CGameHandler.h 18 KB

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  1. /*
  2. * CGameHandler.h, 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. #pragma once
  11. #include <vcmi/Environment.h>
  12. #include "../lib/FunctionList.h"
  13. #include "../lib/IGameCallback.h"
  14. #include "../lib/battle/CBattleInfoCallback.h"
  15. #include "../lib/battle/BattleAction.h"
  16. #include "../lib/ScriptHandler.h"
  17. #include "CQuery.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. class CGameState;
  20. struct StartInfo;
  21. struct BattleResult;
  22. struct SideInBattle;
  23. struct BattleAttack;
  24. struct BattleStackAttacked;
  25. struct CPack;
  26. struct Query;
  27. struct SetResources;
  28. struct NewStructures;
  29. class CGHeroInstance;
  30. class IMarket;
  31. class SpellCastEnvironment;
  32. #if SCRIPTING_ENABLED
  33. namespace scripting
  34. {
  35. class PoolImpl;
  36. }
  37. #endif
  38. template<typename T> class CApplier;
  39. VCMI_LIB_NAMESPACE_END
  40. class HeroPoolProcessor;
  41. class CGameHandler;
  42. class CVCMIServer;
  43. class CBaseForGHApply;
  44. class PlayerMessageProcessor;
  45. struct PlayerStatus
  46. {
  47. bool makingTurn;
  48. PlayerStatus():makingTurn(false){};
  49. template <typename Handler> void serialize(Handler &h, const int version)
  50. {
  51. h & makingTurn;
  52. }
  53. };
  54. class PlayerStatuses
  55. {
  56. public:
  57. std::map<PlayerColor,PlayerStatus> players;
  58. boost::mutex mx;
  59. boost::condition_variable cv; //notifies when any changes are made
  60. void addPlayer(PlayerColor player);
  61. PlayerStatus operator[](PlayerColor player);
  62. bool checkFlag(PlayerColor player, bool PlayerStatus::*flag);
  63. void setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val);
  64. template <typename Handler> void serialize(Handler &h, const int version)
  65. {
  66. h & players;
  67. }
  68. };
  69. struct CasualtiesAfterBattle
  70. {
  71. using TStackAndItsNewCount = std::pair<StackLocation, int>;
  72. using TSummoned = std::map<CreatureID, TQuantity>;
  73. enum {ERASE = -1};
  74. const CArmedInstance * army;
  75. std::vector<TStackAndItsNewCount> newStackCounts;
  76. std::vector<ArtifactLocation> removedWarMachines;
  77. TSummoned summoned;
  78. ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
  79. CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat);
  80. void updateArmy(CGameHandler *gh);
  81. };
  82. class CGameHandler : public IGameCallback, public CBattleInfoCallback, public Environment
  83. {
  84. CVCMIServer * lobby;
  85. std::shared_ptr<CApplier<CBaseForGHApply>> applier;
  86. std::unique_ptr<boost::thread> battleThread;
  87. public:
  88. boost::recursive_mutex battleActionMutex;
  89. std::unique_ptr<HeroPoolProcessor> heroPool;
  90. using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>;
  91. //use enums as parameters, because doMove(sth, true, false, true) is not readable
  92. enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
  93. enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
  94. enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
  95. std::unique_ptr<PlayerMessageProcessor> playerMessages;
  96. std::map<PlayerColor, std::set<std::shared_ptr<CConnection>>> connections; //player color -> connection to client with interface of that player
  97. PlayerStatuses states; //player color -> player state
  98. //queries stuff
  99. boost::recursive_mutex gsm;
  100. ui32 QID;
  101. Queries queries;
  102. SpellCastEnvironment * spellEnv;
  103. const Services * services() const override;
  104. const BattleCb * battle() const override;
  105. const GameCb * game() const override;
  106. vstd::CLoggerBase * logger() const override;
  107. events::EventBus * eventBus() const override;
  108. CVCMIServer * gameLobby() const;
  109. bool isValidObject(const CGObjectInstance *obj) const;
  110. bool isBlockedByQueries(const CPack *pack, PlayerColor player);
  111. bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
  112. void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
  113. int moveStack(int stack, BattleHex dest); //returned value - travelled distance
  114. void runBattle();
  115. ////used only in endBattle - don't touch elsewhere
  116. bool visitObjectAfterVictory;
  117. //
  118. void endBattle(int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2); //ends battle
  119. void endBattleConfirm(const BattleInfo * battleInfo);
  120. void makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter);
  121. // damage, drain life & fire shield; returns amount of drained life
  122. int64_t applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary);
  123. void sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple);
  124. void addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple);
  125. void checkBattleStateChanges();
  126. void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
  127. void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
  128. CGameHandler() = default;
  129. CGameHandler(CVCMIServer * lobby);
  130. ~CGameHandler();
  131. //////////////////////////////////////////////////////////////////////////
  132. //from IGameCallback
  133. //do sth
  134. void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
  135. bool removeObject(const CGObjectInstance * obj) override;
  136. void createObject(const int3 & visitablePosition, Obj type, int32_t subtype ) override;
  137. void setOwner(const CGObjectInstance * obj, PlayerColor owner) override;
  138. void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override;
  139. void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override;
  140. void showBlockingDialog(BlockingDialog *iw) override;
  141. void showTeleportDialog(TeleportDialog *iw) override;
  142. void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
  143. void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override;
  144. void giveResource(PlayerColor player, GameResID which, int val) override;
  145. void giveResources(PlayerColor player, TResources resources) override;
  146. void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override;
  147. void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override;
  148. bool changeStackType(const StackLocation &sl, const CCreature *c) override;
  149. bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override;
  150. bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override;
  151. bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override;
  152. bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override;
  153. bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override;
  154. void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override;
  155. bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override;
  156. void removeAfterVisit(const CGObjectInstance *object) override;
  157. bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos = ArtifactPosition::FIRST_AVAILABLE) override;
  158. bool giveHeroArtifact(const CGHeroInstance * h, const CArtifactInstance * a, ArtifactPosition pos) override;
  159. void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override;
  160. void removeArtifact(const ArtifactLocation &al) override;
  161. bool moveArtifact(const ArtifactLocation & al1, const ArtifactLocation & al2) override;
  162. bool bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap);
  163. bool eraseArtifactByClient(const ArtifactLocation & al);
  164. void synchronizeArtifactHandlerLists();
  165. void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  166. void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  167. void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override; //use hero=nullptr for no hero
  168. void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
  169. void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
  170. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
  171. void giveHeroBonus(GiveBonus * bonus) override;
  172. void setMovePoints(SetMovePoints * smp) override;
  173. void setManaPoints(ObjectInstanceID hid, int val) override;
  174. void giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId = ObjectInstanceID()) override;
  175. void changeObjPos(ObjectInstanceID objid, int3 newPos) override;
  176. void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
  177. void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override;
  178. void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide) override;
  179. void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override;
  180. bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
  181. void setObjProperty(ObjectInstanceID objid, int prop, si64 val) override;
  182. void showInfoDialog(InfoWindow * iw) override;
  183. void showInfoDialog(const std::string & msg, PlayerColor player) override;
  184. //////////////////////////////////////////////////////////////////////////
  185. void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
  186. void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
  187. void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
  188. bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
  189. void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  190. void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
  191. void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
  192. void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
  193. void levelUpCommander (const CCommanderInstance * c);
  194. void expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
  195. //////////////////////////////////////////////////////////////////////////
  196. void init(StartInfo *si);
  197. void handleClientDisconnection(std::shared_ptr<CConnection> c);
  198. void handleReceivedPack(CPackForServer * pack);
  199. PlayerColor getPlayerAt(std::shared_ptr<CConnection> c) const;
  200. bool hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const;
  201. void updateGateState();
  202. bool makeBattleAction(BattleAction &ba);
  203. bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
  204. bool makeCustomAction(BattleAction &ba);
  205. void stackEnchantedTrigger(const CStack * stack);
  206. void stackTurnTrigger(const CStack *stack);
  207. void removeObstacle(const CObstacleInstance &obstacle);
  208. bool queryReply( QueryID qid, const JsonNode & answer, PlayerColor player );
  209. bool buildBoat( ObjectInstanceID objid, PlayerColor player );
  210. bool setFormation( ObjectInstanceID hid, ui8 formation );
  211. bool tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2);
  212. bool sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count);
  213. bool sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2);
  214. bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID);
  215. bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
  216. bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
  217. bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
  218. bool buyArtifact( const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
  219. bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid); //for artifact merchant selling
  220. //void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
  221. bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
  222. bool garrisonSwap(ObjectInstanceID tid);
  223. bool swapGarrisonOnSiege(ObjectInstanceID tid) override;
  224. bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
  225. bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level);
  226. bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
  227. bool razeStructure(ObjectInstanceID tid, BuildingID bid);
  228. bool disbandCreature( ObjectInstanceID id, SlotID pos );
  229. bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
  230. bool bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot);
  231. bool bulkSplitStack(SlotID src, ObjectInstanceID srcOwner, si32 howMany);
  232. bool bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner);
  233. bool bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner);
  234. void save(const std::string &fname);
  235. bool load(const std::string &fname);
  236. void handleTimeEvents();
  237. void handleTownEvents(CGTownInstance *town, NewTurn &n);
  238. bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
  239. void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
  240. void objectVisitEnded(const CObjectVisitQuery &query);
  241. void engageIntoBattle( PlayerColor player );
  242. bool dig(const CGHeroInstance *h);
  243. void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
  244. template <typename Handler> void serialize(Handler &h, const int version)
  245. {
  246. h & QID;
  247. h & states;
  248. h & finishingBattle;
  249. h & heroPool;
  250. h & getRandomGenerator();
  251. h & playerMessages;
  252. if (!h.saving)
  253. deserializationFix();
  254. #if SCRIPTING_ENABLED
  255. JsonNode scriptsState;
  256. if(h.saving)
  257. serverScripts->serializeState(h.saving, scriptsState);
  258. h & scriptsState;
  259. if(!h.saving)
  260. serverScripts->serializeState(h.saving, scriptsState);
  261. #endif
  262. }
  263. void sendToAllClients(CPackForClient * pack);
  264. void sendAndApply(CPackForClient * pack) override;
  265. void applyAndSend(CPackForClient * pack);
  266. void sendAndApply(CGarrisonOperationPack * pack);
  267. void sendAndApply(SetResources * pack);
  268. void sendAndApply(NewStructures * pack);
  269. void wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer);
  270. void throwNotAllowedAction(CPackForServer * pack);
  271. void throwOnWrongOwner(CPackForServer * pack, ObjectInstanceID id);
  272. void throwOnWrongPlayer(CPackForServer * pack, PlayerColor player);
  273. void throwAndComplain(CPackForServer * pack, std::string txt);
  274. bool isPlayerOwns(CPackForServer * pack, ObjectInstanceID id);
  275. struct FinishingBattleHelper
  276. {
  277. FinishingBattleHelper();
  278. FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount);
  279. inline bool isDraw() const {return winnerSide == 2;}
  280. const CGHeroInstance *winnerHero, *loserHero;
  281. PlayerColor victor, loser;
  282. ui8 winnerSide;
  283. int remainingBattleQueriesCount;
  284. template <typename Handler> void serialize(Handler &h, const int version)
  285. {
  286. h & winnerHero;
  287. h & loserHero;
  288. h & victor;
  289. h & loser;
  290. h & winnerSide;
  291. h & remainingBattleQueriesCount;
  292. }
  293. };
  294. std::unique_ptr<FinishingBattleHelper> finishingBattle;
  295. void battleAfterLevelUp(const BattleResult &result);
  296. void run(bool resume);
  297. void newTurn();
  298. void handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender);
  299. void handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender);
  300. void attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender);
  301. bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot);
  302. void spawnWanderingMonsters(CreatureID creatureID);
  303. // Check for victory and loss conditions
  304. void checkVictoryLossConditionsForPlayer(PlayerColor player);
  305. void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
  306. void checkVictoryLossConditionsForAll();
  307. CRandomGenerator & getRandomGenerator();
  308. #if SCRIPTING_ENABLED
  309. scripting::Pool * getGlobalContextPool() const override;
  310. scripting::Pool * getContextPool() const override;
  311. #endif
  312. std::list<PlayerColor> generatePlayerTurnOrder() const;
  313. friend class CVCMIServer;
  314. private:
  315. std::unique_ptr<events::EventBus> serverEventBus;
  316. #if SCRIPTING_ENABLED
  317. std::shared_ptr<scripting::PoolImpl> serverScripts;
  318. #endif
  319. void reinitScripting();
  320. void deserializationFix();
  321. void makeStackDoNothing(const CStack * next);
  322. void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
  323. const std::string complainNoCreatures;
  324. const std::string complainNotEnoughCreatures;
  325. const std::string complainInvalidSlot;
  326. };
  327. class ExceptionNotAllowedAction : public std::exception
  328. {
  329. };