CGameHandler.cpp 131 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/PlayerMessageProcessor.h"
  19. #include "processors/TurnOrderProcessor.h"
  20. #include "queries/QueriesProcessor.h"
  21. #include "queries/MapQueries.h"
  22. #include "../lib/ArtifactUtils.h"
  23. #include "../lib/CArtHandler.h"
  24. #include "../lib/CBuildingHandler.h"
  25. #include "../lib/CCreatureHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/CGeneralTextHandler.h"
  28. #include "../lib/CHeroHandler.h"
  29. #include "../lib/CPlayerState.h"
  30. #include "../lib/CRandomGenerator.h"
  31. #include "../lib/CSoundBase.h"
  32. #include "../lib/CThreadHelper.h"
  33. #include "../lib/CTownHandler.h"
  34. #include "../lib/GameConstants.h"
  35. #include "../lib/UnlockGuard.h"
  36. #include "../lib/GameSettings.h"
  37. #include "../lib/ScriptHandler.h"
  38. #include "../lib/StartInfo.h"
  39. #include "../lib/TerrainHandler.h"
  40. #include "../lib/VCMIDirs.h"
  41. #include "../lib/VCMI_Lib.h"
  42. #include "../lib/int3.h"
  43. #include "../lib/battle/BattleInfo.h"
  44. #include "../lib/filesystem/FileInfo.h"
  45. #include "../lib/filesystem/Filesystem.h"
  46. #include "../lib/gameState/CGameState.h"
  47. #include "../lib/mapping/CMap.h"
  48. #include "../lib/mapping/CMapService.h"
  49. #include "../lib/mapObjects/CGMarket.h"
  50. #include "../lib/mapObjects/CGTownInstance.h"
  51. #include "../lib/mapObjects/MiscObjects.h"
  52. #include "../lib/modding/ModIncompatibility.h"
  53. #include "../lib/networkPacks/StackLocation.h"
  54. #include "../lib/pathfinder/CPathfinder.h"
  55. #include "../lib/pathfinder/PathfinderOptions.h"
  56. #include "../lib/pathfinder/TurnInfo.h"
  57. #include "../lib/registerTypes/RegisterTypesServerPacks.h"
  58. #include "../lib/rmg/CMapGenOptions.h"
  59. #include "../lib/serializer/CSaveFile.h"
  60. #include "../lib/serializer/CLoadFile.h"
  61. #include "../lib/serializer/Connection.h"
  62. #include "../lib/spells/CSpellHandler.h"
  63. #include <vstd/RNG.h>
  64. #include <vstd/CLoggerBase.h>
  65. #include <vcmi/events/EventBus.h>
  66. #include <vcmi/events/GenericEvents.h>
  67. #include <vcmi/events/AdventureEvents.h>
  68. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  69. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  70. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  71. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  72. template <typename T> class CApplyOnGH;
  73. class CBaseForGHApply
  74. {
  75. public:
  76. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const =0;
  77. virtual ~CBaseForGHApply(){}
  78. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  79. {
  80. return new CApplyOnGH<U>();
  81. }
  82. };
  83. template <typename T> class CApplyOnGH : public CBaseForGHApply
  84. {
  85. public:
  86. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  87. {
  88. T *ptr = static_cast<T*>(pack);
  89. try
  90. {
  91. ApplyGhNetPackVisitor applier(*gh);
  92. ptr->visit(applier);
  93. return applier.getResult();
  94. }
  95. catch(ExceptionNotAllowedAction & e)
  96. {
  97. (void)e;
  98. return false;
  99. }
  100. }
  101. };
  102. template <>
  103. class CApplyOnGH<CPack> : public CBaseForGHApply
  104. {
  105. public:
  106. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  107. {
  108. logGlobal->error("Cannot apply on GH plain CPack!");
  109. assert(0);
  110. return false;
  111. }
  112. };
  113. static inline double distance(int3 a, int3 b)
  114. {
  115. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  116. }
  117. template <typename T>
  118. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  119. {
  120. fun(args[which]);
  121. }
  122. const Services * CGameHandler::services() const
  123. {
  124. return VLC;
  125. }
  126. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  127. {
  128. return gs->getBattle(battleID);
  129. }
  130. const CGameHandler::GameCb * CGameHandler::game() const
  131. {
  132. return this;
  133. }
  134. vstd::CLoggerBase * CGameHandler::logger() const
  135. {
  136. return logGlobal;
  137. }
  138. events::EventBus * CGameHandler::eventBus() const
  139. {
  140. return serverEventBus.get();
  141. }
  142. CVCMIServer * CGameHandler::gameLobby() const
  143. {
  144. return lobby;
  145. }
  146. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  147. {
  148. changeSecSkill(hero, skill, 1, 0);
  149. expGiven(hero);
  150. }
  151. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  152. {
  153. // required exp for at least 1 lvl-up hasn't been reached
  154. if (!hero->gainsLevel())
  155. {
  156. return;
  157. }
  158. // give primary skill
  159. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  160. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  161. SetPrimSkill sps;
  162. sps.id = hero->id;
  163. sps.which = primarySkill;
  164. sps.abs = false;
  165. sps.val = 1;
  166. sendAndApply(&sps);
  167. HeroLevelUp hlu;
  168. hlu.player = hero->tempOwner;
  169. hlu.heroId = hero->id;
  170. hlu.primskill = primarySkill;
  171. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  172. if (hlu.skills.size() == 0)
  173. {
  174. sendAndApply(&hlu);
  175. levelUpHero(hero);
  176. }
  177. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  178. {
  179. sendAndApply(&hlu);
  180. levelUpHero(hero, hlu.skills.front());
  181. }
  182. else if (hlu.skills.size() > 1)
  183. {
  184. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  185. hlu.queryID = levelUpQuery->queryID;
  186. queries->addQuery(levelUpQuery);
  187. sendAndApply(&hlu);
  188. //level up will be called on query reply
  189. }
  190. }
  191. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  192. {
  193. SetCommanderProperty scp;
  194. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  195. if (hero)
  196. scp.heroid = hero->id;
  197. else
  198. {
  199. complain ("Commander is not led by hero!");
  200. return;
  201. }
  202. scp.accumulatedBonus.additionalInfo = 0;
  203. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  204. scp.accumulatedBonus.turnsRemain = 0;
  205. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  206. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  207. if (skill <= ECommander::SPELL_POWER)
  208. {
  209. scp.which = SetCommanderProperty::BONUS;
  210. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  211. {
  212. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  213. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  214. };
  215. switch (skill)
  216. {
  217. case ECommander::ATTACK:
  218. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  219. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  220. break;
  221. case ECommander::DEFENSE:
  222. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  223. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  224. break;
  225. case ECommander::HEALTH:
  226. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  227. 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.
  228. break;
  229. case ECommander::DAMAGE:
  230. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  231. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  232. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  233. break;
  234. case ECommander::SPEED:
  235. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  236. break;
  237. case ECommander::SPELL_POWER:
  238. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  239. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  240. sendAndApply (&scp); //additional pack
  241. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  242. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  243. sendAndApply (&scp); //additional pack
  244. scp.accumulatedBonus.type = BonusType::CASTS;
  245. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  246. sendAndApply (&scp); //additional pack
  247. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  248. break;
  249. }
  250. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  251. sendAndApply (&scp);
  252. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  253. scp.additionalInfo = skill;
  254. scp.amount = c->secondarySkills.at(skill) + 1;
  255. sendAndApply (&scp);
  256. }
  257. else if (skill >= 100)
  258. {
  259. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  260. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  261. scp.additionalInfo = skill; //unnormalized
  262. sendAndApply (&scp);
  263. }
  264. expGiven(hero);
  265. }
  266. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  267. {
  268. if (!c->gainsLevel())
  269. {
  270. return;
  271. }
  272. CommanderLevelUp clu;
  273. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  274. if(hero)
  275. {
  276. clu.heroId = hero->id;
  277. clu.player = hero->tempOwner;
  278. }
  279. else
  280. {
  281. complain ("Commander is not led by hero!");
  282. return;
  283. }
  284. //picking sec. skills for choice
  285. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  286. {
  287. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  288. clu.skills.push_back(i);
  289. }
  290. int i = 100;
  291. for (auto specialSkill : VLC->creh->skillRequirements)
  292. {
  293. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  294. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  295. && !vstd::contains (c->specialSkills, i))
  296. clu.skills.push_back (i);
  297. ++i;
  298. }
  299. int skillAmount = static_cast<int>(clu.skills.size());
  300. if (!skillAmount)
  301. {
  302. sendAndApply(&clu);
  303. levelUpCommander(c);
  304. }
  305. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  306. {
  307. sendAndApply(&clu);
  308. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  309. }
  310. else if (skillAmount > 1) //apply and ask for secondary skill
  311. {
  312. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  313. clu.queryID = commanderLevelUp->queryID;
  314. queries->addQuery(commanderLevelUp);
  315. sendAndApply(&clu);
  316. }
  317. }
  318. void CGameHandler::expGiven(const CGHeroInstance *hero)
  319. {
  320. if (hero->gainsLevel())
  321. levelUpHero(hero);
  322. else if (hero->commander && hero->commander->gainsLevel())
  323. levelUpCommander(hero->commander);
  324. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  325. // levelUpCommander(hero->commander);
  326. // else
  327. // levelUpHero(hero);
  328. }
  329. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  330. {
  331. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  332. TExpType currExp = hero->exp;
  333. if (gs->map->levelLimit != 0)
  334. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  335. TExpType canGainExp = 0;
  336. if (maxExp > currExp)
  337. canGainExp = maxExp - currExp;
  338. if (amountToGain > canGainExp)
  339. {
  340. // set given experience to max possible, but don't decrease if hero already over top
  341. amountToGain = canGainExp;
  342. InfoWindow iw;
  343. iw.player = hero->tempOwner;
  344. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  345. iw.text.replaceTextID(hero->getNameTextID());
  346. sendAndApply(&iw);
  347. }
  348. SetPrimSkill sps;
  349. sps.id = hero->id;
  350. sps.which = PrimarySkill::EXPERIENCE;
  351. sps.abs = false;
  352. sps.val = amountToGain;
  353. sendAndApply(&sps);
  354. //hero may level up
  355. if (hero->commander && hero->commander->alive)
  356. {
  357. //FIXME: trim experience according to map limit?
  358. SetCommanderProperty scp;
  359. scp.heroid = hero->id;
  360. scp.which = SetCommanderProperty::EXPERIENCE;
  361. scp.amount = amountToGain;
  362. sendAndApply (&scp);
  363. CBonusSystemNode::treeHasChanged();
  364. }
  365. expGiven(hero);
  366. }
  367. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  368. {
  369. SetPrimSkill sps;
  370. sps.id = hero->id;
  371. sps.which = which;
  372. sps.abs = abs;
  373. sps.val = val;
  374. sendAndApply(&sps);
  375. }
  376. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  377. {
  378. if(!hero)
  379. {
  380. logGlobal->error("changeSecSkill provided no hero");
  381. return;
  382. }
  383. SetSecSkill sss;
  384. sss.id = hero->id;
  385. sss.which = which;
  386. sss.val = val;
  387. sss.abs = abs;
  388. sendAndApply(&sss);
  389. if (hero->visitedTown)
  390. giveSpells(hero->visitedTown, hero);
  391. // Our scouting range may have changed - update it
  392. if (hero->getOwner().isValidPlayer())
  393. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  394. }
  395. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  396. {
  397. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  398. {
  399. assert(0); // game should have shut down before reaching this point!
  400. return;
  401. }
  402. for(auto & playerConnections : connections)
  403. {
  404. PlayerColor playerId = playerConnections.first;
  405. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  406. if(!playerSettings)
  407. continue;
  408. auto playerConnection = vstd::find(playerConnections.second, c);
  409. if(playerConnection != playerConnections.second.end())
  410. {
  411. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  412. playerMessages->broadcastMessage(playerId, messageText);
  413. }
  414. }
  415. }
  416. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  417. {
  418. //prepare struct informing that action was applied
  419. auto sendPackageResponse = [&](bool successfullyApplied)
  420. {
  421. PackageApplied applied;
  422. applied.player = pack->player;
  423. applied.result = successfullyApplied;
  424. applied.packType = CTypeList::getInstance().getTypeID(pack);
  425. applied.requestID = pack->requestID;
  426. pack->c->sendPack(&applied);
  427. };
  428. CBaseForGHApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //and appropriate applier object
  429. if(isBlockedByQueries(pack, pack->player))
  430. {
  431. sendPackageResponse(false);
  432. }
  433. else if(apply)
  434. {
  435. const bool result = apply->applyOnGH(this, this->gs, pack);
  436. if(result)
  437. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  438. else
  439. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  440. % typeid(*pack).name()).str());
  441. sendPackageResponse(true);
  442. }
  443. else
  444. {
  445. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  446. sendPackageResponse(false);
  447. }
  448. vstd::clear_pointer(pack);
  449. }
  450. CGameHandler::CGameHandler(CVCMIServer * lobby)
  451. : lobby(lobby)
  452. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  453. , battles(std::make_unique<BattleProcessor>(this))
  454. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  455. , queries(std::make_unique<QueriesProcessor>())
  456. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  457. , complainNoCreatures("No creatures to split")
  458. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  459. , complainInvalidSlot("Invalid slot accessed!")
  460. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  461. {
  462. QID = 1;
  463. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  464. registerTypesServerPacks(*applier);
  465. spellEnv = new ServerSpellCastEnvironment(this);
  466. }
  467. CGameHandler::~CGameHandler()
  468. {
  469. delete spellEnv;
  470. delete gs;
  471. gs = nullptr;
  472. }
  473. void CGameHandler::reinitScripting()
  474. {
  475. serverEventBus = std::make_unique<events::EventBus>();
  476. #if SCRIPTING_ENABLED
  477. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  478. #endif
  479. }
  480. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  481. {
  482. randomNumberGenerator = std::make_unique<CRandomGenerator>();
  483. logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
  484. CMapService mapService;
  485. gs = new CGameState();
  486. gs->preInit(VLC, this);
  487. logGlobal->info("Gamestate created!");
  488. gs->init(&mapService, si, progressTracking);
  489. logGlobal->info("Gamestate initialized!");
  490. for (auto & elem : gs->players)
  491. turnOrder->addPlayer(elem.first);
  492. for (auto & elem : gs->map->allHeroes)
  493. {
  494. if(elem)
  495. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  496. }
  497. reinitScripting();
  498. }
  499. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  500. {
  501. return a.earlierThan(b);
  502. }
  503. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  504. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  505. const PlayerState * p = getPlayerState(town->tempOwner);
  506. if (!p)
  507. {
  508. assert(town->tempOwner == PlayerColor::NEUTRAL);
  509. return;
  510. }
  511. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  512. {
  513. SetAvailableCreatures ssi;
  514. ssi.tid = town->id;
  515. ssi.creatures = town->creatures;
  516. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  517. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  518. if (dwellings.empty())//no dwellings - just remove
  519. {
  520. sendAndApply(&ssi);
  521. return;
  522. }
  523. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  524. // for multi-creature dwellings like Golem Factory
  525. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  526. if (clear)
  527. {
  528. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  529. }
  530. else
  531. {
  532. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  533. }
  534. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  535. sendAndApply(&ssi);
  536. }
  537. }
  538. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  539. {
  540. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  541. turnTimerHandler->onPlayerGetTurn(which);
  542. }
  543. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  544. {
  545. const auto * playerState = gs->getPlayerState(which);
  546. assert(playerState->status == EPlayerStatus::INGAME);
  547. if (playerState->towns.empty())
  548. {
  549. DaysWithoutTown pack;
  550. pack.player = which;
  551. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  552. sendAndApply(&pack);
  553. }
  554. else
  555. {
  556. if (playerState->daysWithoutCastle.has_value())
  557. {
  558. DaysWithoutTown pack;
  559. pack.player = which;
  560. pack.daysWithoutCastle = std::nullopt;
  561. sendAndApply(&pack);
  562. }
  563. }
  564. // check for 7 days without castle
  565. checkVictoryLossConditionsForPlayer(which);
  566. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  567. if (newWeek) //new heroes in tavern
  568. heroPool->onNewWeek(which);
  569. }
  570. void CGameHandler::onNewTurn()
  571. {
  572. logGlobal->trace("Turn %d", gs->day+1);
  573. NewTurn n;
  574. n.specialWeek = NewTurn::NO_ACTION;
  575. n.creatureid = CreatureID::NONE;
  576. n.day = gs->day + 1;
  577. bool firstTurn = !getDate(Date::DAY);
  578. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  579. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  580. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  581. if (firstTurn)
  582. {
  583. for (auto obj : gs->map->objects)
  584. {
  585. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  586. {
  587. giveExperience(getHero(obj->id), 0);
  588. }
  589. }
  590. }
  591. if (newWeek && !firstTurn)
  592. {
  593. n.specialWeek = NewTurn::NORMAL;
  594. bool deityOfFireBuilt = false;
  595. for (const CGTownInstance *t : gs->map->towns)
  596. {
  597. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  598. {
  599. deityOfFireBuilt = true;
  600. break;
  601. }
  602. }
  603. if (deityOfFireBuilt)
  604. {
  605. n.specialWeek = NewTurn::DEITYOFFIRE;
  606. n.creatureid = CreatureID::IMP;
  607. }
  608. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  609. {
  610. int monthType = getRandomGenerator().nextInt(99);
  611. if (newMonth) //new month
  612. {
  613. if (monthType < 40) //double growth
  614. {
  615. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  616. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  617. {
  618. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  619. }
  620. else if (VLC->creh->doubledCreatures.size())
  621. {
  622. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  623. }
  624. else
  625. {
  626. complain("Cannot find creature that can be spawned!");
  627. n.specialWeek = NewTurn::NORMAL;
  628. }
  629. }
  630. else if (monthType < 50)
  631. n.specialWeek = NewTurn::PLAGUE;
  632. }
  633. else //it's a week, but not full month
  634. {
  635. if (monthType < 25)
  636. {
  637. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  638. std::pair<int, CreatureID> newMonster(54, CreatureID());
  639. do
  640. {
  641. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  642. } while (VLC->creh->objects[newMonster.second] &&
  643. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  644. n.creatureid = newMonster.second;
  645. }
  646. }
  647. }
  648. }
  649. for (auto & elem : gs->players)
  650. {
  651. if (elem.first == PlayerColor::NEUTRAL)
  652. continue;
  653. assert(elem.first.isValidPlayer());//illegal player number!
  654. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  655. hadGold.insert(playerGold);
  656. if (firstTurn)
  657. heroPool->onNewWeek(elem.first);
  658. n.res[elem.first] = elem.second.resources;
  659. if(!firstTurn)
  660. {
  661. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  662. {
  663. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k));
  664. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * elem.second.towns.size();
  665. }
  666. if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  667. {
  668. bool hasCrystalGenCreature = false;
  669. for(CGHeroInstance * hero : elem.second.heroes)
  670. {
  671. for(auto stack : hero->stacks)
  672. {
  673. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  674. {
  675. hasCrystalGenCreature = true;
  676. break;
  677. }
  678. }
  679. }
  680. if(!hasCrystalGenCreature) //not found in armies, check towns
  681. {
  682. for(CGTownInstance * town : elem.second.towns)
  683. {
  684. for(auto stack : town->stacks)
  685. {
  686. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  687. {
  688. hasCrystalGenCreature = true;
  689. break;
  690. }
  691. }
  692. }
  693. }
  694. if(hasCrystalGenCreature)
  695. n.res[elem.first][EGameResID::CRYSTAL] += 3;
  696. }
  697. }
  698. for (CGHeroInstance *h : (elem).second.heroes)
  699. {
  700. if (h->visitedTown)
  701. giveSpells(h->visitedTown, h);
  702. NewTurn::Hero hth;
  703. hth.id = h->id;
  704. auto ti = std::make_unique<TurnInfo>(h, 1);
  705. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  706. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  707. hth.mana = h->getManaNewTurn();
  708. n.heroes.insert(hth);
  709. if (!firstTurn) //not first day
  710. {
  711. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  712. {
  713. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k));
  714. }
  715. }
  716. }
  717. }
  718. for (CGTownInstance *t : gs->map->towns)
  719. {
  720. PlayerColor player = t->tempOwner;
  721. handleTownEvents(t, n);
  722. if (newWeek) //first day of week
  723. {
  724. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  725. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  726. if (!firstTurn)
  727. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  728. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  729. if (!vstd::contains(n.cres, t->id))
  730. {
  731. n.cres[t->id].tid = t->id;
  732. n.cres[t->id].creatures = t->creatures;
  733. }
  734. auto & sac = n.cres.at(t->id);
  735. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  736. {
  737. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  738. {
  739. ui32 &availableCount = sac.creatures.at(k).first;
  740. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  741. if (n.specialWeek == NewTurn::PLAGUE)
  742. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  743. else
  744. {
  745. if (firstTurn) //first day of game: use only basic growths
  746. availableCount = cre->getGrowth();
  747. else
  748. availableCount += t->creatureGrowth(k);
  749. //Deity of fire week - upgrade both imps and upgrades
  750. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  751. availableCount += 15;
  752. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  753. {
  754. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  755. availableCount *= 2;
  756. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  757. availableCount += 5;
  758. }
  759. }
  760. }
  761. }
  762. }
  763. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  764. {
  765. n.res[player] = n.res[player] + t->dailyIncome();
  766. }
  767. if(t->hasBuilt(BuildingID::GRAIL)
  768. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  769. {
  770. // Skyship, probably easier to handle same as Veil of darkness
  771. //do it every new day after veils apply
  772. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  773. {
  774. FoWChange fw;
  775. fw.mode = ETileVisibility::REVEALED;
  776. fw.player = player;
  777. // find all hidden tiles
  778. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  779. auto shape = fow.shape();
  780. for(size_t z = 0; z < shape[0]; z++)
  781. for(size_t x = 0; x < shape[1]; x++)
  782. for(size_t y = 0; y < shape[2]; y++)
  783. if (!fow[z][x][y])
  784. fw.tiles.insert(int3(x, y, z));
  785. sendAndApply (&fw);
  786. }
  787. }
  788. if (t->hasBonusOfType (BonusType::DARKNESS))
  789. {
  790. for (auto & player : gs->players)
  791. {
  792. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  793. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  794. changeFogOfWar(t->getSightCenter(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  795. }
  796. }
  797. }
  798. if (newWeek)
  799. n.newRumor = gameState()->pickNewRumor();
  800. if (newMonth)
  801. {
  802. SetAvailableArtifacts saa;
  803. saa.id = ObjectInstanceID::NONE;
  804. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  805. sendAndApply(&saa);
  806. }
  807. sendAndApply(&n);
  808. if (newWeek)
  809. {
  810. //spawn wandering monsters
  811. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  812. {
  813. spawnWanderingMonsters(n.creatureid);
  814. }
  815. //new week info popup
  816. if (!firstTurn)
  817. {
  818. InfoWindow iw;
  819. switch (n.specialWeek)
  820. {
  821. case NewTurn::DOUBLE_GROWTH:
  822. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  823. iw.text.replaceNameSingular(n.creatureid);
  824. iw.text.replaceNameSingular(n.creatureid);
  825. break;
  826. case NewTurn::PLAGUE:
  827. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  828. break;
  829. case NewTurn::BONUS_GROWTH:
  830. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  831. iw.text.replaceNameSingular(n.creatureid);
  832. iw.text.replaceNameSingular(n.creatureid);
  833. break;
  834. case NewTurn::DEITYOFFIRE:
  835. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  836. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  837. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  838. iw.text.replacePositiveNumber(15);//%+d 15
  839. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  840. iw.text.replacePositiveNumber(15);//%+d 15
  841. break;
  842. default:
  843. if (newMonth)
  844. {
  845. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  846. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  847. }
  848. else
  849. {
  850. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  851. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  852. }
  853. }
  854. for (auto & elem : gs->players)
  855. {
  856. iw.player = elem.first;
  857. sendAndApply(&iw);
  858. }
  859. }
  860. }
  861. if (!firstTurn)
  862. checkVictoryLossConditionsForAll(); // check for map turn limit
  863. logGlobal->trace("Info about turn %d has been sent!", n.day);
  864. handleTimeEvents();
  865. //call objects
  866. for (auto & elem : gs->map->objects)
  867. {
  868. if (elem)
  869. elem->newTurn(getRandomGenerator());
  870. }
  871. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  872. }
  873. void CGameHandler::start(bool resume)
  874. {
  875. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  876. for (auto cc : lobby->activeConnections)
  877. {
  878. auto players = lobby->getAllClientPlayers(cc->connectionID);
  879. std::stringstream sbuffer;
  880. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  881. for (PlayerColor color : players)
  882. {
  883. sbuffer << color << " ";
  884. connections[color].insert(cc);
  885. }
  886. logGlobal->info(sbuffer.str());
  887. }
  888. #if SCRIPTING_ENABLED
  889. services()->scripts()->run(serverScripts);
  890. #endif
  891. if (!resume)
  892. {
  893. onNewTurn();
  894. events::TurnStarted::defaultExecute(serverEventBus.get());
  895. for(auto & player : gs->players)
  896. turnTimerHandler->onGameplayStart(player.first);
  897. }
  898. else
  899. events::GameResumed::defaultExecute(serverEventBus.get());
  900. turnOrder->onGameStarted();
  901. }
  902. void CGameHandler::tick(int millisecondsPassed)
  903. {
  904. turnTimerHandler->update(millisecondsPassed);
  905. }
  906. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  907. {
  908. if (!h->hasSpellbook())
  909. return; //hero hasn't spellbook
  910. ChangeSpells cs;
  911. cs.hid = h->id;
  912. cs.learn = true;
  913. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  914. {
  915. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  916. for (int i = 0; i < h->maxSpellLevel(); i++)
  917. {
  918. std::vector<SpellID> spells;
  919. getAllowedSpells(spells, i+1);
  920. for (auto & spell : spells)
  921. cs.spells.insert(spell);
  922. }
  923. }
  924. else
  925. {
  926. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  927. {
  928. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  929. {
  930. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  931. cs.spells.insert(t->spells.at(i).at(j));
  932. }
  933. }
  934. }
  935. if (!cs.spells.empty())
  936. sendAndApply(&cs);
  937. }
  938. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  939. {
  940. if (!obj || !getObj(obj->id))
  941. {
  942. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  943. return false;
  944. }
  945. RemoveObject ro;
  946. ro.objectID = obj->id;
  947. ro.initiator = initiator;
  948. sendAndApply(&ro);
  949. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  950. return true;
  951. }
  952. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  953. {
  954. const CGHeroInstance *h = getHero(hid);
  955. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  956. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  957. {
  958. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  959. return true; //timer expired, no error
  960. logGlobal->error("Illegal call to move hero!");
  961. return false;
  962. }
  963. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  964. const int3 hmpos = h->convertToVisitablePos(dst);
  965. if (!gs->map->isInTheMap(hmpos))
  966. {
  967. logGlobal->error("Destination tile is outside the map!");
  968. return false;
  969. }
  970. const TerrainTile t = *getTile(hmpos);
  971. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  972. CGObjectInstance * objectToVisit = nullptr;
  973. CGObjectInstance * guardian = nullptr;
  974. if (!t.visitableObjects.empty())
  975. objectToVisit = t.visitableObjects.back();
  976. if (isInTheMap(guardPos))
  977. {
  978. for (auto const & object : getTile(guardPos)->visitableObjects)
  979. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  980. guardian = object;
  981. }
  982. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  983. const bool disembarking = h->boat
  984. && t.terType->isLand()
  985. && (dst == h->pos
  986. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  987. //result structure for start - movement failed, no move points used
  988. TryMoveHero tmh;
  989. tmh.id = hid;
  990. tmh.start = h->pos;
  991. tmh.end = dst;
  992. tmh.result = TryMoveHero::FAILED;
  993. tmh.movePoints = h->movementPointsRemaining();
  994. //check if destination tile is available
  995. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  996. auto ti = pathfinderHelper->getTurnInfo();
  997. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  998. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  999. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  1000. const bool movingOntoObstacle = t.blocked && !t.visitable;
  1001. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  1002. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  1003. const auto complainRet = [&](const std::string & message)
  1004. {
  1005. //send info about movement failure
  1006. complain(message);
  1007. sendAndApply(&tmh);
  1008. return false;
  1009. };
  1010. if (guardian && getVisitingHero(guardian) != nullptr)
  1011. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  1012. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  1013. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  1014. if (objectToVisit &&
  1015. objectToVisit->getOwner().isValidPlayer() &&
  1016. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  1017. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1018. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  1019. //it's a rock or blocked and not visitable tile
  1020. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1021. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1022. return complainRet("Cannot move hero, destination tile is blocked!");
  1023. //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)
  1024. if(movingOntoWater && !canFly && !canWalkOnSea)
  1025. return complainRet("Cannot move hero, destination tile is on water!");
  1026. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1027. return complainRet("Cannot disembark hero, tile is blocked!");
  1028. if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
  1029. return complainRet("Tiles are not neighboring!");
  1030. if(h->inTownGarrison)
  1031. return complainRet("Can not move garrisoned hero!");
  1032. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  1033. return complainRet("Hero doesn't have any movement points left!");
  1034. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1035. return complainRet("Hero cannot transit over this tile!");
  1036. //several generic blocks of code
  1037. // should be called if hero changes tile but before applying TryMoveHero package
  1038. auto leaveTile = [&]()
  1039. {
  1040. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1041. {
  1042. obj->onHeroLeave(h);
  1043. }
  1044. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  1045. };
  1046. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1047. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1048. {
  1049. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1050. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1051. queries->addQuery(moveQuery);
  1052. if (leavingTile == LEAVING_TILE)
  1053. leaveTile();
  1054. if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1055. tmh.attackedFrom = std::make_optional(guardPos);
  1056. tmh.result = result;
  1057. sendAndApply(&tmh);
  1058. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1059. { // Hero should be always able to visit any object he is staying on even if there are guards around
  1060. visitObjectOnTile(t, h);
  1061. }
  1062. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1063. {
  1064. objectVisited(guardian, h);
  1065. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1066. }
  1067. else if (visitDest == VISIT_DEST)
  1068. {
  1069. visitObjectOnTile(t, h);
  1070. }
  1071. queries->popIfTop(moveQuery);
  1072. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1073. return result != TryMoveHero::FAILED;
  1074. };
  1075. //interaction with blocking object (like resources)
  1076. auto blockingVisit = [&]() -> bool
  1077. {
  1078. for (CGObjectInstance *obj : t.visitableObjects)
  1079. {
  1080. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1081. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1082. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1083. {
  1084. EVisitDest visitDest = VISIT_DEST;
  1085. if(h->boat && !h->boat->onboardVisitAllowed)
  1086. visitDest = DONT_VISIT_DEST;
  1087. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1088. }
  1089. }
  1090. return false;
  1091. };
  1092. if (!transit && embarking)
  1093. {
  1094. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1095. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1096. // In H3 embark ignore guards
  1097. }
  1098. if (disembarking)
  1099. {
  1100. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1101. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1102. }
  1103. if (movementMode != EMovementMode::STANDARD)
  1104. {
  1105. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1106. return true;
  1107. EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  1108. ? CHECK_FOR_GUARDS
  1109. : IGNORE_GUARDS;
  1110. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  1111. // visit town for town portal \ castle gates
  1112. // do not use generic visitObjectOnTile to avoid double-teleporting
  1113. // if this moveHero call was triggered by teleporter
  1114. if (objectToVisit)
  1115. {
  1116. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1117. town->onHeroVisit(h);
  1118. }
  1119. return true;
  1120. }
  1121. //still here? it is standard movement!
  1122. {
  1123. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1124. ? h->movementPointsRemaining() - cost
  1125. : 0;
  1126. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1127. EVisitDest visitDest = VISIT_DEST;
  1128. if (transit)
  1129. {
  1130. if (CGTeleport::isTeleport(objectToVisit))
  1131. visitDest = DONT_VISIT_DEST;
  1132. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1133. {
  1134. lookForGuards = IGNORE_GUARDS;
  1135. visitDest = DONT_VISIT_DEST;
  1136. }
  1137. }
  1138. else if (blockingVisit())
  1139. return true;
  1140. if(h->boat && !h->boat->onboardAssaultAllowed)
  1141. lookForGuards = IGNORE_GUARDS;
  1142. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1143. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1144. return true;
  1145. }
  1146. }
  1147. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1148. {
  1149. const CGHeroInstance *h = getHero(hid);
  1150. const CGTownInstance *t = getTown(dstid);
  1151. if (!h || !t)
  1152. COMPLAIN_RET("Invalid call to teleportHero!");
  1153. const CGTownInstance *from = h->visitedTown;
  1154. if (((h->getOwner() != t->getOwner())
  1155. && complain("Cannot teleport hero to another player"))
  1156. || (from->town->faction->getId() != t->town->faction->getId()
  1157. && complain("Source town and destination town should belong to the same faction"))
  1158. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1159. && complain("Hero must be in town with Castle gate for teleporting"))
  1160. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1161. && complain("Cannot teleport hero to town without Castle gate in it")))
  1162. return false;
  1163. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1164. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  1165. return true;
  1166. }
  1167. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1168. {
  1169. PlayerColor oldOwner = getOwner(obj->id);
  1170. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  1171. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1172. checkVictoryLossConditions(playerColors);
  1173. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1174. if (town) //town captured
  1175. {
  1176. if (owner.isValidPlayer()) //new owner is real player
  1177. {
  1178. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1179. setPortalDwelling(town, true, false);
  1180. }
  1181. if (oldOwner.isValidPlayer()) //old owner is real player
  1182. {
  1183. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last town
  1184. {
  1185. InfoWindow iw;
  1186. iw.player = oldOwner;
  1187. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  1188. iw.text.replaceName(oldOwner);
  1189. sendAndApply(&iw);
  1190. }
  1191. }
  1192. }
  1193. const PlayerState * p = getPlayerState(owner);
  1194. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1195. {
  1196. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1197. {
  1198. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1199. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1200. }
  1201. }
  1202. }
  1203. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1204. {
  1205. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1206. queries->addQuery(dialogQuery);
  1207. iw->queryID = dialogQuery->queryID;
  1208. sendToAllClients(iw);
  1209. }
  1210. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1211. {
  1212. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1213. queries->addQuery(dialogQuery);
  1214. iw->queryID = dialogQuery->queryID;
  1215. sendToAllClients(iw);
  1216. }
  1217. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1218. {
  1219. if (!val) return; //don't waste time on empty call
  1220. TResources resources;
  1221. resources[which] = val;
  1222. giveResources(player, resources);
  1223. }
  1224. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1225. {
  1226. SetResources sr;
  1227. sr.abs = false;
  1228. sr.player = player;
  1229. sr.res = resources;
  1230. sendAndApply(&sr);
  1231. }
  1232. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1233. {
  1234. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1235. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1236. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1237. //first we move creatures to give to make them army of object-source
  1238. for (auto & elem : creatures.Slots())
  1239. {
  1240. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1241. }
  1242. tryJoiningArmy(obj, h, remove, true);
  1243. }
  1244. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1245. {
  1246. std::vector<CStackBasicDescriptor> cres = creatures;
  1247. if (cres.size() <= 0)
  1248. return;
  1249. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1250. for (CStackBasicDescriptor &sbd : cres)
  1251. {
  1252. TQuantity collected = 0;
  1253. while(collected < sbd.count)
  1254. {
  1255. bool foundSth = false;
  1256. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1257. {
  1258. if (i->second->type == sbd.type)
  1259. {
  1260. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1261. changeStackCount(StackLocation(obj, i->first), -take, false);
  1262. collected += take;
  1263. foundSth = true;
  1264. break;
  1265. }
  1266. }
  1267. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1268. {
  1269. complain("Unexpected failure during taking creatures!");
  1270. return;
  1271. }
  1272. }
  1273. }
  1274. }
  1275. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1276. {
  1277. HeroVisitCastle vc;
  1278. vc.hid = hero->id;
  1279. vc.tid = obj->id;
  1280. vc.flags |= 1;
  1281. sendAndApply(&vc);
  1282. visitCastleObjects(obj, hero);
  1283. giveSpells (obj, hero);
  1284. if (obj->visitingHero && obj->garrisonHero)
  1285. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  1286. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1287. }
  1288. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1289. {
  1290. for (auto building : t->bonusingBuildings)
  1291. building->onHeroVisit(h);
  1292. }
  1293. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1294. {
  1295. HeroVisitCastle vc;
  1296. vc.hid = hero->id;
  1297. vc.tid = obj->id;
  1298. sendAndApply(&vc);
  1299. }
  1300. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1301. {
  1302. EraseArtifact ea;
  1303. ea.al = al;
  1304. sendAndApply(&ea);
  1305. }
  1306. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1307. {
  1308. ChangeSpells cs;
  1309. cs.hid = hero->id;
  1310. cs.spells = spells;
  1311. cs.learn = give;
  1312. sendAndApply(&cs);
  1313. }
  1314. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1315. {
  1316. sendAndApply(bonus);
  1317. }
  1318. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1319. {
  1320. sendAndApply(smp);
  1321. }
  1322. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1323. {
  1324. SetMovePoints smp;
  1325. smp.hid = hid;
  1326. smp.val = val;
  1327. smp.absolute = absolute;
  1328. sendAndApply(&smp);
  1329. }
  1330. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1331. {
  1332. SetMana sm;
  1333. sm.hid = hid;
  1334. sm.val = val;
  1335. sm.absolute = true;
  1336. sendAndApply(&sm);
  1337. }
  1338. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1339. {
  1340. GiveHero gh;
  1341. gh.id = id;
  1342. gh.player = player;
  1343. gh.boatId = boatId;
  1344. sendAndApply(&gh);
  1345. //Reveal fow around new hero, especially released from Prison
  1346. auto h = getHero(id);
  1347. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1348. }
  1349. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1350. {
  1351. ChangeObjPos cop;
  1352. cop.objid = objid;
  1353. cop.nPos = newPos;
  1354. cop.initiator = initiator;
  1355. sendAndApply(&cop);
  1356. }
  1357. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1358. {
  1359. const CGHeroInstance * h1 = getHero(fromHero);
  1360. const CGHeroInstance * h2 = getHero(toHero);
  1361. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1362. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1363. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1364. {
  1365. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1366. std::swap(fromHero, toHero);
  1367. }
  1368. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1369. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1370. return;//no scholar skill or no spellbook
  1371. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1372. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1373. ChangeSpells cs1;
  1374. cs1.learn = true;
  1375. cs1.hid = toHero;//giving spells to first hero
  1376. for (auto it : h1->getSpellsInSpellbook())
  1377. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1378. cs1.spells.insert(it);//spell to learn
  1379. ChangeSpells cs2;
  1380. cs2.learn = true;
  1381. cs2.hid = fromHero;
  1382. for (auto it : h2->getSpellsInSpellbook())
  1383. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1384. cs2.spells.insert(it);
  1385. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1386. {
  1387. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1388. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1389. InfoWindow iw;
  1390. iw.player = h1->tempOwner;
  1391. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1392. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1393. iw.text.replaceTextID(h1->getNameTextID());
  1394. if (!cs2.spells.empty())//if found new spell - apply
  1395. {
  1396. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1397. int size = static_cast<int>(cs2.spells.size());
  1398. for (auto it : cs2.spells)
  1399. {
  1400. iw.components.emplace_back(ComponentType::SPELL, it);
  1401. iw.text.appendName(it);
  1402. switch (size--)
  1403. {
  1404. case 2:
  1405. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1406. case 1:
  1407. break;
  1408. default:
  1409. iw.text.appendRawString(", ");
  1410. }
  1411. }
  1412. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1413. iw.text.replaceTextID(h2->getNameTextID());
  1414. sendAndApply(&cs2);
  1415. }
  1416. if (!cs1.spells.empty() && !cs2.spells.empty())
  1417. {
  1418. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1419. }
  1420. if (!cs1.spells.empty())
  1421. {
  1422. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1423. int size = static_cast<int>(cs1.spells.size());
  1424. for (auto it : cs1.spells)
  1425. {
  1426. iw.components.emplace_back(ComponentType::SPELL, it);
  1427. iw.text.appendName(it);
  1428. switch (size--)
  1429. {
  1430. case 2:
  1431. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1432. case 1:
  1433. break;
  1434. default:
  1435. iw.text.appendRawString(", ");
  1436. }
  1437. }
  1438. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1439. iw.text.replaceTextID(h2->getNameTextID());
  1440. sendAndApply(&cs1);
  1441. }
  1442. sendAndApply(&iw);
  1443. }
  1444. }
  1445. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1446. {
  1447. auto h1 = getHero(hero1);
  1448. auto h2 = getHero(hero2);
  1449. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1450. {
  1451. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1452. ExchangeDialog hex;
  1453. hex.queryID = exchange->queryID;
  1454. hex.player = h1->getOwner();
  1455. hex.hero1 = hero1;
  1456. hex.hero2 = hero2;
  1457. sendAndApply(&hex);
  1458. useScholarSkill(hero1,hero2);
  1459. queries->addQuery(exchange);
  1460. }
  1461. }
  1462. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1463. {
  1464. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1465. for (auto c : lobby->activeConnections)
  1466. c->sendPack(pack);
  1467. }
  1468. void CGameHandler::sendAndApply(CPackForClient * pack)
  1469. {
  1470. sendToAllClients(pack);
  1471. gs->apply(pack);
  1472. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1473. }
  1474. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1475. {
  1476. sendAndApply(static_cast<CPackForClient *>(pack));
  1477. checkVictoryLossConditionsForAll();
  1478. }
  1479. void CGameHandler::sendAndApply(SetResources * pack)
  1480. {
  1481. sendAndApply(static_cast<CPackForClient *>(pack));
  1482. checkVictoryLossConditionsForPlayer(pack->player);
  1483. }
  1484. void CGameHandler::sendAndApply(NewStructures * pack)
  1485. {
  1486. sendAndApply(static_cast<CPackForClient *>(pack));
  1487. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1488. }
  1489. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1490. {
  1491. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1492. }
  1493. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1494. {
  1495. if(pack->c)
  1496. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1497. logNetwork->error("Player is not allowed to perform this action!");
  1498. throw ExceptionNotAllowedAction();
  1499. }
  1500. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1501. {
  1502. std::ostringstream oss;
  1503. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1504. logNetwork->error(oss.str());
  1505. if(pack->c)
  1506. playerMessages->sendSystemMessage(pack->c, oss.str());
  1507. }
  1508. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1509. {
  1510. if(!isPlayerOwns(pack, id))
  1511. {
  1512. wrongPlayerMessage(pack, getOwner(id));
  1513. throwNotAllowedAction(pack);
  1514. }
  1515. }
  1516. void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
  1517. {
  1518. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1519. throwNotAllowedAction(pack);
  1520. }
  1521. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1522. {
  1523. throwIfWrongPlayer(pack, pack->player);
  1524. }
  1525. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1526. {
  1527. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1528. {
  1529. wrongPlayerMessage(pack, player);
  1530. throwNotAllowedAction(pack);
  1531. }
  1532. }
  1533. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1534. {
  1535. complain(txt);
  1536. throwNotAllowedAction(pack);
  1537. }
  1538. void CGameHandler::save(const std::string & filename)
  1539. {
  1540. logGlobal->info("Saving to %s", filename);
  1541. const auto stem = FileInfo::GetPathStem(filename);
  1542. const auto savefname = stem.to_string() + ".vsgm1";
  1543. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1544. CResourceHandler::get("local")->createResource(savefname);
  1545. try
  1546. {
  1547. {
  1548. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1549. saveCommonState(save);
  1550. logGlobal->info("Saving server state");
  1551. save << *this;
  1552. }
  1553. logGlobal->info("Game has been successfully saved!");
  1554. }
  1555. catch(std::exception &e)
  1556. {
  1557. logGlobal->error("Failed to save game: %s", e.what());
  1558. }
  1559. }
  1560. bool CGameHandler::load(const std::string & filename)
  1561. {
  1562. logGlobal->info("Loading from %s", filename);
  1563. const auto stem = FileInfo::GetPathStem(filename);
  1564. reinitScripting();
  1565. try
  1566. {
  1567. {
  1568. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1569. lf.serializer.cb = this;
  1570. loadCommonState(lf);
  1571. logGlobal->info("Loading server state");
  1572. lf >> *this;
  1573. }
  1574. logGlobal->info("Game has been successfully loaded!");
  1575. }
  1576. catch(const ModIncompatibility & e)
  1577. {
  1578. logGlobal->error("Failed to load game: %s", e.what());
  1579. std::string errorMsg;
  1580. if(!e.whatMissing().empty())
  1581. {
  1582. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1583. errorMsg += e.whatMissing();
  1584. }
  1585. if(!e.whatExcessive().empty())
  1586. {
  1587. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1588. errorMsg += e.whatExcessive();
  1589. }
  1590. lobby->announceMessage(errorMsg);
  1591. return false;
  1592. }
  1593. catch(const IdentifierResolutionException & e)
  1594. {
  1595. logGlobal->error("Failed to load game: %s", e.what());
  1596. MetaString errorMsg;
  1597. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1598. errorMsg.replaceRawString(e.identifierName);
  1599. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1600. return false;
  1601. }
  1602. catch(const std::exception & e)
  1603. {
  1604. logGlobal->error("Failed to load game: %s", e.what());
  1605. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1606. return false;
  1607. }
  1608. gs->preInit(VLC, this);
  1609. gs->updateOnLoad(lobby->si.get());
  1610. return true;
  1611. }
  1612. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1613. {
  1614. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1615. return false;
  1616. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1617. const CCreatureSet & creatureSet = *army;
  1618. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1619. || (howMany < 1 && complain("Invalid split parameter!")))
  1620. {
  1621. return false;
  1622. }
  1623. auto actualAmount = army->getStackCount(slotSrc);
  1624. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1625. return false;
  1626. auto freeSlots = creatureSet.getFreeSlots();
  1627. if(freeSlots.empty() && complain("No empty stacks"))
  1628. return false;
  1629. BulkRebalanceStacks bulkRS;
  1630. for(auto slot : freeSlots)
  1631. {
  1632. RebalanceStacks rs;
  1633. rs.srcArmy = army->id;
  1634. rs.dstArmy = army->id;
  1635. rs.srcSlot = slotSrc;
  1636. rs.dstSlot = slot;
  1637. rs.count = howMany;
  1638. bulkRS.moves.push_back(rs);
  1639. actualAmount -= howMany;
  1640. if(actualAmount <= howMany)
  1641. break;
  1642. }
  1643. sendAndApply(&bulkRS);
  1644. return true;
  1645. }
  1646. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1647. {
  1648. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1649. return false;
  1650. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1651. const CCreatureSet & creatureSet = *army;
  1652. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1653. return false;
  1654. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1655. if(actualAmount < 1 && complain(complainNoCreatures))
  1656. return false;
  1657. auto currentCreature = creatureSet.getCreature(slotSrc);
  1658. if(!currentCreature && complain(complainNoCreatures))
  1659. return false;
  1660. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1661. if(!creatureSlots.size())
  1662. return false;
  1663. BulkRebalanceStacks bulkRS;
  1664. for(auto slot : creatureSlots)
  1665. {
  1666. RebalanceStacks rs;
  1667. rs.srcArmy = army->id;
  1668. rs.dstArmy = army->id;
  1669. rs.srcSlot = slot;
  1670. rs.dstSlot = slotSrc;
  1671. rs.count = creatureSet.getStackCount(slot);
  1672. bulkRS.moves.push_back(rs);
  1673. }
  1674. sendAndApply(&bulkRS);
  1675. return true;
  1676. }
  1677. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1678. {
  1679. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1680. return false;
  1681. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1682. const CCreatureSet & setSrc = *armySrc;
  1683. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1684. return false;
  1685. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1686. const CCreatureSet & setDest = *armyDest;
  1687. auto freeSlots = setDest.getFreeSlotsQueue();
  1688. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1689. TRebalanceMap moves;
  1690. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1691. auto slotsLeft = setSrc.stacksCount();
  1692. auto destMap = setDest.getCreatureMap();
  1693. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1694. while(!srcQueue.empty())
  1695. {
  1696. auto pair = srcQueue.top();
  1697. srcQueue.pop();
  1698. auto currCreature = pair.first;
  1699. auto currSlot = pair.second;
  1700. const auto quantity = setSrc.getStackCount(currSlot);
  1701. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1702. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1703. if(!alreadyExists)
  1704. {
  1705. if(freeSlots.empty())
  1706. continue;
  1707. auto currFreeSlot = freeSlots.front();
  1708. freeSlots.pop();
  1709. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1710. }
  1711. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1712. slotsLeft--;
  1713. }
  1714. if(slotsLeft == 1)
  1715. {
  1716. auto lastCreature = setSrc.getCreature(srcSlot);
  1717. auto slotToMove = SlotID();
  1718. // Try to find a slot for last creature
  1719. if(destMap.find(lastCreature) == destMap.end())
  1720. {
  1721. if(!freeSlots.empty())
  1722. slotToMove = freeSlots.front();
  1723. }
  1724. else
  1725. {
  1726. slotToMove = destMap[lastCreature];
  1727. }
  1728. if(slotToMove != SlotID())
  1729. {
  1730. const bool needsLastStack = armySrc->needsLastStack();
  1731. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1732. if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0
  1733. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1734. }
  1735. }
  1736. BulkRebalanceStacks bulkRS;
  1737. for(auto & move : moves)
  1738. {
  1739. RebalanceStacks rs;
  1740. rs.srcArmy = armySrc->id;
  1741. rs.dstArmy = armyDest->id;
  1742. rs.srcSlot = move.first;
  1743. rs.dstSlot = move.second.first;
  1744. rs.count = move.second.second;
  1745. bulkRS.moves.push_back(rs);
  1746. }
  1747. sendAndApply(&bulkRS);
  1748. return true;
  1749. }
  1750. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1751. {
  1752. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1753. return false;
  1754. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1755. const CCreatureSet & creatureSet = *army;
  1756. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1757. return false;
  1758. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1759. if(actualAmount <= 1 && complain(complainNoCreatures))
  1760. return false;
  1761. auto freeSlot = creatureSet.getFreeSlot();
  1762. auto currentCreature = creatureSet.getCreature(slotSrc);
  1763. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1764. return true;
  1765. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1766. TQuantity totalCreatures = 0;
  1767. for(auto slot : creatureSlots)
  1768. totalCreatures += creatureSet.getStackCount(slot);
  1769. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1770. return false;
  1771. if(freeSlot != SlotID())
  1772. creatureSlots.push_back(freeSlot);
  1773. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1774. return false;
  1775. const auto totalCreatureSlots = creatureSlots.size();
  1776. const auto rem = totalCreatures % totalCreatureSlots;
  1777. const auto quotient = totalCreatures / totalCreatureSlots;
  1778. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1779. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1780. BulkSmartRebalanceStacks bulkSRS;
  1781. if(freeSlot != SlotID())
  1782. {
  1783. RebalanceStacks rs;
  1784. rs.srcArmy = rs.dstArmy = army->id;
  1785. rs.srcSlot = slotSrc;
  1786. rs.dstSlot = freeSlot;
  1787. rs.count = 1;
  1788. bulkSRS.moves.push_back(rs);
  1789. }
  1790. auto currSlot = 0;
  1791. auto check = 0;
  1792. for(auto slot : creatureSlots)
  1793. {
  1794. ChangeStackCount csc;
  1795. csc.army = army->id;
  1796. csc.slot = slot;
  1797. csc.count = (currSlot < rem)
  1798. ? quotient + 1
  1799. : quotient;
  1800. csc.absoluteValue = true;
  1801. bulkSRS.changes.push_back(csc);
  1802. currSlot++;
  1803. check += csc.count;
  1804. }
  1805. if(check != totalCreatures)
  1806. {
  1807. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1808. return false;
  1809. }
  1810. sendAndApply(&bulkSRS);
  1811. return true;
  1812. }
  1813. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1814. {
  1815. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1816. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1817. const CCreatureSet & S1 = *s1;
  1818. const CCreatureSet & S2 = *s2;
  1819. StackLocation sl1(s1, p1);
  1820. StackLocation sl2(s2, p2);
  1821. if (s1 == nullptr || s2 == nullptr)
  1822. {
  1823. complain("Cannot exchange stacks between non-existing objects!!\n");
  1824. return false;
  1825. }
  1826. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1827. {
  1828. complain(complainInvalidSlot);
  1829. return false;
  1830. }
  1831. if (!isAllowedExchange(id1,id2))
  1832. {
  1833. complain("Cannot exchange stacks between these two objects!\n");
  1834. return false;
  1835. }
  1836. // We can always put stacks into locked garrison, but not take them out of it
  1837. auto notRemovable = [&](const CArmedInstance * army)
  1838. {
  1839. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1840. {
  1841. auto g = dynamic_cast<const CGGarrison *>(army);
  1842. if (g && !g->removableUnits)
  1843. {
  1844. complain("Stacks in this garrison are not removable!\n");
  1845. return true;
  1846. }
  1847. }
  1848. return false;
  1849. };
  1850. if (what==1) //swap
  1851. {
  1852. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1853. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1854. {
  1855. complain("Can't take troops from another player!");
  1856. return false;
  1857. }
  1858. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1859. {
  1860. complain("Cannot swap stacks - slots are the same!");
  1861. return false;
  1862. }
  1863. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1864. {
  1865. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1866. return false;
  1867. }
  1868. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1869. return false;
  1870. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1871. return false;
  1872. swapStacks(sl1, sl2);
  1873. }
  1874. else if (what==2)//merge
  1875. {
  1876. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1877. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1878. return false;
  1879. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1880. {
  1881. complain("Cannot merge empty stack!");
  1882. return false;
  1883. }
  1884. else if (notRemovable(sl1.army))
  1885. return false;
  1886. moveStack(sl1, sl2);
  1887. }
  1888. else if (what==3) //split
  1889. {
  1890. const int countToMove = val - s2->getStackCount(p2);
  1891. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1892. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1893. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1894. {
  1895. complain("Can't move troops of another player!");
  1896. return false;
  1897. }
  1898. //general conditions checking
  1899. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1900. || (val<1 && complain(complainNoCreatures)) )
  1901. {
  1902. return false;
  1903. }
  1904. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1905. {
  1906. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1907. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1908. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1909. )
  1910. {
  1911. return false;
  1912. }
  1913. if (notRemovable(sl1.army))
  1914. {
  1915. if (s1->getStackCount(p1) > countLeftOnSrc)
  1916. return false;
  1917. }
  1918. else if (notRemovable(sl2.army))
  1919. {
  1920. if (s2->getStackCount(p1) < countLeftOnSrc)
  1921. return false;
  1922. }
  1923. moveStack(sl1, sl2, countToMove);
  1924. //S2.slots[p2]->count = val;
  1925. //S1.slots[p1]->count = total - val;
  1926. }
  1927. else //split one stack to the two
  1928. {
  1929. if (s1->getStackCount(p1) < val)//not enough creatures
  1930. {
  1931. complain(complainNotEnoughCreatures);
  1932. return false;
  1933. }
  1934. if (notRemovable(sl1.army))
  1935. return false;
  1936. moveStack(sl1, sl2, val);
  1937. }
  1938. }
  1939. return true;
  1940. }
  1941. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1942. {
  1943. return connections.count(player) && connections.at(player).count(c);
  1944. }
  1945. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1946. {
  1947. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1948. }
  1949. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1950. {
  1951. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1952. if (!vstd::contains(s1->stacks,pos))
  1953. {
  1954. complain("Illegal call to disbandCreature - no such stack in army!");
  1955. return false;
  1956. }
  1957. eraseStack(StackLocation(s1, pos));
  1958. return true;
  1959. }
  1960. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1961. {
  1962. const CGTownInstance * t = getTown(tid);
  1963. if(!t)
  1964. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1965. if(!t->town->buildings.count(requestedID))
  1966. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1967. if(t->hasBuilt(requestedID))
  1968. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1969. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1970. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1971. std::vector<const CBuilding*> remainingAutoBuildings;
  1972. std::set<BuildingID> buildingsThatWillBe;
  1973. //Check validity of request
  1974. if(!force)
  1975. {
  1976. switch(requestedBuilding->mode)
  1977. {
  1978. case CBuilding::BUILD_NORMAL :
  1979. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1980. COMPLAIN_RET("Cannot build that building!");
  1981. break;
  1982. case CBuilding::BUILD_AUTO :
  1983. case CBuilding::BUILD_SPECIAL:
  1984. COMPLAIN_RET("This building can not be constructed normally!");
  1985. case CBuilding::BUILD_GRAIL :
  1986. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1987. {
  1988. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  1989. COMPLAIN_RET("Cannot build this without grail!")
  1990. else
  1991. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  1992. }
  1993. break;
  1994. }
  1995. }
  1996. //Performs stuff that has to be done before new building is built
  1997. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1998. {
  1999. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2000. {
  2001. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2002. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2003. if(upgradeNumber >= t->town->creatures.at(level).size())
  2004. {
  2005. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  2006. "no creature found (upgrade number %d, level %d!")
  2007. % buildingID % upgradeNumber % level));
  2008. return;
  2009. }
  2010. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  2011. SetAvailableCreatures ssi;
  2012. ssi.tid = t->id;
  2013. ssi.creatures = t->creatures;
  2014. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2015. ssi.creatures[level].first = crea->getGrowth();
  2016. ssi.creatures[level].second.push_back(crea->getId());
  2017. sendAndApply(&ssi);
  2018. }
  2019. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2020. {
  2021. setPortalDwelling(t);
  2022. }
  2023. };
  2024. //Performs stuff that has to be done after new building is built
  2025. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2026. {
  2027. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  2028. auto isLibrary = isMageGuild ? false
  2029. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  2030. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2031. {
  2032. if(t->visitingHero)
  2033. giveSpells(t,t->visitingHero);
  2034. if(t->garrisonHero)
  2035. giveSpells(t,t->garrisonHero);
  2036. }
  2037. };
  2038. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2039. auto areRequirementsFulfilled = [&](const BuildingID & buildID)
  2040. {
  2041. return buildingsThatWillBe.count(buildID);
  2042. };
  2043. //Init the vectors
  2044. for(auto & build : t->town->buildings)
  2045. {
  2046. if(t->hasBuilt(build.first))
  2047. {
  2048. buildingsThatWillBe.insert(build.first);
  2049. }
  2050. else
  2051. {
  2052. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2053. remainingAutoBuildings.push_back(build.second);
  2054. }
  2055. }
  2056. //Prepare structure (list of building ids will be filled later)
  2057. NewStructures ns;
  2058. ns.tid = tid;
  2059. ns.built = force ? t->built : (t->built+1);
  2060. std::queue<const CBuilding*> buildingsToAdd;
  2061. buildingsToAdd.push(requestedBuilding);
  2062. while(!buildingsToAdd.empty())
  2063. {
  2064. auto b = buildingsToAdd.front();
  2065. buildingsToAdd.pop();
  2066. ns.bid.insert(b->bid);
  2067. buildingsThatWillBe.insert(b->bid);
  2068. remainingAutoBuildings -= b;
  2069. for(auto autoBuilding : remainingAutoBuildings)
  2070. {
  2071. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2072. if(actualRequirements.test(areRequirementsFulfilled))
  2073. buildingsToAdd.push(autoBuilding);
  2074. }
  2075. }
  2076. // 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.
  2077. for(auto builtID : ns.bid)
  2078. processBeforeBuiltStructure(builtID);
  2079. //Take cost
  2080. if(!force)
  2081. giveResources(t->tempOwner, -requestedBuilding->resources);
  2082. //We know what has been built, apply changes. Do this as final step to properly update town window
  2083. sendAndApply(&ns);
  2084. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2085. for(auto builtID : ns.bid)
  2086. processAfterBuiltStructure(builtID);
  2087. // now when everything is built - reveal tiles for lookout tower
  2088. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  2089. if(t->garrisonHero) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  2090. visitCastleObjects(t, t->garrisonHero);
  2091. if(t->visitingHero)
  2092. visitCastleObjects(t, t->visitingHero);
  2093. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2094. return true;
  2095. }
  2096. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2097. {
  2098. ///incomplete, simply erases target building
  2099. const CGTownInstance * t = getTown(tid);
  2100. if (!vstd::contains(t->builtBuildings, bid))
  2101. return false;
  2102. RazeStructures rs;
  2103. rs.tid = tid;
  2104. rs.bid.insert(bid);
  2105. rs.destroyed = t->destroyed + 1;
  2106. sendAndApply(&rs);
  2107. //TODO: Remove dwellers
  2108. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2109. // {
  2110. // RemoveBonus rb(RemoveBonus::TOWN);
  2111. // rb.whoID = t->id;
  2112. // rb.source = BonusSource::TOWN_STRUCTURE;
  2113. // rb.id = 17;
  2114. // sendAndApply(&rb);
  2115. // }
  2116. return true;
  2117. }
  2118. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2119. {
  2120. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2121. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2122. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2123. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2124. const CCreature * c = crid.toCreature();
  2125. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2126. //TODO: check if hero is actually visiting object
  2127. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2128. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2129. if (town)
  2130. {
  2131. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2132. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2133. }
  2134. else
  2135. {
  2136. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2137. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2138. }
  2139. //verify
  2140. bool found = false;
  2141. int level = 0;
  2142. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2143. {
  2144. if ((fromLvl != -1) && (level !=fromLvl))
  2145. continue;
  2146. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2147. int i = 0;
  2148. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2149. if (cur.second.at(i) == crid)
  2150. break;
  2151. if (i < cur.second.size())
  2152. {
  2153. found = true;
  2154. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2155. break;
  2156. }
  2157. }
  2158. SlotID slot = army->getSlotFor(crid);
  2159. if ((!found && complain("Cannot recruit: no such creatures!"))
  2160. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2161. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2162. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2163. {
  2164. return false;
  2165. }
  2166. //recruit
  2167. giveResources(army->tempOwner, -(c->getFullRecruitCost() * cram));
  2168. SetAvailableCreatures sac;
  2169. sac.tid = objid;
  2170. sac.creatures = dwelling->creatures;
  2171. sac.creatures[level].first -= cram;
  2172. sendAndApply(&sac);
  2173. if (warMachine)
  2174. {
  2175. ArtifactID artId = c->warMachine;
  2176. const CArtifact * art = artId.toArtifact();
  2177. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2178. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2179. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2180. return giveHeroNewArtifact(hero, art);
  2181. }
  2182. else
  2183. {
  2184. addToSlot(StackLocation(army, slot), c, cram);
  2185. }
  2186. return true;
  2187. }
  2188. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2189. {
  2190. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2191. if (!obj->hasStackAtSlot(pos))
  2192. {
  2193. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2194. }
  2195. UpgradeInfo ui;
  2196. fillUpgradeInfo(obj, pos, ui);
  2197. PlayerColor player = obj->tempOwner;
  2198. const PlayerState *p = getPlayerState(player);
  2199. int crQuantity = obj->stacks.at(pos)->count;
  2200. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2201. //check if upgrade is possible
  2202. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2203. {
  2204. return false;
  2205. }
  2206. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2207. //check if player has enough resources
  2208. if (!p->resources.canAfford(totalCost))
  2209. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2210. //take resources
  2211. giveResources(player, -totalCost);
  2212. //upgrade creature
  2213. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  2214. return true;
  2215. }
  2216. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2217. {
  2218. if (!sl.army->hasStackAtSlot(sl.slot))
  2219. COMPLAIN_RET("Cannot find a stack to change type");
  2220. SetStackType sst;
  2221. sst.army = sl.army->id;
  2222. sst.slot = sl.slot;
  2223. sst.type = c->getId();
  2224. sendAndApply(&sst);
  2225. return true;
  2226. }
  2227. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2228. {
  2229. assert(src->canBeMergedWith(*dst, allowMerging));
  2230. while(src->stacksCount())//while there are unmoved creatures
  2231. {
  2232. auto i = src->Slots().begin(); //iterator to stack to move
  2233. StackLocation sl(src, i->first); //location of stack to move
  2234. SlotID pos = dst->getSlotFor(i->second->type);
  2235. if (!pos.validSlot())
  2236. {
  2237. //try to merge two other stacks to make place
  2238. std::pair<SlotID, SlotID> toMerge;
  2239. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  2240. {
  2241. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2242. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2243. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2244. }
  2245. else
  2246. {
  2247. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2248. return;
  2249. }
  2250. }
  2251. else
  2252. {
  2253. moveStack(sl, StackLocation(dst, pos));
  2254. }
  2255. }
  2256. }
  2257. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2258. {
  2259. const CGTownInstance * town = getTown(tid);
  2260. if(!town->garrisonHero == !town->visitingHero)
  2261. return false;
  2262. SetHeroesInTown intown;
  2263. intown.tid = tid;
  2264. if(town->garrisonHero) //garrison -> vising
  2265. {
  2266. intown.garrison = ObjectInstanceID();
  2267. intown.visiting = town->garrisonHero->id;
  2268. }
  2269. else //visiting -> garrison
  2270. {
  2271. if(town->armedGarrison())
  2272. town->mergeGarrisonOnSiege();
  2273. intown.visiting = ObjectInstanceID();
  2274. intown.garrison = town->visitingHero->id;
  2275. }
  2276. sendAndApply(&intown);
  2277. return true;
  2278. }
  2279. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2280. {
  2281. const CGTownInstance * town = getTown(tid);
  2282. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2283. {
  2284. if (!town->visitingHero->canBeMergedWith(*town))
  2285. {
  2286. complain("Cannot make garrison swap, not enough free slots!");
  2287. return false;
  2288. }
  2289. moveArmy(town, town->visitingHero, true);
  2290. SetHeroesInTown intown;
  2291. intown.tid = tid;
  2292. intown.visiting = ObjectInstanceID();
  2293. intown.garrison = town->visitingHero->id;
  2294. sendAndApply(&intown);
  2295. return true;
  2296. }
  2297. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2298. {
  2299. //check if moving hero out of town will break 8 wandering heroes limit
  2300. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2301. {
  2302. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2303. return false;
  2304. }
  2305. SetHeroesInTown intown;
  2306. intown.tid = tid;
  2307. intown.garrison = ObjectInstanceID();
  2308. intown.visiting = town->garrisonHero->id;
  2309. sendAndApply(&intown);
  2310. return true;
  2311. }
  2312. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2313. {
  2314. SetHeroesInTown intown;
  2315. intown.tid = tid;
  2316. intown.garrison = town->visitingHero->id;
  2317. intown.visiting = town->garrisonHero->id;
  2318. sendAndApply(&intown);
  2319. return true;
  2320. }
  2321. else
  2322. {
  2323. complain("Cannot swap garrison hero!");
  2324. return false;
  2325. }
  2326. }
  2327. // With the amount of changes done to the function, it's more like transferArtifacts.
  2328. // 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.
  2329. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2330. {
  2331. const auto srcArtSet = getArtSet(src);
  2332. const auto dstArtSet = getArtSet(dst);
  2333. assert(srcArtSet);
  2334. assert(dstArtSet);
  2335. // Make sure exchange is even possible between the two heroes.
  2336. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2337. COMPLAIN_RET("That heroes cannot make any exchange!");
  2338. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2339. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2340. auto dstSlot = dst.slot;
  2341. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2342. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2343. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2344. return true;
  2345. const auto dstArtifact = dstArtSet->getArt(dstSlot);
  2346. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2347. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2348. if(srcArtifact == nullptr)
  2349. COMPLAIN_RET("No artifact to move!");
  2350. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2351. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2352. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2353. // Moving to the backpack is always allowed.
  2354. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2355. COMPLAIN_RET("Cannot move artifact!");
  2356. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2357. auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2358. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2359. COMPLAIN_RET("Cannot move artifact locks.");
  2360. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2361. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2362. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2363. COMPLAIN_RET("Cannot move catapult!");
  2364. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2365. COMPLAIN_RET("Backpack is full!");
  2366. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2367. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2368. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2369. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2370. ma.srcCreature = src.creature;
  2371. ma.dstCreature = dst.creature;
  2372. // Check if dst slot is occupied
  2373. if(!isDstSlotBackpack && isDstSlotOccupied)
  2374. {
  2375. // Previous artifact must be swapped
  2376. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2377. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2378. }
  2379. auto hero = getHero(dst.artHolder);
  2380. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2381. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2382. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2383. if(src.artHolder != dst.artHolder)
  2384. ma.artsPack0.back().askAssemble = true;
  2385. sendAndApply(&ma);
  2386. return true;
  2387. }
  2388. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2389. {
  2390. // Make sure exchange is even possible between the two heroes.
  2391. if(!isAllowedExchange(srcId, dstId))
  2392. COMPLAIN_RET("That heroes cannot make any exchange!");
  2393. auto psrcSet = getArtSet(srcId);
  2394. auto pdstSet = getArtSet(dstId);
  2395. if((!psrcSet) || (!pdstSet))
  2396. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2397. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2398. auto & slotsSrcDst = ma.artsPack0;
  2399. auto & slotsDstSrc = ma.artsPack1;
  2400. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2401. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2402. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2403. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2404. {
  2405. assert(artifact);
  2406. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2407. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2408. {
  2409. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2410. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2411. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2412. if(auto dstHero = getHero(dstId))
  2413. {
  2414. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2415. giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2416. }
  2417. }
  2418. };
  2419. if(swap)
  2420. {
  2421. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2422. {
  2423. for(auto & artifact : srcArtSet->artifactsWorn)
  2424. {
  2425. if(ArtifactUtils::isArtRemovable(artifact))
  2426. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2427. }
  2428. };
  2429. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2430. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2431. {
  2432. for(auto & slotInfo : artSet->artifactsInBackpack)
  2433. {
  2434. auto slot = artSet->getArtPos(slotInfo.artifact);
  2435. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2436. }
  2437. };
  2438. if(equipped)
  2439. {
  2440. // Move over artifacts that are worn srcHero -> dstHero
  2441. moveArtsWorn(psrcSet, slotsSrcDst);
  2442. artFittingSet.artifactsWorn.clear();
  2443. // Move over artifacts that are worn dstHero -> srcHero
  2444. moveArtsWorn(pdstSet, slotsDstSrc);
  2445. }
  2446. if(backpack)
  2447. {
  2448. // Move over artifacts that are in backpack srcHero -> dstHero
  2449. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2450. // Move over artifacts that are in backpack dstHero -> srcHero
  2451. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2452. }
  2453. }
  2454. else
  2455. {
  2456. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2457. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2458. if(equipped)
  2459. {
  2460. // Move over artifacts that are worn
  2461. for(auto & artInfo : psrcSet->artifactsWorn)
  2462. {
  2463. if(ArtifactUtils::isArtRemovable(artInfo))
  2464. {
  2465. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2466. }
  2467. }
  2468. }
  2469. if(backpack)
  2470. {
  2471. // Move over artifacts that are in backpack
  2472. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2473. {
  2474. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2475. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2476. }
  2477. }
  2478. }
  2479. sendAndApply(&ma);
  2480. return true;
  2481. }
  2482. bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
  2483. {
  2484. const auto artSet = getArtSet(heroID);
  2485. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
  2486. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2487. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2488. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2489. {
  2490. if(left)
  2491. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
  2492. else
  2493. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
  2494. sendAndApply(&bma);
  2495. }
  2496. return true;
  2497. }
  2498. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2499. {
  2500. auto artSet = getArtSet(heroID);
  2501. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2502. ChangeArtifactsCostume costume(player, costumeIdx);
  2503. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2504. {
  2505. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2506. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2507. }
  2508. sendAndApply(&costume);
  2509. return true;
  2510. }
  2511. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2512. {
  2513. const auto artSet = getArtSet(heroID);
  2514. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2515. const auto playerState = getPlayerState(player);
  2516. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2517. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2518. {
  2519. CArtifactFittingSet artFittingSet(*artSet);
  2520. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2521. auto costumeArtMap = costume->second;
  2522. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2523. // First, find those artifacts that are already in place
  2524. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2525. {
  2526. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2527. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2528. {
  2529. costumeArtMap.erase(artPos);
  2530. artFittingSet.removeArtifact(slot);
  2531. }
  2532. }
  2533. // Second, find the necessary artifacts for the costume
  2534. for(const auto & artPos : costumeArtMap)
  2535. {
  2536. if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
  2537. {
  2538. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
  2539. {
  2540. artSet->getArtPos(artFittingSet.getArt(availableArts.front())),
  2541. artPos.first
  2542. });
  2543. artFittingSet.removeArtifact(availableArts.front());
  2544. if(ArtifactUtils::isSlotBackpack(availableArts.front()))
  2545. estimateBackpackSize--;
  2546. }
  2547. }
  2548. // Third, put unnecessary artifacts into backpack
  2549. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2550. if(artFittingSet.getArt(slot))
  2551. {
  2552. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
  2553. estimateBackpackSize++;
  2554. }
  2555. const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2556. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2557. sendAndApply(&bma);
  2558. }
  2559. return true;
  2560. }
  2561. /**
  2562. * Assembles or disassembles a combination artifact.
  2563. * @param heroID ID of hero holding the artifact(s).
  2564. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2565. * @param assemble True for assembly operation, false for disassembly.
  2566. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2567. * artifact to assemble to. Otherwise it's not used.
  2568. */
  2569. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2570. {
  2571. const CGHeroInstance * hero = getHero(heroID);
  2572. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2573. if(!destArtifact)
  2574. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2575. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2576. if(assemble)
  2577. {
  2578. const CArtifact * combinedArt = assembleTo.toArtifact();
  2579. if(!combinedArt->isCombined())
  2580. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2581. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2582. {
  2583. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2584. }
  2585. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2586. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2587. {
  2588. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2589. }
  2590. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2591. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2592. AssembledArtifact aa;
  2593. aa.al = dstLoc;
  2594. aa.builtArt = combinedArt;
  2595. sendAndApply(&aa);
  2596. }
  2597. else
  2598. {
  2599. if(!destArtifact->isCombined())
  2600. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2601. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2602. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2603. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2604. DisassembledArtifact da;
  2605. da.al = dstLoc;
  2606. sendAndApply(&da);
  2607. }
  2608. return true;
  2609. }
  2610. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2611. {
  2612. const auto * hero = getHero(al.artHolder);
  2613. if(hero == nullptr)
  2614. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2615. const auto * art = hero->getArt(al.slot);
  2616. if(art == nullptr)
  2617. COMPLAIN_RET("Cannot remove artifact!");
  2618. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2619. COMPLAIN_RET("Illegal artifact removal request");
  2620. removeArtifact(al);
  2621. return true;
  2622. }
  2623. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2624. {
  2625. const CGHeroInstance * hero = getHero(hid);
  2626. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2627. const CGTownInstance * town = hero->visitedTown;
  2628. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2629. if (aid==ArtifactID::SPELLBOOK)
  2630. {
  2631. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2632. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2633. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2634. )
  2635. return false;
  2636. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2637. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2638. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2639. giveSpells(town,hero);
  2640. return true;
  2641. }
  2642. else
  2643. {
  2644. const CArtifact * art = aid.toArtifact();
  2645. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2646. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2647. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2648. const int price = art->getPrice();
  2649. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2650. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2651. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2652. {
  2653. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2654. return giveHeroNewArtifact(hero, art);
  2655. }
  2656. else
  2657. COMPLAIN_RET("This machine is unavailable here!");
  2658. }
  2659. }
  2660. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2661. {
  2662. if(!h)
  2663. COMPLAIN_RET("Only hero can buy artifacts!");
  2664. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2665. COMPLAIN_RET("That artifact is unavailable!");
  2666. int b1;
  2667. int b2;
  2668. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2669. if (getResource(h->tempOwner, rid) < b1)
  2670. COMPLAIN_RET("You can't afford to buy this artifact!");
  2671. giveResource(h->tempOwner, rid, -b1);
  2672. SetAvailableArtifacts saa;
  2673. if(dynamic_cast<const CGTownInstance *>(m))
  2674. {
  2675. saa.id = ObjectInstanceID::NONE;
  2676. saa.arts = gs->map->townMerchantArtifacts;
  2677. }
  2678. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2679. {
  2680. saa.id = bm->id;
  2681. saa.arts = bm->artifacts;
  2682. }
  2683. else
  2684. COMPLAIN_RET("Wrong marktet...");
  2685. bool found = false;
  2686. for (const CArtifact *&art : saa.arts)
  2687. {
  2688. if (art && art->getId() == aid)
  2689. {
  2690. art = nullptr;
  2691. found = true;
  2692. break;
  2693. }
  2694. }
  2695. if (!found)
  2696. COMPLAIN_RET("Cannot find selected artifact on the list");
  2697. sendAndApply(&saa);
  2698. giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  2699. return true;
  2700. }
  2701. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2702. {
  2703. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2704. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2705. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2706. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2707. int resVal = 0;
  2708. int dump = 1;
  2709. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2710. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2711. giveResource(h->tempOwner, rid, resVal);
  2712. return true;
  2713. }
  2714. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2715. {
  2716. if (!h)
  2717. COMPLAIN_RET("You need hero to buy a skill!");
  2718. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2719. COMPLAIN_RET("Hero already know this skill");
  2720. if (!h->canLearnSkill())
  2721. COMPLAIN_RET("Hero can't learn any more skills");
  2722. if (!h->canLearnSkill(skill))
  2723. COMPLAIN_RET("The hero can't learn this skill!");
  2724. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2725. COMPLAIN_RET("That skill is unavailable!");
  2726. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2727. COMPLAIN_RET("You can't afford to buy this skill");
  2728. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2729. changeSecSkill(h, skill, 1, true);
  2730. return true;
  2731. }
  2732. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2733. {
  2734. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2735. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2736. int b1; //base quantities for trade
  2737. int b2;
  2738. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2739. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2740. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2741. {
  2742. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2743. }
  2744. giveResource(player, toSell, -b1 * amountToBoy);
  2745. giveResource(player, toBuy, b2 * amountToBoy);
  2746. return true;
  2747. }
  2748. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2749. {
  2750. if(!hero)
  2751. COMPLAIN_RET("Only hero can sell creatures!");
  2752. if (!vstd::contains(hero->Slots(), slot))
  2753. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2754. const CStackInstance &s = hero->getStack(slot);
  2755. if (s.count < (TQuantity)count //can't sell more creatures than have
  2756. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2757. {
  2758. COMPLAIN_RET("Not enough creatures in army!");
  2759. }
  2760. int b1; //base quantities for trade
  2761. int b2;
  2762. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2763. int units = count / b1; //how many base quantities we trade
  2764. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2765. {
  2766. //TODO: complain?
  2767. assert(0);
  2768. }
  2769. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2770. giveResource(hero->tempOwner, resourceID, b2 * units);
  2771. return true;
  2772. }
  2773. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2774. {
  2775. const CArmedInstance *army = nullptr;
  2776. if (hero)
  2777. army = hero;
  2778. else
  2779. army = dynamic_cast<const CGTownInstance *>(market);
  2780. if (!army)
  2781. COMPLAIN_RET("Incorrect call to transform in undead!");
  2782. if (!army->hasStackAtSlot(slot))
  2783. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2784. const CStackInstance &s = army->getStack(slot);
  2785. //resulting creature - bone dragons or skeletons
  2786. CreatureID resCreature = CreatureID::SKELETON;
  2787. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2788. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2789. || (s.getCreatureID() == CreatureID::HYDRA)
  2790. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2791. resCreature = CreatureID::BONE_DRAGON;
  2792. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2793. return true;
  2794. }
  2795. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2796. {
  2797. const PlayerState *p2 = getPlayerState(r2, false);
  2798. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2799. {
  2800. complain("Dest player must be in game!");
  2801. return false;
  2802. }
  2803. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2804. vstd::amin(val, curRes1);
  2805. giveResource(player, r1, -(int)val);
  2806. giveResource(r2, r1, val);
  2807. return true;
  2808. }
  2809. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2810. {
  2811. const CGHeroInstance *h = getHero(hid);
  2812. if (!h)
  2813. {
  2814. logGlobal->error("Hero doesn't exist!");
  2815. return false;
  2816. }
  2817. ChangeFormation cf;
  2818. cf.hid = hid;
  2819. cf.formation = formation;
  2820. sendAndApply(&cf);
  2821. return true;
  2822. }
  2823. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2824. {
  2825. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2826. if (answer)
  2827. logGlobal->trace("%d", *answer);
  2828. auto topQuery = queries->topQuery(player);
  2829. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2830. if(topQuery->queryID != qid)
  2831. {
  2832. auto currentQuery = queries->getQuery(qid);
  2833. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2834. currentQuery->setReply(answer);
  2835. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2836. }
  2837. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2838. topQuery->setReply(answer);
  2839. queries->popQuery(topQuery);
  2840. return true;
  2841. }
  2842. void CGameHandler::handleTimeEvents()
  2843. {
  2844. gs->map->events.sort(evntCmp);
  2845. while(gs->map->events.size() && gs->map->events.front().firstOccurrence+1 == gs->day)
  2846. {
  2847. CMapEvent ev = gs->map->events.front();
  2848. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2849. {
  2850. auto color = PlayerColor(player);
  2851. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2852. if (pinfo //player exists
  2853. && (ev.players & 1<<player) //event is enabled to this player
  2854. && ((ev.computerAffected && !pinfo->human)
  2855. || (ev.humanAffected && pinfo->human)
  2856. )
  2857. )
  2858. {
  2859. //give resources
  2860. giveResources(color, ev.resources);
  2861. //prepare dialog
  2862. InfoWindow iw;
  2863. iw.player = color;
  2864. iw.text = ev.message;
  2865. for (GameResID i : GameResID::ALL_RESOURCES())
  2866. {
  2867. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2868. iw.components.emplace_back(ComponentType::RESOURCE, i, ev.resources[i]);
  2869. }
  2870. sendAndApply(&iw); //show dialog
  2871. }
  2872. } //PLAYERS LOOP
  2873. if (ev.nextOccurrence)
  2874. {
  2875. gs->map->events.pop_front();
  2876. ev.firstOccurrence += ev.nextOccurrence;
  2877. auto it = gs->map->events.begin();
  2878. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2879. it++;
  2880. gs->map->events.insert(it, ev);
  2881. }
  2882. else
  2883. {
  2884. gs->map->events.pop_front();
  2885. }
  2886. }
  2887. //TODO send only if changed
  2888. UpdateMapEvents ume;
  2889. ume.events = gs->map->events;
  2890. sendAndApply(&ume);
  2891. }
  2892. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2893. {
  2894. town->events.sort(evntCmp);
  2895. while(town->events.size() && town->events.front().firstOccurrence == gs->day)
  2896. {
  2897. PlayerColor player = town->tempOwner;
  2898. CCastleEvent ev = town->events.front();
  2899. const PlayerState * pinfo = getPlayerState(player, false);
  2900. if (pinfo //player exists
  2901. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2902. && ((ev.computerAffected && !pinfo->human)
  2903. || (ev.humanAffected && pinfo->human)))
  2904. {
  2905. // dialog
  2906. InfoWindow iw;
  2907. iw.player = player;
  2908. iw.text = ev.message;
  2909. if (ev.resources.nonZero())
  2910. {
  2911. TResources was = n.res[player];
  2912. n.res[player] += ev.resources;
  2913. n.res[player].amax(0);
  2914. for (GameResID i : GameResID::ALL_RESOURCES())
  2915. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2916. iw.components.emplace_back(ComponentType::RESOURCE, i, n.res.at(player)[i] - was[i]);
  2917. }
  2918. for (auto & i : ev.buildings)
  2919. {
  2920. // Only perform action if:
  2921. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  2922. // 2. Building was not built yet
  2923. // othervice, silently ignore / skip it
  2924. if (town->town->buildings.count(i) && !town->hasBuilt(i))
  2925. {
  2926. buildStructure(town->id, i, true);
  2927. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2928. }
  2929. }
  2930. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2931. {
  2932. n.cres[town->id].tid = town->id;
  2933. n.cres[town->id].creatures = town->creatures;
  2934. }
  2935. auto & sac = n.cres[town->id];
  2936. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2937. {
  2938. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2939. {
  2940. sac.creatures[i].first += ev.creatures.at(i);
  2941. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), ev.creatures.at(i));
  2942. }
  2943. }
  2944. sendAndApply(&iw); //show dialog
  2945. }
  2946. if (ev.nextOccurrence)
  2947. {
  2948. town->events.pop_front();
  2949. ev.firstOccurrence += ev.nextOccurrence;
  2950. auto it = town->events.begin();
  2951. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2952. it++;
  2953. town->events.insert(it, ev);
  2954. }
  2955. else
  2956. {
  2957. town->events.pop_front();
  2958. }
  2959. }
  2960. //TODO send only if changed
  2961. UpdateCastleEvents uce;
  2962. uce.town = town->id;
  2963. uce.events = town->events;
  2964. sendAndApply(&uce);
  2965. }
  2966. bool CGameHandler::complain(const std::string &problem)
  2967. {
  2968. #ifndef ENABLE_GOLDMASTER
  2969. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2970. #endif
  2971. logGlobal->error(problem);
  2972. return true;
  2973. }
  2974. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2975. {
  2976. //PlayerColor player = getOwner(hid);
  2977. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  2978. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  2979. assert(lowerArmy);
  2980. assert(upperArmy);
  2981. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2982. queries->addQuery(garrisonQuery);
  2983. GarrisonDialog gd;
  2984. gd.hid = hid;
  2985. gd.objid = upobj;
  2986. gd.removableUnits = removableUnits;
  2987. gd.queryID = garrisonQuery->queryID;
  2988. sendAndApply(&gd);
  2989. }
  2990. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2991. {
  2992. OpenWindow pack;
  2993. pack.window = window;
  2994. pack.object = object->id;
  2995. pack.visitor = visitor->id;
  2996. if (addQuery)
  2997. {
  2998. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2999. pack.queryID = windowQuery->queryID;
  3000. queries->addQuery(windowQuery);
  3001. }
  3002. sendAndApply(&pack);
  3003. }
  3004. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  3005. {
  3006. if (id1 == id2)
  3007. return true;
  3008. const CGObjectInstance *o1 = getObj(id1);
  3009. const CGObjectInstance *o2 = getObj(id2);
  3010. if (!o1 || !o2)
  3011. return true; //arranging stacks within an object should be always allowed
  3012. if (o1 && o2)
  3013. {
  3014. if (o1->ID == Obj::TOWN)
  3015. {
  3016. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3017. if (t->visitingHero == o2 || t->garrisonHero == o2)
  3018. return true;
  3019. }
  3020. if (o2->ID == Obj::TOWN)
  3021. {
  3022. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3023. if (t->visitingHero == o1 || t->garrisonHero == o1)
  3024. return true;
  3025. }
  3026. auto market = dynamic_cast<const IMarket*>(o1);
  3027. if(market == nullptr)
  3028. market = dynamic_cast<const IMarket*>(o2);
  3029. if(market)
  3030. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  3031. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  3032. {
  3033. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  3034. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  3035. // two heroes in same town (garrisoned and visiting)
  3036. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  3037. return true;
  3038. }
  3039. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  3040. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  3041. if (!dialog)
  3042. {
  3043. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  3044. }
  3045. if (dialog)
  3046. {
  3047. auto topArmy = dialog->exchangingArmies.at(0);
  3048. auto bottomArmy = dialog->exchangingArmies.at(1);
  3049. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  3050. return true;
  3051. }
  3052. }
  3053. return false;
  3054. }
  3055. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  3056. {
  3057. using events::ObjectVisitStarted;
  3058. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  3059. if (getVisitingHero(obj) != nullptr)
  3060. {
  3061. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  3062. throw std::runtime_error("Can not visit object that is being visited");
  3063. }
  3064. std::shared_ptr<CObjectVisitQuery> visitQuery;
  3065. auto startVisit = [&](ObjectVisitStarted & event)
  3066. {
  3067. auto visitedObject = obj;
  3068. if(obj->ID == Obj::HERO)
  3069. {
  3070. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  3071. const auto visitedTown = visitedHero->visitedTown;
  3072. if(visitedTown)
  3073. {
  3074. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  3075. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  3076. visitedObject = visitedTown;
  3077. }
  3078. }
  3079. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  3080. queries->addQuery(visitQuery); //TODO real visit pos
  3081. HeroVisit hv;
  3082. hv.objId = obj->id;
  3083. hv.heroId = h->id;
  3084. hv.player = h->tempOwner;
  3085. hv.starting = true;
  3086. sendAndApply(&hv);
  3087. obj->onHeroVisit(h);
  3088. };
  3089. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  3090. if(visitQuery)
  3091. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  3092. }
  3093. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  3094. {
  3095. using events::ObjectVisitEnded;
  3096. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  3097. auto endVisit = [&](ObjectVisitEnded & event)
  3098. {
  3099. HeroVisit hv;
  3100. hv.player = event.getPlayer();
  3101. hv.heroId = event.getHero();
  3102. hv.starting = false;
  3103. sendAndApply(&hv);
  3104. };
  3105. //TODO: ObjectVisitEnded should also have id of visited object,
  3106. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  3107. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  3108. }
  3109. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  3110. {
  3111. const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
  3112. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  3113. {
  3114. complain("Cannot build boat in this shipyard!");
  3115. return false;
  3116. }
  3117. TResources boatCost;
  3118. obj->getBoatCost(boatCost);
  3119. TResources available = getPlayerState(playerID)->resources;
  3120. if (!available.canAfford(boatCost))
  3121. {
  3122. complain("Not enough resources to build a boat!");
  3123. return false;
  3124. }
  3125. int3 tile = obj->bestLocation();
  3126. if (!gs->map->isInTheMap(tile))
  3127. {
  3128. complain("Cannot find appropriate tile for a boat!");
  3129. return false;
  3130. }
  3131. giveResources(playerID, -boatCost);
  3132. createObject(tile, playerID, Obj::BOAT, obj->getBoatType().getNum());
  3133. return true;
  3134. }
  3135. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3136. {
  3137. for (auto playerColor : playerColors)
  3138. {
  3139. if (getPlayerState(playerColor, false))
  3140. checkVictoryLossConditionsForPlayer(playerColor);
  3141. }
  3142. }
  3143. void CGameHandler::checkVictoryLossConditionsForAll()
  3144. {
  3145. std::set<PlayerColor> playerColors;
  3146. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3147. {
  3148. playerColors.insert(PlayerColor(i));
  3149. }
  3150. checkVictoryLossConditions(playerColors);
  3151. }
  3152. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3153. {
  3154. const PlayerState * p = getPlayerState(player);
  3155. if(!p || p->status != EPlayerStatus::INGAME) return;
  3156. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3157. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3158. {
  3159. InfoWindow iw;
  3160. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3161. sendAndApply(&iw);
  3162. PlayerEndsGame peg;
  3163. peg.player = player;
  3164. peg.victoryLossCheckResult = victoryLossCheckResult;
  3165. sendAndApply(&peg);
  3166. turnOrder->onPlayerEndsGame(player);
  3167. if (victoryLossCheckResult.victory())
  3168. {
  3169. //one player won -> all enemies lost
  3170. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3171. {
  3172. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3173. {
  3174. peg.player = i->first;
  3175. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3176. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3177. InfoWindow iw;
  3178. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3179. iw.player = i->first;
  3180. sendAndApply(&iw);
  3181. sendAndApply(&peg);
  3182. }
  3183. }
  3184. if(p->human)
  3185. {
  3186. lobby->setState(EServerState::SHUTDOWN);
  3187. }
  3188. }
  3189. else
  3190. {
  3191. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3192. auto hlp = p->heroes;
  3193. for (auto h : hlp) //eliminate heroes
  3194. {
  3195. if (h.get())
  3196. removeObject(h, player);
  3197. }
  3198. //player lost -> all his objects become unflagged (neutral)
  3199. for (auto obj : gs->map->objects) //unflag objs
  3200. {
  3201. if (obj.get() && obj->tempOwner == player)
  3202. setOwner(obj, PlayerColor::NEUTRAL);
  3203. }
  3204. //eliminating one player may cause victory of another:
  3205. std::set<PlayerColor> playerColors;
  3206. //do not copy player state (CBonusSystemNode) by value
  3207. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3208. {
  3209. if (p.first != player)
  3210. playerColors.insert(p.first);
  3211. }
  3212. //notify all players
  3213. for (auto pc : playerColors)
  3214. {
  3215. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3216. {
  3217. InfoWindow iw;
  3218. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3219. iw.player = pc;
  3220. sendAndApply(&iw);
  3221. }
  3222. }
  3223. checkVictoryLossConditions(playerColors);
  3224. }
  3225. }
  3226. }
  3227. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3228. {
  3229. out.player = player;
  3230. out.text = victoryLossCheckResult.messageToSelf;
  3231. out.text.replaceName(player);
  3232. out.components.emplace_back(ComponentType::FLAG, player);
  3233. }
  3234. bool CGameHandler::dig(const CGHeroInstance *h)
  3235. {
  3236. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3237. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3238. createObject(h->visitablePos(), h->getOwner(), Obj::HOLE, 0 );
  3239. //take MPs
  3240. SetMovePoints smp;
  3241. smp.hid = h->id;
  3242. smp.val = 0;
  3243. sendAndApply(&smp);
  3244. InfoWindow iw;
  3245. iw.type = EInfoWindowMode::AUTO;
  3246. iw.player = h->tempOwner;
  3247. if (gs->map->grailPos == h->visitablePos())
  3248. {
  3249. ArtifactID grail = ArtifactID::GRAIL;
  3250. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  3251. iw.text.appendName(grail); // ... " The Grail"
  3252. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3253. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  3254. sendAndApply(&iw);
  3255. iw.soundID = soundBase::invalid;
  3256. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3257. iw.text.clear();
  3258. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3259. sendAndApply(&iw);
  3260. }
  3261. else
  3262. {
  3263. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3264. iw.soundID = soundBase::Dig;
  3265. sendAndApply(&iw);
  3266. }
  3267. return true;
  3268. }
  3269. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3270. {
  3271. if (!t.visitableObjects.empty())
  3272. {
  3273. //to prevent self-visiting heroes on space press
  3274. if (t.visitableObjects.back() != h)
  3275. objectVisited(t.visitableObjects.back(), h);
  3276. else if (t.visitableObjects.size() > 1)
  3277. objectVisited(*(t.visitableObjects.end()-2),h);
  3278. }
  3279. }
  3280. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3281. {
  3282. if (!hero)
  3283. COMPLAIN_RET("You need hero to sacrifice creature!");
  3284. int expSum = 0;
  3285. auto finish = [this, &hero, &expSum]()
  3286. {
  3287. giveExperience(hero, hero->calculateXp(expSum));
  3288. };
  3289. for(int i = 0; i < slot.size(); ++i)
  3290. {
  3291. int oldCount = hero->getStackCount(slot[i]);
  3292. if(oldCount < (int)count[i])
  3293. {
  3294. finish();
  3295. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3296. }
  3297. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3298. {
  3299. finish();
  3300. COMPLAIN_RET("Cannot sacrifice last creature!");
  3301. }
  3302. int crid = hero->getStack(slot[i]).type->getId();
  3303. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3304. int dump;
  3305. int exp;
  3306. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3307. exp *= count[i];
  3308. expSum += exp;
  3309. }
  3310. finish();
  3311. return true;
  3312. }
  3313. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3314. {
  3315. if (!hero)
  3316. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3317. if(hero->getAlignment() == EAlignment::EVIL)
  3318. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3319. assert(m);
  3320. auto altarObj = dynamic_cast<const CGArtifactsAltar*>(m);
  3321. int expSum = 0;
  3322. auto finish = [this, &hero, &expSum]()
  3323. {
  3324. giveExperience(hero, hero->calculateXp(expSum));
  3325. };
  3326. for(const auto & artInstId : arts)
  3327. {
  3328. if(auto art = altarObj->getArtByInstanceId(artInstId))
  3329. {
  3330. if(art->artType->isTradable())
  3331. {
  3332. int dmp;
  3333. int expToGive;
  3334. m->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3335. expSum += expToGive;
  3336. removeArtifact(ArtifactLocation(altarObj->id, altarObj->getArtPos(art)));
  3337. }
  3338. else
  3339. {
  3340. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3341. }
  3342. }
  3343. else
  3344. {
  3345. finish();
  3346. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3347. }
  3348. }
  3349. finish();
  3350. return true;
  3351. }
  3352. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3353. {
  3354. if (sl.army->hasStackAtSlot(sl.slot))
  3355. COMPLAIN_RET("Slot is already taken!");
  3356. if (!sl.slot.validSlot())
  3357. COMPLAIN_RET("Cannot insert stack to that slot!");
  3358. InsertNewStack ins;
  3359. ins.army = sl.army->id;
  3360. ins.slot = sl.slot;
  3361. ins.type = c->getId();
  3362. ins.count = count;
  3363. sendAndApply(&ins);
  3364. return true;
  3365. }
  3366. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3367. {
  3368. if (!sl.army->hasStackAtSlot(sl.slot))
  3369. COMPLAIN_RET("Cannot find a stack to erase");
  3370. if (sl.army->stacksCount() == 1 //from the last stack
  3371. && sl.army->needsLastStack() //that must be left
  3372. && !forceRemoval) //ignore above conditions if we are forcing removal
  3373. {
  3374. COMPLAIN_RET("Cannot erase the last stack!");
  3375. }
  3376. EraseStack es;
  3377. es.army = sl.army->id;
  3378. es.slot = sl.slot;
  3379. sendAndApply(&es);
  3380. return true;
  3381. }
  3382. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3383. {
  3384. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3385. if ((absoluteValue && count < 0)
  3386. || (!absoluteValue && -count > currentCount))
  3387. {
  3388. COMPLAIN_RET("Cannot take more stacks than present!");
  3389. }
  3390. if ((currentCount == -count && !absoluteValue)
  3391. || (!count && absoluteValue))
  3392. {
  3393. eraseStack(sl);
  3394. }
  3395. else
  3396. {
  3397. ChangeStackCount csc;
  3398. csc.army = sl.army->id;
  3399. csc.slot = sl.slot;
  3400. csc.count = count;
  3401. csc.absoluteValue = absoluteValue;
  3402. sendAndApply(&csc);
  3403. }
  3404. return true;
  3405. }
  3406. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3407. {
  3408. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3409. if (!slotC) //slot is empty
  3410. insertNewStack(sl, c, count);
  3411. else if (c == slotC)
  3412. changeStackCount(sl, count);
  3413. else
  3414. {
  3415. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3416. }
  3417. return true;
  3418. }
  3419. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3420. {
  3421. if (removeObjWhenFinished)
  3422. removeAfterVisit(src);
  3423. if (!src->canBeMergedWith(*dst, allowMerging))
  3424. {
  3425. if (allowMerging) //do that, add all matching creatures.
  3426. {
  3427. bool cont = true;
  3428. while (cont)
  3429. {
  3430. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3431. {
  3432. SlotID pos = dst->getSlotFor(i->second->type);
  3433. if (pos.validSlot())
  3434. {
  3435. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3436. cont = true;
  3437. break; //or iterator crashes
  3438. }
  3439. cont = false;
  3440. }
  3441. }
  3442. }
  3443. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3444. }
  3445. else //merge
  3446. {
  3447. moveArmy(src, dst, allowMerging);
  3448. }
  3449. }
  3450. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3451. {
  3452. if (!src.army->hasStackAtSlot(src.slot))
  3453. COMPLAIN_RET("No stack to move!");
  3454. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3455. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3456. if (!dst.slot.validSlot())
  3457. COMPLAIN_RET("Cannot move stack to that slot!");
  3458. if (count == -1)
  3459. {
  3460. count = src.army->getStackCount(src.slot);
  3461. }
  3462. if (src.army != dst.army //moving away
  3463. && count == src.army->getStackCount(src.slot) //all creatures
  3464. && src.army->stacksCount() == 1 //from the last stack
  3465. && src.army->needsLastStack()) //that must be left
  3466. {
  3467. COMPLAIN_RET("Cannot move away the last creature!");
  3468. }
  3469. RebalanceStacks rs;
  3470. rs.srcArmy = src.army->id;
  3471. rs.dstArmy = dst.army->id;
  3472. rs.srcSlot = src.slot;
  3473. rs.dstSlot = dst.slot;
  3474. rs.count = count;
  3475. sendAndApply(&rs);
  3476. return true;
  3477. }
  3478. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3479. {
  3480. if (!spellID.hasValue())
  3481. return;
  3482. AdventureSpellCastParameters p;
  3483. p.caster = caster;
  3484. p.pos = pos;
  3485. const CSpell * s = spellID.toSpell();
  3486. s->adventureCast(spellEnv, p);
  3487. }
  3488. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3489. {
  3490. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3491. {
  3492. return moveStack(sl2, sl1);
  3493. }
  3494. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3495. {
  3496. return moveStack(sl1, sl2);
  3497. }
  3498. else
  3499. {
  3500. SwapStacks ss;
  3501. ss.srcArmy = sl1.army->id;
  3502. ss.dstArmy = sl2.army->id;
  3503. ss.srcSlot = sl1.slot;
  3504. ss.dstSlot = sl2.slot;
  3505. sendAndApply(&ss);
  3506. return true;
  3507. }
  3508. }
  3509. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3510. {
  3511. assert(art && art->artType);
  3512. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3513. dst.creature = al.creature;
  3514. auto putTo = getArtSet(al);
  3515. assert(putTo);
  3516. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3517. {
  3518. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3519. }
  3520. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3521. {
  3522. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3523. }
  3524. else
  3525. {
  3526. dst.slot = al.slot;
  3527. }
  3528. if(!askAssemble.has_value())
  3529. {
  3530. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3531. askAssemble = true;
  3532. else
  3533. askAssemble = false;
  3534. }
  3535. if(art->canBePutAt(putTo, dst.slot))
  3536. {
  3537. PutArtifact pa(dst, askAssemble.value());
  3538. pa.art = art;
  3539. sendAndApply(&pa);
  3540. return true;
  3541. }
  3542. else
  3543. {
  3544. return false;
  3545. }
  3546. }
  3547. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3548. {
  3549. assert(artType);
  3550. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3551. {
  3552. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3553. COMPLAIN_RET("Cannot put artifact in that slot!");
  3554. }
  3555. else if(ArtifactUtils::isSlotBackpack(pos))
  3556. {
  3557. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3558. COMPLAIN_RET("Cannot put artifact in that slot!");
  3559. }
  3560. else
  3561. {
  3562. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3563. }
  3564. auto * newArtInst = new CArtifactInstance();
  3565. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3566. NewArtifact na;
  3567. na.art = newArtInst;
  3568. sendAndApply(&na); // -> updates newArtInst!!!
  3569. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3570. return true;
  3571. else
  3572. return false;
  3573. }
  3574. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3575. {
  3576. std::vector<int3>::iterator tile;
  3577. std::vector<int3> tiles;
  3578. getFreeTiles(tiles);
  3579. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3580. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3581. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3582. const CCreature *cre = creatureID.toCreature();
  3583. for (int i = 0; i < (int)amount; ++i)
  3584. {
  3585. tile = tiles.begin();
  3586. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3587. {
  3588. auto count = cre->getRandomAmount(std::rand);
  3589. createObject(*tile, PlayerColor::NEUTRAL, Obj::MONSTER, creatureID);
  3590. auto monsterId = getTopObj(*tile)->id;
  3591. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3592. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3593. }
  3594. tiles.erase(tile); //not use it again
  3595. }
  3596. }
  3597. void CGameHandler::synchronizeArtifactHandlerLists()
  3598. {
  3599. UpdateArtHandlerLists uahl;
  3600. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3601. sendAndApply(&uahl);
  3602. }
  3603. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3604. {
  3605. return vstd::contains(gs->map->objects, obj);
  3606. }
  3607. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3608. {
  3609. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3610. return false;
  3611. auto query = queries->topQuery(player);
  3612. if (query && query->blocksPack(pack))
  3613. {
  3614. complain(boost::str(boost::format(
  3615. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3616. % boost::to_upper_copy<std::string>(player.toString())
  3617. % query->toString()
  3618. ));
  3619. return true;
  3620. }
  3621. return false;
  3622. }
  3623. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3624. {
  3625. //If the object is being visited, there must be a matching query
  3626. for (const auto &query : queries->allQueries())
  3627. {
  3628. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3629. {
  3630. if (someVistQuery->visitedObject == object)
  3631. {
  3632. someVistQuery->removeObjectAfterVisit = true;
  3633. return;
  3634. }
  3635. }
  3636. }
  3637. //If we haven't returned so far, there is no query and no visit, call was wrong
  3638. assert("This function needs to be called during the object visit!");
  3639. }
  3640. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3641. {
  3642. std::unordered_set<int3> tiles;
  3643. if (mode == ETileVisibility::HIDDEN)
  3644. {
  3645. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3646. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3647. auto p = getPlayerState(player);
  3648. for (auto h : p->heroes)
  3649. {
  3650. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3651. }
  3652. for (auto t : p->towns)
  3653. {
  3654. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3655. }
  3656. for (auto tile : observedTiles)
  3657. vstd::erase_if_present (tiles, tile);
  3658. }
  3659. else
  3660. {
  3661. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3662. }
  3663. changeFogOfWar(tiles, player, mode);
  3664. }
  3665. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3666. {
  3667. if (tiles.empty())
  3668. return;
  3669. FoWChange fow;
  3670. fow.tiles = tiles;
  3671. fow.player = player;
  3672. fow.mode = mode;
  3673. sendAndApply(&fow);
  3674. }
  3675. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3676. {
  3677. assert(obj);
  3678. for(const auto & query : queries->allQueries())
  3679. {
  3680. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3681. if (visit && visit->visitedObject == obj)
  3682. return visit->visitingHero;
  3683. }
  3684. return nullptr;
  3685. }
  3686. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3687. {
  3688. assert(hero);
  3689. for(const auto & query : queries->allQueries())
  3690. {
  3691. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3692. if (visit && visit->visitingHero == hero)
  3693. return visit->visitedObject;
  3694. }
  3695. return nullptr;
  3696. }
  3697. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3698. {
  3699. assert(obj);
  3700. assert(hero);
  3701. assert(getVisitingHero(obj) == hero);
  3702. // Check top query of targeted player:
  3703. // If top query is NOT visit to targeted object then we assume that
  3704. // visitation query is covered by other query that must be answered first
  3705. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3706. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3707. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3708. return true;
  3709. }
  3710. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3711. {
  3712. SetObjectProperty sob;
  3713. sob.id = objid;
  3714. sob.what = prop;
  3715. sob.identifier = NumericID(value);
  3716. sendAndApply(&sob);
  3717. }
  3718. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3719. {
  3720. SetObjectProperty sob;
  3721. sob.id = objid;
  3722. sob.what = prop;
  3723. sob.identifier = identifier;
  3724. sendAndApply(&sob);
  3725. }
  3726. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
  3727. {
  3728. SetRewardableConfiguration srb;
  3729. srb.objectID = objid;
  3730. srb.configuration = configuration;
  3731. sendAndApply(&srb);
  3732. }
  3733. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
  3734. {
  3735. SetRewardableConfiguration srb;
  3736. srb.objectID = townInstanceID;
  3737. srb.buildingID = buildingID;
  3738. srb.configuration = configuration;
  3739. sendAndApply(&srb);
  3740. }
  3741. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3742. {
  3743. sendAndApply(iw);
  3744. }
  3745. vstd::RNG & CGameHandler::getRandomGenerator()
  3746. {
  3747. return *randomNumberGenerator;
  3748. }
  3749. #if SCRIPTING_ENABLED
  3750. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3751. {
  3752. return serverScripts.get();
  3753. }
  3754. //scripting::Pool * CGameHandler::getContextPool() const
  3755. //{
  3756. // return serverScripts.get();
  3757. //}
  3758. #endif
  3759. void CGameHandler::createObject(const int3 & visitablePosition, const PlayerColor & initiator, MapObjectID type, MapObjectSubID subtype)
  3760. {
  3761. NewObject no;
  3762. no.ID = type;
  3763. no.subID = subtype;
  3764. no.initiator = initiator;
  3765. no.targetPos = visitablePosition;
  3766. sendAndApply(&no);
  3767. }
  3768. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3769. {
  3770. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3771. }
  3772. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3773. {
  3774. battles->startBattleI(army1, army2, tile, creatureBank);
  3775. }
  3776. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3777. {
  3778. battles->startBattleI(army1, army2, creatureBank);
  3779. }