  3130. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3131. }
  3132. else //merge
  3133. {
  3134. moveArmy(src, dst, allowMerging);
  3135. }
  3136. }
  3137. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3138. {
  3139. if (!src.army->hasStackAtSlot(src.slot))
  3140. COMPLAIN_RET("No stack to move!");
  3141. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3142. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3143. if (!dst.slot.validSlot())
  3144. COMPLAIN_RET("Cannot move stack to that slot!");
  3145. if (count == -1)
  3146. {
  3147. count = src.army->getStackCount(src.slot);
  3148. }
  3149. if (src.army != dst.army //moving away
  3150. && count == src.army->getStackCount(src.slot) //all creatures
  3151. && src.army->stacksCount() == 1 //from the last stack
  3152. && src.army->needsLastStack()) //that must be left
  3153. {
  3154. COMPLAIN_RET("Cannot move away the last creature!");
  3155. }
  3156. RebalanceStacks rs;
  3157. rs.srcArmy = src.army->id;
  3158. rs.dstArmy = dst.army->id;
  3159. rs.srcSlot = src.slot;
  3160. rs.dstSlot = dst.slot;
  3161. rs.count = count;
  3162. sendAndApply(&rs);
  3163. return true;
  3164. }
  3165. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3166. {
  3167. if (!spellID.hasValue())
  3168. return;
  3169. AdventureSpellCastParameters p;
  3170. p.caster = caster;
  3171. p.pos = pos;
  3172. const CSpell * s = spellID.toSpell();
  3173. s->adventureCast(spellEnv, p);
  3174. }
  3175. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3176. {
  3177. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3178. {
  3179. return moveStack(sl2, sl1);
  3180. }
  3181. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3182. {
  3183. return moveStack(sl1, sl2);
  3184. }
  3185. else
  3186. {
  3187. SwapStacks ss;
  3188. ss.srcArmy = sl1.army->id;
  3189. ss.dstArmy = sl2.army->id;
  3190. ss.srcSlot = sl1.slot;
  3191. ss.dstSlot = sl2.slot;
  3192. sendAndApply(&ss);
  3193. return true;
  3194. }
  3195. }
  3196. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3197. {
  3198. assert(art && art->artType);
  3199. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3200. dst.creature = al.creature;
  3201. auto putTo = getArtSet(al);
  3202. assert(putTo);
  3203. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3204. {
  3205. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3206. }
  3207. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3208. {
  3209. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3210. }
  3211. else
  3212. {
  3213. dst.slot = al.slot;
  3214. }
  3215. if(!askAssemble.has_value())
  3216. {
  3217. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3218. askAssemble = true;
  3219. else
  3220. askAssemble = false;
  3221. }
  3222. if(art->canBePutAt(putTo, dst.slot))
  3223. {
  3224. PutArtifact pa(dst, askAssemble.value());
  3225. pa.art = art;
  3226. sendAndApply(&pa);
  3227. return true;
  3228. }
  3229. else
  3230. {
  3231. return false;
  3232. }
  3233. }
  3234. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3235. {
  3236. assert(artType);
  3237. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3238. {
  3239. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3240. COMPLAIN_RET("Cannot put artifact in that slot!");
  3241. }
  3242. else if(ArtifactUtils::isSlotBackpack(pos))
  3243. {
  3244. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3245. COMPLAIN_RET("Cannot put artifact in that slot!");
  3246. }
  3247. else
  3248. {
  3249. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3250. }
  3251. auto * newArtInst = new CArtifactInstance();
  3252. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3253. NewArtifact na;
  3254. na.art = newArtInst;
  3255. sendAndApply(&na); // -> updates newArtInst!!!
  3256. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3257. return true;
  3258. else
  3259. return false;
  3260. }
  3261. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3262. {
  3263. std::vector<int3>::iterator tile;
  3264. std::vector<int3> tiles;
  3265. getFreeTiles(tiles);
  3266. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3267. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3268. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3269. const CCreature *cre = creatureID.toCreature();
  3270. for (int i = 0; i < (int)amount; ++i)
  3271. {
  3272. tile = tiles.begin();
  3273. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3274. {
  3275. auto count = cre->getRandomAmount(std::rand);
  3276. createWanderingMonster(*tile, creatureID);
  3277. auto monsterId = getTopObj(*tile)->id;
  3278. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3279. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3280. }
  3281. tiles.erase(tile); //not use it again
  3282. }
  3283. }
  3284. void CGameHandler::synchronizeArtifactHandlerLists()
  3285. {
  3286. UpdateArtHandlerLists uahl;
  3287. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3288. sendAndApply(&uahl);
  3289. }
  3290. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3291. {
  3292. return vstd::contains(gs->map->objects, obj);
  3293. }
  3294. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3295. {
  3296. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3297. return false;
  3298. auto query = queries->topQuery(player);
  3299. if (query && query->blocksPack(pack))
  3300. {
  3301. complain(boost::str(boost::format(
  3302. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3303. % boost::to_upper_copy<std::string>(player.toString())
  3304. % query->toString()
  3305. ));
  3306. return true;
  3307. }
  3308. return false;
  3309. }
  3310. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3311. {
  3312. //If the object is being visited, there must be a matching query
  3313. for (const auto &query : queries->allQueries())
  3314. {
  3315. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3316. {
  3317. if (someVistQuery->visitedObject == object)
  3318. {
  3319. someVistQuery->removeObjectAfterVisit = true;
  3320. return;
  3321. }
  3322. }
  3323. }
  3324. //If we haven't returned so far, there is no query and no visit, call was wrong
  3325. assert("This function needs to be called during the object visit!");
  3326. }
  3327. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3328. {
  3329. std::unordered_set<int3> tiles;
  3330. if (mode == ETileVisibility::HIDDEN)
  3331. {
  3332. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3333. }
  3334. else
  3335. {
  3336. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3337. }
  3338. changeFogOfWar(tiles, player, mode);
  3339. }
  3340. void CGameHandler::changeFogOfWar(const std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3341. {
  3342. if (tiles.empty())
  3343. return;
  3344. FoWChange fow;
  3345. fow.tiles = tiles;
  3346. fow.player = player;
  3347. fow.mode = mode;
  3348. if (mode == ETileVisibility::HIDDEN)
  3349. {
  3350. //do not hide tiles observed by owned objects. May lead to disastrous AI problems
  3351. std::unordered_set<int3> observedTiles;
  3352. auto p = getPlayerState(player);
  3353. for (auto obj : p->getOwnedObjects())
  3354. getTilesInRange(observedTiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::REVEALED, obj->getOwner());
  3355. for (auto tile : observedTiles)
  3356. vstd::erase_if_present (fow.tiles, tile);
  3357. if (fow.tiles.empty())
  3358. return;
  3359. }
  3360. sendAndApply(&fow);
  3361. }
  3362. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3363. {
  3364. assert(obj);
  3365. for(const auto & query : queries->allQueries())
  3366. {
  3367. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3368. if (visit && visit->visitedObject == obj)
  3369. return visit->visitingHero;
  3370. }
  3371. return nullptr;
  3372. }
  3373. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3374. {
  3375. assert(hero);
  3376. for(const auto & query : queries->allQueries())
  3377. {
  3378. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3379. if (visit && visit->visitingHero == hero)
  3380. return visit->visitedObject;
  3381. }
  3382. return nullptr;
  3383. }
  3384. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3385. {
  3386. assert(obj);
  3387. assert(hero);
  3388. assert(getVisitingHero(obj) == hero);
  3389. // Check top query of targeted player:
  3390. // If top query is NOT visit to targeted object then we assume that
  3391. // visitation query is covered by other query that must be answered first
  3392. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3393. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3394. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3395. return true;
  3396. }
  3397. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3398. {
  3399. SetObjectProperty sob;
  3400. sob.id = objid;
  3401. sob.what = prop;
  3402. sob.identifier = NumericID(value);
  3403. sendAndApply(&sob);
  3404. }
  3405. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3406. {
  3407. SetObjectProperty sob;
  3408. sob.id = objid;
  3409. sob.what = prop;
  3410. sob.identifier = identifier;
  3411. sendAndApply(&sob);
  3412. }
  3413. void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration)
  3414. {
  3415. SetBankConfiguration srb;
  3416. srb.objectID = objid;
  3417. srb.configuration = configuration;
  3418. sendAndApply(&srb);
  3419. }
  3420. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
  3421. {
  3422. SetRewardableConfiguration srb;
  3423. srb.objectID = objid;
  3424. srb.configuration = configuration;
  3425. sendAndApply(&srb);
  3426. }
  3427. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
  3428. {
  3429. SetRewardableConfiguration srb;
  3430. srb.objectID = townInstanceID;
  3431. srb.buildingID = buildingID;
  3432. srb.configuration = configuration;
  3433. sendAndApply(&srb);
  3434. }
  3435. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3436. {
  3437. sendAndApply(iw);
  3438. }
  3439. vstd::RNG & CGameHandler::getRandomGenerator()
  3440. {
  3441. return *randomNumberGenerator;
  3442. }
  3443. #if SCRIPTING_ENABLED
  3444. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3445. {
  3446. return serverScripts.get();
  3447. }
  3448. //scripting::Pool * CGameHandler::getContextPool() const
  3449. //{
  3450. // return serverScripts.get();
  3451. //}
  3452. #endif
  3453. CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
  3454. {
  3455. TerrainId terrainType = ETerrainId::NONE;
  3456. if (!gs->isInTheMap(visitablePosition))
  3457. throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
  3458. const TerrainTile & t = gs->map->getTile(visitablePosition);
  3459. terrainType = t.terType->getId();
  3460. auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);
  3461. CGObjectInstance * o = handler->create(gs->callback, nullptr);
  3462. handler->configureObject(o, getRandomGenerator());
  3463. assert(o->ID == objectID);
  3464. assert(!handler->getTemplates(terrainType).empty());
  3465. if (handler->getTemplates().empty())
  3466. throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
  3467. if (!handler->getTemplates(terrainType).empty())
  3468. o->appearance = handler->getTemplates(terrainType).front();
  3469. else
  3470. o->appearance = handler->getTemplates().front();
  3471. o->pos = visitablePosition + o->getVisitableOffset();
  3472. return o;
  3473. }
  3474. void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature)
  3475. {
  3476. auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
  3477. auto * cre = dynamic_cast<CGCreature *>(createdObject);
  3478. assert(cre);
  3479. cre->notGrowingTeam = cre->neverFlees = false;
  3480. cre->character = 2;
  3481. cre->gainedArtifact = ArtifactID::NONE;
  3482. cre->identifier = -1;
  3483. cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack
  3484. newObject(createdObject, PlayerColor::NEUTRAL);
  3485. }
  3486. void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
  3487. {
  3488. auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
  3489. newObject(createdObject, initiator);
  3490. }
  3491. void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
  3492. {
  3493. auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
  3494. newObject(createdObject, initiator);
  3495. }
  3496. void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
  3497. {
  3498. object->initObj(gs->getRandomGenerator());
  3499. NewObject no;
  3500. no.newObject = object;
  3501. no.initiator = initiator;
  3502. sendAndApply(&no);
  3503. }
  3504. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3505. {
  3506. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3507. }
  3508. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3509. {
  3510. battles->startBattleI(army1, army2, tile, creatureBank);
  3511. }
  3512. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3513. {
  3514. battles->startBattleI(army1, army2, creatureBank);
  3515. }