CGameHandler.cpp 135 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 "queries/VisitQueries.h"
  24. #include "../lib/CConfigHandler.h"
  25. #include "../lib/CCreatureHandler.h"
  26. #include "../lib/CPlayerState.h"
  27. #include "../lib/CSoundBase.h"
  28. #include "../lib/GameConstants.h"
  29. #include "../lib/IGameSettings.h"
  30. #include "../lib/ScriptHandler.h"
  31. #include "../lib/StartInfo.h"
  32. #include "../lib/TerrainHandler.h"
  33. #include "../lib/GameLibrary.h"
  34. #include "../lib/int3.h"
  35. #include "../lib/battle/BattleInfo.h"
  36. #include "../lib/callback/GameRandomizer.h"
  37. #include "../lib/entities/artifact/ArtifactUtils.h"
  38. #include "../lib/entities/artifact/CArtifact.h"
  39. #include "../lib/entities/artifact/CArtifactFittingSet.h"
  40. #include "../lib/entities/building/CBuilding.h"
  41. #include "../lib/entities/faction/CTownHandler.h"
  42. #include "../lib/entities/hero/CHeroHandler.h"
  43. #include "../lib/filesystem/FileInfo.h"
  44. #include "../lib/filesystem/Filesystem.h"
  45. #include "../lib/gameState/CGameState.h"
  46. #include "../lib/gameState/UpgradeInfo.h"
  47. #include "../lib/mapping/CMap.h"
  48. #include "../lib/mapping/CMapService.h"
  49. #include "../lib/mapObjects/CGCreature.h"
  50. #include "../lib/mapObjects/CGMarket.h"
  51. #include "../lib/mapObjects/TownBuildingInstance.h"
  52. #include "../lib/mapObjects/CGHeroInstance.h"
  53. #include "../lib/mapObjects/CGTownInstance.h"
  54. #include "../lib/mapObjects/MiscObjects.h"
  55. #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
  56. #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
  57. #include "../lib/modding/ModIncompatibility.h"
  58. #include "../lib/networkPacks/StackLocation.h"
  59. #include "../lib/pathfinder/CPathfinder.h"
  60. #include "../lib/pathfinder/PathfinderOptions.h"
  61. #include "../lib/pathfinder/TurnInfo.h"
  62. #include "../lib/rmg/CMapGenOptions.h"
  63. #include "../lib/serializer/CSaveFile.h"
  64. #include "../lib/serializer/CLoadFile.h"
  65. #include "../lib/spells/CSpellHandler.h"
  66. #include <vstd/RNG.h>
  67. #include <vstd/CLoggerBase.h>
  68. #include <vcmi/events/EventBus.h>
  69. #include <vcmi/events/GenericEvents.h>
  70. #include <vcmi/events/AdventureEvents.h>
  71. #include <boost/lexical_cast.hpp>
  72. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  73. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  74. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  75. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  76. template <typename T>
  77. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  78. {
  79. fun(args[which]);
  80. }
  81. const Services * CGameHandler::services() const
  82. {
  83. return LIBRARY;
  84. }
  85. IGameInfoCallback & CGameHandler::gameInfo()
  86. {
  87. return *gs;
  88. }
  89. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  90. {
  91. return gameState().getBattle(battleID);
  92. }
  93. const CGameHandler::GameCb * CGameHandler::game() const
  94. {
  95. return gs.get();
  96. }
  97. vstd::CLoggerBase * CGameHandler::logger() const
  98. {
  99. return logGlobal;
  100. }
  101. events::EventBus * CGameHandler::eventBus() const
  102. {
  103. return serverEventBus.get();
  104. }
  105. IGameServer & CGameHandler::gameServer() const
  106. {
  107. return server;
  108. }
  109. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  110. {
  111. changeSecSkill(hero, skill, 1, ChangeValueMode::RELATIVE);
  112. expGiven(hero);
  113. }
  114. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  115. {
  116. // required exp for at least 1 lvl-up hasn't been reached
  117. if (!hero->gainsLevel())
  118. {
  119. if (hero->getCommander() && hero->getCommander()->gainsLevel())
  120. levelUpCommander(hero->getCommander());
  121. return;
  122. }
  123. // give primary skill
  124. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  125. auto primarySkill = randomizer->rollPrimarySkillForLevelup(hero);
  126. SetPrimarySkill sps;
  127. sps.id = hero->id;
  128. sps.which = primarySkill;
  129. sps.mode = ChangeValueMode::RELATIVE;
  130. sps.val = 1;
  131. sendAndApply(sps);
  132. HeroLevelUp hlu;
  133. hlu.player = hero->tempOwner;
  134. hlu.heroId = hero->id;
  135. hlu.primskill = primarySkill;
  136. hlu.skills = hero->getLevelupSkillCandidates(*randomizer);
  137. if (hlu.skills.size() == 0)
  138. {
  139. sendAndApply(hlu);
  140. levelUpHero(hero);
  141. }
  142. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  143. {
  144. sendAndApply(hlu);
  145. levelUpHero(hero, hlu.skills.front());
  146. }
  147. else if (hlu.skills.size() > 1)
  148. {
  149. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  150. hlu.queryID = levelUpQuery->queryID;
  151. queries->addQuery(levelUpQuery);
  152. sendAndApply(hlu);
  153. //level up will be called on query reply
  154. }
  155. }
  156. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  157. {
  158. SetCommanderProperty scp;
  159. const auto * hero = dynamic_cast<const CGHeroInstance *>(c->getArmy());
  160. if (hero)
  161. scp.heroid = hero->id;
  162. else
  163. {
  164. complain ("Commander is not led by hero!");
  165. return;
  166. }
  167. scp.accumulatedBonus.additionalInfo = 0;
  168. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  169. scp.accumulatedBonus.turnsRemain = 0;
  170. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  171. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  172. if (skill <= ECommander::SPELL_POWER)
  173. {
  174. scp.which = SetCommanderProperty::BONUS;
  175. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skillToTest)->int
  176. {
  177. int s = std::min (skillToTest, static_cast<int>(ECommander::SPELL_POWER)); //spell power level controls also casts and resistance
  178. return skillLevels.at(skillToTest).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skillToTest).at(secondarySkills.at(s)-1) : 0);
  179. };
  180. switch (skill)
  181. {
  182. case ECommander::ATTACK:
  183. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  184. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  185. break;
  186. case ECommander::DEFENSE:
  187. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  188. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  189. break;
  190. case ECommander::HEALTH:
  191. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  192. 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.
  193. break;
  194. case ECommander::DAMAGE:
  195. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  196. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  197. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  198. break;
  199. case ECommander::SPEED:
  200. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  201. break;
  202. case ECommander::SPELL_POWER:
  203. scp.accumulatedBonus.type = BonusType::SPELL_DAMAGE_REDUCTION;
  204. scp.accumulatedBonus.subtype = BonusSubtypeID(SpellSchool::ANY);
  205. scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  206. sendAndApply(scp); //additional pack
  207. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  208. scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  209. sendAndApply(scp); //additional pack
  210. scp.accumulatedBonus.type = BonusType::CASTS;
  211. scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  212. sendAndApply(scp); //additional pack
  213. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  214. break;
  215. }
  216. scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, skill);
  217. sendAndApply(scp);
  218. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  219. scp.additionalInfo = skill;
  220. scp.amount = c->secondarySkills.at(skill) + 1;
  221. sendAndApply(scp);
  222. }
  223. else if (skill >= 100)
  224. {
  225. for(const auto & bonus : LIBRARY->creh->skillRequirements.at(skill - 100).first)
  226. {
  227. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  228. scp.accumulatedBonus = *bonus;
  229. scp.additionalInfo = skill; //unnormalized
  230. sendAndApply(scp);
  231. }
  232. }
  233. expGiven(hero);
  234. }
  235. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  236. {
  237. if (!c->gainsLevel())
  238. {
  239. return;
  240. }
  241. CommanderLevelUp clu;
  242. const auto * hero = dynamic_cast<const CGHeroInstance *>(c->getArmy());
  243. if(hero)
  244. {
  245. clu.heroId = hero->id;
  246. clu.player = hero->tempOwner;
  247. }
  248. else
  249. {
  250. complain ("Commander is not led by hero!");
  251. return;
  252. }
  253. //picking sec. skills for choice
  254. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  255. {
  256. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  257. clu.skills.push_back(i);
  258. }
  259. int i = 100;
  260. for (const auto & specialSkill : LIBRARY->creh->skillRequirements)
  261. {
  262. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  263. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  264. && !vstd::contains (c->specialSkills, i))
  265. clu.skills.push_back (i);
  266. ++i;
  267. }
  268. int skillAmount = clu.skills.size();
  269. if (!skillAmount)
  270. {
  271. sendAndApply(clu);
  272. levelUpCommander(c);
  273. }
  274. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  275. {
  276. sendAndApply(clu);
  277. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  278. }
  279. else if (skillAmount > 1) //apply and ask for secondary skill
  280. {
  281. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  282. clu.queryID = commanderLevelUp->queryID;
  283. queries->addQuery(commanderLevelUp);
  284. sendAndApply(clu);
  285. }
  286. }
  287. void CGameHandler::expGiven(const CGHeroInstance *hero)
  288. {
  289. if (hero->gainsLevel())
  290. levelUpHero(hero);
  291. else if (hero->getCommander() && hero->getCommander()->gainsLevel())
  292. levelUpCommander(hero->getCommander());
  293. }
  294. void CGameHandler::giveStackExperience(const CArmedInstance * army, TExpType val)
  295. {
  296. GiveStackExperience gse;
  297. gse.id = army->id;
  298. for (const auto & stack : army->Slots())
  299. {
  300. int experienceBonusMultiplier = stack.second->valOfBonuses(BonusType::STACK_EXPERIENCE_GAIN_PERCENT);
  301. gse.val[stack.first] = val + val * experienceBonusMultiplier / 100;
  302. }
  303. sendAndApply(gse);
  304. }
  305. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  306. {
  307. TExpType maxExp = LIBRARY->heroh->reqExp(LIBRARY->heroh->maxSupportedLevel());
  308. TExpType currHeroExp = hero->exp;
  309. if (gameState().getMap().levelLimit != 0)
  310. maxExp = LIBRARY->heroh->reqExp(gameState().getMap().levelLimit);
  311. TExpType canGainHeroExp = 0;
  312. if (maxExp > currHeroExp)
  313. canGainHeroExp = maxExp - currHeroExp;
  314. TExpType actualHeroExperience = 0;
  315. if (amountToGain > canGainHeroExp)
  316. {
  317. // set given experience to max possible, but don't decrease if hero already over top
  318. actualHeroExperience = canGainHeroExp;
  319. InfoWindow iw;
  320. iw.player = hero->tempOwner;
  321. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  322. iw.text.replaceTextID(hero->getNameTextID());
  323. sendAndApply(iw);
  324. }
  325. else
  326. actualHeroExperience = amountToGain;
  327. SetHeroExperience she;
  328. she.id = hero->id;
  329. she.mode = ChangeValueMode::RELATIVE;
  330. she.val = actualHeroExperience;
  331. sendAndApply(she);
  332. //hero may level up
  333. if (hero->getCommander() && hero->getCommander()->alive)
  334. {
  335. TExpType canGainCommanderExp = 0;
  336. TExpType currCommanderExp = hero->getCommander()->getTotalExperience();
  337. if (maxExp > currHeroExp)
  338. canGainCommanderExp = maxExp - currCommanderExp;
  339. TExpType actualCommanderExperience = amountToGain > canGainCommanderExp ? canGainCommanderExp : amountToGain;
  340. SetCommanderProperty scp;
  341. scp.heroid = hero->id;
  342. scp.which = SetCommanderProperty::EXPERIENCE;
  343. scp.amount = actualCommanderExperience;
  344. sendAndApply(scp);
  345. }
  346. expGiven(hero);
  347. }
  348. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, ChangeValueMode mode)
  349. {
  350. SetPrimarySkill sps;
  351. sps.id = hero->id;
  352. sps.which = which;
  353. sps.mode = mode;
  354. sps.val = val;
  355. sendAndApply(sps);
  356. }
  357. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, ChangeValueMode mode)
  358. {
  359. if(!hero)
  360. {
  361. logGlobal->error("changeSecSkill provided no hero");
  362. return;
  363. }
  364. SetSecSkill sss;
  365. sss.id = hero->id;
  366. sss.which = which;
  367. sss.val = val;
  368. sss.mode = mode;
  369. sendAndApply(sss);
  370. if (hero->getVisitedTown())
  371. giveSpells(hero->getVisitedTown(), hero);
  372. // Our scouting range may have changed - update it
  373. if (hero->getOwner().isValidPlayer())
  374. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  375. }
  376. void CGameHandler::handleClientDisconnection(GameConnectionID connectionID)
  377. {
  378. if(gameServer().getState() == EServerState::SHUTDOWN || !gameState().getStartInfo())
  379. {
  380. assert(0); // game should have shut down before reaching this point!
  381. return;
  382. }
  383. std::vector<PlayerColor> disconnectedPlayers;
  384. std::vector<PlayerColor> remainingPlayers;
  385. // this player have left the game - broadcast infowindow to all in-game players
  386. for (const auto & player : gameState().players)
  387. {
  388. if (gameInfo().getPlayerState(player.first)->status != EPlayerStatus::INGAME)
  389. continue;
  390. if (gameServer().hasPlayerAt(player.first, connectionID))
  391. disconnectedPlayers.push_back(player.first);
  392. else
  393. remainingPlayers.push_back(player.first);
  394. }
  395. for (const auto & inGamePlayer : remainingPlayers)
  396. {
  397. for (const auto & lostPlayer : disconnectedPlayers)
  398. {
  399. InfoWindow out;
  400. out.player = inGamePlayer;
  401. out.text.appendTextID("vcmi.server.errors.playerLeft");
  402. out.text.replaceName(lostPlayer);
  403. out.components.emplace_back(ComponentType::FLAG, lostPlayer);
  404. sendAndApply(out);
  405. }
  406. }
  407. }
  408. void CGameHandler::handleReceivedPack(GameConnectionID connection, CPackForServer & pack)
  409. {
  410. //prepare struct informing that action was applied
  411. auto sendPackageResponse = [&](bool successfullyApplied)
  412. {
  413. PackageApplied applied(
  414. pack.player,
  415. pack.requestID,
  416. CTypeList::getInstance().getTypeID(&pack),
  417. successfullyApplied
  418. );
  419. gameServer().sendPack(applied, connection);
  420. };
  421. PackageReceived received(
  422. pack.player,
  423. pack.requestID,
  424. CTypeList::getInstance().getTypeID(&pack)
  425. );
  426. gameServer().sendPack(received, connection);
  427. if(isBlockedByQueries(&pack, pack.player))
  428. {
  429. sendPackageResponse(false);
  430. }
  431. else
  432. {
  433. bool result;
  434. try
  435. {
  436. ApplyGhNetPackVisitor applier(*this, connection);
  437. pack.visit(applier);
  438. result = applier.getResult();
  439. }
  440. catch(ExceptionNotAllowedAction &)
  441. {
  442. result = false;
  443. }
  444. if(result)
  445. logGlobal->trace("Message %s successfully applied!", typeid(pack).name());
  446. else
  447. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  448. % typeid(pack).name()).str());
  449. sendPackageResponse(true);
  450. }
  451. }
  452. CGameHandler::CGameHandler(IGameServer & server, const std::shared_ptr<CGameState> & initialGamestate)
  453. :CGameHandler(server)
  454. {
  455. gs = initialGamestate;
  456. randomizer = std::make_unique<GameRandomizer>(*gs);
  457. }
  458. CGameHandler::CGameHandler(IGameServer & server)
  459. : server(server)
  460. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  461. , battles(std::make_unique<BattleProcessor>(this))
  462. , queries(std::make_unique<QueriesProcessor>())
  463. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  464. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  465. , newTurnProcessor(std::make_unique<NewTurnProcessor>(this))
  466. , statistics(std::make_unique<StatisticDataSet>())
  467. , spellEnv(std::make_unique<ServerSpellCastEnvironment>(this))
  468. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  469. , QID(1)
  470. , complainNoCreatures("No creatures to split")
  471. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  472. , complainInvalidSlot("Invalid slot accessed!")
  473. {
  474. }
  475. CGameHandler::~CGameHandler() = default;
  476. ServerCallback * CGameHandler::spellcastEnvironment() const
  477. {
  478. return spellEnv.get();
  479. }
  480. void CGameHandler::reinitScripting()
  481. {
  482. serverEventBus = std::make_unique<events::EventBus>();
  483. #if SCRIPTING_ENABLED
  484. serverScripts.reset(new scripting::PoolImpl(this, spellEnv.get()));
  485. #endif
  486. }
  487. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  488. {
  489. CMapService mapService;
  490. gs = std::make_shared<CGameState>();
  491. int requestedSeed = settings["server"]["seed"].Integer();
  492. randomizer = std::make_unique<GameRandomizer>(*gs);
  493. if (requestedSeed != 0)
  494. randomizer->setSeed(requestedSeed);
  495. logGlobal->info("Using random seed: %d", randomizer->getDefault().nextInt());
  496. gs->preInit(LIBRARY);
  497. logGlobal->info("Gamestate created!");
  498. gs->init(&mapService, si, *randomizer, progressTracking);
  499. logGlobal->info("Gamestate initialized!");
  500. for (const auto & elem : gameState().players)
  501. turnOrder->addPlayer(elem.first);
  502. reinitScripting();
  503. }
  504. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  505. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  506. const PlayerState * p = gameInfo().getPlayerState(town->tempOwner);
  507. if (!p)
  508. {
  509. assert(town->tempOwner == PlayerColor::NEUTRAL);
  510. return;
  511. }
  512. if (forced || town->creatures.at(town->getTown()->creatures.size()).second.empty())//we need to change creature
  513. {
  514. SetAvailableCreatures ssi;
  515. ssi.tid = town->id;
  516. ssi.creatures = town->creatures;
  517. ssi.creatures[town->getTown()->creatures.size()].second.clear();//remove old one
  518. std::set<CreatureID> availableCreatures;
  519. for (const auto & dwelling : p->getOwnedObjects())
  520. {
  521. const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
  522. availableCreatures.insert(dwellingCreatures.begin(), dwellingCreatures.end());
  523. }
  524. if (availableCreatures.empty())
  525. return;
  526. CreatureID creatureId = *RandomGeneratorUtil::nextItem(availableCreatures, getRandomGenerator());
  527. if (clear)
  528. {
  529. ssi.creatures[town->getTown()->creatures.size()].first = std::max(1, (creatureId.toEntity(LIBRARY)->getGrowth())/2);
  530. }
  531. else
  532. {
  533. ssi.creatures[town->getTown()->creatures.size()].first = creatureId.toEntity(LIBRARY)->getGrowth();
  534. }
  535. ssi.creatures[town->getTown()->creatures.size()].second.push_back(creatureId);
  536. sendAndApply(ssi);
  537. }
  538. }
  539. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  540. {
  541. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  542. turnTimerHandler->onPlayerGetTurn(which);
  543. newTurnProcessor->onPlayerTurnStarted(which);
  544. }
  545. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  546. {
  547. newTurnProcessor->onPlayerTurnEnded(which);
  548. }
  549. void CGameHandler::addStatistics(StatisticDataSet &stat) const
  550. {
  551. for (const auto & elem : gameState().players)
  552. {
  553. if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
  554. continue;
  555. auto data = StatisticDataSet::createEntry(&elem.second, &gameState(), *statistics);
  556. stat.add(data);
  557. }
  558. }
  559. void CGameHandler::onNewTurn()
  560. {
  561. logGlobal->trace("Turn %d", gameState().day+1);
  562. bool firstTurn = !gameInfo().getDate(Date::DAY);
  563. bool newMonth = gameInfo().getDate(Date::DAY_OF_MONTH) == 28;
  564. if (firstTurn)
  565. {
  566. for (const auto * obj : gameState().getMap().getObjects<CGHeroInstance>())
  567. {
  568. if (obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  569. {
  570. giveExperience(obj, 0);
  571. }
  572. }
  573. for (const auto & elem : gameState().players)
  574. heroPool->onNewWeek(elem.first);
  575. }
  576. else
  577. {
  578. addStatistics(*statistics); // write at end of turn
  579. }
  580. const auto & currentDaySelector = [day = gameState().day+1](const Bonus * bonus)
  581. {
  582. if (bonus->additionalInfo[0] <= 0)
  583. return true;
  584. if ((day % bonus->additionalInfo[0]) == 0)
  585. return true;
  586. return false;
  587. };
  588. const auto & fullMapScoutingSelector = Selector::type()(BonusType::FULL_MAP_SCOUTING).And(currentDaySelector);
  589. const auto & fullMapDarknessSelector = Selector::type()(BonusType::FULL_MAP_DARKNESS).And(currentDaySelector);
  590. const auto & darknessSelector = Selector::type()(BonusType::DARKNESS).And(currentDaySelector);
  591. for (const auto & townID : gameState().getMap().getAllTowns())
  592. {
  593. const auto * t = gameState().getTown(townID);
  594. PlayerColor player = t->tempOwner;
  595. // Skyship, probably easier to handle same as Veil of darkness
  596. // do it every new day before veils
  597. if(t->hasBonus(fullMapScoutingSelector) && player.isValidPlayer())
  598. changeFogOfWar(t->getSightCenter(), GameConstants::FULL_MAP_RANGE, player, ETileVisibility::REVEALED);
  599. }
  600. for (const auto & object : gameState().getMap().getObjects<CArmedInstance>())
  601. {
  602. if(!object->hasBonus(darknessSelector) && !object->hasBonus(fullMapDarknessSelector))
  603. continue;
  604. for(const auto & player : gameState().players)
  605. {
  606. if (gameInfo().getPlayerStatus(player.first) != EPlayerStatus::INGAME)
  607. continue;
  608. if (gameInfo().getPlayerRelations(player.first, object->getOwner()) != PlayerRelations::ENEMIES)
  609. continue;
  610. if (object->hasBonus(fullMapDarknessSelector))
  611. changeFogOfWar(object->getSightCenter(), GameConstants::FULL_MAP_RANGE, player.first, ETileVisibility::HIDDEN);
  612. else
  613. changeFogOfWar(object->getSightCenter(), object->valOfBonuses(darknessSelector), player.first, ETileVisibility::HIDDEN);
  614. }
  615. }
  616. if (newMonth)
  617. {
  618. SetAvailableArtifacts saa;
  619. saa.id = ObjectInstanceID::NONE;
  620. saa.arts = randomizer->rollMarketArtifactSet();
  621. sendAndApply(saa);
  622. }
  623. newTurnProcessor->onNewTurn();
  624. if (!firstTurn)
  625. checkVictoryLossConditionsForAll(); // check for map turn limit
  626. //call objects
  627. for (auto & elem : gameState().getMap().getObjects())
  628. {
  629. if (elem)
  630. elem->newTurn(*this, *randomizer);
  631. }
  632. }
  633. void CGameHandler::start(bool resume)
  634. {
  635. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  636. #if SCRIPTING_ENABLED
  637. services()->scripts()->run(serverScripts);
  638. #endif
  639. if (!resume)
  640. {
  641. onNewTurn();
  642. events::TurnStarted::defaultExecute(serverEventBus.get());
  643. for(const auto & player : gameState().players)
  644. turnTimerHandler->onGameplayStart(player.first);
  645. }
  646. else
  647. events::GameResumed::defaultExecute(serverEventBus.get());
  648. turnOrder->onGameStarted();
  649. }
  650. void CGameHandler::tick(int millisecondsPassed)
  651. {
  652. turnTimerHandler->update(millisecondsPassed);
  653. }
  654. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  655. {
  656. if (!h->hasSpellbook())
  657. return; //hero hasn't spellbook
  658. ChangeSpells cs;
  659. cs.hid = h->id;
  660. cs.learn = true;
  661. if (t->hasBuilt(BuildingSubID::AURORA_BOREALIS) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  662. {
  663. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  664. for (int i = 0; i < h->maxSpellLevel(); i++)
  665. {
  666. std::vector<SpellID> spells;
  667. gameState().getAllowedSpells(spells, i+1);
  668. for (const auto & spell : spells)
  669. cs.spells.insert(spell);
  670. }
  671. }
  672. else
  673. {
  674. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  675. {
  676. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  677. {
  678. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  679. cs.spells.insert(t->spells.at(i).at(j));
  680. }
  681. }
  682. }
  683. if (!cs.spells.empty())
  684. sendAndApply(cs);
  685. }
  686. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  687. {
  688. if (!obj || !gameInfo().getObj(obj->id))
  689. {
  690. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  691. return false;
  692. }
  693. RemoveObject ro;
  694. ro.objectID = obj->id;
  695. ro.initiator = initiator;
  696. sendAndApply(ro);
  697. checkVictoryLossConditionsForAll(); //e.g. if monster escaped (removing objs after battle is done directly by endBattle, not this function)
  698. return true;
  699. }
  700. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  701. {
  702. const CGHeroInstance *h = gameInfo().getHero(hid);
  703. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  704. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  705. {
  706. if(h && gameInfo().getStartInfo()->turnTimerInfo.isEnabled() && gameState().players.at(h->getOwner()).turnTimer.turnTimer == 0)
  707. return true; //timer expired, no error
  708. logGlobal->error("Illegal call to move hero!");
  709. return false;
  710. }
  711. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->anchorPos().toString(), dst.toString());
  712. const int3 hmpos = h->convertToVisitablePos(dst);
  713. if (!gameState().getMap().isInTheMap(hmpos))
  714. {
  715. logGlobal->error("Destination tile is outside the map!");
  716. return false;
  717. }
  718. const TerrainTile t = *gameInfo().getTile(hmpos);
  719. const int3 guardPos = gameState().guardingCreaturePosition(hmpos);
  720. const CGObjectInstance * objectToVisit = nullptr;
  721. const CGObjectInstance * guardian = nullptr;
  722. if (!t.visitableObjects.empty())
  723. objectToVisit = gameState().getObjInstance(t.visitableObjects.back());
  724. if (gameInfo().isInTheMap(guardPos))
  725. {
  726. for (auto const & objectID : gameInfo().getTile(guardPos)->visitableObjects)
  727. {
  728. const auto * object = gameState().getObjInstance(objectID);
  729. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  730. guardian = object;
  731. }
  732. }
  733. const bool embarking = !h->inBoat() && objectToVisit && objectToVisit->ID == Obj::BOAT;
  734. const bool disembarking = h->inBoat()
  735. && t.isLand()
  736. && (dst == h->pos || (h->getBoat()->layer == EPathfindingLayer::SAIL && !t.blocked()));
  737. //result structure for start - movement failed, no move points used
  738. TryMoveHero tmh;
  739. tmh.id = hid;
  740. tmh.start = h->pos;
  741. tmh.end = dst;
  742. tmh.result = TryMoveHero::FAILED;
  743. tmh.movePoints = h->movementPointsRemaining();
  744. //check if destination tile is available
  745. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gameState(), h, PathfinderOptions(gameInfo()));
  746. const auto * ti = pathfinderHelper->getTurnInfo();
  747. const bool canFly = ti->hasFlyingMovement() || (h->inBoat() && h->getBoat()->layer == EPathfindingLayer::AIR);
  748. const bool canWalkOnSea = ti->hasWaterWalking() || (h->inBoat() && h->getBoat()->layer == EPathfindingLayer::WATER);
  749. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  750. const bool movingOntoObstacle = t.blocked() && !t.visitable();
  751. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  752. const bool movingOntoWater = !h->inBoat() && t.isWater() && !objectCoastVisitable;
  753. const auto complainRet = [&](const std::string & message)
  754. {
  755. //send info about movement failure
  756. complain(message);
  757. sendAndApply(tmh);
  758. return false;
  759. };
  760. if (guardian && getVisitingHero(guardian) != nullptr)
  761. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  762. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  763. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  764. if (objectToVisit &&
  765. objectToVisit->getOwner().isValidPlayer())
  766. {
  767. if (gameInfo().getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  768. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  769. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  770. if (gs->getBattle(objectToVisit->getOwner()) != nullptr)
  771. return complainRet("You cannot move your hero there. This object belongs to another player who is engaged in battle and simultaneous turns are still active!");
  772. }
  773. //it's a rock or blocked and not visitable tile
  774. //OR hero is on land and dest is water and (there is not present only one object - boat)
  775. if (!t.getTerrain()->isPassable() || (movingOntoObstacle && !canFly))
  776. return complainRet("Cannot move hero, destination tile is blocked!");
  777. //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)
  778. if(movingOntoWater && !canFly && !canWalkOnSea)
  779. return complainRet("Cannot move hero, destination tile is on water!");
  780. if(h->inBoat() && h->getBoat()->layer == EPathfindingLayer::SAIL && t.isLand() && t.blocked())
  781. return complainRet("Cannot disembark hero, tile is blocked!");
  782. if(!h->pos.areNeighbours(dst) && movementMode == EMovementMode::STANDARD)
  783. return complainRet("Tiles " + h->pos.toString()+ " and "+ dst.toString() +" are not neighboring!");
  784. if(h->isGarrisoned())
  785. return complainRet("Can not move garrisoned hero!");
  786. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  787. return complainRet("Hero doesn't have any movement points left!");
  788. if (transit && !canFly && !(canWalkOnSea && t.isWater()) && !CGTeleport::isTeleport(objectToVisit))
  789. return complainRet("Hero cannot transit over this tile!");
  790. //several generic blocks of code
  791. // should be called if hero changes tile but before applying TryMoveHero package
  792. auto leaveTile = [&]()
  793. {
  794. for(const auto & objID : gameState().getMap().getTile(h->visitablePos()).visitableObjects)
  795. gameState().getObjInstance(objID)->onHeroLeave(*this, h);
  796. gameInfo().getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  797. };
  798. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  799. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  800. {
  801. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  802. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  803. queries->addQuery(moveQuery);
  804. if (leavingTile == LEAVING_TILE)
  805. leaveTile();
  806. if (lookForGuards == CHECK_FOR_GUARDS && gameInfo().isInTheMap(guardPos))
  807. tmh.attackedFrom = guardPos;
  808. tmh.result = result;
  809. sendAndApply(tmh);
  810. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  811. { // Hero should be always able to visit any object he is staying on even if there are guards around
  812. visitObjectOnTile(t, h);
  813. }
  814. else if (lookForGuards == CHECK_FOR_GUARDS && gameInfo().isInTheMap(guardPos))
  815. {
  816. objectVisited(guardian, h);
  817. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  818. }
  819. else if (visitDest == VISIT_DEST)
  820. {
  821. visitObjectOnTile(t, h);
  822. }
  823. queries->popIfTop(moveQuery);
  824. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  825. return result != TryMoveHero::FAILED;
  826. };
  827. //interaction with blocking object (like resources)
  828. auto blockingVisit = [&]() -> bool
  829. {
  830. for (ObjectInstanceID objectID : t.visitableObjects)
  831. {
  832. const CGObjectInstance * object = gameInfo().getObj(objectID);
  833. if(h->inBoat() && !object->isBlockedVisitable() && !h->getBoat()->onboardVisitAllowed)
  834. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  835. if (object != h && object->isBlockedVisitable() && !object->passableFor(h->tempOwner))
  836. {
  837. EVisitDest visitDest = VISIT_DEST;
  838. if(h->inBoat() && !h->getBoat()->onboardVisitAllowed)
  839. visitDest = DONT_VISIT_DEST;
  840. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  841. }
  842. }
  843. return false;
  844. };
  845. if (settings["general"]["saveBeforeVisit"].Bool() &&
  846. gameInfo().getPlayerState(h->getOwner())->human &&
  847. (guardian || objectToVisit) &&
  848. movementMode == EMovementMode::STANDARD)
  849. save("Saves/BeforeVisitSave");
  850. if (!transit && embarking)
  851. {
  852. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  853. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  854. // In H3 embark ignore guards
  855. }
  856. if (disembarking)
  857. {
  858. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  859. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  860. }
  861. if (movementMode != EMovementMode::STANDARD)
  862. {
  863. if (blockingVisit()) // e.g. hero on the other side of teleporter
  864. return true;
  865. EGuardLook guardsCheck = (gameInfo().getSettings().getBoolean(EGameSettings::SPELLS_DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  866. ? CHECK_FOR_GUARDS
  867. : IGNORE_GUARDS;
  868. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  869. // visit town for town portal / castle gates
  870. // do not visit any other objects, e.g. monoliths to avoid double-teleporting
  871. if (objectToVisit)
  872. {
  873. if (const auto * town = dynamic_cast<const CGTownInstance *>(objectToVisit))
  874. objectVisited(town, h);
  875. }
  876. return true;
  877. }
  878. //still here? it is standard movement!
  879. {
  880. tmh.movePoints = h->movementPointsRemaining() >= cost
  881. ? h->movementPointsRemaining() - cost
  882. : 0;
  883. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  884. EVisitDest visitDest = VISIT_DEST;
  885. if (transit)
  886. {
  887. if (CGTeleport::isTeleport(objectToVisit))
  888. visitDest = DONT_VISIT_DEST;
  889. if (canFly || (canWalkOnSea && t.isWater()))
  890. {
  891. lookForGuards = IGNORE_GUARDS;
  892. visitDest = DONT_VISIT_DEST;
  893. }
  894. }
  895. else if (blockingVisit())
  896. return true;
  897. if(h->getBoat() && !h->getBoat()->onboardAssaultAllowed)
  898. lookForGuards = IGNORE_GUARDS;
  899. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  900. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  901. statistics->accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
  902. return true;
  903. }
  904. }
  905. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  906. {
  907. const CGHeroInstance *h = gameInfo().getHero(hid);
  908. const CGTownInstance *t = gameInfo().getTown(dstid);
  909. if (!h || !t)
  910. COMPLAIN_RET("Invalid call to teleportHero!");
  911. const CGTownInstance *from = h->getVisitedTown();
  912. if (((h->getOwner() != t->getOwner())
  913. && complain("Cannot teleport hero to another player"))
  914. || (from->getFactionID() != t->getFactionID()
  915. && complain("Source town and destination town should belong to the same faction"))
  916. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  917. && complain("Hero must be in town with Castle gate for teleporting"))
  918. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  919. && complain("Cannot teleport hero to town without Castle gate in it")))
  920. return false;
  921. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  922. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  923. return true;
  924. }
  925. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  926. {
  927. PlayerColor oldOwner = gameState().getOwner(obj->id);
  928. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  929. std::set<PlayerColor> playerColors = {owner, oldOwner};
  930. checkVictoryLossConditions(playerColors);
  931. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  932. if (town) //town captured
  933. {
  934. statistics->accumulatedValues[owner].lastCapturedTownDay = gameState().getDate(Date::DAY);
  935. if (owner.isValidPlayer() && town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  936. setPortalDwelling(town, true, false);
  937. }
  938. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && owner.isValidPlayer())
  939. {
  940. for (const CGTownInstance * t : gameInfo().getPlayerState(owner)->getTowns())
  941. {
  942. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  943. setPortalDwelling(t);//set initial creatures for all portals of summoning
  944. }
  945. }
  946. }
  947. void CGameHandler::showBlockingDialog(const IObjectInterface * caller, BlockingDialog *iw)
  948. {
  949. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, caller, *iw);
  950. queries->addQuery(dialogQuery);
  951. iw->queryID = dialogQuery->queryID;
  952. sendAndApply(*iw);
  953. }
  954. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  955. {
  956. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  957. queries->addQuery(dialogQuery);
  958. iw->queryID = dialogQuery->queryID;
  959. sendAndApply(*iw);
  960. }
  961. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val)
  962. {
  963. if (!val)
  964. return; //don't waste time on empty call
  965. TResources resources;
  966. resources[which] = val;
  967. giveResources(player, resources);
  968. }
  969. void CGameHandler::giveResources(PlayerColor player, const ResourceSet & resources)
  970. {
  971. if (resources.empty())
  972. return;
  973. SetResources sr;
  974. sr.mode = ChangeValueMode::RELATIVE;
  975. sr.player = player;
  976. sr.res = resources;
  977. sendAndApply(sr);
  978. }
  979. void CGameHandler::giveCreatures(const CGHeroInstance * hero, const CCreatureSet &creatures)
  980. {
  981. if (!hero->canBeMergedWith(creatures, true))
  982. {
  983. complain("Unable to give creatures! Hero does not have enough free slots to receive them!");
  984. return;
  985. }
  986. for (const auto & unit : creatures.Slots())
  987. {
  988. SlotID pos = hero->getSlotFor(unit.second->getCreature());
  989. if (!pos.validSlot())
  990. {
  991. //try to merge two other stacks to make place
  992. std::pair<SlotID, SlotID> toMerge;
  993. if (hero->mergeableStacks(toMerge))
  994. {
  995. moveStack(StackLocation(hero->id, toMerge.first), StackLocation(hero->id, toMerge.second)); //merge toMerge.first into toMerge.second
  996. pos = toMerge.first;
  997. }
  998. }
  999. assert(pos.validSlot());
  1000. assert(hero->slotEmpty(pos) || hero->getCreature(pos) == unit.second->getCreature());
  1001. if (hero->hasStackAtSlot(pos))
  1002. changeStackCount(StackLocation(hero->id, pos), unit.second->getCount(), ChangeValueMode::RELATIVE);
  1003. else
  1004. insertNewStack(StackLocation(hero->id, pos), unit.second->getCreature(), unit.second->getCount());
  1005. }
  1006. }
  1007. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1008. {
  1009. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1010. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1011. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1012. //first we move creatures to give to make them army of object-source
  1013. for (const auto & elem : creatures.Slots())
  1014. {
  1015. addToSlot(StackLocation(obj->id, obj->getSlotFor(elem.second->getCreature())), elem.second->getCreature(), elem.second->getCount());
  1016. }
  1017. tryJoiningArmy(obj, h, remove, true);
  1018. }
  1019. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures, bool forceRemoval)
  1020. {
  1021. std::vector<CStackBasicDescriptor> remainerForTaking = creatures;
  1022. if (remainerForTaking.empty())
  1023. return;
  1024. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(objid));
  1025. for (const CStackBasicDescriptor &stackToTake : remainerForTaking)
  1026. {
  1027. TQuantity collected = 0;
  1028. while(collected < stackToTake.getCount())
  1029. {
  1030. bool foundSth = false;
  1031. for (const auto & armySlot : army->Slots())
  1032. {
  1033. if (armySlot.second->getType() == stackToTake.getType())
  1034. {
  1035. if (stackToTake.getCount() - collected >= armySlot.second->getCount())
  1036. {
  1037. // take entire stack
  1038. collected += armySlot.second->getCount();
  1039. eraseStack(StackLocation(army->id, armySlot.first), forceRemoval);
  1040. }
  1041. else
  1042. {
  1043. // take part of the stack
  1044. changeStackCount(StackLocation(army->id, armySlot.first), collected - stackToTake.getCount(), ChangeValueMode::RELATIVE);
  1045. collected = stackToTake.getCount();
  1046. }
  1047. foundSth = true;
  1048. break;
  1049. }
  1050. }
  1051. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1052. {
  1053. complain("Unexpected failure during taking creatures!");
  1054. return;
  1055. }
  1056. }
  1057. }
  1058. }
  1059. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1060. {
  1061. if (obj->getVisitingHero() != hero && obj->getGarrisonHero() != hero)
  1062. {
  1063. HeroVisitCastle vc;
  1064. vc.hid = hero->id;
  1065. vc.tid = obj->id;
  1066. vc.startVisit = true;
  1067. sendAndApply(vc);
  1068. }
  1069. visitCastleObjects(obj, hero);
  1070. if (obj->getVisitingHero() && obj->getGarrisonHero())
  1071. useScholarSkill(obj->getVisitingHero()->id, obj->getGarrisonHero()->id);
  1072. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1073. }
  1074. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1075. {
  1076. std::vector<const CGHeroInstance * > visitors;
  1077. visitors.push_back(h);
  1078. visitCastleObjects(t, visitors);
  1079. }
  1080. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const std::vector<const CGHeroInstance * > & visitors)
  1081. {
  1082. std::vector<BuildingID> buildingsToVisit;
  1083. for (auto const & hero : visitors)
  1084. giveSpells (t, hero);
  1085. for (const auto & building : t->rewardableBuildings)
  1086. {
  1087. if (!t->getTown()->buildings.at(building.first)->manualHeroVisit && t->hasBuilt(building.first))
  1088. buildingsToVisit.push_back(building.first);
  1089. }
  1090. if (!buildingsToVisit.empty())
  1091. {
  1092. auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
  1093. queries->addQuery(visitQuery);
  1094. }
  1095. }
  1096. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1097. {
  1098. HeroVisitCastle vc;
  1099. vc.hid = hero->id;
  1100. vc.tid = obj->id;
  1101. sendAndApply(vc);
  1102. }
  1103. void CGameHandler::removeArtifact(const ArtifactLocation & al)
  1104. {
  1105. removeArtifact(al.artHolder, {al.slot});
  1106. }
  1107. void CGameHandler::removeArtifact(const ObjectInstanceID & srcId, const std::vector<ArtifactPosition> & slotsPack)
  1108. {
  1109. BulkEraseArtifacts ea;
  1110. ea.artHolder = srcId;
  1111. ea.posPack.insert(ea.posPack.end(), slotsPack.begin(), slotsPack.end());
  1112. sendAndApply(ea);
  1113. }
  1114. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1115. {
  1116. ChangeSpells cs;
  1117. cs.hid = hero->id;
  1118. cs.spells = spells;
  1119. cs.learn = give;
  1120. sendAndApply(cs);
  1121. }
  1122. void CGameHandler::setResearchedSpells(const CGTownInstance * town, int level, const std::vector<SpellID> & spells, bool accepted)
  1123. {
  1124. SetResearchedSpells cs;
  1125. cs.tid = town->id;
  1126. cs.spells = spells;
  1127. cs.level = level;
  1128. cs.accepted = accepted;
  1129. sendAndApply(cs);
  1130. }
  1131. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1132. {
  1133. sendAndApply(*bonus);
  1134. }
  1135. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1136. {
  1137. sendAndApply(*smp);
  1138. }
  1139. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val)
  1140. {
  1141. SetMovePoints smp;
  1142. smp.hid = hid;
  1143. smp.val = val;
  1144. sendAndApply(smp);
  1145. }
  1146. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1147. {
  1148. SetMana sm;
  1149. sm.hid = hid;
  1150. sm.val = val;
  1151. sm.mode = ChangeValueMode::ABSOLUTE;
  1152. sendAndApply(sm);
  1153. }
  1154. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1155. {
  1156. GiveHero gh;
  1157. gh.id = id;
  1158. gh.player = player;
  1159. gh.boatId = boatId;
  1160. sendAndApply(gh);
  1161. //Reveal fow around new hero, especially released from Prison
  1162. const auto * h = gameInfo().getHero(id);
  1163. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1164. }
  1165. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1166. {
  1167. ChangeObjPos cop;
  1168. cop.objid = objid;
  1169. cop.nPos = newPos;
  1170. cop.initiator = initiator;
  1171. sendAndApply(cop);
  1172. }
  1173. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1174. {
  1175. const CGHeroInstance * h1 = gameInfo().getHero(fromHero);
  1176. const CGHeroInstance * h2 = gameInfo().getHero(toHero);
  1177. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1178. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1179. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1180. {
  1181. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1182. std::swap(fromHero, toHero);
  1183. }
  1184. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1185. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1186. return;//no scholar skill or no spellbook
  1187. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1188. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1189. ChangeSpells cs1;
  1190. cs1.learn = true;
  1191. cs1.hid = toHero;//giving spells to first hero
  1192. for (auto it : h1->getSpellsInSpellbook())
  1193. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1194. cs1.spells.insert(it);//spell to learn
  1195. ChangeSpells cs2;
  1196. cs2.learn = true;
  1197. cs2.hid = fromHero;
  1198. for (auto it : h2->getSpellsInSpellbook())
  1199. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1200. cs2.spells.insert(it);
  1201. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1202. {
  1203. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1204. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1205. InfoWindow iw;
  1206. iw.player = h1->tempOwner;
  1207. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1208. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1209. iw.text.replaceTextID(h1->getNameTextID());
  1210. if (!cs2.spells.empty())//if found new spell - apply
  1211. {
  1212. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1213. int size = cs2.spells.size();
  1214. for (auto it : cs2.spells)
  1215. {
  1216. iw.components.emplace_back(ComponentType::SPELL, it);
  1217. iw.text.appendName(it);
  1218. switch (size--)
  1219. {
  1220. case 2:
  1221. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1222. case 1:
  1223. break;
  1224. default:
  1225. iw.text.appendRawString(", ");
  1226. }
  1227. }
  1228. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1229. iw.text.replaceTextID(h2->getNameTextID());
  1230. sendAndApply(cs2);
  1231. }
  1232. if (!cs1.spells.empty() && !cs2.spells.empty())
  1233. {
  1234. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1235. }
  1236. if (!cs1.spells.empty())
  1237. {
  1238. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1239. int size = cs1.spells.size();
  1240. for (auto it : cs1.spells)
  1241. {
  1242. iw.components.emplace_back(ComponentType::SPELL, it);
  1243. iw.text.appendName(it);
  1244. switch (size--)
  1245. {
  1246. case 2:
  1247. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1248. case 1:
  1249. break;
  1250. default:
  1251. iw.text.appendRawString(", ");
  1252. }
  1253. }
  1254. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1255. iw.text.replaceTextID(h2->getNameTextID());
  1256. sendAndApply(cs1);
  1257. }
  1258. sendAndApply(iw);
  1259. }
  1260. }
  1261. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1262. {
  1263. const auto * h1 = gameInfo().getHero(hero1);
  1264. const auto * h2 = gameInfo().getHero(hero2);
  1265. if (gameInfo().getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1266. {
  1267. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1268. ExchangeDialog hex;
  1269. hex.queryID = exchange->queryID;
  1270. hex.player = h1->getOwner();
  1271. hex.hero1 = hero1;
  1272. hex.hero2 = hero2;
  1273. sendAndApply(hex);
  1274. useScholarSkill(hero1,hero2);
  1275. queries->addQuery(exchange);
  1276. }
  1277. }
  1278. void CGameHandler::sendAndApply(CPackForClient & pack)
  1279. {
  1280. gameServer().applyPack(pack);
  1281. }
  1282. void CGameHandler::sendAndApply(CGarrisonOperationPack & pack)
  1283. {
  1284. sendAndApply(static_cast<CPackForClient &>(pack));
  1285. checkVictoryLossConditionsForAll();
  1286. }
  1287. void CGameHandler::sendAndApply(SetResources & pack)
  1288. {
  1289. sendAndApply(static_cast<CPackForClient &>(pack));
  1290. checkVictoryLossConditionsForPlayer(pack.player);
  1291. }
  1292. void CGameHandler::sendAndApply(NewStructures & pack)
  1293. {
  1294. sendAndApply(static_cast<CPackForClient &>(pack));
  1295. checkVictoryLossConditionsForPlayer(gameInfo().getTown(pack.tid)->tempOwner);
  1296. }
  1297. bool CGameHandler::isPlayerOwns(GameConnectionID connectionID, const CPackForServer * pack, ObjectInstanceID id)
  1298. {
  1299. return pack->player == gameState().getOwner(id) && hasPlayerAt(gameState().getOwner(id), connectionID);
  1300. }
  1301. void CGameHandler::throwNotAllowedAction(GameConnectionID connectionID)
  1302. {
  1303. playerMessages->sendSystemMessage(connectionID, MetaString::createFromTextID("vcmi.server.errors.notAllowed"));
  1304. logNetwork->error("Player is not allowed to perform this action!");
  1305. throw ExceptionNotAllowedAction();
  1306. }
  1307. void CGameHandler::wrongPlayerMessage(GameConnectionID connectionID, const CPackForServer * pack, PlayerColor expectedplayer)
  1308. {
  1309. auto str = MetaString::createFromTextID("vcmi.server.errors.wrongIdentified");
  1310. str.replaceName(pack->player);
  1311. str.replaceName(expectedplayer);
  1312. logNetwork->error(str.toString());
  1313. playerMessages->sendSystemMessage(connectionID, str);
  1314. }
  1315. void CGameHandler::throwIfWrongOwner(GameConnectionID connectionID, const CPackForServer * pack, ObjectInstanceID id)
  1316. {
  1317. if(!isPlayerOwns(connectionID, pack, id))
  1318. {
  1319. wrongPlayerMessage(connectionID, pack, gameState().getOwner(id));
  1320. throwNotAllowedAction(connectionID);
  1321. }
  1322. }
  1323. void CGameHandler::throwIfPlayerNotActive(GameConnectionID connectionID, const CPackForServer * pack)
  1324. {
  1325. if (!vstd::contains(gs->actingPlayers, pack->player))
  1326. throwNotAllowedAction(connectionID);
  1327. }
  1328. void CGameHandler::throwIfWrongPlayer(GameConnectionID connectionID, const CPackForServer * pack)
  1329. {
  1330. throwIfWrongPlayer(connectionID, pack, pack->player);
  1331. }
  1332. void CGameHandler::throwIfWrongPlayer(GameConnectionID connectionID, const CPackForServer * pack, PlayerColor player)
  1333. {
  1334. if(!hasPlayerAt(player, connectionID) || pack->player != player)
  1335. {
  1336. wrongPlayerMessage(connectionID, pack, player);
  1337. throwNotAllowedAction(connectionID);
  1338. }
  1339. }
  1340. void CGameHandler::throwAndComplain(GameConnectionID connectionID, const std::string & txt)
  1341. {
  1342. complain(txt);
  1343. throwNotAllowedAction(connectionID);
  1344. }
  1345. bool CGameHandler::responseStatistic(PlayerColor player)
  1346. {
  1347. ResponseStatistic rs;
  1348. rs.statistic = *statistics;
  1349. rs.player = player;
  1350. // Keep only team statistics, no enemy
  1351. const TeamState * team = gameState().getPlayerTeam(player);
  1352. for(auto it = rs.statistic.accumulatedValues.begin(); it != rs.statistic.accumulatedValues.end();) {
  1353. if (std::find(team->players.begin(), team->players.end(), it->first) == team->players.end())
  1354. it = rs.statistic.accumulatedValues.erase(it);
  1355. else
  1356. ++it;
  1357. }
  1358. rs.statistic.data.erase(std::remove_if(rs.statistic.data.begin(), rs.statistic.data.end(), [&team](const StatisticDataSetEntry& entry) {
  1359. return std::find(team->players.begin(), team->players.end(), entry.player) == team->players.end();
  1360. }), rs.statistic.data.end());
  1361. sendAndApply(rs);
  1362. return true;
  1363. }
  1364. void CGameHandler::save(const std::string & filename)
  1365. {
  1366. logGlobal->info("Saving to %s", filename);
  1367. const auto stem = FileInfo::GetPathStem(filename);
  1368. const auto savefname = stem.to_string() + ".vsgm1";
  1369. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1370. CResourceHandler::get("local")->createResource(savefname);
  1371. try
  1372. {
  1373. CSaveFile save;
  1374. gameState().saveGame(save);
  1375. logGlobal->info("Saving server state");
  1376. save.save(*this);
  1377. save.write(*CResourceHandler::get("local")->getResourceName(savePath));
  1378. }
  1379. catch(std::exception &e)
  1380. {
  1381. logGlobal->error("Failed to save game: %s", e.what());
  1382. }
  1383. logGlobal->info("Game has been successfully saved!");
  1384. }
  1385. void CGameHandler::load(const StartInfo &info)
  1386. {
  1387. logGlobal->info("Loading from %s", info.mapname);
  1388. // No need to use the stem because info.mapname doesn't come with the file extension included
  1389. // const auto stem = FileInfo::GetPathStem(info.mapname);
  1390. reinitScripting();
  1391. // CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), gs.get());
  1392. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(info.mapname, EResType::SAVEGAME)), gs.get());
  1393. gs = std::make_shared<CGameState>();
  1394. randomizer = std::make_unique<GameRandomizer>(*gs);
  1395. gs->loadGame(lf);
  1396. logGlobal->info("Loading server state");
  1397. lf.load(*this);
  1398. logGlobal->info("Game has been successfully loaded!");
  1399. gs->preInit(LIBRARY);
  1400. gs->updateOnLoad(info);
  1401. }
  1402. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1403. {
  1404. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1405. return false;
  1406. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(srcOwner));
  1407. const CCreatureSet & creatureSet = *army;
  1408. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1409. || (howMany < 1 && complain("Invalid split parameter!")))
  1410. {
  1411. return false;
  1412. }
  1413. auto actualAmount = army->getStackCount(slotSrc);
  1414. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1415. return false;
  1416. auto freeSlots = creatureSet.getFreeSlots();
  1417. if(freeSlots.empty() && complain("No empty stacks"))
  1418. return false;
  1419. BulkRebalanceStacks bulkRS;
  1420. for(auto slot : freeSlots)
  1421. {
  1422. RebalanceStacks rs;
  1423. rs.srcArmy = army->id;
  1424. rs.dstArmy = army->id;
  1425. rs.srcSlot = slotSrc;
  1426. rs.dstSlot = slot;
  1427. rs.count = howMany;
  1428. bulkRS.moves.push_back(rs);
  1429. actualAmount -= howMany;
  1430. if(actualAmount <= howMany)
  1431. break;
  1432. }
  1433. sendAndApply(bulkRS);
  1434. return true;
  1435. }
  1436. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1437. {
  1438. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1439. return false;
  1440. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(srcOwner));
  1441. const CCreatureSet & creatureSet = *army;
  1442. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1443. return false;
  1444. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1445. if(actualAmount < 1 && complain(complainNoCreatures))
  1446. return false;
  1447. const auto * currentCreature = creatureSet.getCreature(slotSrc);
  1448. if(!currentCreature && complain(complainNoCreatures))
  1449. return false;
  1450. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1451. if(creatureSlots.empty())
  1452. return false;
  1453. BulkRebalanceStacks bulkRS;
  1454. for(auto slot : creatureSlots)
  1455. {
  1456. RebalanceStacks rs;
  1457. rs.srcArmy = army->id;
  1458. rs.dstArmy = army->id;
  1459. rs.srcSlot = slot;
  1460. rs.dstSlot = slotSrc;
  1461. rs.count = creatureSet.getStackCount(slot);
  1462. bulkRS.moves.push_back(rs);
  1463. }
  1464. sendAndApply(bulkRS);
  1465. return true;
  1466. }
  1467. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1468. {
  1469. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1470. return false;
  1471. if(!isAllowedExchange(srcArmy, destArmy))
  1472. COMPLAIN_RET("That heroes cannot make any exchange!");
  1473. const auto * armySrc = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(srcArmy));
  1474. const auto * armyDest = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(destArmy));
  1475. if(!vstd::contains(armySrc->stacks, srcSlot) && complain(complainNoCreatures))
  1476. return false;
  1477. auto freeSlots = armyDest->getFreeSlots();
  1478. bool allTroopsMoved = true;
  1479. BulkRebalanceStacks bulkRS;
  1480. for (const auto & slot : armySrc->Slots())
  1481. {
  1482. auto targetSlot = armyDest->getSlotFor(slot.second->getCreature());
  1483. if (armyDest->slotEmpty(targetSlot))
  1484. {
  1485. if (freeSlots.empty())
  1486. {
  1487. allTroopsMoved = false;
  1488. continue; // no more free slots, but we might still have units that are present in both armies
  1489. }
  1490. targetSlot = freeSlots.front();
  1491. freeSlots.erase(freeSlots.begin());
  1492. }
  1493. RebalanceStacks rs;
  1494. rs.srcArmy = armySrc->id;
  1495. rs.dstArmy = armyDest->id;
  1496. rs.srcSlot = slot.first;
  1497. rs.dstSlot = targetSlot;
  1498. rs.count = slot.second->getCount();
  1499. bulkRS.moves.push_back(rs);
  1500. }
  1501. // all troops were moved, but we can't leave source hero without troops - undo movement of 1 unit from srcSlot
  1502. if (allTroopsMoved)
  1503. {
  1504. if (armySrc->getStack(srcSlot).getCount() == 1)
  1505. {
  1506. // slot only had 1 unit - remove this move completely
  1507. vstd::erase_if(bulkRS.moves, [srcSlot](const RebalanceStacks & move)
  1508. {
  1509. return move.srcSlot == srcSlot;
  1510. });
  1511. }
  1512. else
  1513. {
  1514. // slot has multiple units - move all but one
  1515. for (auto & move : bulkRS.moves)
  1516. {
  1517. if (move.srcSlot == srcSlot)
  1518. move.count -= 1;
  1519. }
  1520. }
  1521. }
  1522. sendAndApply(bulkRS);
  1523. return true;
  1524. }
  1525. bool CGameHandler::bulkSplitAndRebalanceStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1526. {
  1527. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1528. return false;
  1529. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(srcOwner));
  1530. const CCreatureSet & creatureSet = *army;
  1531. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1532. return false;
  1533. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1534. if(actualAmount <= 1 && complain(complainNoCreatures))
  1535. return false;
  1536. auto freeSlot = creatureSet.getFreeSlot();
  1537. const auto * currentCreature = creatureSet.getCreature(slotSrc);
  1538. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1539. return true;
  1540. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc, 1); // Ignore slots where's only 1 creature
  1541. TQuantity totalCreatures = creatureSet.getStackCount(slotSrc);
  1542. for(auto slot : creatureSlots)
  1543. totalCreatures += creatureSet.getStackCount(slot);
  1544. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1545. return false;
  1546. BulkRebalanceStacks bulkSRS;
  1547. // 1) merge all but one creatures back into source slot
  1548. // single creature needs to be kept, to avoid stack artifact dropping to hero backpack
  1549. for(auto slot : creatureSlots)
  1550. {
  1551. RebalanceStacks rs;
  1552. rs.srcArmy = army->id;
  1553. rs.dstArmy = army->id;
  1554. rs.srcSlot = slot;
  1555. rs.dstSlot = slotSrc;
  1556. rs.count = creatureSet.getStackCount(slot) - 1;
  1557. if (rs.count > 0)
  1558. bulkSRS.moves.push_back(rs);
  1559. }
  1560. // 2) split off single creature into new slot, if any
  1561. // strictly speaking, not needed, but more convenient
  1562. if(freeSlot != SlotID())
  1563. {
  1564. RebalanceStacks rs;
  1565. rs.srcArmy = army->id;
  1566. rs.dstArmy = army->id;
  1567. rs.srcSlot = slotSrc;
  1568. rs.dstSlot = freeSlot;
  1569. rs.count = 1;
  1570. bulkSRS.moves.push_back(rs);
  1571. creatureSlots.push_back(freeSlot);
  1572. }
  1573. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1574. return false;
  1575. int slotsLeft = creatureSlots.size() + 1; // + srcSlot
  1576. TQuantity unitsToMove = totalCreatures - slotsLeft;
  1577. // 3) re-split creatures in a balanced way
  1578. for(auto slot : creatureSlots)
  1579. {
  1580. RebalanceStacks rs;
  1581. rs.srcArmy = army->id;
  1582. rs.dstArmy = army->id;
  1583. rs.srcSlot = slotSrc;
  1584. rs.dstSlot = slot;
  1585. rs.count = vstd::divideAndCeil(unitsToMove, slotsLeft);
  1586. bulkSRS.moves.push_back(rs);
  1587. unitsToMove -= rs.count;
  1588. slotsLeft -= 1;
  1589. }
  1590. sendAndApply(bulkSRS);
  1591. return true;
  1592. }
  1593. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1594. {
  1595. const auto * s1 = dynamic_cast<const CArmedInstance *>(gameInfo().getObj(id1));
  1596. const auto * s2 = dynamic_cast<const CArmedInstance *>(gameInfo().getObj(id2));
  1597. if (s1 == nullptr || s2 == nullptr)
  1598. {
  1599. complain("Cannot exchange stacks between non-existing objects!!\n");
  1600. return false;
  1601. }
  1602. const CCreatureSet & S1 = *s1;
  1603. const CCreatureSet & S2 = *s2;
  1604. StackLocation sl1(s1->id, p1);
  1605. StackLocation sl2(s2->id, p2);
  1606. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1607. {
  1608. complain(complainInvalidSlot);
  1609. return false;
  1610. }
  1611. if (!isAllowedExchange(id1,id2))
  1612. {
  1613. complain("Cannot exchange stacks between these two objects!\n");
  1614. return false;
  1615. }
  1616. // We can always put stacks into locked garrison, but not take them out of it
  1617. auto notRemovable = [&](const CArmedInstance * army)
  1618. {
  1619. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1620. {
  1621. const auto * g = dynamic_cast<const CGGarrison *>(army);
  1622. if (g && !g->removableUnits)
  1623. {
  1624. complain("Stacks in this garrison are not removable!\n");
  1625. return true;
  1626. }
  1627. }
  1628. return false;
  1629. };
  1630. if (what==1) //swap
  1631. {
  1632. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1633. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1634. {
  1635. complain("Can't take troops from another player!");
  1636. return false;
  1637. }
  1638. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1639. {
  1640. complain("Cannot swap stacks - slots are the same!");
  1641. return false;
  1642. }
  1643. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1644. {
  1645. if (notRemovable(s1) || notRemovable(s2))
  1646. return false;
  1647. }
  1648. if (s1->slotEmpty(p1) && notRemovable(s2))
  1649. return false;
  1650. else if (s2->slotEmpty(p2) && notRemovable(s1))
  1651. return false;
  1652. swapStacks(sl1, sl2);
  1653. }
  1654. else if (what==2)//merge
  1655. {
  1656. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1657. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1658. return false;
  1659. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1660. {
  1661. complain("Cannot merge empty stack!");
  1662. return false;
  1663. }
  1664. else if (notRemovable(s1))
  1665. return false;
  1666. moveStack(sl1, sl2);
  1667. }
  1668. else if (what==3) //split
  1669. {
  1670. const int countToMove = val - s2->getStackCount(p2);
  1671. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1672. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1673. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1674. {
  1675. complain("Can't move troops of another player!");
  1676. return false;
  1677. }
  1678. //general conditions checking
  1679. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1680. || (val<1 && complain(complainNoCreatures)) )
  1681. {
  1682. return false;
  1683. }
  1684. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1685. {
  1686. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1687. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1688. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1689. )
  1690. {
  1691. return false;
  1692. }
  1693. if (notRemovable(s1))
  1694. {
  1695. if (s1->getStackCount(p1) > countLeftOnSrc)
  1696. return false;
  1697. }
  1698. else if (notRemovable(s2))
  1699. {
  1700. if (s2->getStackCount(p1) < countLeftOnSrc)
  1701. return false;
  1702. }
  1703. moveStack(sl1, sl2, countToMove);
  1704. //S2.slots[p2]->count = val;
  1705. //S1.slots[p1]->count = total - val;
  1706. }
  1707. else //split one stack to the two
  1708. {
  1709. if (s1->getStackCount(p1) < val)//not enough creatures
  1710. {
  1711. complain(complainNotEnoughCreatures);
  1712. return false;
  1713. }
  1714. if (notRemovable(s1))
  1715. return false;
  1716. moveStack(sl1, sl2, val);
  1717. }
  1718. }
  1719. return true;
  1720. }
  1721. bool CGameHandler::hasPlayerAt(PlayerColor player, GameConnectionID connectionID) const
  1722. {
  1723. return gameServer().hasPlayerAt(player, connectionID);
  1724. }
  1725. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1726. {
  1727. return gameServer().hasBothPlayersAtSameConnection(left, right);
  1728. }
  1729. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1730. {
  1731. const auto * s1 = dynamic_cast<const CArmedInstance *>(gameInfo().getObjInstance(id));
  1732. if (!vstd::contains(s1->stacks,pos))
  1733. {
  1734. complain("Illegal call to disbandCreature - no such stack in army!");
  1735. return false;
  1736. }
  1737. eraseStack(StackLocation(s1->id, pos));
  1738. return true;
  1739. }
  1740. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1741. {
  1742. const CGTownInstance * t = gameInfo().getTown(tid);
  1743. if(!t)
  1744. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1745. if(!t->getTown()->buildings.count(requestedID))
  1746. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->getFaction()->getNameTranslated() % requestedID);
  1747. if(t->hasBuilt(requestedID))
  1748. COMPLAIN_RETF("Building %s is already built in %s", t->getTown()->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1749. const auto & requestedBuilding = t->getTown()->buildings.at(requestedID);
  1750. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1751. std::vector<const CBuilding*> remainingAutoBuildings;
  1752. std::set<BuildingID> buildingsThatWillBe;
  1753. //Check validity of request
  1754. if(!force)
  1755. {
  1756. switch(requestedBuilding->mode)
  1757. {
  1758. case CBuilding::BUILD_NORMAL :
  1759. if (gameState().canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1760. COMPLAIN_RET("Cannot build that building!");
  1761. break;
  1762. case CBuilding::BUILD_AUTO :
  1763. case CBuilding::BUILD_SPECIAL:
  1764. COMPLAIN_RET("This building can not be constructed normally!");
  1765. case CBuilding::BUILD_GRAIL :
  1766. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1767. {
  1768. if(!t->getVisitingHero() || !t->getVisitingHero()->hasArt(ArtifactID::GRAIL))
  1769. COMPLAIN_RET("Cannot build this without grail!")
  1770. else
  1771. removeArtifact(ArtifactLocation(t->getVisitingHero()->id, t->getVisitingHero()->getArtPos(ArtifactID::GRAIL, false)));
  1772. }
  1773. break;
  1774. }
  1775. }
  1776. //Performs stuff that has to be done before new building is built
  1777. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1778. {
  1779. if(buildingID.isDwelling())
  1780. {
  1781. int level = BuildingID::getLevelIndexFromDwelling(buildingID);
  1782. int upgradeNumber = BuildingID::getUpgradeNoFromDwelling(buildingID);
  1783. if(upgradeNumber >= t->getTown()->creatures.at(level).size())
  1784. {
  1785. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  1786. "no creature found (upgrade number %d, level %d!")
  1787. % buildingID % upgradeNumber % level));
  1788. return;
  1789. }
  1790. const CCreature * crea = t->getTown()->creatures.at(level).at(upgradeNumber).toCreature();
  1791. SetAvailableCreatures ssi;
  1792. ssi.tid = t->id;
  1793. ssi.creatures = t->creatures;
  1794. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1795. ssi.creatures[level].first = crea->getGrowth();
  1796. ssi.creatures[level].second.push_back(crea->getId());
  1797. sendAndApply(ssi);
  1798. }
  1799. if(t->getTown()->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1800. {
  1801. setPortalDwelling(t);
  1802. }
  1803. };
  1804. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  1805. auto areRequirementsFulfilled = [&buildingsThatWillBe](const BuildingID & buildID)
  1806. {
  1807. return buildingsThatWillBe.count(buildID);
  1808. };
  1809. //Init the vectors
  1810. for(const auto & build : t->getTown()->buildings)
  1811. {
  1812. if(t->hasBuilt(build.first))
  1813. {
  1814. buildingsThatWillBe.insert(build.first);
  1815. }
  1816. else
  1817. {
  1818. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  1819. remainingAutoBuildings.push_back(build.second.get());
  1820. }
  1821. }
  1822. //Prepare structure (list of building ids will be filled later)
  1823. NewStructures ns;
  1824. ns.tid = tid;
  1825. ns.built = force ? t->built : (t->built+1);
  1826. std::queue<const CBuilding*> buildingsToAdd;
  1827. buildingsToAdd.push(requestedBuilding.get());
  1828. while(!buildingsToAdd.empty())
  1829. {
  1830. const auto * b = buildingsToAdd.front();
  1831. buildingsToAdd.pop();
  1832. ns.bid.insert(b->bid);
  1833. buildingsThatWillBe.insert(b->bid);
  1834. remainingAutoBuildings -= b;
  1835. for(const auto * autoBuilding : remainingAutoBuildings)
  1836. {
  1837. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  1838. if(actualRequirements.test(areRequirementsFulfilled))
  1839. buildingsToAdd.push(autoBuilding);
  1840. }
  1841. }
  1842. // 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.
  1843. for(auto builtID : ns.bid)
  1844. processBeforeBuiltStructure(builtID);
  1845. //Take cost
  1846. if(!force)
  1847. {
  1848. giveResources(t->tempOwner, -requestedBuilding->resources);
  1849. statistics->accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
  1850. }
  1851. //We know what has been built, apply changes. Do this as final step to properly update town window
  1852. sendAndApply(ns);
  1853. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  1854. for(auto buildingID : ns.bid)
  1855. {
  1856. bool isMageGuild = buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1;
  1857. bool isLibrary = t->getTown()->buildings.at(buildingID)->subId == BuildingSubID::LIBRARY;
  1858. bool isAurora = t->getTown()->buildings.at(buildingID)->subId == BuildingSubID::AURORA_BOREALIS;
  1859. if(isMageGuild || isLibrary || isAurora)
  1860. {
  1861. if(t->getVisitingHero())
  1862. giveSpells(t,t->getVisitingHero());
  1863. if(t->getGarrisonHero())
  1864. giveSpells(t,t->getGarrisonHero());
  1865. }
  1866. };
  1867. // now when everything is built - reveal tiles for lookout tower
  1868. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  1869. if (!force)
  1870. {
  1871. //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  1872. std::vector<const CGHeroInstance *> visitors;
  1873. if (t->getGarrisonHero())
  1874. visitors.push_back(t->getGarrisonHero());
  1875. if (t->getVisitingHero())
  1876. visitors.push_back(t->getVisitingHero());
  1877. if (!visitors.empty())
  1878. visitCastleObjects(t, visitors);
  1879. }
  1880. checkVictoryLossConditionsForPlayer(t->tempOwner);
  1881. return true;
  1882. }
  1883. bool CGameHandler::visitTownBuilding(ObjectInstanceID tid, BuildingID bid)
  1884. {
  1885. const CGTownInstance * t = gameInfo().getTown(tid);
  1886. if(!t->hasBuilt(bid))
  1887. return false;
  1888. auto subID = t->getTown()->buildings.at(bid)->subId;
  1889. if(subID == BuildingSubID::EBuildingSubID::BANK)
  1890. {
  1891. TResources res;
  1892. res[EGameResID::GOLD] = 2500;
  1893. giveResources(t->getOwner(), res);
  1894. setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);
  1895. return true;
  1896. }
  1897. if (t->rewardableBuildings.count(bid) && t->getVisitingHero() && t->getTown()->buildings.at(bid)->manualHeroVisit)
  1898. {
  1899. std::vector<BuildingID> buildingsToVisit;
  1900. std::vector<const CGHeroInstance*> visitors;
  1901. buildingsToVisit.push_back(bid);
  1902. visitors.push_back(t->getVisitingHero());
  1903. auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
  1904. queries->addQuery(visitQuery);
  1905. return true;
  1906. }
  1907. return true;
  1908. }
  1909. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  1910. {
  1911. ///incomplete, simply erases target building
  1912. const CGTownInstance * t = gameInfo().getTown(tid);
  1913. if(!t->hasBuilt(bid))
  1914. return false;
  1915. RazeStructures rs;
  1916. rs.tid = tid;
  1917. rs.bid.insert(bid);
  1918. rs.destroyed = t->destroyed + 1;
  1919. sendAndApply(rs);
  1920. return true;
  1921. }
  1922. bool CGameHandler::spellResearch(ObjectInstanceID tid, SpellID spellAtSlot, bool accepted)
  1923. {
  1924. const CGTownInstance * t = gameState().getTown(tid);
  1925. if(!gameInfo().getSettings().getBoolean(EGameSettings::TOWNS_SPELL_RESEARCH) && complain("Spell research not allowed!"))
  1926. return false;
  1927. if (!t->spellResearchAllowed && complain("Spell research not allowed in this town!"))
  1928. return false;
  1929. int level = -1;
  1930. for(int i = 0; i < t->spells.size(); i++)
  1931. if(vstd::find_pos(t->spells[i], spellAtSlot) != -1)
  1932. level = i;
  1933. if(level == -1 && complain("Spell for replacement not found!"))
  1934. return false;
  1935. auto spells = t->spells.at(level);
  1936. bool researchLimitExceeded = t->spellResearchCounterDay >= gameInfo().getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_PER_DAY).Vector()[level].Float();
  1937. if(researchLimitExceeded && complain("Already researched today!"))
  1938. return false;
  1939. if(!accepted)
  1940. {
  1941. auto it = spells.begin() + t->spellsAtLevel(level, false);
  1942. std::rotate(it, it + 1, spells.end()); // move to end
  1943. setResearchedSpells(t, level, spells, accepted);
  1944. return true;
  1945. }
  1946. ResourceSet costBase;
  1947. costBase.resolveFromJson(gameInfo().getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_COST).Vector()[level]);
  1948. auto costExponent = gameInfo().getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_COST_EXPONENT_PER_RESEARCH).Vector()[level].Float();
  1949. auto cost = costBase * std::pow(t->spellResearchAcceptedCounter + 1, costExponent);
  1950. if(!gameInfo().getPlayerState(t->getOwner())->resources.canAfford(cost) && complain("Spell replacement cannot be afforded!"))
  1951. return false;
  1952. giveResources(t->getOwner(), -cost);
  1953. std::swap(spells.at(t->spellsAtLevel(level, false)), spells.at(vstd::find_pos(spells, spellAtSlot)));
  1954. auto it = spells.begin() + t->spellsAtLevel(level, false);
  1955. std::rotate(it, it + 1, spells.end()); // move to end
  1956. setResearchedSpells(t, level, spells, accepted);
  1957. if(t->getVisitingHero())
  1958. giveSpells(t, t->getVisitingHero());
  1959. if(t->getGarrisonHero())
  1960. giveSpells(t, t->getGarrisonHero());
  1961. return true;
  1962. }
  1963. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, int32_t cram, int32_t fromLvl, PlayerColor player)
  1964. {
  1965. const auto * dwelling = dynamic_cast<const CGDwelling *>(gameInfo().getObj(objid));
  1966. const auto * town = dynamic_cast<const CGTownInstance *>(gameInfo().getObj(objid));
  1967. const auto * army = dynamic_cast<const CArmedInstance *>(gameInfo().getObj(dstid));
  1968. const auto * hero = dynamic_cast<const CGHeroInstance *>(gameInfo().getObj(dstid));
  1969. const auto * c = crid.toCreature();
  1970. const bool warMachine = c->warMachine != ArtifactID::NONE;
  1971. //TODO: check if hero is actually visiting object
  1972. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  1973. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  1974. if (town)
  1975. {
  1976. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  1977. COMPLAIN_RET_FALSE_IF(hero != town->getGarrisonHero() && hero != town->getVisitingHero(), "Cannot recruit: can only recruit to town or hero in town!!");
  1978. }
  1979. else
  1980. {
  1981. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  1982. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  1983. }
  1984. //verify
  1985. bool found = false;
  1986. int level = 0;
  1987. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  1988. {
  1989. if ((fromLvl != -1) && (level !=fromLvl))
  1990. continue;
  1991. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  1992. int i = 0;
  1993. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  1994. if (cur.second.at(i) == crid)
  1995. break;
  1996. if (i < cur.second.size())
  1997. {
  1998. found = true;
  1999. cram = std::min<int32_t>(cram, cur.first); //reduce recruited amount up to available amount
  2000. break;
  2001. }
  2002. }
  2003. SlotID slot = army->getSlotFor(crid);
  2004. if((!found && complain("Cannot recruit: no such creatures!"))
  2005. || (cram > LIBRARY->creh->objects.at(crid)->maxAmount(gameInfo().getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2006. || (cram <= 0 && complain("Cannot recruit: cram <= 0!"))
  2007. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2008. {
  2009. return false;
  2010. }
  2011. //recruit
  2012. TResources cost = (c->getFullRecruitCost() * cram);
  2013. giveResources(army->tempOwner, -cost);
  2014. statistics->accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
  2015. SetAvailableCreatures sac;
  2016. sac.tid = objid;
  2017. sac.creatures = dwelling->creatures;
  2018. sac.creatures[level].first -= cram;
  2019. sendAndApply(sac);
  2020. if (warMachine)
  2021. {
  2022. ArtifactID artId = c->warMachine;
  2023. const CArtifact * art = artId.toArtifact();
  2024. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2025. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2026. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2027. COMPLAIN_RET_FALSE_IF(hero->hasArt(artId),"Hero already has this machine!");
  2028. bool hasFreeSlot = false;
  2029. for(auto possibleSlot : art->getPossibleSlots().at(ArtBearer::HERO))
  2030. if (hero->getArt(possibleSlot) == nullptr)
  2031. hasFreeSlot = true;
  2032. if (!hasFreeSlot)
  2033. {
  2034. auto possibleSlot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  2035. removeArtifact(ArtifactLocation(hero->id, possibleSlot));
  2036. }
  2037. return giveHeroNewArtifact(hero, artId, ArtifactPosition::FIRST_AVAILABLE);
  2038. }
  2039. else
  2040. {
  2041. addToSlot(StackLocation(army->id, slot), c, cram);
  2042. }
  2043. return true;
  2044. }
  2045. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2046. {
  2047. const auto * obj = dynamic_cast<const CArmedInstance *>(gameInfo().getObjInstance(objid));
  2048. if (!obj->hasStackAtSlot(pos))
  2049. {
  2050. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2051. }
  2052. UpgradeInfo upgradeInfo(obj->getStackPtr(pos)->getId());
  2053. gameState().fillUpgradeInfo(obj, pos, upgradeInfo);
  2054. PlayerColor player = obj->tempOwner;
  2055. const PlayerState *p = gameInfo().getPlayerState(player);
  2056. int crQuantity = obj->stacks.at(pos)->getCount();
  2057. //check if upgrade is possible
  2058. if (!upgradeInfo.hasUpgrades() && complain("That upgrade is not possible!"))
  2059. {
  2060. return false;
  2061. }
  2062. TResources totalCost = upgradeInfo.getUpgradeCostsFor(upgID) * crQuantity;
  2063. //check if player has enough resources
  2064. if (!p->resources.canAfford(totalCost))
  2065. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2066. //take resources
  2067. giveResources(player, -totalCost);
  2068. statistics->accumulatedValues[player].spentResourcesForArmy += totalCost;
  2069. //upgrade creature
  2070. changeStackType(StackLocation(obj->id, pos), upgID.toCreature());
  2071. return true;
  2072. }
  2073. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2074. {
  2075. const auto * obj = dynamic_cast<const CArmedInstance *>(gameInfo().getObjInstance(sl.army));
  2076. if (!obj->hasStackAtSlot(sl.slot))
  2077. COMPLAIN_RET("Cannot find a stack to change type");
  2078. SetStackType sst;
  2079. sst.army = obj->id;
  2080. sst.slot = sl.slot;
  2081. sst.type = c->getId();
  2082. sendAndApply(sst);
  2083. return true;
  2084. }
  2085. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2086. {
  2087. assert(src->canBeMergedWith(*dst, allowMerging));
  2088. while(src->stacksCount())//while there are unmoved creatures
  2089. {
  2090. auto i = src->Slots().begin(); //iterator to stack to move
  2091. StackLocation sl(src->id, i->first); //location of stack to move
  2092. SlotID pos = dst->getSlotFor(i->second->getCreature());
  2093. if (!pos.validSlot())
  2094. {
  2095. //try to merge two other stacks to make place
  2096. std::pair<SlotID, SlotID> toMerge;
  2097. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  2098. {
  2099. moveStack(StackLocation(dst->id, toMerge.first), StackLocation(dst->id, toMerge.second)); //merge toMerge.first into toMerge.second
  2100. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2101. moveStack(sl, StackLocation(dst->id, toMerge.first)); //move stack to freed slot
  2102. }
  2103. else
  2104. {
  2105. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2106. return;
  2107. }
  2108. }
  2109. else
  2110. {
  2111. moveStack(sl, StackLocation(dst->id, pos));
  2112. }
  2113. }
  2114. }
  2115. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2116. {
  2117. const CGTownInstance * town = gameInfo().getTown(tid);
  2118. if (!town->getGarrisonHero() && town->getVisitingHero()) //visiting => garrison, merge armies: town army => hero army
  2119. {
  2120. if (!town->getVisitingHero()->canBeMergedWith(*town))
  2121. {
  2122. complain("Cannot make garrison swap, not enough free slots!");
  2123. return false;
  2124. }
  2125. moveArmy(town, town->getVisitingHero(), true);
  2126. SetHeroesInTown intown;
  2127. intown.tid = tid;
  2128. intown.visiting = ObjectInstanceID();
  2129. intown.garrison = town->getVisitingHero()->id;
  2130. sendAndApply(intown);
  2131. return true;
  2132. }
  2133. else if (town->getGarrisonHero() && !town->getVisitingHero()) //move hero out of the garrison
  2134. {
  2135. int mapCap = gameInfo().getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
  2136. //check if moving hero out of town will break wandering heroes limit
  2137. if (gameInfo().getHeroCount(town->getGarrisonHero()->tempOwner,false) >= mapCap)
  2138. {
  2139. complain("Cannot move hero out of the garrison, there are already " + std::to_string(mapCap) + " wandering heroes!");
  2140. return false;
  2141. }
  2142. SetHeroesInTown intown;
  2143. intown.tid = tid;
  2144. intown.garrison = ObjectInstanceID();
  2145. intown.visiting = town->getGarrisonHero()->id;
  2146. sendAndApply(intown);
  2147. return true;
  2148. }
  2149. else if (!!town->getGarrisonHero() && town->getVisitingHero()) //swap visiting and garrison hero
  2150. {
  2151. SetHeroesInTown intown;
  2152. intown.tid = tid;
  2153. intown.garrison = town->getVisitingHero()->id;
  2154. intown.visiting = town->getGarrisonHero()->id;
  2155. sendAndApply(intown);
  2156. return true;
  2157. }
  2158. else
  2159. {
  2160. complain("Cannot swap garrison hero!");
  2161. return false;
  2162. }
  2163. }
  2164. // With the amount of changes done to the function, it's more like transferArtifacts.
  2165. // 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.
  2166. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2167. {
  2168. const auto * srcArtSet = gameState().getArtSet(src);
  2169. const auto * dstArtSet = gameState().getArtSet(dst);
  2170. assert(srcArtSet);
  2171. assert(dstArtSet);
  2172. // Make sure exchange is even possible between the two heroes.
  2173. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2174. COMPLAIN_RET("That heroes cannot make any exchange!");
  2175. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2176. const auto * srcArtifact = srcArtSet->getArt(src.slot);
  2177. auto dstSlot = dst.slot;
  2178. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2179. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2180. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2181. return true;
  2182. const auto * dstArtifact = dstArtSet->getArt(dstSlot);
  2183. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2184. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2185. if(srcArtifact == nullptr)
  2186. COMPLAIN_RET("No artifact to move!");
  2187. if(isDstSlotOccupied && gameState().getOwner(src.artHolder) != gameState().getOwner(dst.artHolder) && !isDstSlotBackpack)
  2188. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2189. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2190. // Moving to the backpack is always allowed.
  2191. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2192. COMPLAIN_RET("Cannot move artifact!");
  2193. const auto * srcSlotInfo = srcArtSet->getSlot(src.slot);
  2194. const auto * dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2195. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2196. COMPLAIN_RET("Cannot move artifact locks.");
  2197. if(isDstSlotBackpack && srcArtifact->getType()->isBig())
  2198. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2199. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2200. COMPLAIN_RET("Cannot move catapult!");
  2201. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2202. COMPLAIN_RET("Backpack is full!");
  2203. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2204. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2205. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2206. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2207. ma.srcCreature = src.creature;
  2208. ma.dstCreature = dst.creature;
  2209. // Check if dst slot is occupied
  2210. if(!isDstSlotBackpack && isDstSlotOccupied)
  2211. {
  2212. // Previous artifact must be swapped
  2213. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2214. ma.artsPack1.emplace_back(dstSlot, src.slot);
  2215. }
  2216. const auto * hero = gameInfo().getHero(dst.artHolder);
  2217. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->getTypeId(), dstSlot))
  2218. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2219. ma.artsPack0.emplace_back(src.slot, dstSlot);
  2220. if(src.artHolder != dst.artHolder && !isDstSlotBackpack)
  2221. ma.artsPack0.back().askAssemble = true;
  2222. sendAndApply(ma);
  2223. return true;
  2224. }
  2225. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2226. {
  2227. // Make sure exchange is even possible between the two heroes.
  2228. if(!isAllowedExchange(srcId, dstId))
  2229. COMPLAIN_RET("That heroes cannot make any exchange!");
  2230. const auto * psrcSet = gameState().getArtSet(srcId);
  2231. const auto * pdstSet = gameState().getArtSet(dstId);
  2232. if((!psrcSet) || (!pdstSet))
  2233. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2234. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2235. auto & slotsSrcDst = ma.artsPack0;
  2236. auto & slotsDstSrc = ma.artsPack1;
  2237. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2238. CArtifactFittingSet artFittingSet(&gameInfo(), pdstSet->bearerType());
  2239. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2240. ArtifactPosition srcSlot, std::vector<MoveArtifactInfo> & slots) -> void
  2241. {
  2242. assert(artifact);
  2243. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2244. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2245. {
  2246. artFittingSet.putArtifact(dstSlot, artifact);
  2247. slots.emplace_back(srcSlot, dstSlot);
  2248. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2249. if(const auto * dstHero = gameInfo().getHero(dstId))
  2250. {
  2251. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2252. giveHeroNewArtifact(dstHero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2253. }
  2254. }
  2255. };
  2256. if(swap)
  2257. {
  2258. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<MoveArtifactInfo> & slots)
  2259. {
  2260. for(const auto & artifact : srcArtSet->artifactsWorn)
  2261. {
  2262. if(ArtifactUtils::isArtRemovable(artifact))
  2263. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2264. }
  2265. };
  2266. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2267. std::vector<MoveArtifactInfo> & slots) -> void
  2268. {
  2269. for(const auto & slotInfo : artSet->artifactsInBackpack)
  2270. {
  2271. auto slot = artSet->getArtPos(slotInfo.getArt());
  2272. slots.emplace_back(slot, slot);
  2273. }
  2274. };
  2275. if(equipped)
  2276. {
  2277. // Move over artifacts that are worn srcHero -> dstHero
  2278. moveArtsWorn(psrcSet, slotsSrcDst);
  2279. artFittingSet.artifactsWorn.clear();
  2280. // Move over artifacts that are worn dstHero -> srcHero
  2281. moveArtsWorn(pdstSet, slotsDstSrc);
  2282. }
  2283. if(backpack)
  2284. {
  2285. // Move over artifacts that are in backpack srcHero -> dstHero
  2286. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2287. // Move over artifacts that are in backpack dstHero -> srcHero
  2288. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2289. }
  2290. }
  2291. else
  2292. {
  2293. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2294. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2295. if(equipped)
  2296. {
  2297. // Move over artifacts that are worn
  2298. for(const auto & artInfo : psrcSet->artifactsWorn)
  2299. {
  2300. if(ArtifactUtils::isArtRemovable(artInfo))
  2301. {
  2302. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2303. }
  2304. }
  2305. }
  2306. if(backpack)
  2307. {
  2308. // Move over artifacts that are in backpack
  2309. for(const auto & slotInfo : psrcSet->artifactsInBackpack)
  2310. {
  2311. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.getArt())),
  2312. psrcSet->getArtPos(slotInfo.getArt()), slotsSrcDst);
  2313. }
  2314. }
  2315. }
  2316. sendAndApply(ma);
  2317. return true;
  2318. }
  2319. bool CGameHandler::manageBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID & heroID, const ManageBackpackArtifacts::ManageCmd & sortType)
  2320. {
  2321. const auto * artSet = gameState().getArtSet(heroID);
  2322. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "manageBackpackArtifacts: wrong hero's ID");
  2323. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2324. const auto sortPack = [artSet](std::vector<MoveArtifactInfo> & pack)
  2325. {
  2326. // Each pack of artifacts is also sorted by ArtifactID. Scrolls by SpellID
  2327. std::sort(pack.begin(), pack.end(), [artSet](const auto & slots0, const auto & slots1) -> bool
  2328. {
  2329. const auto art0 = artSet->getArt(slots0.srcPos);
  2330. const auto art1 = artSet->getArt(slots1.srcPos);
  2331. if(art0->isScroll() && art1->isScroll())
  2332. return art0->getScrollSpellID() > art1->getScrollSpellID();
  2333. return art0->getTypeId().num > art1->getTypeId().num;
  2334. });
  2335. };
  2336. const auto buildAscendingOrder = [artSet, &sortPack](auto && getSortId)
  2337. {
  2338. std::map<int32_t, std::vector<MoveArtifactInfo>> packsSorted;
  2339. ArtifactPosition backpackSlot = ArtifactPosition::BACKPACK_START;
  2340. for(const auto & backpackSlotInfo : artSet->artifactsInBackpack)
  2341. packsSorted.try_emplace(getSortId(backpackSlotInfo)).first->second.emplace_back(backpackSlot++, ArtifactPosition::PRE_FIRST);
  2342. std::vector<MoveArtifactInfo> orderAsc;
  2343. for(auto & entry : packsSorted)
  2344. {
  2345. auto & pack = entry.second;
  2346. sortPack(pack);
  2347. orderAsc.insert(orderAsc.end(), pack.begin(), pack.end());
  2348. }
  2349. return orderAsc;
  2350. };
  2351. const auto isAlreadyAscending = [artSet](const std::vector<MoveArtifactInfo> & orderAsc)
  2352. {
  2353. std::vector<ArtifactInstanceID> curIds;
  2354. curIds.reserve(artSet->artifactsInBackpack.size());
  2355. for(const auto & slotInfo : artSet->artifactsInBackpack)
  2356. curIds.push_back(slotInfo.getArt()->getId());
  2357. std::vector<ArtifactInstanceID> ascIds;
  2358. ascIds.reserve(orderAsc.size());
  2359. for(const auto & mi : orderAsc)
  2360. ascIds.push_back(artSet->getArt(mi.srcPos)->getId());
  2361. return curIds == ascIds;
  2362. };
  2363. const auto buildRequestFromOrder = [&bma](const std::vector<MoveArtifactInfo> & order, bool reverseAll)
  2364. {
  2365. if(!reverseAll)
  2366. bma.artsPack0.insert(bma.artsPack0.end(), order.begin(), order.end());
  2367. else
  2368. bma.artsPack0.insert(bma.artsPack0.end(), order.rbegin(), order.rend());
  2369. ArtifactPosition backpackSlot = ArtifactPosition::BACKPACK_START;
  2370. for(auto & slots : bma.artsPack0)
  2371. slots.dstPos = backpackSlot++;
  2372. };
  2373. const auto makeSortBackpackRequest = [&](auto && getSortId)
  2374. {
  2375. auto orderAsc = buildAscendingOrder(getSortId);
  2376. const bool reverseAll = isAlreadyAscending(orderAsc);
  2377. buildRequestFromOrder(orderAsc, reverseAll);
  2378. };
  2379. if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_SLOT)
  2380. {
  2381. makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
  2382. {
  2383. auto possibleSlots = inf.getArt()->getType()->getPossibleSlots();
  2384. if (possibleSlots.find(ArtBearer::CREATURE) != possibleSlots.end() && !possibleSlots.at(ArtBearer::CREATURE).empty())
  2385. {
  2386. return -2;
  2387. }
  2388. else if (possibleSlots.find(ArtBearer::COMMANDER) != possibleSlots.end() && !possibleSlots.at(ArtBearer::COMMANDER).empty())
  2389. {
  2390. return -1;
  2391. }
  2392. else if (possibleSlots.find(ArtBearer::HERO) != possibleSlots.end() && !possibleSlots.at(ArtBearer::HERO).empty())
  2393. {
  2394. return inf.getArt()->getType()->getPossibleSlots().at(ArtBearer::HERO).front().num;
  2395. }
  2396. else
  2397. {
  2398. // for grail
  2399. return -3;
  2400. }
  2401. });
  2402. }
  2403. else if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_COST)
  2404. {
  2405. makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
  2406. {
  2407. return inf.getArt()->getType()->getPrice();
  2408. });
  2409. }
  2410. else if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_CLASS)
  2411. {
  2412. makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
  2413. {
  2414. return static_cast<int32_t>(inf.getArt()->getType()->aClass);
  2415. });
  2416. }
  2417. else
  2418. {
  2419. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2420. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2421. {
  2422. if(sortType == ManageBackpackArtifacts::ManageCmd::SCROLL_LEFT)
  2423. bma.artsPack0.emplace_back(backpackEnd, ArtifactPosition::BACKPACK_START);
  2424. else
  2425. bma.artsPack0.emplace_back(ArtifactPosition::BACKPACK_START, backpackEnd);
  2426. }
  2427. }
  2428. sendAndApply(bma);
  2429. return true;
  2430. }
  2431. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID & heroID, uint32_t costumeIdx)
  2432. {
  2433. const auto * artSet = gameState().getArtSet(heroID);
  2434. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2435. ChangeArtifactsCostume costume(player, costumeIdx);
  2436. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2437. {
  2438. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2439. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2440. }
  2441. sendAndApply(costume);
  2442. return true;
  2443. }
  2444. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID & heroID, uint32_t costumeIdx)
  2445. {
  2446. const auto * artSet = gameState().getArtSet(heroID);
  2447. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2448. const auto * playerState = gameInfo().getPlayerState(player);
  2449. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2450. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2451. {
  2452. CArtifactFittingSet artFittingSet(*artSet);
  2453. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2454. auto costumeArtMap = costume->second;
  2455. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2456. // First, find those artifacts that are already in place
  2457. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2458. {
  2459. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2460. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2461. {
  2462. costumeArtMap.erase(artPos);
  2463. artFittingSet.removeArtifact(slot);
  2464. }
  2465. }
  2466. // Second, find the necessary artifacts for the costume
  2467. for(const auto & artPos : costumeArtMap)
  2468. {
  2469. if(const auto slot = artFittingSet.getArtPos(artPos.second, false, false); slot != ArtifactPosition::PRE_FIRST)
  2470. {
  2471. bma.artsPack0.emplace_back(artSet->getArtPos(artFittingSet.getArt(slot)), artPos.first);
  2472. artFittingSet.removeArtifact(slot);
  2473. if(ArtifactUtils::isSlotBackpack(slot))
  2474. estimateBackpackSize--;
  2475. }
  2476. }
  2477. // Third, put unnecessary artifacts into backpack
  2478. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2479. if(artFittingSet.getArt(slot))
  2480. {
  2481. bma.artsPack0.emplace_back(slot, ArtifactPosition::BACKPACK_START);
  2482. estimateBackpackSize++;
  2483. }
  2484. const auto backpackCap = gameInfo().getSettings().getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2485. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2486. sendAndApply(bma);
  2487. }
  2488. return true;
  2489. }
  2490. /**
  2491. * Assembles or disassembles a combination artifact.
  2492. * @param heroID ID of hero holding the artifact(s).
  2493. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2494. * @param assemble True for assembly operation, false for disassembly.
  2495. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2496. * artifact to assemble to. Otherwise it's not used.
  2497. */
  2498. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2499. {
  2500. const CGHeroInstance * hero = gameInfo().getHero(heroID);
  2501. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2502. if(!destArtifact)
  2503. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2504. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2505. if(assemble)
  2506. {
  2507. const CArtifact * combinedArt = assembleTo.toArtifact();
  2508. if(!combinedArt->isCombined())
  2509. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2510. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2511. {
  2512. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2513. }
  2514. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2515. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2516. {
  2517. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2518. }
  2519. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2520. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2521. AssembledArtifact aa;
  2522. aa.al = dstLoc;
  2523. aa.artId = assembleTo;
  2524. sendAndApply(aa);
  2525. }
  2526. else
  2527. {
  2528. if(!destArtifact->isCombined())
  2529. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2530. if(!destArtifact->hasParts())
  2531. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is fused combined artifact!");
  2532. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2533. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->getType()->getConstituents().size() - 1))
  2534. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2535. DisassembledArtifact da;
  2536. da.al = dstLoc;
  2537. sendAndApply(da);
  2538. }
  2539. checkVictoryLossConditionsForPlayer(hero->getOwner());
  2540. return true;
  2541. }
  2542. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2543. {
  2544. const auto * hero = gameInfo().getHero(al.artHolder);
  2545. if(hero == nullptr)
  2546. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2547. const auto * art = hero->getArt(al.slot);
  2548. if(art == nullptr)
  2549. COMPLAIN_RET("Cannot remove artifact!");
  2550. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2551. COMPLAIN_RET("Illegal artifact removal request");
  2552. removeArtifact(al);
  2553. return true;
  2554. }
  2555. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2556. {
  2557. const CGHeroInstance * hero = gameInfo().getHero(hid);
  2558. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2559. const CGTownInstance * town = hero->getVisitedTown();
  2560. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2561. if (aid==ArtifactID::SPELLBOOK)
  2562. {
  2563. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2564. || (gameInfo().getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2565. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2566. )
  2567. return false;
  2568. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2569. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2570. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2571. giveSpells(town,hero);
  2572. return true;
  2573. }
  2574. else
  2575. {
  2576. const CArtifact * art = aid.toArtifact();
  2577. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2578. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2579. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2580. const int price = art->getPrice();
  2581. COMPLAIN_RET_FALSE_IF(gameInfo().getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2582. if(town->isWarMachineAvailable(aid))
  2583. {
  2584. bool hasFreeSlot = false;
  2585. for(auto slot : art->getPossibleSlots().at(ArtBearer::HERO))
  2586. if (hero->getArt(slot) == nullptr)
  2587. hasFreeSlot = true;
  2588. if (!hasFreeSlot)
  2589. {
  2590. auto slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  2591. removeArtifact(ArtifactLocation(hero->id, slot));
  2592. }
  2593. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2594. return giveHeroNewArtifact(hero, aid, ArtifactPosition::FIRST_AVAILABLE);
  2595. }
  2596. else
  2597. COMPLAIN_RET("This machine is unavailable here!");
  2598. }
  2599. }
  2600. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2601. {
  2602. if(!h)
  2603. COMPLAIN_RET("Only hero can buy artifacts!");
  2604. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2605. COMPLAIN_RET("That artifact is unavailable!");
  2606. int b1;
  2607. int b2;
  2608. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2609. if (gameInfo().getResource(h->tempOwner, rid) < b1)
  2610. COMPLAIN_RET("You can't afford to buy this artifact!");
  2611. giveResource(h->tempOwner, rid, -b1);
  2612. SetAvailableArtifacts saa;
  2613. if(dynamic_cast<const CGTownInstance *>(m))
  2614. {
  2615. saa.id = ObjectInstanceID::NONE;
  2616. saa.arts = gameState().getMap().townMerchantArtifacts;
  2617. }
  2618. else if(const auto *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2619. {
  2620. saa.id = bm->id;
  2621. saa.arts = bm->artifacts;
  2622. }
  2623. else
  2624. COMPLAIN_RET("Wrong marktet...");
  2625. bool found = false;
  2626. for (ArtifactID & art : saa.arts)
  2627. {
  2628. if (art == aid)
  2629. {
  2630. art = ArtifactID();
  2631. found = true;
  2632. break;
  2633. }
  2634. }
  2635. if (!found)
  2636. COMPLAIN_RET("Cannot find selected artifact on the list");
  2637. sendAndApply(saa);
  2638. giveHeroNewArtifact(h, aid, ArtifactPosition::FIRST_AVAILABLE);
  2639. return true;
  2640. }
  2641. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2642. {
  2643. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2644. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2645. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2646. COMPLAIN_RET_FALSE_IF((!art->getType()->isTradable()), "Cannot sell a war machine or spellbook!");
  2647. int resVal = 0;
  2648. int dump = 1;
  2649. m->getOffer(art->getType()->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2650. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2651. giveResource(h->tempOwner, rid, resVal);
  2652. return true;
  2653. }
  2654. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2655. {
  2656. if (!h)
  2657. COMPLAIN_RET("You need hero to buy a skill!");
  2658. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2659. COMPLAIN_RET("Hero already know this skill");
  2660. if (!h->canLearnSkill())
  2661. COMPLAIN_RET("Hero can't learn any more skills");
  2662. if (!h->canLearnSkill(skill))
  2663. COMPLAIN_RET("The hero can't learn this skill!");
  2664. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2665. COMPLAIN_RET("That skill is unavailable!");
  2666. int goldCost = gameInfo().getSettings().getInteger(EGameSettings::MARKETS_UNIVERSITY_GOLD_COST);
  2667. if (gameInfo().getResource(h->tempOwner, EGameResID::GOLD) < goldCost)
  2668. COMPLAIN_RET("You can't afford to buy this skill");
  2669. giveResource(h->tempOwner, EGameResID::GOLD, -goldCost);
  2670. changeSecSkill(h, skill, 1, ChangeValueMode::ABSOLUTE);
  2671. return true;
  2672. }
  2673. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2674. {
  2675. TResourceCap haveToSell = gameInfo().getPlayerState(player)->resources[toSell];
  2676. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2677. int b1; //base quantities for trade
  2678. int b2;
  2679. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2680. int amountToBuy = amountToSell / b1; //how many base quantities we trade
  2681. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2682. {
  2683. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2684. }
  2685. giveResource(player, toSell, -b1 * amountToBuy);
  2686. giveResource(player, toBuy, b2 * amountToBuy);
  2687. statistics->accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBuy;
  2688. statistics->accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBuy;
  2689. return true;
  2690. }
  2691. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2692. {
  2693. if(!hero)
  2694. COMPLAIN_RET("Only hero can sell creatures!");
  2695. if (!vstd::contains(hero->Slots(), slot))
  2696. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2697. const CStackInstance &s = hero->getStack(slot);
  2698. if (s.getCount() < static_cast<TQuantity>(count) //can't sell more creatures than have
  2699. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.getCount() == count)) //can't sell last stack
  2700. {
  2701. COMPLAIN_RET("Not enough creatures in army!");
  2702. }
  2703. int b1; //base quantities for trade
  2704. int b2;
  2705. market->getOffer(s.getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2706. int units = count / b1; //how many base quantities we trade
  2707. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2708. {
  2709. //TODO: complain?
  2710. assert(0);
  2711. }
  2712. changeStackCount(StackLocation(hero->id, slot), -static_cast<int>(count), ChangeValueMode::RELATIVE);
  2713. giveResource(hero->tempOwner, resourceID, b2 * units);
  2714. return true;
  2715. }
  2716. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2717. {
  2718. const CArmedInstance *army = nullptr;
  2719. if (hero)
  2720. army = hero;
  2721. else
  2722. army = dynamic_cast<const CGTownInstance *>(market);
  2723. if (!army)
  2724. COMPLAIN_RET("Incorrect call to transform in undead!");
  2725. if (!army->hasStackAtSlot(slot))
  2726. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2727. const CStackInstance &s = army->getStack(slot);
  2728. //resulting creature - bone dragons or skeletons
  2729. CreatureID resCreature = CreatureID::SKELETON;
  2730. auto customTargerBonus = s.getBonusesOfType(BonusType::SKELETON_TRANSFORMER_TARGET);
  2731. if (!customTargerBonus->empty())
  2732. resCreature = customTargerBonus->front()->subtype.as<CreatureID>();
  2733. changeStackType(StackLocation(army->id, slot), resCreature.toCreature());
  2734. return true;
  2735. }
  2736. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2737. {
  2738. const PlayerState *p2 = gameInfo().getPlayerState(r2, false);
  2739. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2740. {
  2741. complain("Dest player must be in game!");
  2742. return false;
  2743. }
  2744. TResourceCap curRes1 = gameInfo().getPlayerState(player)->resources[r1];
  2745. vstd::amin(val, curRes1);
  2746. giveResource(player, r1, -static_cast<int>(val));
  2747. giveResource(r2, r1, val);
  2748. return true;
  2749. }
  2750. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2751. {
  2752. const CGHeroInstance *h = gameInfo().getHero(hid);
  2753. if (!h)
  2754. {
  2755. logGlobal->error("Hero doesn't exist!");
  2756. return false;
  2757. }
  2758. ChangeFormation cf;
  2759. cf.hid = hid;
  2760. cf.formation = formation;
  2761. sendAndApply(cf);
  2762. return true;
  2763. }
  2764. bool CGameHandler::setTownName(ObjectInstanceID tid, std::string & name)
  2765. {
  2766. const CGTownInstance *t = gameInfo().getTown(tid);
  2767. if (!t)
  2768. {
  2769. logGlobal->error("Town doesn't exist!");
  2770. return false;
  2771. }
  2772. ChangeTownName ctn;
  2773. ctn.tid = tid;
  2774. ctn.name = name;
  2775. sendAndApply(ctn);
  2776. return true;
  2777. }
  2778. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2779. {
  2780. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2781. if (answer)
  2782. logGlobal->trace("%d", *answer);
  2783. auto topQuery = queries->topQuery(player);
  2784. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2785. if(topQuery->queryID != qid)
  2786. {
  2787. auto currentQuery = queries->getQuery(qid);
  2788. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2789. currentQuery->setReply(answer);
  2790. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2791. }
  2792. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2793. topQuery->setReply(answer);
  2794. queries->popQuery(topQuery);
  2795. return true;
  2796. }
  2797. bool CGameHandler::complain(const std::string &problem)
  2798. {
  2799. #ifndef ENABLE_GOLDMASTER
  2800. MetaString str;
  2801. str.appendTextID("vcmi.broadcast.serverProblem");
  2802. str.appendRawString(": ");
  2803. str.appendRawString(problem);
  2804. playerMessages->broadcastSystemMessage(str);
  2805. #endif
  2806. logGlobal->error(problem);
  2807. return true;
  2808. }
  2809. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2810. {
  2811. const auto * upperArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(upobj));
  2812. const auto * lowerArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(hid));
  2813. assert(lowerArmy);
  2814. assert(upperArmy);
  2815. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2816. queries->addQuery(garrisonQuery);
  2817. GarrisonDialog gd;
  2818. gd.hid = hid;
  2819. gd.objid = upobj;
  2820. gd.removableUnits = removableUnits;
  2821. gd.queryID = garrisonQuery->queryID;
  2822. sendAndApply(gd);
  2823. }
  2824. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2825. {
  2826. OpenWindow pack;
  2827. pack.window = window;
  2828. pack.object = object->id;
  2829. pack.visitor = visitor->id;
  2830. if (addQuery)
  2831. {
  2832. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2833. pack.queryID = windowQuery->queryID;
  2834. queries->addQuery(windowQuery);
  2835. }
  2836. sendAndApply(pack);
  2837. }
  2838. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2839. {
  2840. if (id1 == id2)
  2841. return true;
  2842. const CGObjectInstance *o1 = gameInfo().getObj(id1);
  2843. const CGObjectInstance *o2 = gameInfo().getObj(id2);
  2844. if (!o1 || !o2)
  2845. return true; //arranging stacks within an object should be always allowed
  2846. if (o1 && o2)
  2847. {
  2848. if (o1->ID == Obj::TOWN)
  2849. {
  2850. const auto *t = dynamic_cast<const CGTownInstance*>(o1);
  2851. if (t->getVisitingHero() == o2 || t->getGarrisonHero() == o2)
  2852. return true;
  2853. }
  2854. if (o2->ID == Obj::TOWN)
  2855. {
  2856. const auto *t = dynamic_cast<const CGTownInstance*>(o2);
  2857. if (t->getVisitingHero() == o1 || t->getGarrisonHero() == o1)
  2858. return true;
  2859. }
  2860. const auto * market = gameState().getMarket(id1);
  2861. if(market == nullptr)
  2862. market = gameState().getMarket(id2);
  2863. if(market)
  2864. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  2865. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2866. {
  2867. const auto *h1 = dynamic_cast<const CGHeroInstance*>(o1);
  2868. const auto *h2 = dynamic_cast<const CGHeroInstance*>(o2);
  2869. // two heroes in same town (garrisoned and visiting)
  2870. if (h1->getVisitedTown() != nullptr && h2->getVisitedTown() != nullptr && h1->getVisitedTown() == h2->getVisitedTown())
  2871. return true;
  2872. }
  2873. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2874. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2875. if (!dialog)
  2876. {
  2877. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2878. }
  2879. if (dialog)
  2880. {
  2881. const auto * topArmy = dialog->exchangingArmies.at(0);
  2882. const auto * bottomArmy = dialog->exchangingArmies.at(1);
  2883. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2884. return true;
  2885. }
  2886. }
  2887. return false;
  2888. }
  2889. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2890. {
  2891. using events::ObjectVisitStarted;
  2892. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  2893. if (getVisitingHero(obj) != nullptr)
  2894. {
  2895. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  2896. throw std::runtime_error("Can not visit object that is being visited");
  2897. }
  2898. std::shared_ptr<MapObjectVisitQuery> visitQuery;
  2899. auto startVisit = [&](ObjectVisitStarted & event)
  2900. {
  2901. const auto * visitedObject = obj;
  2902. if(obj->ID == Obj::HERO)
  2903. {
  2904. const auto * visitedHero = dynamic_cast<const CGHeroInstance *>(obj);
  2905. const auto * visitedTown = visitedHero->getVisitedTown();
  2906. if(visitedTown)
  2907. {
  2908. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2909. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2910. visitedObject = visitedTown;
  2911. }
  2912. }
  2913. visitQuery = std::make_shared<MapObjectVisitQuery>(this, visitedObject, h);
  2914. queries->addQuery(visitQuery); //TODO real visit pos
  2915. HeroVisit hv;
  2916. hv.objId = obj->id;
  2917. hv.heroId = h->id;
  2918. hv.player = h->tempOwner;
  2919. hv.starting = true;
  2920. sendAndApply(hv);
  2921. obj->onHeroVisit(*this, h);
  2922. };
  2923. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2924. if(visitQuery)
  2925. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2926. }
  2927. void CGameHandler::objectVisitEnded(const ObjectInstanceID & heroObjectID, PlayerColor player)
  2928. {
  2929. using events::ObjectVisitEnded;
  2930. auto endVisit = [&](ObjectVisitEnded & event)
  2931. {
  2932. HeroVisit hv;
  2933. hv.player = event.getPlayer();
  2934. hv.heroId = event.getHero();
  2935. hv.starting = false;
  2936. sendAndApply(hv);
  2937. };
  2938. //TODO: ObjectVisitEnded should also have id of visited object,
  2939. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2940. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, player, heroObjectID);
  2941. }
  2942. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2943. {
  2944. const auto *obj = dynamic_cast<const IShipyard *>(gameInfo().getObj(objid));
  2945. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2946. {
  2947. complain("Cannot build boat in this shipyard!");
  2948. return false;
  2949. }
  2950. TResources boatCost;
  2951. obj->getBoatCost(boatCost);
  2952. TResources available = gameInfo().getPlayerState(playerID)->resources;
  2953. if (!available.canAfford(boatCost))
  2954. {
  2955. complain("Not enough resources to build a boat!");
  2956. return false;
  2957. }
  2958. int3 tile = obj->bestLocation();
  2959. if (!gameState().getMap().isInTheMap(tile))
  2960. {
  2961. complain("Cannot find appropriate tile for a boat!");
  2962. return false;
  2963. }
  2964. giveResources(playerID, -boatCost);
  2965. createBoat(tile, obj->getBoatType(), playerID);
  2966. return true;
  2967. }
  2968. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  2969. {
  2970. for (auto playerColor : playerColors)
  2971. {
  2972. if (gameInfo().getPlayerState(playerColor, false))
  2973. checkVictoryLossConditionsForPlayer(playerColor);
  2974. }
  2975. }
  2976. void CGameHandler::checkVictoryLossConditionsForAll()
  2977. {
  2978. std::set<PlayerColor> playerColors;
  2979. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  2980. {
  2981. playerColors.insert(PlayerColor(i));
  2982. }
  2983. checkVictoryLossConditions(playerColors);
  2984. }
  2985. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  2986. {
  2987. const PlayerState * p = gameInfo().getPlayerState(player);
  2988. if(!p || p->status != EPlayerStatus::INGAME) return;
  2989. if(gameState().getMap().battleOnly)
  2990. {
  2991. for(const auto & playerIt : gameState().players)
  2992. {
  2993. PlayerEndsGame peg;
  2994. peg.player = playerIt.first;
  2995. peg.silentEnd = true;
  2996. sendAndApply(peg);
  2997. }
  2998. gameServer().setState(EServerState::SHUTDOWN);
  2999. return;
  3000. }
  3001. auto victoryLossCheckResult = gameState().checkForVictoryAndLoss(player);
  3002. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3003. {
  3004. InfoWindow iw;
  3005. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3006. sendAndApply(iw);
  3007. PlayerEndsGame peg;
  3008. peg.player = player;
  3009. peg.victoryLossCheckResult = victoryLossCheckResult;
  3010. peg.statistic = *statistics;
  3011. addStatistics(peg.statistic); // add last turn befor win / loss
  3012. sendAndApply(peg);
  3013. turnOrder->removePlayer(player);
  3014. if (victoryLossCheckResult.victory())
  3015. {
  3016. //one player won -> all enemies lost
  3017. for (const auto & playerIt : gameState().players)
  3018. {
  3019. if (playerIt.first != player && gameInfo().getPlayerState(playerIt.first)->status == EPlayerStatus::INGAME)
  3020. {
  3021. peg.player = playerIt.first;
  3022. peg.victoryLossCheckResult = gameInfo().getPlayerRelations(player, playerIt.first) == PlayerRelations::ALLIES ?
  3023. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3024. InfoWindow iwOthers;
  3025. getVictoryLossMessage(player, peg.victoryLossCheckResult, iwOthers);
  3026. iwOthers.player = playerIt.first;
  3027. sendAndApply(iwOthers);
  3028. sendAndApply(peg);
  3029. }
  3030. }
  3031. if(p->human)
  3032. {
  3033. gameServer().setState(EServerState::SHUTDOWN);
  3034. }
  3035. }
  3036. else
  3037. {
  3038. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3039. auto hlp = p->getHeroes();
  3040. for (const auto * h : hlp) //eliminate heroes
  3041. {
  3042. if (h)
  3043. removeObject(h, player);
  3044. }
  3045. //player lost -> all his objects become unflagged (neutral)
  3046. for (const auto * obj : gameState().getMap().getObjects()) //unflag objs
  3047. {
  3048. if (obj && obj->tempOwner == player)
  3049. setOwner(obj, PlayerColor::NEUTRAL);
  3050. }
  3051. //eliminating one player may cause victory of another:
  3052. std::set<PlayerColor> playerColors;
  3053. //do not copy player state (CBonusSystemNode) by value
  3054. for (const auto &playerState : gameState().players) //players may have different colors, iterate over players and not integers
  3055. {
  3056. if (playerState.first != player)
  3057. playerColors.insert(playerState.first);
  3058. }
  3059. //notify all players
  3060. for (auto pc : playerColors)
  3061. {
  3062. if (gameInfo().getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3063. {
  3064. InfoWindow iwOthers;
  3065. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iwOthers);
  3066. iwOthers.player = pc;
  3067. sendAndApply(iwOthers);
  3068. }
  3069. }
  3070. checkVictoryLossConditions(playerColors);
  3071. // give turn to next player(s)
  3072. // FIXME: this may cause multiple calls to resumeTurnOrder if multiple players lose in chain reaction
  3073. if(gameServer().getState() != EServerState::SHUTDOWN)
  3074. turnOrder->resumeTurnOrder();
  3075. }
  3076. }
  3077. }
  3078. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3079. {
  3080. out.player = player;
  3081. out.text = victoryLossCheckResult.messageToSelf;
  3082. out.text.replaceName(player);
  3083. out.components.emplace_back(ComponentType::FLAG, player);
  3084. }
  3085. bool CGameHandler::dig(const CGHeroInstance *h)
  3086. {
  3087. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3088. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3089. createHole(h->visitablePos(), h->getOwner());
  3090. //take MPs
  3091. SetMovePoints smp;
  3092. smp.hid = h->id;
  3093. smp.val = 0;
  3094. sendAndApply(smp);
  3095. InfoWindow iw;
  3096. iw.type = EInfoWindowMode::AUTO;
  3097. iw.player = h->tempOwner;
  3098. if (gameState().getMap().grailPos == h->visitablePos())
  3099. {
  3100. ArtifactID grail = ArtifactID::GRAIL;
  3101. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  3102. iw.text.appendName(grail); // ... " The Grail"
  3103. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3104. giveHeroNewArtifact(h, grail, ArtifactPosition::FIRST_AVAILABLE); //give grail
  3105. sendAndApply(iw);
  3106. iw.soundID = soundBase::invalid;
  3107. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3108. iw.text.clear();
  3109. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3110. sendAndApply(iw);
  3111. }
  3112. else
  3113. {
  3114. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3115. iw.soundID = soundBase::Dig;
  3116. sendAndApply(iw);
  3117. }
  3118. return true;
  3119. }
  3120. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3121. {
  3122. if (!t.visitableObjects.empty())
  3123. {
  3124. //to prevent self-visiting heroes on space press
  3125. if (t.visitableObjects.back() != h->id)
  3126. objectVisited(gameState().getObjInstance(t.visitableObjects.back()), h);
  3127. else if (t.visitableObjects.size() > 1)
  3128. objectVisited(gameState().getObjInstance(*(t.visitableObjects.end()-2)),h);
  3129. }
  3130. }
  3131. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3132. {
  3133. if (!hero)
  3134. COMPLAIN_RET("You need hero to sacrifice creature!");
  3135. int expSum = 0;
  3136. auto finish = [this, &hero, &expSum]()
  3137. {
  3138. giveExperience(hero, hero->calculateXp(expSum));
  3139. };
  3140. for(int i = 0; i < slot.size(); ++i)
  3141. {
  3142. int oldCount = hero->getStackCount(slot[i]);
  3143. if(oldCount < static_cast<int>(count[i]))
  3144. {
  3145. finish();
  3146. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3147. }
  3148. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3149. {
  3150. finish();
  3151. COMPLAIN_RET("Cannot sacrifice last creature!");
  3152. }
  3153. int crid = hero->getStack(slot[i]).getId();
  3154. changeStackCount(StackLocation(hero->id, slot[i]), -(TQuantity)count[i], ChangeValueMode::RELATIVE);
  3155. int dump;
  3156. int exp;
  3157. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3158. exp *= count[i];
  3159. expSum += exp;
  3160. }
  3161. finish();
  3162. return true;
  3163. }
  3164. bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3165. {
  3166. if (!hero)
  3167. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3168. if(hero->getAlignment() == EAlignment::EVIL)
  3169. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3170. assert(market);
  3171. const auto * artSet = market->getArtifactsStorage();
  3172. int expSum = 0;
  3173. std::vector<ArtifactPosition> artPack;
  3174. auto finish = [this, &hero, &expSum, &artPack, market]()
  3175. {
  3176. removeArtifact(market->getObjInstanceID(), artPack);
  3177. giveExperience(hero, hero->calculateXp(expSum));
  3178. };
  3179. for(const auto & artInstId : arts)
  3180. {
  3181. if(const auto * art = artSet->getArtByInstanceId(artInstId))
  3182. {
  3183. if(art->getType()->isTradable())
  3184. {
  3185. int dmp;
  3186. int expToGive;
  3187. market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3188. expSum += expToGive;
  3189. artPack.push_back(artSet->getArtPos(art));
  3190. }
  3191. else
  3192. {
  3193. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3194. }
  3195. }
  3196. else
  3197. {
  3198. finish();
  3199. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3200. }
  3201. }
  3202. finish();
  3203. return true;
  3204. }
  3205. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3206. {
  3207. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
  3208. if (army->hasStackAtSlot(sl.slot))
  3209. COMPLAIN_RET("Slot is already taken!");
  3210. if (!sl.slot.validSlot())
  3211. COMPLAIN_RET("Cannot insert stack to that slot!");
  3212. InsertNewStack ins;
  3213. ins.army = army->id;
  3214. ins.slot = sl.slot;
  3215. ins.type = c->getId();
  3216. ins.count = count;
  3217. sendAndApply(ins);
  3218. return true;
  3219. }
  3220. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3221. {
  3222. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
  3223. if (!army->hasStackAtSlot(sl.slot))
  3224. COMPLAIN_RET("Cannot find a stack to erase");
  3225. if (army->stacksCount() == 1 //from the last stack
  3226. && army->needsLastStack() //that must be left
  3227. && !forceRemoval) //ignore above conditions if we are forcing removal
  3228. {
  3229. COMPLAIN_RET("Cannot erase the last stack!");
  3230. }
  3231. EraseStack es;
  3232. es.army = army->id;
  3233. es.slot = sl.slot;
  3234. sendAndApply(es);
  3235. return true;
  3236. }
  3237. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, ChangeValueMode mode)
  3238. {
  3239. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
  3240. TQuantity currentCount = army->getStackCount(sl.slot);
  3241. if ((mode == ChangeValueMode::ABSOLUTE && count < 0)
  3242. || (mode == ChangeValueMode::RELATIVE && -count > currentCount))
  3243. {
  3244. COMPLAIN_RET("Cannot take more stacks than present!");
  3245. }
  3246. if ((currentCount == -count && mode == ChangeValueMode::RELATIVE)
  3247. || (count == 0 && mode == ChangeValueMode::ABSOLUTE))
  3248. {
  3249. eraseStack(sl);
  3250. }
  3251. else
  3252. {
  3253. ChangeStackCount csc;
  3254. csc.army = army->id;
  3255. csc.slot = sl.slot;
  3256. csc.count = count;
  3257. csc.mode = mode;
  3258. sendAndApply(csc);
  3259. }
  3260. return true;
  3261. }
  3262. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3263. {
  3264. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
  3265. const CCreature *slotC = army->getCreature(sl.slot);
  3266. if (!slotC) //slot is empty
  3267. insertNewStack(sl, c, count);
  3268. else if (c == slotC)
  3269. changeStackCount(sl, count, ChangeValueMode::RELATIVE);
  3270. else
  3271. {
  3272. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3273. }
  3274. return true;
  3275. }
  3276. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3277. {
  3278. if (removeObjWhenFinished)
  3279. removeAfterVisit(src->id);
  3280. if (!src->canBeMergedWith(*dst, allowMerging))
  3281. {
  3282. if (allowMerging) //do that, add all matching creatures.
  3283. {
  3284. bool cont = true;
  3285. while (cont)
  3286. {
  3287. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3288. {
  3289. SlotID pos = dst->getSlotFor(i->second->getCreature());
  3290. if (pos.validSlot())
  3291. {
  3292. moveStack(StackLocation(src->id, i->first), StackLocation(dst->id, pos));
  3293. cont = true;
  3294. break; //or iterator crashes
  3295. }
  3296. cont = false;
  3297. }
  3298. }
  3299. }
  3300. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3301. }
  3302. else //merge
  3303. {
  3304. moveArmy(src, dst, allowMerging);
  3305. }
  3306. }
  3307. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3308. {
  3309. const auto * srcArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(src.army));
  3310. const auto * dstArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(dst.army));
  3311. if (!srcArmy->hasStackAtSlot(src.slot))
  3312. COMPLAIN_RET("No stack to move!");
  3313. if (dstArmy->hasStackAtSlot(dst.slot) && dstArmy->getCreature(dst.slot) != srcArmy->getCreature(src.slot))
  3314. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3315. if (!dst.slot.validSlot())
  3316. COMPLAIN_RET("Cannot move stack to that slot!");
  3317. if (count == -1)
  3318. {
  3319. count = srcArmy->getStackCount(src.slot);
  3320. }
  3321. if (srcArmy != dstArmy //moving away
  3322. && count == srcArmy->getStackCount(src.slot) //all creatures
  3323. && srcArmy->stacksCount() == 1 //from the last stack
  3324. && srcArmy->needsLastStack()) //that must be left
  3325. {
  3326. COMPLAIN_RET("Cannot move away the last creature!");
  3327. }
  3328. RebalanceStacks rs;
  3329. rs.srcArmy = srcArmy->id;
  3330. rs.dstArmy = dstArmy->id;
  3331. rs.srcSlot = src.slot;
  3332. rs.dstSlot = dst.slot;
  3333. rs.count = count;
  3334. sendAndApply(rs);
  3335. return true;
  3336. }
  3337. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3338. {
  3339. if (!spellID.hasValue())
  3340. return;
  3341. AdventureSpellCastParameters p;
  3342. p.caster = caster;
  3343. p.pos = pos;
  3344. const CSpell * s = spellID.toSpell();
  3345. s->adventureCast(spellEnv.get(), p);
  3346. // FIXME: hack to avoid attempts to use charges when spell is casted externally
  3347. // For example, town gates map object in hota/wog
  3348. // Proper fix would be to instead spend charges similar to existing caster::spendMana call
  3349. if (dynamic_cast<const spells::ExternalCaster*>(caster) == nullptr)
  3350. {
  3351. if(const auto * hero = caster->getHeroCaster())
  3352. useChargeBasedSpell(hero->id, spellID);
  3353. }
  3354. }
  3355. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3356. {
  3357. const auto * army1 = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl1.army));
  3358. const auto * army2 = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl2.army));
  3359. if(!army1->hasStackAtSlot(sl1.slot))
  3360. {
  3361. return moveStack(sl2, sl1);
  3362. }
  3363. else if(!army2->hasStackAtSlot(sl2.slot))
  3364. {
  3365. return moveStack(sl1, sl2);
  3366. }
  3367. else
  3368. {
  3369. SwapStacks ss;
  3370. ss.srcArmy = army1->id;
  3371. ss.dstArmy = army2->id;
  3372. ss.srcSlot = sl1.slot;
  3373. ss.dstSlot = sl2.slot;
  3374. sendAndApply(ss);
  3375. return true;
  3376. }
  3377. }
  3378. bool CGameHandler::putArtifact(const ArtifactLocation & al, const ArtifactInstanceID & id, std::optional<bool> askAssemble)
  3379. {
  3380. const auto * artInst = gameInfo().getArtInstance(id);
  3381. assert(artInst && artInst->getType());
  3382. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3383. dst.creature = al.creature;
  3384. const auto * putTo = gameState().getArtSet(al);
  3385. assert(putTo);
  3386. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3387. {
  3388. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, artInst->getTypeId());
  3389. }
  3390. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3391. {
  3392. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, artInst->getTypeId());
  3393. }
  3394. else
  3395. {
  3396. dst.slot = al.slot;
  3397. }
  3398. if(!askAssemble.has_value())
  3399. {
  3400. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3401. askAssemble = true;
  3402. else
  3403. askAssemble = false;
  3404. }
  3405. if(artInst->canBePutAt(putTo, dst.slot))
  3406. {
  3407. PutArtifact pa(id, dst, askAssemble.value());
  3408. sendAndApply(pa);
  3409. return true;
  3410. }
  3411. else
  3412. {
  3413. return false;
  3414. }
  3415. }
  3416. bool CGameHandler::giveHeroNewArtifact(
  3417. const CGHeroInstance * h, const CArtifact * artType, const SpellID & spellId, const ArtifactPosition & pos)
  3418. {
  3419. assert(artType);
  3420. NewArtifact na;
  3421. na.artHolder = h->id;
  3422. na.artId = artType->getId();
  3423. na.spellId = spellId;
  3424. na.pos = pos;
  3425. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3426. {
  3427. na.pos = ArtifactUtils::getArtAnyPosition(h, artType->getId());
  3428. if(!artType->canBePutAt(h, na.pos))
  3429. COMPLAIN_RET("Cannot put artifact in that slot!");
  3430. }
  3431. else if(ArtifactUtils::isSlotBackpack(pos))
  3432. {
  3433. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3434. COMPLAIN_RET("Cannot put artifact in that slot!");
  3435. }
  3436. else
  3437. {
  3438. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3439. }
  3440. sendAndApply(na);
  3441. return true;
  3442. }
  3443. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos)
  3444. {
  3445. return giveHeroNewArtifact(h, artId.toArtifact(), SpellID::NONE, pos);
  3446. }
  3447. bool CGameHandler::giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos)
  3448. {
  3449. return giveHeroNewArtifact(h, ArtifactID(ArtifactID::SPELL_SCROLL).toArtifact(), spellId, pos);
  3450. }
  3451. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3452. {
  3453. std::vector<int3>::iterator tile;
  3454. std::vector<int3> tiles;
  3455. gameState().getFreeTiles(tiles, true);
  3456. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  3457. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3458. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3459. const CCreature *cre = creatureID.toCreature();
  3460. for (int i = 0; i < amount; ++i)
  3461. {
  3462. tile = tiles.begin();
  3463. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3464. auto count = cre->getRandomAmount(getRandomGenerator());
  3465. createWanderingMonster(*tile, creatureID, count);
  3466. tiles.erase(tile); //not use it again
  3467. }
  3468. }
  3469. bool CGameHandler::isBlockedByQueries(const CPackForServer *pack, PlayerColor player)
  3470. {
  3471. if (dynamic_cast<const PlayerMessage *>(pack) != nullptr)
  3472. return false;
  3473. if (dynamic_cast<const SaveLocalState *>(pack) != nullptr)
  3474. return false;
  3475. auto query = queries->topQuery(player);
  3476. if (query && query->blocksPack(pack))
  3477. {
  3478. complain(boost::str(boost::format(
  3479. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3480. % boost::to_upper_copy<std::string>(player.toString())
  3481. % query->toString()
  3482. ));
  3483. return true;
  3484. }
  3485. return false;
  3486. }
  3487. void CGameHandler::removeAfterVisit(const ObjectInstanceID & id)
  3488. {
  3489. //If the object is being visited, there must be a matching query
  3490. for (const auto &query : queries->allQueries())
  3491. {
  3492. if (auto someVistQuery = std::dynamic_pointer_cast<MapObjectVisitQuery>(query))
  3493. {
  3494. if (someVistQuery->visitedObject == id)
  3495. {
  3496. someVistQuery->removeObjectAfterVisit = true;
  3497. return;
  3498. }
  3499. }
  3500. }
  3501. //If we haven't returned so far, there is no query and no visit, call was wrong
  3502. throw std::runtime_error("This function needs to be called during the object visit!");
  3503. }
  3504. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3505. {
  3506. FowTilesType tiles;
  3507. if (mode == ETileVisibility::HIDDEN)
  3508. {
  3509. gameInfo().getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3510. }
  3511. else
  3512. {
  3513. gameInfo().getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3514. }
  3515. changeFogOfWar(tiles, player, mode);
  3516. }
  3517. void CGameHandler::changeFogOfWar(const FowTilesType &tiles, PlayerColor player, ETileVisibility mode)
  3518. {
  3519. if (tiles.empty())
  3520. return;
  3521. FoWChange fow;
  3522. fow.tiles = tiles;
  3523. fow.player = player;
  3524. fow.mode = mode;
  3525. if (mode == ETileVisibility::HIDDEN)
  3526. {
  3527. // do not hide tiles observed by owned objects. May lead to disastrous AI problems
  3528. FowTilesType observedTiles;
  3529. const auto * p = gameInfo().getPlayerState(player);
  3530. for (const auto * obj : p->getOwnedObjects())
  3531. gameInfo().getTilesInRange(observedTiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::REVEALED, obj->getOwner());
  3532. for (auto tile : observedTiles)
  3533. vstd::erase_if_present (fow.tiles, tile);
  3534. }
  3535. if (!fow.tiles.empty())
  3536. sendAndApply(fow);
  3537. }
  3538. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3539. {
  3540. assert(obj);
  3541. for(const auto & query : queries->allQueries())
  3542. {
  3543. auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
  3544. if (visit && visit->visitedObject == obj->id)
  3545. return gameInfo().getHero(visit->visitingHero);
  3546. }
  3547. return nullptr;
  3548. }
  3549. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3550. {
  3551. assert(hero);
  3552. for(const auto & query : queries->allQueries())
  3553. {
  3554. auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
  3555. if (visit && visit->visitingHero == hero->id)
  3556. return gameInfo().getObjInstance(visit->visitedObject);
  3557. }
  3558. return nullptr;
  3559. }
  3560. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3561. {
  3562. assert(obj);
  3563. assert(hero);
  3564. assert(getVisitingHero(obj) == hero);
  3565. // Check top query of targeted player:
  3566. // If top query is NOT visit to targeted object then we assume that
  3567. // visitation query is covered by other query that must be answered first
  3568. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3569. if (auto visit = std::dynamic_pointer_cast<const VisitQuery>(topQuery))
  3570. return !(visit->visitedObject == obj->id && visit->visitingHero == hero->id);
  3571. return true;
  3572. }
  3573. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3574. {
  3575. SetObjectProperty sob;
  3576. sob.id = objid;
  3577. sob.what = prop;
  3578. sob.identifier = NumericID(value);
  3579. sendAndApply(sob);
  3580. }
  3581. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3582. {
  3583. SetObjectProperty sob;
  3584. sob.id = objid;
  3585. sob.what = prop;
  3586. sob.identifier = identifier;
  3587. sendAndApply(sob);
  3588. }
  3589. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
  3590. {
  3591. SetRewardableConfiguration srb;
  3592. srb.objectID = objid;
  3593. srb.configuration = configuration;
  3594. sendAndApply(srb);
  3595. }
  3596. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
  3597. {
  3598. SetRewardableConfiguration srb;
  3599. srb.objectID = townInstanceID;
  3600. srb.buildingID = buildingID;
  3601. srb.configuration = configuration;
  3602. sendAndApply(srb);
  3603. }
  3604. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3605. {
  3606. sendAndApply(*iw);
  3607. }
  3608. vstd::RNG & CGameHandler::getRandomGenerator()
  3609. {
  3610. return randomizer->getDefault();
  3611. }
  3612. //#if SCRIPTING_ENABLED
  3613. //scripting::Pool * CGameHandler::getGlobalContextPool() const
  3614. //{
  3615. // return serverScripts.get();
  3616. //}
  3617. //scripting::Pool * CGameHandler::getContextPool() const
  3618. //{
  3619. // return serverScripts.get();
  3620. //}
  3621. //#endif
  3622. std::shared_ptr<CGObjectInstance> CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
  3623. {
  3624. TerrainId terrainType = ETerrainId::NONE;
  3625. if (!gameState().isInTheMap(visitablePosition))
  3626. throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
  3627. const TerrainTile & t = gameState().getMap().getTile(visitablePosition);
  3628. terrainType = t.getTerrainID();
  3629. auto handler = LIBRARY->objtypeh->getHandlerFor(objectID, subID);
  3630. auto o = handler->create(&gameInfo(), nullptr);
  3631. handler->configureObject(o.get(), *randomizer);
  3632. assert(o->ID == objectID);
  3633. gs->getMap().generateUniqueInstanceName(o.get());
  3634. assert(!handler->getTemplates(terrainType).empty());
  3635. if (handler->getTemplates().empty())
  3636. throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
  3637. if (!handler->getTemplates(terrainType).empty())
  3638. o->appearance = handler->getTemplates(terrainType).front();
  3639. else
  3640. o->appearance = handler->getTemplates().front();
  3641. if (o->isVisitable())
  3642. o->setAnchorPos(visitablePosition + o->getVisitableOffset());
  3643. else
  3644. o->setAnchorPos(visitablePosition);
  3645. return o;
  3646. }
  3647. void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature, int unitSize)
  3648. {
  3649. auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
  3650. auto cre = std::dynamic_pointer_cast<CGCreature>(createdObject);
  3651. assert(cre);
  3652. cre->notGrowingTeam = cre->neverFlees = false;
  3653. cre->character = 2;
  3654. cre->gainedArtifact = ArtifactID::NONE;
  3655. cre->identifier = -1;
  3656. cre->temppower = static_cast<int64_t>(unitSize) * 1000;
  3657. cre->addToSlot(SlotID(0), std::make_unique<CStackInstance>(&gameInfo(), creature, unitSize));
  3658. newObject(createdObject, PlayerColor::NEUTRAL);
  3659. }
  3660. void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
  3661. {
  3662. auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
  3663. newObject(createdObject, initiator);
  3664. }
  3665. void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
  3666. {
  3667. auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
  3668. newObject(createdObject, initiator);
  3669. }
  3670. void CGameHandler::newObject(std::shared_ptr<CGObjectInstance> object, PlayerColor initiator)
  3671. {
  3672. object->initObj(*randomizer);
  3673. NewObject no;
  3674. no.newObject = object;
  3675. no.initiator = initiator;
  3676. sendAndApply(no);
  3677. }
  3678. void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
  3679. {
  3680. battles->startBattle(army1, army2, tile, hero1, hero2, layout, town);
  3681. }
  3682. void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2 )
  3683. {
  3684. battles->startBattle(army1, army2);
  3685. }
  3686. void CGameHandler::useChargeBasedSpell(const ObjectInstanceID & heroObjectID, const SpellID & spellID)
  3687. {
  3688. const auto * hero = gameInfo().getHero(heroObjectID);
  3689. assert(hero);
  3690. assert(hero->canCastThisSpell(spellID.toSpell()));
  3691. // Check if hero used charge based spell
  3692. // Try to find other sources of the spell besides the charged artifacts. If there are any, we use them.
  3693. std::optional<std::tuple<ArtifactPosition, ArtifactInstanceID, uint16_t>> chargedArt;
  3694. for(const auto & source : hero->getSourcesForSpell(spellID))
  3695. {
  3696. if(const auto * artInst = hero->getArtByInstanceId(source.as<ArtifactInstanceID>()))
  3697. {
  3698. const auto * artType = artInst->getType();
  3699. const auto spellCost = artType->getChargeCost(spellID);
  3700. if(spellCost.has_value() && spellCost.value() <= artInst->getCharges() && artType->getDischargeCondition() == DischargeArtifactCondition::SPELLCAST)
  3701. {
  3702. chargedArt.emplace(hero->getArtPos(artInst), artInst->getId(), spellCost.value());
  3703. }
  3704. else
  3705. {
  3706. return;
  3707. }
  3708. }
  3709. else
  3710. {
  3711. return;
  3712. }
  3713. }
  3714. assert(chargedArt.has_value());
  3715. DischargeArtifact msg(std::get<1>(chargedArt.value()), std::get<2>(chargedArt.value()));
  3716. msg.artLoc.emplace(hero->id, std::get<0>(chargedArt.value()));
  3717. sendAndApply(msg);
  3718. }