CGameHandler.cpp 134 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "TurnTimerHandler.h"
  14. #include "ServerNetPackVisitors.h"
  15. #include "ServerSpellCastEnvironment.h"
  16. #include "battles/BattleProcessor.h"
  17. #include "processors/HeroPoolProcessor.h"
  18. #include "processors/NewTurnProcessor.h"
  19. #include "processors/PlayerMessageProcessor.h"
  20. #include "processors/TurnOrderProcessor.h"
  21. #include "queries/QueriesProcessor.h"
  22. #include "queries/MapQueries.h"
  23. #include "queries/VisitQueries.h"
  24. #include "../lib/CConfigHandler.h"
  25. #include "../lib/CCreatureHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/CPlayerState.h"
  28. #include "../lib/CSoundBase.h"
  29. #include "../lib/GameConstants.h"
  30. #include "../lib/IGameSettings.h"
  31. #include "../lib/ScriptHandler.h"
  32. #include "../lib/StartInfo.h"
  33. #include "../lib/TerrainHandler.h"
  34. #include "../lib/GameLibrary.h"
  35. #include "../lib/int3.h"
  36. #include "../lib/battle/BattleInfo.h"
  37. #include "../lib/callback/GameRandomizer.h"
  38. #include "../lib/entities/artifact/ArtifactUtils.h"
  39. #include "../lib/entities/artifact/CArtifact.h"
  40. #include "../lib/entities/artifact/CArtifactFittingSet.h"
  41. #include "../lib/entities/building/CBuilding.h"
  42. #include "../lib/entities/faction/CTownHandler.h"
  43. #include "../lib/entities/hero/CHeroHandler.h"
  44. #include "../lib/filesystem/FileInfo.h"
  45. #include "../lib/filesystem/Filesystem.h"
  46. #include "../lib/gameState/CGameState.h"
  47. #include "../lib/gameState/UpgradeInfo.h"
  48. #include "../lib/mapping/CMap.h"
  49. #include "../lib/mapping/CMapService.h"
  50. #include "../lib/mapObjects/CGCreature.h"
  51. #include "../lib/mapObjects/CGMarket.h"
  52. #include "../lib/mapObjects/TownBuildingInstance.h"
  53. #include "../lib/mapObjects/CGHeroInstance.h"
  54. #include "../lib/mapObjects/CGTownInstance.h"
  55. #include "../lib/mapObjects/MiscObjects.h"
  56. #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
  57. #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
  58. #include "../lib/modding/ModIncompatibility.h"
  59. #include "../lib/networkPacks/StackLocation.h"
  60. #include "../lib/pathfinder/CPathfinder.h"
  61. #include "../lib/pathfinder/PathfinderOptions.h"
  62. #include "../lib/pathfinder/TurnInfo.h"
  63. #include "../lib/rmg/CMapGenOptions.h"
  64. #include "../lib/serializer/CSaveFile.h"
  65. #include "../lib/serializer/CLoadFile.h"
  66. #include "../lib/serializer/Connection.h"
  67. #include "../lib/spells/CSpellHandler.h"
  68. #include <vstd/RNG.h>
  69. #include <vstd/CLoggerBase.h>
  70. #include <vcmi/events/EventBus.h>
  71. #include <vcmi/events/GenericEvents.h>
  72. #include <vcmi/events/AdventureEvents.h>
  73. #include <boost/lexical_cast.hpp>
  74. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  75. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  76. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  77. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  78. template <typename T>
  79. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  80. {
  81. fun(args[which]);
  82. }
  83. const Services * CGameHandler::services() const
  84. {
  85. return LIBRARY;
  86. }
  87. IGameInfoCallback & CGameHandler::gameInfo()
  88. {
  89. return *gs;
  90. }
  91. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  92. {
  93. return gameState().getBattle(battleID);
  94. }
  95. const CGameHandler::GameCb * CGameHandler::game() const
  96. {
  97. return gs.get();
  98. }
  99. vstd::CLoggerBase * CGameHandler::logger() const
  100. {
  101. return logGlobal;
  102. }
  103. events::EventBus * CGameHandler::eventBus() const
  104. {
  105. return serverEventBus.get();
  106. }
  107. CVCMIServer & CGameHandler::gameLobby() const
  108. {
  109. return *lobby;
  110. }
  111. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  112. {
  113. changeSecSkill(hero, skill, 1, ChangeValueMode::RELATIVE);
  114. expGiven(hero);
  115. }
  116. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  117. {
  118. // required exp for at least 1 lvl-up hasn't been reached
  119. if (!hero->gainsLevel())
  120. {
  121. if (hero->getCommander() && hero->getCommander()->gainsLevel())
  122. levelUpCommander(hero->getCommander());
  123. return;
  124. }
  125. // give primary skill
  126. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  127. auto primarySkill = randomizer->rollPrimarySkillForLevelup(hero);
  128. SetPrimSkill sps;
  129. sps.id = hero->id;
  130. sps.which = primarySkill;
  131. sps.mode = ChangeValueMode::RELATIVE;
  132. sps.val = 1;
  133. sendAndApply(sps);
  134. HeroLevelUp hlu;
  135. hlu.player = hero->tempOwner;
  136. hlu.heroId = hero->id;
  137. hlu.primskill = primarySkill;
  138. hlu.skills = hero->getLevelupSkillCandidates(*randomizer);
  139. if (hlu.skills.size() == 0)
  140. {
  141. sendAndApply(hlu);
  142. levelUpHero(hero);
  143. }
  144. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  145. {
  146. sendAndApply(hlu);
  147. levelUpHero(hero, hlu.skills.front());
  148. }
  149. else if (hlu.skills.size() > 1)
  150. {
  151. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  152. hlu.queryID = levelUpQuery->queryID;
  153. queries->addQuery(levelUpQuery);
  154. sendAndApply(hlu);
  155. //level up will be called on query reply
  156. }
  157. }
  158. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  159. {
  160. SetCommanderProperty scp;
  161. const auto * hero = dynamic_cast<const CGHeroInstance *>(c->getArmy());
  162. if (hero)
  163. scp.heroid = hero->id;
  164. else
  165. {
  166. complain ("Commander is not led by hero!");
  167. return;
  168. }
  169. scp.accumulatedBonus.additionalInfo = 0;
  170. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  171. scp.accumulatedBonus.turnsRemain = 0;
  172. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  173. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  174. if (skill <= ECommander::SPELL_POWER)
  175. {
  176. scp.which = SetCommanderProperty::BONUS;
  177. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skillToTest)->int
  178. {
  179. int s = std::min (skillToTest, static_cast<int>(ECommander::SPELL_POWER)); //spell power level controls also casts and resistance
  180. return skillLevels.at(skillToTest).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skillToTest).at(secondarySkills.at(s)-1) : 0);
  181. };
  182. switch (skill)
  183. {
  184. case ECommander::ATTACK:
  185. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  186. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  187. break;
  188. case ECommander::DEFENSE:
  189. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  190. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  191. break;
  192. case ECommander::HEALTH:
  193. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  194. 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.
  195. break;
  196. case ECommander::DAMAGE:
  197. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  198. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  199. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  200. break;
  201. case ECommander::SPEED:
  202. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  203. break;
  204. case ECommander::SPELL_POWER:
  205. scp.accumulatedBonus.type = BonusType::SPELL_DAMAGE_REDUCTION;
  206. scp.accumulatedBonus.subtype = BonusSubtypeID(SpellSchool::ANY);
  207. scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  208. sendAndApply(scp); //additional pack
  209. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  210. scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  211. sendAndApply(scp); //additional pack
  212. scp.accumulatedBonus.type = BonusType::CASTS;
  213. scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  214. sendAndApply(scp); //additional pack
  215. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  216. break;
  217. }
  218. scp.accumulatedBonus.val = difference (LIBRARY->creh->skillLevels, c->secondarySkills, skill);
  219. sendAndApply(scp);
  220. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  221. scp.additionalInfo = skill;
  222. scp.amount = c->secondarySkills.at(skill) + 1;
  223. sendAndApply(scp);
  224. }
  225. else if (skill >= 100)
  226. {
  227. for(const auto & bonus : LIBRARY->creh->skillRequirements.at(skill - 100).first)
  228. {
  229. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  230. scp.accumulatedBonus = *bonus;
  231. scp.additionalInfo = skill; //unnormalized
  232. sendAndApply(scp);
  233. }
  234. }
  235. expGiven(hero);
  236. }
  237. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  238. {
  239. if (!c->gainsLevel())
  240. {
  241. return;
  242. }
  243. CommanderLevelUp clu;
  244. const auto * hero = dynamic_cast<const CGHeroInstance *>(c->getArmy());
  245. if(hero)
  246. {
  247. clu.heroId = hero->id;
  248. clu.player = hero->tempOwner;
  249. }
  250. else
  251. {
  252. complain ("Commander is not led by hero!");
  253. return;
  254. }
  255. //picking sec. skills for choice
  256. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  257. {
  258. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  259. clu.skills.push_back(i);
  260. }
  261. int i = 100;
  262. for (const auto & specialSkill : LIBRARY->creh->skillRequirements)
  263. {
  264. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  265. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  266. && !vstd::contains (c->specialSkills, i))
  267. clu.skills.push_back (i);
  268. ++i;
  269. }
  270. int skillAmount = clu.skills.size();
  271. if (!skillAmount)
  272. {
  273. sendAndApply(clu);
  274. levelUpCommander(c);
  275. }
  276. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  277. {
  278. sendAndApply(clu);
  279. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  280. }
  281. else if (skillAmount > 1) //apply and ask for secondary skill
  282. {
  283. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  284. clu.queryID = commanderLevelUp->queryID;
  285. queries->addQuery(commanderLevelUp);
  286. sendAndApply(clu);
  287. }
  288. }
  289. void CGameHandler::expGiven(const CGHeroInstance *hero)
  290. {
  291. if (hero->gainsLevel())
  292. levelUpHero(hero);
  293. else if (hero->getCommander() && hero->getCommander()->gainsLevel())
  294. levelUpCommander(hero->getCommander());
  295. }
  296. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  297. {
  298. TExpType maxExp = LIBRARY->heroh->reqExp(LIBRARY->heroh->maxSupportedLevel());
  299. TExpType currExp = hero->exp;
  300. if (gameState().getMap().levelLimit != 0)
  301. maxExp = LIBRARY->heroh->reqExp(gameState().getMap().levelLimit);
  302. TExpType canGainExp = 0;
  303. if (maxExp > currExp)
  304. canGainExp = maxExp - currExp;
  305. if (amountToGain > canGainExp)
  306. {
  307. // set given experience to max possible, but don't decrease if hero already over top
  308. amountToGain = canGainExp;
  309. InfoWindow iw;
  310. iw.player = hero->tempOwner;
  311. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  312. iw.text.replaceTextID(hero->getNameTextID());
  313. sendAndApply(iw);
  314. }
  315. SetPrimSkill sps;
  316. sps.id = hero->id;
  317. sps.which = PrimarySkill::EXPERIENCE;
  318. sps.mode = ChangeValueMode::RELATIVE;
  319. sps.val = amountToGain;
  320. sendAndApply(sps);
  321. //hero may level up
  322. if (hero->getCommander() && hero->getCommander()->alive)
  323. {
  324. //FIXME: trim experience according to map limit?
  325. SetCommanderProperty scp;
  326. scp.heroid = hero->id;
  327. scp.which = SetCommanderProperty::EXPERIENCE;
  328. scp.amount = amountToGain;
  329. sendAndApply(scp);
  330. }
  331. expGiven(hero);
  332. }
  333. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, ChangeValueMode mode)
  334. {
  335. SetPrimSkill sps;
  336. sps.id = hero->id;
  337. sps.which = which;
  338. sps.mode = mode;
  339. sps.val = val;
  340. sendAndApply(sps);
  341. }
  342. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, ChangeValueMode mode)
  343. {
  344. if(!hero)
  345. {
  346. logGlobal->error("changeSecSkill provided no hero");
  347. return;
  348. }
  349. SetSecSkill sss;
  350. sss.id = hero->id;
  351. sss.which = which;
  352. sss.val = val;
  353. sss.mode = mode;
  354. sendAndApply(sss);
  355. if (hero->getVisitedTown())
  356. giveSpells(hero->getVisitedTown(), hero);
  357. // Our scouting range may have changed - update it
  358. if (hero->getOwner().isValidPlayer())
  359. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  360. }
  361. void CGameHandler::handleClientDisconnection(const std::shared_ptr<CConnection> & c)
  362. {
  363. if(gameLobby().getState() == EServerState::SHUTDOWN || !gameState().getStartInfo())
  364. {
  365. assert(0); // game should have shut down before reaching this point!
  366. return;
  367. }
  368. for(auto & playerConnections : connections)
  369. {
  370. PlayerColor playerId = playerConnections.first;
  371. auto playerConnection = vstd::find(playerConnections.second, c);
  372. if(playerConnection == playerConnections.second.end())
  373. continue;
  374. logGlobal->trace("Player %s disconnected. Notifying remaining players", playerId.toString());
  375. // this player have left the game - broadcast infowindow to all in-game players
  376. for (const auto & player : gameState().players)
  377. {
  378. if (player.first == playerId)
  379. continue;
  380. if (gameInfo().getPlayerState(player.first)->status != EPlayerStatus::INGAME)
  381. continue;
  382. logGlobal->trace("Notifying player %s", player.first);
  383. InfoWindow out;
  384. out.player = player.first;
  385. out.text.appendTextID("vcmi.server.errors.playerLeft");
  386. out.text.replaceName(playerId);
  387. out.components.emplace_back(ComponentType::FLAG, playerId);
  388. sendAndApply(out);
  389. }
  390. }
  391. }
  392. void CGameHandler::handleReceivedPack(std::shared_ptr<CConnection> connection, CPackForServer & pack)
  393. {
  394. //prepare struct informing that action was applied
  395. auto sendPackageResponse = [&](bool successfullyApplied)
  396. {
  397. PackageApplied applied;
  398. applied.player = pack.player;
  399. applied.result = successfullyApplied;
  400. applied.packType = CTypeList::getInstance().getTypeID(&pack);
  401. applied.requestID = pack.requestID;
  402. connection->sendPack(applied);
  403. };
  404. if(isBlockedByQueries(&pack, pack.player))
  405. {
  406. sendPackageResponse(false);
  407. }
  408. else
  409. {
  410. bool result;
  411. try
  412. {
  413. ApplyGhNetPackVisitor applier(*this, connection);
  414. pack.visit(applier);
  415. result = applier.getResult();
  416. }
  417. catch(ExceptionNotAllowedAction &)
  418. {
  419. result = false;
  420. }
  421. if(result)
  422. logGlobal->trace("Message %s successfully applied!", typeid(pack).name());
  423. else
  424. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  425. % typeid(pack).name()).str());
  426. sendPackageResponse(true);
  427. }
  428. }
  429. CGameHandler::CGameHandler(CVCMIServer * lobby)
  430. : lobby(lobby)
  431. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  432. , battles(std::make_unique<BattleProcessor>(this))
  433. , queries(std::make_unique<QueriesProcessor>())
  434. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  435. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  436. , newTurnProcessor(std::make_unique<NewTurnProcessor>(this))
  437. , statistics(std::make_unique<StatisticDataSet>())
  438. , spellEnv(std::make_unique<ServerSpellCastEnvironment>(this))
  439. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  440. , QID(1)
  441. , complainNoCreatures("No creatures to split")
  442. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  443. , complainInvalidSlot("Invalid slot accessed!")
  444. {
  445. }
  446. CGameHandler::~CGameHandler() = default;
  447. ServerCallback * CGameHandler::spellcastEnvironment() const
  448. {
  449. return spellEnv.get();
  450. }
  451. void CGameHandler::reinitScripting()
  452. {
  453. serverEventBus = std::make_unique<events::EventBus>();
  454. #if SCRIPTING_ENABLED
  455. serverScripts.reset(new scripting::PoolImpl(this, spellEnv.get()));
  456. #endif
  457. }
  458. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  459. {
  460. CMapService mapService;
  461. gs = std::make_shared<CGameState>();
  462. int requestedSeed = settings["server"]["seed"].Integer();
  463. randomizer = std::make_unique<GameRandomizer>(*gs);
  464. if (requestedSeed != 0)
  465. randomizer->setSeed(requestedSeed);
  466. logGlobal->info("Using random seed: %d", randomizer->getDefault().nextInt());
  467. gs->preInit(LIBRARY);
  468. logGlobal->info("Gamestate created!");
  469. gs->init(&mapService, si, *randomizer, progressTracking);
  470. logGlobal->info("Gamestate initialized!");
  471. for (const auto & elem : gameState().players)
  472. turnOrder->addPlayer(elem.first);
  473. reinitScripting();
  474. }
  475. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  476. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  477. const PlayerState * p = gameInfo().getPlayerState(town->tempOwner);
  478. if (!p)
  479. {
  480. assert(town->tempOwner == PlayerColor::NEUTRAL);
  481. return;
  482. }
  483. if (forced || town->creatures.at(town->getTown()->creatures.size()).second.empty())//we need to change creature
  484. {
  485. SetAvailableCreatures ssi;
  486. ssi.tid = town->id;
  487. ssi.creatures = town->creatures;
  488. ssi.creatures[town->getTown()->creatures.size()].second.clear();//remove old one
  489. std::set<CreatureID> availableCreatures;
  490. for (const auto & dwelling : p->getOwnedObjects())
  491. {
  492. const auto & dwellingCreatures = dwelling->asOwnable()->providedCreatures();
  493. availableCreatures.insert(dwellingCreatures.begin(), dwellingCreatures.end());
  494. }
  495. if (availableCreatures.empty())
  496. return;
  497. CreatureID creatureId = *RandomGeneratorUtil::nextItem(availableCreatures, getRandomGenerator());
  498. if (clear)
  499. {
  500. ssi.creatures[town->getTown()->creatures.size()].first = std::max(1, (creatureId.toEntity(LIBRARY)->getGrowth())/2);
  501. }
  502. else
  503. {
  504. ssi.creatures[town->getTown()->creatures.size()].first = creatureId.toEntity(LIBRARY)->getGrowth();
  505. }
  506. ssi.creatures[town->getTown()->creatures.size()].second.push_back(creatureId);
  507. sendAndApply(ssi);
  508. }
  509. }
  510. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  511. {
  512. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  513. turnTimerHandler->onPlayerGetTurn(which);
  514. newTurnProcessor->onPlayerTurnStarted(which);
  515. }
  516. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  517. {
  518. newTurnProcessor->onPlayerTurnEnded(which);
  519. }
  520. void CGameHandler::addStatistics(StatisticDataSet &stat) const
  521. {
  522. for (const auto & elem : gameState().players)
  523. {
  524. if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
  525. continue;
  526. auto data = StatisticDataSet::createEntry(&elem.second, &gameState(), *statistics);
  527. stat.add(data);
  528. }
  529. }
  530. void CGameHandler::onNewTurn()
  531. {
  532. logGlobal->trace("Turn %d", gameState().day+1);
  533. bool firstTurn = !gameInfo().getDate(Date::DAY);
  534. bool newMonth = gameInfo().getDate(Date::DAY_OF_MONTH) == 28;
  535. if (firstTurn)
  536. {
  537. for (const auto * obj : gameState().getMap().getObjects<CGHeroInstance>())
  538. {
  539. if (obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  540. {
  541. giveExperience(obj, 0);
  542. }
  543. }
  544. for (const auto & elem : gameState().players)
  545. heroPool->onNewWeek(elem.first);
  546. }
  547. else
  548. {
  549. addStatistics(*statistics); // write at end of turn
  550. }
  551. for (const auto & townID : gameState().getMap().getAllTowns())
  552. {
  553. const auto * t = gameState().getTown(townID);
  554. PlayerColor player = t->tempOwner;
  555. // Skyship, probably easier to handle same as Veil of darkness
  556. // do it every new day before veils
  557. if(t->hasBuilt(BuildingID::GRAIL)
  558. && player.isValidPlayer()
  559. && t->getTown()->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  560. {
  561. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), player, ETileVisibility::REVEALED);
  562. }
  563. }
  564. for (const auto & townID : gameState().getMap().getAllTowns())
  565. {
  566. const auto * t = gameState().getTown(townID);
  567. if(t->hasBonusOfType(BonusType::DARKNESS))
  568. {
  569. for(const auto & player : gameState().players)
  570. {
  571. if (gameInfo().getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  572. gameInfo().getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  573. changeFogOfWar(t->getSightCenter(), t->valOfBonuses(BonusType::DARKNESS), player.first, ETileVisibility::HIDDEN);
  574. }
  575. }
  576. }
  577. if (newMonth)
  578. {
  579. SetAvailableArtifacts saa;
  580. saa.id = ObjectInstanceID::NONE;
  581. saa.arts = randomizer->rollMarketArtifactSet();
  582. sendAndApply(saa);
  583. }
  584. newTurnProcessor->onNewTurn();
  585. if (!firstTurn)
  586. checkVictoryLossConditionsForAll(); // check for map turn limit
  587. //call objects
  588. for (auto & elem : gameState().getMap().getObjects())
  589. {
  590. if (elem)
  591. elem->newTurn(*this, *randomizer);
  592. }
  593. }
  594. void CGameHandler::start(bool resume)
  595. {
  596. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  597. for (const auto & cc : gameLobby().activeConnections)
  598. {
  599. auto players = gameLobby().getAllClientPlayers(cc->connectionID);
  600. std::stringstream sbuffer;
  601. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  602. for (PlayerColor color : players)
  603. {
  604. sbuffer << color << " ";
  605. connections[color].insert(cc);
  606. }
  607. logGlobal->info(sbuffer.str());
  608. }
  609. #if SCRIPTING_ENABLED
  610. services()->scripts()->run(serverScripts);
  611. #endif
  612. if (!resume)
  613. {
  614. onNewTurn();
  615. events::TurnStarted::defaultExecute(serverEventBus.get());
  616. for(const auto & player : gameState().players)
  617. turnTimerHandler->onGameplayStart(player.first);
  618. }
  619. else
  620. events::GameResumed::defaultExecute(serverEventBus.get());
  621. turnOrder->onGameStarted();
  622. }
  623. void CGameHandler::tick(int millisecondsPassed)
  624. {
  625. turnTimerHandler->update(millisecondsPassed);
  626. }
  627. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  628. {
  629. if (!h->hasSpellbook())
  630. return; //hero hasn't spellbook
  631. ChangeSpells cs;
  632. cs.hid = h->id;
  633. cs.learn = true;
  634. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  635. {
  636. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  637. for (int i = 0; i < h->maxSpellLevel(); i++)
  638. {
  639. std::vector<SpellID> spells;
  640. gameState().getAllowedSpells(spells, i+1);
  641. for (const auto & spell : spells)
  642. cs.spells.insert(spell);
  643. }
  644. }
  645. else
  646. {
  647. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  648. {
  649. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  650. {
  651. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  652. cs.spells.insert(t->spells.at(i).at(j));
  653. }
  654. }
  655. }
  656. if (!cs.spells.empty())
  657. sendAndApply(cs);
  658. }
  659. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  660. {
  661. if (!obj || !gameInfo().getObj(obj->id))
  662. {
  663. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  664. return false;
  665. }
  666. RemoveObject ro;
  667. ro.objectID = obj->id;
  668. ro.initiator = initiator;
  669. sendAndApply(ro);
  670. checkVictoryLossConditionsForAll(); //e.g. if monster escaped (removing objs after battle is done directly by endBattle, not this function)
  671. return true;
  672. }
  673. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  674. {
  675. const CGHeroInstance *h = gameInfo().getHero(hid);
  676. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  677. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  678. {
  679. if(h && gameInfo().getStartInfo()->turnTimerInfo.isEnabled() && gameState().players.at(h->getOwner()).turnTimer.turnTimer == 0)
  680. return true; //timer expired, no error
  681. logGlobal->error("Illegal call to move hero!");
  682. return false;
  683. }
  684. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->anchorPos().toString(), dst.toString());
  685. const int3 hmpos = h->convertToVisitablePos(dst);
  686. if (!gameState().getMap().isInTheMap(hmpos))
  687. {
  688. logGlobal->error("Destination tile is outside the map!");
  689. return false;
  690. }
  691. const TerrainTile t = *gameInfo().getTile(hmpos);
  692. const int3 guardPos = gameState().guardingCreaturePosition(hmpos);
  693. const CGObjectInstance * objectToVisit = nullptr;
  694. const CGObjectInstance * guardian = nullptr;
  695. if (!t.visitableObjects.empty())
  696. objectToVisit = gameState().getObjInstance(t.visitableObjects.back());
  697. if (gameInfo().isInTheMap(guardPos))
  698. {
  699. for (auto const & objectID : gameInfo().getTile(guardPos)->visitableObjects)
  700. {
  701. const auto * object = gameState().getObjInstance(objectID);
  702. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  703. guardian = object;
  704. }
  705. }
  706. const bool embarking = !h->inBoat() && objectToVisit && objectToVisit->ID == Obj::BOAT;
  707. const bool disembarking = h->inBoat()
  708. && t.isLand()
  709. && (dst == h->pos || (h->getBoat()->layer == EPathfindingLayer::SAIL && !t.blocked()));
  710. //result structure for start - movement failed, no move points used
  711. TryMoveHero tmh;
  712. tmh.id = hid;
  713. tmh.start = h->pos;
  714. tmh.end = dst;
  715. tmh.result = TryMoveHero::FAILED;
  716. tmh.movePoints = h->movementPointsRemaining();
  717. //check if destination tile is available
  718. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gameState(), h, PathfinderOptions(gameInfo()));
  719. const auto * ti = pathfinderHelper->getTurnInfo();
  720. const bool canFly = ti->hasFlyingMovement() || (h->inBoat() && h->getBoat()->layer == EPathfindingLayer::AIR);
  721. const bool canWalkOnSea = ti->hasWaterWalking() || (h->inBoat() && h->getBoat()->layer == EPathfindingLayer::WATER);
  722. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  723. const bool movingOntoObstacle = t.blocked() && !t.visitable();
  724. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  725. const bool movingOntoWater = !h->inBoat() && t.isWater() && !objectCoastVisitable;
  726. const auto complainRet = [&](const std::string & message)
  727. {
  728. //send info about movement failure
  729. complain(message);
  730. sendAndApply(tmh);
  731. return false;
  732. };
  733. if (guardian && getVisitingHero(guardian) != nullptr)
  734. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  735. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  736. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  737. if (objectToVisit &&
  738. objectToVisit->getOwner().isValidPlayer() &&
  739. gameInfo().getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  740. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  741. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  742. //it's a rock or blocked and not visitable tile
  743. //OR hero is on land and dest is water and (there is not present only one object - boat)
  744. if (!t.getTerrain()->isPassable() || (movingOntoObstacle && !canFly))
  745. return complainRet("Cannot move hero, destination tile is blocked!");
  746. //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)
  747. if(movingOntoWater && !canFly && !canWalkOnSea)
  748. return complainRet("Cannot move hero, destination tile is on water!");
  749. if(h->inBoat() && h->getBoat()->layer == EPathfindingLayer::SAIL && t.isLand() && t.blocked())
  750. return complainRet("Cannot disembark hero, tile is blocked!");
  751. if(!h->pos.areNeighbours(dst) && movementMode == EMovementMode::STANDARD)
  752. return complainRet("Tiles " + h->pos.toString()+ " and "+ dst.toString() +" are not neighboring!");
  753. if(h->isGarrisoned())
  754. return complainRet("Can not move garrisoned hero!");
  755. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  756. return complainRet("Hero doesn't have any movement points left!");
  757. if (transit && !canFly && !(canWalkOnSea && t.isWater()) && !CGTeleport::isTeleport(objectToVisit))
  758. return complainRet("Hero cannot transit over this tile!");
  759. //several generic blocks of code
  760. // should be called if hero changes tile but before applying TryMoveHero package
  761. auto leaveTile = [&]()
  762. {
  763. for(const auto & objID : gameState().getMap().getTile(h->visitablePos()).visitableObjects)
  764. gameState().getObjInstance(objID)->onHeroLeave(*this, h);
  765. gameInfo().getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  766. };
  767. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  768. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  769. {
  770. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  771. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  772. queries->addQuery(moveQuery);
  773. if (leavingTile == LEAVING_TILE)
  774. leaveTile();
  775. if (lookForGuards == CHECK_FOR_GUARDS && gameInfo().isInTheMap(guardPos))
  776. tmh.attackedFrom = guardPos;
  777. tmh.result = result;
  778. sendAndApply(tmh);
  779. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  780. { // Hero should be always able to visit any object he is staying on even if there are guards around
  781. visitObjectOnTile(t, h);
  782. }
  783. else if (lookForGuards == CHECK_FOR_GUARDS && gameInfo().isInTheMap(guardPos))
  784. {
  785. objectVisited(guardian, h);
  786. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  787. }
  788. else if (visitDest == VISIT_DEST)
  789. {
  790. visitObjectOnTile(t, h);
  791. }
  792. queries->popIfTop(moveQuery);
  793. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  794. return result != TryMoveHero::FAILED;
  795. };
  796. //interaction with blocking object (like resources)
  797. auto blockingVisit = [&]() -> bool
  798. {
  799. for (ObjectInstanceID objectID : t.visitableObjects)
  800. {
  801. const CGObjectInstance * object = gameInfo().getObj(objectID);
  802. if(h->inBoat() && !object->isBlockedVisitable() && !h->getBoat()->onboardVisitAllowed)
  803. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  804. if (object != h && object->isBlockedVisitable() && !object->passableFor(h->tempOwner))
  805. {
  806. EVisitDest visitDest = VISIT_DEST;
  807. if(h->inBoat() && !h->getBoat()->onboardVisitAllowed)
  808. visitDest = DONT_VISIT_DEST;
  809. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  810. }
  811. }
  812. return false;
  813. };
  814. if (!transit && embarking)
  815. {
  816. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  817. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  818. // In H3 embark ignore guards
  819. }
  820. if (disembarking)
  821. {
  822. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  823. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  824. }
  825. if (movementMode != EMovementMode::STANDARD)
  826. {
  827. if (blockingVisit()) // e.g. hero on the other side of teleporter
  828. return true;
  829. EGuardLook guardsCheck = (gameInfo().getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  830. ? CHECK_FOR_GUARDS
  831. : IGNORE_GUARDS;
  832. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  833. // visit town for town portal / castle gates
  834. // do not visit any other objects, e.g. monoliths to avoid double-teleporting
  835. if (objectToVisit)
  836. {
  837. if (const auto * town = dynamic_cast<const CGTownInstance *>(objectToVisit))
  838. objectVisited(town, h);
  839. }
  840. return true;
  841. }
  842. //still here? it is standard movement!
  843. {
  844. tmh.movePoints = h->movementPointsRemaining() >= cost
  845. ? h->movementPointsRemaining() - cost
  846. : 0;
  847. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  848. EVisitDest visitDest = VISIT_DEST;
  849. if (transit)
  850. {
  851. if (CGTeleport::isTeleport(objectToVisit))
  852. visitDest = DONT_VISIT_DEST;
  853. if (canFly || (canWalkOnSea && t.isWater()))
  854. {
  855. lookForGuards = IGNORE_GUARDS;
  856. visitDest = DONT_VISIT_DEST;
  857. }
  858. }
  859. else if (blockingVisit())
  860. return true;
  861. if(h->getBoat() && !h->getBoat()->onboardAssaultAllowed)
  862. lookForGuards = IGNORE_GUARDS;
  863. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  864. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  865. statistics->accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
  866. return true;
  867. }
  868. }
  869. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  870. {
  871. const CGHeroInstance *h = gameInfo().getHero(hid);
  872. const CGTownInstance *t = gameInfo().getTown(dstid);
  873. if (!h || !t)
  874. COMPLAIN_RET("Invalid call to teleportHero!");
  875. const CGTownInstance *from = h->getVisitedTown();
  876. if (((h->getOwner() != t->getOwner())
  877. && complain("Cannot teleport hero to another player"))
  878. || (from->getFactionID() != t->getFactionID()
  879. && complain("Source town and destination town should belong to the same faction"))
  880. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  881. && complain("Hero must be in town with Castle gate for teleporting"))
  882. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  883. && complain("Cannot teleport hero to town without Castle gate in it")))
  884. return false;
  885. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  886. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  887. return true;
  888. }
  889. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  890. {
  891. PlayerColor oldOwner = gameState().getOwner(obj->id);
  892. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  893. std::set<PlayerColor> playerColors = {owner, oldOwner};
  894. checkVictoryLossConditions(playerColors);
  895. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  896. if (town) //town captured
  897. {
  898. statistics->accumulatedValues[owner].lastCapturedTownDay = gameState().getDate(Date::DAY);
  899. if (owner.isValidPlayer() && town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  900. setPortalDwelling(town, true, false);
  901. }
  902. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && owner.isValidPlayer())
  903. {
  904. for (const CGTownInstance * t : gameInfo().getPlayerState(owner)->getTowns())
  905. {
  906. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  907. setPortalDwelling(t);//set initial creatures for all portals of summoning
  908. }
  909. }
  910. }
  911. void CGameHandler::showBlockingDialog(const IObjectInterface * caller, BlockingDialog *iw)
  912. {
  913. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, caller, *iw);
  914. queries->addQuery(dialogQuery);
  915. iw->queryID = dialogQuery->queryID;
  916. sendToAllClients(*iw);
  917. }
  918. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  919. {
  920. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  921. queries->addQuery(dialogQuery);
  922. iw->queryID = dialogQuery->queryID;
  923. sendToAllClients(*iw);
  924. }
  925. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val)
  926. {
  927. if (!val)
  928. return; //don't waste time on empty call
  929. TResources resources;
  930. resources[which] = val;
  931. giveResources(player, resources);
  932. }
  933. void CGameHandler::giveResources(PlayerColor player, const ResourceSet & resources)
  934. {
  935. SetResources sr;
  936. sr.mode = ChangeValueMode::RELATIVE;
  937. sr.player = player;
  938. sr.res = resources;
  939. sendAndApply(sr);
  940. }
  941. void CGameHandler::giveCreatures(const CGHeroInstance * hero, const CCreatureSet &creatures)
  942. {
  943. if (!hero->canBeMergedWith(creatures, true))
  944. {
  945. complain("Unable to give creatures! Hero does not have enough free slots to receive them!");
  946. return;
  947. }
  948. for (const auto & unit : creatures.Slots())
  949. {
  950. SlotID pos = hero->getSlotFor(unit.second->getCreature());
  951. if (!pos.validSlot())
  952. {
  953. //try to merge two other stacks to make place
  954. std::pair<SlotID, SlotID> toMerge;
  955. if (hero->mergeableStacks(toMerge))
  956. {
  957. moveStack(StackLocation(hero->id, toMerge.first), StackLocation(hero->id, toMerge.second)); //merge toMerge.first into toMerge.second
  958. pos = toMerge.first;
  959. }
  960. }
  961. assert(pos.validSlot());
  962. assert(hero->slotEmpty(pos) || hero->getCreature(pos) == unit.second->getCreature());
  963. if (hero->hasStackAtSlot(pos))
  964. changeStackCount(StackLocation(hero->id, pos), unit.second->getCount(), ChangeValueMode::RELATIVE);
  965. else
  966. insertNewStack(StackLocation(hero->id, pos), unit.second->getCreature(), unit.second->getCount());
  967. }
  968. }
  969. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  970. {
  971. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  972. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  973. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  974. //first we move creatures to give to make them army of object-source
  975. for (const auto & elem : creatures.Slots())
  976. {
  977. addToSlot(StackLocation(obj->id, obj->getSlotFor(elem.second->getCreature())), elem.second->getCreature(), elem.second->getCount());
  978. }
  979. tryJoiningArmy(obj, h, remove, true);
  980. }
  981. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures, bool forceRemoval)
  982. {
  983. std::vector<CStackBasicDescriptor> remainerForTaking = creatures;
  984. if (remainerForTaking.empty())
  985. return;
  986. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(objid));
  987. for (const CStackBasicDescriptor &stackToTake : remainerForTaking)
  988. {
  989. TQuantity collected = 0;
  990. while(collected < stackToTake.getCount())
  991. {
  992. bool foundSth = false;
  993. for (const auto & armySlot : army->Slots())
  994. {
  995. if (armySlot.second->getType() == stackToTake.getType())
  996. {
  997. if (stackToTake.getCount() - collected >= armySlot.second->getCount())
  998. {
  999. // take entire stack
  1000. collected += armySlot.second->getCount();
  1001. eraseStack(StackLocation(army->id, armySlot.first), forceRemoval);
  1002. }
  1003. else
  1004. {
  1005. // take part of the stack
  1006. changeStackCount(StackLocation(army->id, armySlot.first), collected - stackToTake.getCount(), ChangeValueMode::RELATIVE);
  1007. collected = stackToTake.getCount();
  1008. }
  1009. foundSth = true;
  1010. break;
  1011. }
  1012. }
  1013. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1014. {
  1015. complain("Unexpected failure during taking creatures!");
  1016. return;
  1017. }
  1018. }
  1019. }
  1020. }
  1021. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1022. {
  1023. if (obj->getVisitingHero() != hero && obj->getGarrisonHero() != hero)
  1024. {
  1025. HeroVisitCastle vc;
  1026. vc.hid = hero->id;
  1027. vc.tid = obj->id;
  1028. vc.startVisit = true;
  1029. sendAndApply(vc);
  1030. }
  1031. visitCastleObjects(obj, hero);
  1032. if (obj->getVisitingHero() && obj->getGarrisonHero())
  1033. useScholarSkill(obj->getVisitingHero()->id, obj->getGarrisonHero()->id);
  1034. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1035. }
  1036. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1037. {
  1038. std::vector<const CGHeroInstance * > visitors;
  1039. visitors.push_back(h);
  1040. visitCastleObjects(t, visitors);
  1041. }
  1042. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const std::vector<const CGHeroInstance * > & visitors)
  1043. {
  1044. std::vector<BuildingID> buildingsToVisit;
  1045. for (auto const & hero : visitors)
  1046. giveSpells (t, hero);
  1047. for (const auto & building : t->rewardableBuildings)
  1048. {
  1049. if (!t->getTown()->buildings.at(building.first)->manualHeroVisit && t->hasBuilt(building.first))
  1050. buildingsToVisit.push_back(building.first);
  1051. }
  1052. if (!buildingsToVisit.empty())
  1053. {
  1054. auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
  1055. queries->addQuery(visitQuery);
  1056. }
  1057. }
  1058. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1059. {
  1060. HeroVisitCastle vc;
  1061. vc.hid = hero->id;
  1062. vc.tid = obj->id;
  1063. sendAndApply(vc);
  1064. }
  1065. void CGameHandler::removeArtifact(const ArtifactLocation & al)
  1066. {
  1067. removeArtifact(al.artHolder, {al.slot});
  1068. }
  1069. void CGameHandler::removeArtifact(const ObjectInstanceID & srcId, const std::vector<ArtifactPosition> & slotsPack)
  1070. {
  1071. BulkEraseArtifacts ea;
  1072. ea.artHolder = srcId;
  1073. ea.posPack.insert(ea.posPack.end(), slotsPack.begin(), slotsPack.end());
  1074. sendAndApply(ea);
  1075. }
  1076. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1077. {
  1078. ChangeSpells cs;
  1079. cs.hid = hero->id;
  1080. cs.spells = spells;
  1081. cs.learn = give;
  1082. sendAndApply(cs);
  1083. }
  1084. void CGameHandler::setResearchedSpells(const CGTownInstance * town, int level, const std::vector<SpellID> & spells, bool accepted)
  1085. {
  1086. SetResearchedSpells cs;
  1087. cs.tid = town->id;
  1088. cs.spells = spells;
  1089. cs.level = level;
  1090. cs.accepted = accepted;
  1091. sendAndApply(cs);
  1092. }
  1093. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1094. {
  1095. sendAndApply(*bonus);
  1096. }
  1097. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1098. {
  1099. sendAndApply(*smp);
  1100. }
  1101. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, ChangeValueMode mode)
  1102. {
  1103. SetMovePoints smp;
  1104. smp.hid = hid;
  1105. smp.val = val;
  1106. smp.mode = mode;
  1107. sendAndApply(smp);
  1108. }
  1109. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1110. {
  1111. SetMana sm;
  1112. sm.hid = hid;
  1113. sm.val = val;
  1114. sm.mode = ChangeValueMode::ABSOLUTE;
  1115. sendAndApply(sm);
  1116. }
  1117. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1118. {
  1119. GiveHero gh;
  1120. gh.id = id;
  1121. gh.player = player;
  1122. gh.boatId = boatId;
  1123. sendAndApply(gh);
  1124. //Reveal fow around new hero, especially released from Prison
  1125. const auto * h = gameInfo().getHero(id);
  1126. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1127. }
  1128. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1129. {
  1130. ChangeObjPos cop;
  1131. cop.objid = objid;
  1132. cop.nPos = newPos;
  1133. cop.initiator = initiator;
  1134. sendAndApply(cop);
  1135. }
  1136. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1137. {
  1138. const CGHeroInstance * h1 = gameInfo().getHero(fromHero);
  1139. const CGHeroInstance * h2 = gameInfo().getHero(toHero);
  1140. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1141. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1142. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1143. {
  1144. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1145. std::swap(fromHero, toHero);
  1146. }
  1147. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1148. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1149. return;//no scholar skill or no spellbook
  1150. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1151. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1152. ChangeSpells cs1;
  1153. cs1.learn = true;
  1154. cs1.hid = toHero;//giving spells to first hero
  1155. for (auto it : h1->getSpellsInSpellbook())
  1156. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1157. cs1.spells.insert(it);//spell to learn
  1158. ChangeSpells cs2;
  1159. cs2.learn = true;
  1160. cs2.hid = fromHero;
  1161. for (auto it : h2->getSpellsInSpellbook())
  1162. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1163. cs2.spells.insert(it);
  1164. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1165. {
  1166. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1167. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1168. InfoWindow iw;
  1169. iw.player = h1->tempOwner;
  1170. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1171. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1172. iw.text.replaceTextID(h1->getNameTextID());
  1173. if (!cs2.spells.empty())//if found new spell - apply
  1174. {
  1175. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1176. int size = cs2.spells.size();
  1177. for (auto it : cs2.spells)
  1178. {
  1179. iw.components.emplace_back(ComponentType::SPELL, it);
  1180. iw.text.appendName(it);
  1181. switch (size--)
  1182. {
  1183. case 2:
  1184. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1185. case 1:
  1186. break;
  1187. default:
  1188. iw.text.appendRawString(", ");
  1189. }
  1190. }
  1191. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1192. iw.text.replaceTextID(h2->getNameTextID());
  1193. sendAndApply(cs2);
  1194. }
  1195. if (!cs1.spells.empty() && !cs2.spells.empty())
  1196. {
  1197. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1198. }
  1199. if (!cs1.spells.empty())
  1200. {
  1201. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1202. int size = cs1.spells.size();
  1203. for (auto it : cs1.spells)
  1204. {
  1205. iw.components.emplace_back(ComponentType::SPELL, it);
  1206. iw.text.appendName(it);
  1207. switch (size--)
  1208. {
  1209. case 2:
  1210. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1211. case 1:
  1212. break;
  1213. default:
  1214. iw.text.appendRawString(", ");
  1215. }
  1216. }
  1217. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1218. iw.text.replaceTextID(h2->getNameTextID());
  1219. sendAndApply(cs1);
  1220. }
  1221. sendAndApply(iw);
  1222. }
  1223. }
  1224. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1225. {
  1226. const auto * h1 = gameInfo().getHero(hero1);
  1227. const auto * h2 = gameInfo().getHero(hero2);
  1228. if (gameInfo().getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1229. {
  1230. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1231. ExchangeDialog hex;
  1232. hex.queryID = exchange->queryID;
  1233. hex.player = h1->getOwner();
  1234. hex.hero1 = hero1;
  1235. hex.hero2 = hero2;
  1236. sendAndApply(hex);
  1237. useScholarSkill(hero1,hero2);
  1238. queries->addQuery(exchange);
  1239. }
  1240. }
  1241. void CGameHandler::sendToAllClients(const CPackForClient & pack)
  1242. {
  1243. logNetwork->trace("\tSending to all clients: %s", typeid(pack).name());
  1244. for (const auto & c : gameLobby().activeConnections)
  1245. c->sendPack(pack);
  1246. }
  1247. void CGameHandler::sendAndApply(CPackForClient & pack)
  1248. {
  1249. sendToAllClients(pack);
  1250. gs->apply(pack);
  1251. logNetwork->trace("\tApplied on gameState(): %s", typeid(pack).name());
  1252. }
  1253. void CGameHandler::sendAndApply(CGarrisonOperationPack & pack)
  1254. {
  1255. sendAndApply(static_cast<CPackForClient &>(pack));
  1256. checkVictoryLossConditionsForAll();
  1257. }
  1258. void CGameHandler::sendAndApply(SetResources & pack)
  1259. {
  1260. sendAndApply(static_cast<CPackForClient &>(pack));
  1261. checkVictoryLossConditionsForPlayer(pack.player);
  1262. }
  1263. void CGameHandler::sendAndApply(NewStructures & pack)
  1264. {
  1265. sendAndApply(static_cast<CPackForClient &>(pack));
  1266. checkVictoryLossConditionsForPlayer(gameInfo().getTown(pack.tid)->tempOwner);
  1267. }
  1268. bool CGameHandler::isPlayerOwns(const std::shared_ptr<CConnection> & connection, const CPackForServer * pack, ObjectInstanceID id)
  1269. {
  1270. return pack->player == gameState().getOwner(id) && hasPlayerAt(gameState().getOwner(id), connection);
  1271. }
  1272. void CGameHandler::throwNotAllowedAction(const std::shared_ptr<CConnection> & connection)
  1273. {
  1274. playerMessages->sendSystemMessage(connection, MetaString::createFromTextID("vcmi.server.errors.notAllowed"));
  1275. logNetwork->error("Player is not allowed to perform this action!");
  1276. throw ExceptionNotAllowedAction();
  1277. }
  1278. void CGameHandler::wrongPlayerMessage(const std::shared_ptr<CConnection> & connection, const CPackForServer * pack, PlayerColor expectedplayer)
  1279. {
  1280. auto str = MetaString::createFromTextID("vcmi.server.errors.wrongIdentified");
  1281. str.replaceName(pack->player);
  1282. str.replaceName(expectedplayer);
  1283. logNetwork->error(str.toString());
  1284. playerMessages->sendSystemMessage(connection, str);
  1285. }
  1286. void CGameHandler::throwIfWrongOwner(const std::shared_ptr<CConnection> & connection, const CPackForServer * pack, ObjectInstanceID id)
  1287. {
  1288. if(!isPlayerOwns(connection, pack, id))
  1289. {
  1290. wrongPlayerMessage(connection, pack, gameState().getOwner(id));
  1291. throwNotAllowedAction(connection);
  1292. }
  1293. }
  1294. void CGameHandler::throwIfPlayerNotActive(const std::shared_ptr<CConnection> & connection, const CPackForServer * pack)
  1295. {
  1296. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1297. throwNotAllowedAction(connection);
  1298. }
  1299. void CGameHandler::throwIfWrongPlayer(const std::shared_ptr<CConnection> & connection, const CPackForServer * pack)
  1300. {
  1301. throwIfWrongPlayer(connection, pack, pack->player);
  1302. }
  1303. void CGameHandler::throwIfWrongPlayer(const std::shared_ptr<CConnection> & connection, const CPackForServer * pack, PlayerColor player)
  1304. {
  1305. if(!hasPlayerAt(player, connection) || pack->player != player)
  1306. {
  1307. wrongPlayerMessage(connection, pack, player);
  1308. throwNotAllowedAction(connection);
  1309. }
  1310. }
  1311. void CGameHandler::throwAndComplain(const std::shared_ptr<CConnection> & connection, const std::string & txt)
  1312. {
  1313. complain(txt);
  1314. throwNotAllowedAction(connection);
  1315. }
  1316. void CGameHandler::save(const std::string & filename)
  1317. {
  1318. logGlobal->info("Saving to %s", filename);
  1319. const auto stem = FileInfo::GetPathStem(filename);
  1320. const auto savefname = stem.to_string() + ".vsgm1";
  1321. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1322. CResourceHandler::get("local")->createResource(savefname);
  1323. try
  1324. {
  1325. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1326. gameState().saveGame(save);
  1327. logGlobal->info("Saving server state");
  1328. save.save(*this);
  1329. logGlobal->info("Game has been successfully saved!");
  1330. }
  1331. catch(std::exception &e)
  1332. {
  1333. logGlobal->error("Failed to save game: %s", e.what());
  1334. }
  1335. }
  1336. bool CGameHandler::load(const std::string & filename)
  1337. {
  1338. logGlobal->info("Loading from %s", filename);
  1339. const auto stem = FileInfo::GetPathStem(filename);
  1340. reinitScripting();
  1341. try
  1342. {
  1343. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), gs.get());
  1344. gs = std::make_shared<CGameState>();
  1345. randomizer = std::make_unique<GameRandomizer>(*gs);
  1346. gs->loadGame(lf);
  1347. logGlobal->info("Loading server state");
  1348. lf.load(*this);
  1349. logGlobal->info("Game has been successfully loaded!");
  1350. }
  1351. catch(const ModIncompatibility & e)
  1352. {
  1353. logGlobal->error("Failed to load game: %s", e.what());
  1354. MetaString errorMsg;
  1355. if(!e.whatMissing().empty())
  1356. {
  1357. errorMsg.appendTextID("vcmi.server.errors.modsToEnable");
  1358. errorMsg.appendRawString("\n");
  1359. errorMsg.appendRawString(e.whatMissing());
  1360. }
  1361. if(!e.whatExcessive().empty())
  1362. {
  1363. errorMsg.appendTextID("vcmi.server.errors.modsToDisable");
  1364. errorMsg.appendRawString("\n");
  1365. errorMsg.appendRawString(e.whatExcessive());
  1366. }
  1367. gameLobby().announceMessage(errorMsg);
  1368. return false;
  1369. }
  1370. catch(const IdentifierResolutionException & e)
  1371. {
  1372. logGlobal->error("Failed to load game: %s", e.what());
  1373. MetaString errorMsg;
  1374. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1375. errorMsg.replaceRawString(e.identifierName);
  1376. gameLobby().announceMessage(errorMsg);
  1377. return false;
  1378. }
  1379. catch(const std::exception & e)
  1380. {
  1381. logGlobal->error("Failed to load game: %s", e.what());
  1382. auto str = MetaString::createFromTextID("vcmi.broadcast.failedLoadGame");
  1383. str.appendRawString(": ");
  1384. str.appendRawString(e.what());
  1385. gameLobby().announceMessage(str);
  1386. return false;
  1387. }
  1388. gs->preInit(LIBRARY);
  1389. gs->updateOnLoad(gameLobby().si.get());
  1390. return true;
  1391. }
  1392. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1393. {
  1394. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1395. return false;
  1396. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(srcOwner));
  1397. const CCreatureSet & creatureSet = *army;
  1398. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1399. || (howMany < 1 && complain("Invalid split parameter!")))
  1400. {
  1401. return false;
  1402. }
  1403. auto actualAmount = army->getStackCount(slotSrc);
  1404. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1405. return false;
  1406. auto freeSlots = creatureSet.getFreeSlots();
  1407. if(freeSlots.empty() && complain("No empty stacks"))
  1408. return false;
  1409. BulkRebalanceStacks bulkRS;
  1410. for(auto slot : freeSlots)
  1411. {
  1412. RebalanceStacks rs;
  1413. rs.srcArmy = army->id;
  1414. rs.dstArmy = army->id;
  1415. rs.srcSlot = slotSrc;
  1416. rs.dstSlot = slot;
  1417. rs.count = howMany;
  1418. bulkRS.moves.push_back(rs);
  1419. actualAmount -= howMany;
  1420. if(actualAmount <= howMany)
  1421. break;
  1422. }
  1423. sendAndApply(bulkRS);
  1424. return true;
  1425. }
  1426. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1427. {
  1428. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1429. return false;
  1430. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(srcOwner));
  1431. const CCreatureSet & creatureSet = *army;
  1432. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1433. return false;
  1434. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1435. if(actualAmount < 1 && complain(complainNoCreatures))
  1436. return false;
  1437. const auto * currentCreature = creatureSet.getCreature(slotSrc);
  1438. if(!currentCreature && complain(complainNoCreatures))
  1439. return false;
  1440. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1441. if(creatureSlots.empty())
  1442. return false;
  1443. BulkRebalanceStacks bulkRS;
  1444. for(auto slot : creatureSlots)
  1445. {
  1446. RebalanceStacks rs;
  1447. rs.srcArmy = army->id;
  1448. rs.dstArmy = army->id;
  1449. rs.srcSlot = slot;
  1450. rs.dstSlot = slotSrc;
  1451. rs.count = creatureSet.getStackCount(slot);
  1452. bulkRS.moves.push_back(rs);
  1453. }
  1454. sendAndApply(bulkRS);
  1455. return true;
  1456. }
  1457. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1458. {
  1459. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1460. return false;
  1461. const auto * armySrc = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(srcArmy));
  1462. const CCreatureSet & setSrc = *armySrc;
  1463. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1464. return false;
  1465. const auto * armyDest = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(destArmy));
  1466. const CCreatureSet & setDest = *armyDest;
  1467. auto freeSlots = setDest.getFreeSlotsQueue();
  1468. std::map<SlotID, std::pair<SlotID, TQuantity>> moves;
  1469. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1470. auto slotsLeft = setSrc.stacksCount();
  1471. auto destMap = setDest.getCreatureMap();
  1472. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1473. while(!srcQueue.empty())
  1474. {
  1475. auto pair = srcQueue.top();
  1476. srcQueue.pop();
  1477. const auto * currCreature = pair.first;
  1478. auto currSlot = pair.second;
  1479. const auto quantity = setSrc.getStackCount(currSlot);
  1480. const auto lb = destMap.lower_bound(currCreature);
  1481. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1482. if(!alreadyExists)
  1483. {
  1484. if(freeSlots.empty())
  1485. continue;
  1486. auto currFreeSlot = freeSlots.front();
  1487. freeSlots.pop();
  1488. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1489. }
  1490. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1491. slotsLeft--;
  1492. }
  1493. if(slotsLeft == 1)
  1494. {
  1495. const auto * lastCreature = setSrc.getCreature(srcSlot);
  1496. auto slotToMove = SlotID();
  1497. // Try to find a slot for last creature
  1498. if(destMap.find(lastCreature) == destMap.end())
  1499. {
  1500. if(!freeSlots.empty())
  1501. slotToMove = freeSlots.front();
  1502. }
  1503. else
  1504. {
  1505. slotToMove = destMap[lastCreature];
  1506. }
  1507. if(slotToMove != SlotID())
  1508. {
  1509. const bool needsLastStack = armySrc->needsLastStack();
  1510. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1511. 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
  1512. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1513. }
  1514. }
  1515. BulkRebalanceStacks bulkRS;
  1516. for(const auto & move : moves)
  1517. {
  1518. RebalanceStacks rs;
  1519. rs.srcArmy = armySrc->id;
  1520. rs.dstArmy = armyDest->id;
  1521. rs.srcSlot = move.first;
  1522. rs.dstSlot = move.second.first;
  1523. rs.count = move.second.second;
  1524. bulkRS.moves.push_back(rs);
  1525. }
  1526. sendAndApply(bulkRS);
  1527. return true;
  1528. }
  1529. bool CGameHandler::bulkSplitAndRebalanceStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1530. {
  1531. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1532. return false;
  1533. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObjInstance(srcOwner));
  1534. const CCreatureSet & creatureSet = *army;
  1535. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1536. return false;
  1537. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1538. if(actualAmount <= 1 && complain(complainNoCreatures))
  1539. return false;
  1540. auto freeSlot = creatureSet.getFreeSlot();
  1541. const auto * currentCreature = creatureSet.getCreature(slotSrc);
  1542. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1543. return true;
  1544. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc, 1); // Ignore slots where's only 1 creature
  1545. TQuantity totalCreatures = creatureSet.getStackCount(slotSrc);
  1546. for(auto slot : creatureSlots)
  1547. totalCreatures += creatureSet.getStackCount(slot);
  1548. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1549. return false;
  1550. BulkRebalanceStacks bulkSRS;
  1551. // 1) merge all but one creatures back into source slot
  1552. // single creature needs to be kept, to avoid stack artifact dropping to hero backpack
  1553. for(auto slot : creatureSlots)
  1554. {
  1555. RebalanceStacks rs;
  1556. rs.srcArmy = army->id;
  1557. rs.dstArmy = army->id;
  1558. rs.srcSlot = slot;
  1559. rs.dstSlot = slotSrc;
  1560. rs.count = creatureSet.getStackCount(slot) - 1;
  1561. if (rs.count > 0)
  1562. bulkSRS.moves.push_back(rs);
  1563. }
  1564. // 2) split off single creature into new slot, if any
  1565. // strictly speaking, not needed, but more convenient
  1566. if(freeSlot != SlotID())
  1567. {
  1568. RebalanceStacks rs;
  1569. rs.srcArmy = army->id;
  1570. rs.dstArmy = army->id;
  1571. rs.srcSlot = slotSrc;
  1572. rs.dstSlot = freeSlot;
  1573. rs.count = 1;
  1574. bulkSRS.moves.push_back(rs);
  1575. creatureSlots.push_back(freeSlot);
  1576. }
  1577. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1578. return false;
  1579. int slotsLeft = creatureSlots.size() + 1; // + srcSlot
  1580. TQuantity unitsToMove = totalCreatures - slotsLeft;
  1581. // 3) re-split creatures in a balanced way
  1582. for(auto slot : creatureSlots)
  1583. {
  1584. RebalanceStacks rs;
  1585. rs.srcArmy = army->id;
  1586. rs.dstArmy = army->id;
  1587. rs.srcSlot = slotSrc;
  1588. rs.dstSlot = slot;
  1589. rs.count = vstd::divideAndCeil(unitsToMove, slotsLeft);
  1590. bulkSRS.moves.push_back(rs);
  1591. unitsToMove -= rs.count;
  1592. slotsLeft -= 1;
  1593. }
  1594. sendAndApply(bulkSRS);
  1595. return true;
  1596. }
  1597. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1598. {
  1599. const auto * s1 = dynamic_cast<const CArmedInstance *>(gameInfo().getObj(id1));
  1600. const auto * s2 = dynamic_cast<const CArmedInstance *>(gameInfo().getObj(id2));
  1601. if (s1 == nullptr || s2 == nullptr)
  1602. {
  1603. complain("Cannot exchange stacks between non-existing objects!!\n");
  1604. return false;
  1605. }
  1606. const CCreatureSet & S1 = *s1;
  1607. const CCreatureSet & S2 = *s2;
  1608. StackLocation sl1(s1->id, p1);
  1609. StackLocation sl2(s2->id, p2);
  1610. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1611. {
  1612. complain(complainInvalidSlot);
  1613. return false;
  1614. }
  1615. if (!isAllowedExchange(id1,id2))
  1616. {
  1617. complain("Cannot exchange stacks between these two objects!\n");
  1618. return false;
  1619. }
  1620. // We can always put stacks into locked garrison, but not take them out of it
  1621. auto notRemovable = [&](const CArmedInstance * army)
  1622. {
  1623. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1624. {
  1625. const auto * g = dynamic_cast<const CGGarrison *>(army);
  1626. if (g && !g->removableUnits)
  1627. {
  1628. complain("Stacks in this garrison are not removable!\n");
  1629. return true;
  1630. }
  1631. }
  1632. return false;
  1633. };
  1634. if (what==1) //swap
  1635. {
  1636. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1637. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1638. {
  1639. complain("Can't take troops from another player!");
  1640. return false;
  1641. }
  1642. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1643. {
  1644. complain("Cannot swap stacks - slots are the same!");
  1645. return false;
  1646. }
  1647. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1648. {
  1649. if (notRemovable(s1) || notRemovable(s2))
  1650. return false;
  1651. }
  1652. if (s1->slotEmpty(p1) && notRemovable(s2))
  1653. return false;
  1654. else if (s2->slotEmpty(p2) && notRemovable(s1))
  1655. return false;
  1656. swapStacks(sl1, sl2);
  1657. }
  1658. else if (what==2)//merge
  1659. {
  1660. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1661. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1662. return false;
  1663. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1664. {
  1665. complain("Cannot merge empty stack!");
  1666. return false;
  1667. }
  1668. else if (notRemovable(s1))
  1669. return false;
  1670. moveStack(sl1, sl2);
  1671. }
  1672. else if (what==3) //split
  1673. {
  1674. const int countToMove = val - s2->getStackCount(p2);
  1675. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1676. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1677. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1678. {
  1679. complain("Can't move troops of another player!");
  1680. return false;
  1681. }
  1682. //general conditions checking
  1683. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1684. || (val<1 && complain(complainNoCreatures)) )
  1685. {
  1686. return false;
  1687. }
  1688. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1689. {
  1690. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1691. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1692. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1693. )
  1694. {
  1695. return false;
  1696. }
  1697. if (notRemovable(s1))
  1698. {
  1699. if (s1->getStackCount(p1) > countLeftOnSrc)
  1700. return false;
  1701. }
  1702. else if (notRemovable(s2))
  1703. {
  1704. if (s2->getStackCount(p1) < countLeftOnSrc)
  1705. return false;
  1706. }
  1707. moveStack(sl1, sl2, countToMove);
  1708. //S2.slots[p2]->count = val;
  1709. //S1.slots[p1]->count = total - val;
  1710. }
  1711. else //split one stack to the two
  1712. {
  1713. if (s1->getStackCount(p1) < val)//not enough creatures
  1714. {
  1715. complain(complainNotEnoughCreatures);
  1716. return false;
  1717. }
  1718. if (notRemovable(s1))
  1719. return false;
  1720. moveStack(sl1, sl2, val);
  1721. }
  1722. }
  1723. return true;
  1724. }
  1725. bool CGameHandler::hasPlayerAt(PlayerColor player, const std::shared_ptr<CConnection> & c) const
  1726. {
  1727. return connections.count(player) && connections.at(player).count(c);
  1728. }
  1729. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1730. {
  1731. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1732. }
  1733. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1734. {
  1735. const auto * s1 = dynamic_cast<const CArmedInstance *>(gameInfo().getObjInstance(id));
  1736. if (!vstd::contains(s1->stacks,pos))
  1737. {
  1738. complain("Illegal call to disbandCreature - no such stack in army!");
  1739. return false;
  1740. }
  1741. eraseStack(StackLocation(s1->id, pos));
  1742. return true;
  1743. }
  1744. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1745. {
  1746. const CGTownInstance * t = gameInfo().getTown(tid);
  1747. if(!t)
  1748. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1749. if(!t->getTown()->buildings.count(requestedID))
  1750. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->getFaction()->getNameTranslated() % requestedID);
  1751. if(t->hasBuilt(requestedID))
  1752. COMPLAIN_RETF("Building %s is already built in %s", t->getTown()->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1753. const auto & requestedBuilding = t->getTown()->buildings.at(requestedID);
  1754. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1755. std::vector<const CBuilding*> remainingAutoBuildings;
  1756. std::set<BuildingID> buildingsThatWillBe;
  1757. //Check validity of request
  1758. if(!force)
  1759. {
  1760. switch(requestedBuilding->mode)
  1761. {
  1762. case CBuilding::BUILD_NORMAL :
  1763. if (gameState().canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  1764. COMPLAIN_RET("Cannot build that building!");
  1765. break;
  1766. case CBuilding::BUILD_AUTO :
  1767. case CBuilding::BUILD_SPECIAL:
  1768. COMPLAIN_RET("This building can not be constructed normally!");
  1769. case CBuilding::BUILD_GRAIL :
  1770. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  1771. {
  1772. if(!t->getVisitingHero() || !t->getVisitingHero()->hasArt(ArtifactID::GRAIL))
  1773. COMPLAIN_RET("Cannot build this without grail!")
  1774. else
  1775. removeArtifact(ArtifactLocation(t->getVisitingHero()->id, t->getVisitingHero()->getArtPos(ArtifactID::GRAIL, false)));
  1776. }
  1777. break;
  1778. }
  1779. }
  1780. //Performs stuff that has to be done before new building is built
  1781. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  1782. {
  1783. if(buildingID.isDwelling())
  1784. {
  1785. int level = BuildingID::getLevelFromDwelling(buildingID);
  1786. int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID);
  1787. if(upgradeNumber >= t->getTown()->creatures.at(level).size())
  1788. {
  1789. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  1790. "no creature found (upgrade number %d, level %d!")
  1791. % buildingID % upgradeNumber % level));
  1792. return;
  1793. }
  1794. const CCreature * crea = t->getTown()->creatures.at(level).at(upgradeNumber).toCreature();
  1795. SetAvailableCreatures ssi;
  1796. ssi.tid = t->id;
  1797. ssi.creatures = t->creatures;
  1798. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  1799. ssi.creatures[level].first = crea->getGrowth();
  1800. ssi.creatures[level].second.push_back(crea->getId());
  1801. sendAndApply(ssi);
  1802. }
  1803. if(t->getTown()->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  1804. {
  1805. setPortalDwelling(t);
  1806. }
  1807. };
  1808. //Performs stuff that has to be done after new building is built
  1809. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  1810. {
  1811. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  1812. auto isLibrary = isMageGuild ? false
  1813. : t->getTown()->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  1814. if(isMageGuild || isLibrary || (t->getFactionID() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  1815. {
  1816. if(t->getVisitingHero())
  1817. giveSpells(t,t->getVisitingHero());
  1818. if(t->getGarrisonHero())
  1819. giveSpells(t,t->getGarrisonHero());
  1820. }
  1821. };
  1822. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  1823. auto areRequirementsFulfilled = [&buildingsThatWillBe](const BuildingID & buildID)
  1824. {
  1825. return buildingsThatWillBe.count(buildID);
  1826. };
  1827. //Init the vectors
  1828. for(const auto & build : t->getTown()->buildings)
  1829. {
  1830. if(t->hasBuilt(build.first))
  1831. {
  1832. buildingsThatWillBe.insert(build.first);
  1833. }
  1834. else
  1835. {
  1836. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  1837. remainingAutoBuildings.push_back(build.second.get());
  1838. }
  1839. }
  1840. //Prepare structure (list of building ids will be filled later)
  1841. NewStructures ns;
  1842. ns.tid = tid;
  1843. ns.built = force ? t->built : (t->built+1);
  1844. std::queue<const CBuilding*> buildingsToAdd;
  1845. buildingsToAdd.push(requestedBuilding.get());
  1846. while(!buildingsToAdd.empty())
  1847. {
  1848. const auto * b = buildingsToAdd.front();
  1849. buildingsToAdd.pop();
  1850. ns.bid.insert(b->bid);
  1851. buildingsThatWillBe.insert(b->bid);
  1852. remainingAutoBuildings -= b;
  1853. for(const auto * autoBuilding : remainingAutoBuildings)
  1854. {
  1855. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  1856. if(actualRequirements.test(areRequirementsFulfilled))
  1857. buildingsToAdd.push(autoBuilding);
  1858. }
  1859. }
  1860. // 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.
  1861. for(auto builtID : ns.bid)
  1862. processBeforeBuiltStructure(builtID);
  1863. //Take cost
  1864. if(!force)
  1865. {
  1866. giveResources(t->tempOwner, -requestedBuilding->resources);
  1867. statistics->accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
  1868. }
  1869. //We know what has been built, apply changes. Do this as final step to properly update town window
  1870. sendAndApply(ns);
  1871. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  1872. for(auto builtID : ns.bid)
  1873. processAfterBuiltStructure(builtID);
  1874. // now when everything is built - reveal tiles for lookout tower
  1875. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  1876. if (!force)
  1877. {
  1878. //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  1879. std::vector<const CGHeroInstance *> visitors;
  1880. if (t->getGarrisonHero())
  1881. visitors.push_back(t->getGarrisonHero());
  1882. if (t->getVisitingHero())
  1883. visitors.push_back(t->getVisitingHero());
  1884. if (!visitors.empty())
  1885. visitCastleObjects(t, visitors);
  1886. }
  1887. checkVictoryLossConditionsForPlayer(t->tempOwner);
  1888. return true;
  1889. }
  1890. bool CGameHandler::visitTownBuilding(ObjectInstanceID tid, BuildingID bid)
  1891. {
  1892. const CGTownInstance * t = gameInfo().getTown(tid);
  1893. if(!t->hasBuilt(bid))
  1894. return false;
  1895. auto subID = t->getTown()->buildings.at(bid)->subId;
  1896. if(subID == BuildingSubID::EBuildingSubID::BANK)
  1897. {
  1898. TResources res;
  1899. res[EGameResID::GOLD] = 2500;
  1900. giveResources(t->getOwner(), res);
  1901. setObjPropertyValue(t->id, ObjProperty::BONUS_VALUE_SECOND, 2500);
  1902. return true;
  1903. }
  1904. if (t->rewardableBuildings.count(bid) && t->getVisitingHero() && t->getTown()->buildings.at(bid)->manualHeroVisit)
  1905. {
  1906. std::vector<BuildingID> buildingsToVisit;
  1907. std::vector<const CGHeroInstance*> visitors;
  1908. buildingsToVisit.push_back(bid);
  1909. visitors.push_back(t->getVisitingHero());
  1910. auto visitQuery = std::make_shared<TownBuildingVisitQuery>(this, t, visitors, buildingsToVisit);
  1911. queries->addQuery(visitQuery);
  1912. return true;
  1913. }
  1914. return true;
  1915. }
  1916. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  1917. {
  1918. ///incomplete, simply erases target building
  1919. const CGTownInstance * t = gameInfo().getTown(tid);
  1920. if(!t->hasBuilt(bid))
  1921. return false;
  1922. RazeStructures rs;
  1923. rs.tid = tid;
  1924. rs.bid.insert(bid);
  1925. rs.destroyed = t->destroyed + 1;
  1926. sendAndApply(rs);
  1927. return true;
  1928. }
  1929. bool CGameHandler::spellResearch(ObjectInstanceID tid, SpellID spellAtSlot, bool accepted)
  1930. {
  1931. const CGTownInstance * t = gameState().getTown(tid);
  1932. if(!gameInfo().getSettings().getBoolean(EGameSettings::TOWNS_SPELL_RESEARCH) && complain("Spell research not allowed!"))
  1933. return false;
  1934. if (!t->spellResearchAllowed && complain("Spell research not allowed in this town!"))
  1935. return false;
  1936. int level = -1;
  1937. for(int i = 0; i < t->spells.size(); i++)
  1938. if(vstd::find_pos(t->spells[i], spellAtSlot) != -1)
  1939. level = i;
  1940. if(level == -1 && complain("Spell for replacement not found!"))
  1941. return false;
  1942. auto spells = t->spells.at(level);
  1943. bool researchLimitExceeded = t->spellResearchCounterDay >= gameInfo().getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_PER_DAY).Vector()[level].Float();
  1944. if(researchLimitExceeded && complain("Already researched today!"))
  1945. return false;
  1946. if(!accepted)
  1947. {
  1948. auto it = spells.begin() + t->spellsAtLevel(level, false);
  1949. std::rotate(it, it + 1, spells.end()); // move to end
  1950. setResearchedSpells(t, level, spells, accepted);
  1951. return true;
  1952. }
  1953. auto costBase = TResources(gameInfo().getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_COST).Vector()[level]);
  1954. auto costExponent = gameInfo().getSettings().getValue(EGameSettings::TOWNS_SPELL_RESEARCH_COST_EXPONENT_PER_RESEARCH).Vector()[level].Float();
  1955. auto cost = costBase * std::pow(t->spellResearchAcceptedCounter + 1, costExponent);
  1956. if(!gameInfo().getPlayerState(t->getOwner())->resources.canAfford(cost) && complain("Spell replacement cannot be afforded!"))
  1957. return false;
  1958. giveResources(t->getOwner(), -cost);
  1959. std::swap(spells.at(t->spellsAtLevel(level, false)), spells.at(vstd::find_pos(spells, spellAtSlot)));
  1960. auto it = spells.begin() + t->spellsAtLevel(level, false);
  1961. std::rotate(it, it + 1, spells.end()); // move to end
  1962. setResearchedSpells(t, level, spells, accepted);
  1963. if(t->getVisitingHero())
  1964. giveSpells(t, t->getVisitingHero());
  1965. if(t->getGarrisonHero())
  1966. giveSpells(t, t->getGarrisonHero());
  1967. return true;
  1968. }
  1969. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, int32_t cram, int32_t fromLvl, PlayerColor player)
  1970. {
  1971. const auto * dwelling = dynamic_cast<const CGDwelling *>(gameInfo().getObj(objid));
  1972. const auto * town = dynamic_cast<const CGTownInstance *>(gameInfo().getObj(objid));
  1973. const auto * army = dynamic_cast<const CArmedInstance *>(gameInfo().getObj(dstid));
  1974. const auto * hero = dynamic_cast<const CGHeroInstance *>(gameInfo().getObj(dstid));
  1975. const auto * c = crid.toCreature();
  1976. const bool warMachine = c->warMachine != ArtifactID::NONE;
  1977. //TODO: check if hero is actually visiting object
  1978. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  1979. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  1980. if (town)
  1981. {
  1982. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  1983. COMPLAIN_RET_FALSE_IF(hero != town->getGarrisonHero() && hero != town->getVisitingHero(), "Cannot recruit: can only recruit to town or hero in town!!");
  1984. }
  1985. else
  1986. {
  1987. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  1988. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  1989. }
  1990. //verify
  1991. bool found = false;
  1992. int level = 0;
  1993. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  1994. {
  1995. if ((fromLvl != -1) && (level !=fromLvl))
  1996. continue;
  1997. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  1998. int i = 0;
  1999. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2000. if (cur.second.at(i) == crid)
  2001. break;
  2002. if (i < cur.second.size())
  2003. {
  2004. found = true;
  2005. cram = std::min<int32_t>(cram, cur.first); //reduce recruited amount up to available amount
  2006. break;
  2007. }
  2008. }
  2009. SlotID slot = army->getSlotFor(crid);
  2010. if((!found && complain("Cannot recruit: no such creatures!"))
  2011. || (cram > LIBRARY->creh->objects.at(crid)->maxAmount(gameInfo().getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2012. || (cram <= 0 && complain("Cannot recruit: cram <= 0!"))
  2013. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2014. {
  2015. return false;
  2016. }
  2017. //recruit
  2018. TResources cost = (c->getFullRecruitCost() * cram);
  2019. giveResources(army->tempOwner, -cost);
  2020. statistics->accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
  2021. SetAvailableCreatures sac;
  2022. sac.tid = objid;
  2023. sac.creatures = dwelling->creatures;
  2024. sac.creatures[level].first -= cram;
  2025. sendAndApply(sac);
  2026. if (warMachine)
  2027. {
  2028. ArtifactID artId = c->warMachine;
  2029. const CArtifact * art = artId.toArtifact();
  2030. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2031. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2032. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2033. COMPLAIN_RET_FALSE_IF(hero->hasArt(artId),"Hero already has this machine!");
  2034. bool hasFreeSlot = false;
  2035. for(auto possibleSlot : art->getPossibleSlots().at(ArtBearer::HERO))
  2036. if (hero->getArt(possibleSlot) == nullptr)
  2037. hasFreeSlot = true;
  2038. if (!hasFreeSlot)
  2039. {
  2040. auto possibleSlot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  2041. removeArtifact(ArtifactLocation(hero->id, possibleSlot));
  2042. }
  2043. return giveHeroNewArtifact(hero, artId, ArtifactPosition::FIRST_AVAILABLE);
  2044. }
  2045. else
  2046. {
  2047. addToSlot(StackLocation(army->id, slot), c, cram);
  2048. }
  2049. return true;
  2050. }
  2051. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2052. {
  2053. const auto * obj = dynamic_cast<const CArmedInstance *>(gameInfo().getObjInstance(objid));
  2054. if (!obj->hasStackAtSlot(pos))
  2055. {
  2056. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2057. }
  2058. UpgradeInfo upgradeInfo(obj->getStackPtr(pos)->getId());
  2059. gameState().fillUpgradeInfo(obj, pos, upgradeInfo);
  2060. PlayerColor player = obj->tempOwner;
  2061. const PlayerState *p = gameInfo().getPlayerState(player);
  2062. int crQuantity = obj->stacks.at(pos)->getCount();
  2063. //check if upgrade is possible
  2064. if (!upgradeInfo.hasUpgrades() && complain("That upgrade is not possible!"))
  2065. {
  2066. return false;
  2067. }
  2068. TResources totalCost = upgradeInfo.getUpgradeCostsFor(upgID) * crQuantity;
  2069. //check if player has enough resources
  2070. if (!p->resources.canAfford(totalCost))
  2071. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2072. //take resources
  2073. giveResources(player, -totalCost);
  2074. statistics->accumulatedValues[player].spentResourcesForArmy += totalCost;
  2075. //upgrade creature
  2076. changeStackType(StackLocation(obj->id, pos), upgID.toCreature());
  2077. return true;
  2078. }
  2079. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2080. {
  2081. const auto * obj = dynamic_cast<const CArmedInstance *>(gameInfo().getObjInstance(sl.army));
  2082. if (!obj->hasStackAtSlot(sl.slot))
  2083. COMPLAIN_RET("Cannot find a stack to change type");
  2084. SetStackType sst;
  2085. sst.army = obj->id;
  2086. sst.slot = sl.slot;
  2087. sst.type = c->getId();
  2088. sendAndApply(sst);
  2089. return true;
  2090. }
  2091. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2092. {
  2093. assert(src->canBeMergedWith(*dst, allowMerging));
  2094. while(src->stacksCount())//while there are unmoved creatures
  2095. {
  2096. auto i = src->Slots().begin(); //iterator to stack to move
  2097. StackLocation sl(src->id, i->first); //location of stack to move
  2098. SlotID pos = dst->getSlotFor(i->second->getCreature());
  2099. if (!pos.validSlot())
  2100. {
  2101. //try to merge two other stacks to make place
  2102. std::pair<SlotID, SlotID> toMerge;
  2103. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  2104. {
  2105. moveStack(StackLocation(dst->id, toMerge.first), StackLocation(dst->id, toMerge.second)); //merge toMerge.first into toMerge.second
  2106. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2107. moveStack(sl, StackLocation(dst->id, toMerge.first)); //move stack to freed slot
  2108. }
  2109. else
  2110. {
  2111. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2112. return;
  2113. }
  2114. }
  2115. else
  2116. {
  2117. moveStack(sl, StackLocation(dst->id, pos));
  2118. }
  2119. }
  2120. }
  2121. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2122. {
  2123. const CGTownInstance * town = gameInfo().getTown(tid);
  2124. if(!town->getGarrisonHero() == !town->getVisitingHero())
  2125. return false;
  2126. SetHeroesInTown intown;
  2127. intown.tid = tid;
  2128. if(town->getGarrisonHero()) //garrison -> vising
  2129. {
  2130. intown.garrison = ObjectInstanceID();
  2131. intown.visiting = town->getGarrisonHero()->id;
  2132. }
  2133. else //visiting -> garrison
  2134. {
  2135. if(town->armedGarrison())
  2136. town->mergeGarrisonOnSiege(*this);
  2137. intown.visiting = ObjectInstanceID();
  2138. intown.garrison = town->getVisitingHero()->id;
  2139. }
  2140. sendAndApply(intown);
  2141. return true;
  2142. }
  2143. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2144. {
  2145. const CGTownInstance * town = gameInfo().getTown(tid);
  2146. if (!town->getGarrisonHero() && town->getVisitingHero()) //visiting => garrison, merge armies: town army => hero army
  2147. {
  2148. if (!town->getVisitingHero()->canBeMergedWith(*town))
  2149. {
  2150. complain("Cannot make garrison swap, not enough free slots!");
  2151. return false;
  2152. }
  2153. moveArmy(town, town->getVisitingHero(), true);
  2154. SetHeroesInTown intown;
  2155. intown.tid = tid;
  2156. intown.visiting = ObjectInstanceID();
  2157. intown.garrison = town->getVisitingHero()->id;
  2158. sendAndApply(intown);
  2159. return true;
  2160. }
  2161. else if (town->getGarrisonHero() && !town->getVisitingHero()) //move hero out of the garrison
  2162. {
  2163. int mapCap = gameInfo().getSettings().getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
  2164. //check if moving hero out of town will break wandering heroes limit
  2165. if (gameInfo().getHeroCount(town->getGarrisonHero()->tempOwner,false) >= mapCap)
  2166. {
  2167. complain("Cannot move hero out of the garrison, there are already " + std::to_string(mapCap) + " wandering heroes!");
  2168. return false;
  2169. }
  2170. SetHeroesInTown intown;
  2171. intown.tid = tid;
  2172. intown.garrison = ObjectInstanceID();
  2173. intown.visiting = town->getGarrisonHero()->id;
  2174. sendAndApply(intown);
  2175. return true;
  2176. }
  2177. else if (!!town->getGarrisonHero() && town->getVisitingHero()) //swap visiting and garrison hero
  2178. {
  2179. SetHeroesInTown intown;
  2180. intown.tid = tid;
  2181. intown.garrison = town->getVisitingHero()->id;
  2182. intown.visiting = town->getGarrisonHero()->id;
  2183. sendAndApply(intown);
  2184. return true;
  2185. }
  2186. else
  2187. {
  2188. complain("Cannot swap garrison hero!");
  2189. return false;
  2190. }
  2191. }
  2192. // With the amount of changes done to the function, it's more like transferArtifacts.
  2193. // 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.
  2194. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2195. {
  2196. const auto * srcArtSet = gameState().getArtSet(src);
  2197. const auto * dstArtSet = gameState().getArtSet(dst);
  2198. assert(srcArtSet);
  2199. assert(dstArtSet);
  2200. // Make sure exchange is even possible between the two heroes.
  2201. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2202. COMPLAIN_RET("That heroes cannot make any exchange!");
  2203. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2204. const auto * srcArtifact = srcArtSet->getArt(src.slot);
  2205. auto dstSlot = dst.slot;
  2206. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2207. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2208. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2209. return true;
  2210. const auto * dstArtifact = dstArtSet->getArt(dstSlot);
  2211. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2212. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2213. if(srcArtifact == nullptr)
  2214. COMPLAIN_RET("No artifact to move!");
  2215. if(isDstSlotOccupied && gameState().getOwner(src.artHolder) != gameState().getOwner(dst.artHolder) && !isDstSlotBackpack)
  2216. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2217. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2218. // Moving to the backpack is always allowed.
  2219. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2220. COMPLAIN_RET("Cannot move artifact!");
  2221. const auto * srcSlotInfo = srcArtSet->getSlot(src.slot);
  2222. const auto * dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2223. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2224. COMPLAIN_RET("Cannot move artifact locks.");
  2225. if(isDstSlotBackpack && srcArtifact->getType()->isBig())
  2226. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2227. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2228. COMPLAIN_RET("Cannot move catapult!");
  2229. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2230. COMPLAIN_RET("Backpack is full!");
  2231. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2232. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2233. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2234. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2235. ma.srcCreature = src.creature;
  2236. ma.dstCreature = dst.creature;
  2237. // Check if dst slot is occupied
  2238. if(!isDstSlotBackpack && isDstSlotOccupied)
  2239. {
  2240. // Previous artifact must be swapped
  2241. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2242. ma.artsPack1.emplace_back(dstSlot, src.slot);
  2243. }
  2244. const auto * hero = gameInfo().getHero(dst.artHolder);
  2245. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->getTypeId(), dstSlot))
  2246. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2247. ma.artsPack0.emplace_back(src.slot, dstSlot);
  2248. if(src.artHolder != dst.artHolder && !isDstSlotBackpack)
  2249. ma.artsPack0.back().askAssemble = true;
  2250. sendAndApply(ma);
  2251. return true;
  2252. }
  2253. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2254. {
  2255. // Make sure exchange is even possible between the two heroes.
  2256. if(!isAllowedExchange(srcId, dstId))
  2257. COMPLAIN_RET("That heroes cannot make any exchange!");
  2258. const auto * psrcSet = gameState().getArtSet(srcId);
  2259. const auto * pdstSet = gameState().getArtSet(dstId);
  2260. if((!psrcSet) || (!pdstSet))
  2261. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2262. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2263. auto & slotsSrcDst = ma.artsPack0;
  2264. auto & slotsDstSrc = ma.artsPack1;
  2265. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2266. CArtifactFittingSet artFittingSet(&gameInfo(), pdstSet->bearerType());
  2267. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2268. ArtifactPosition srcSlot, std::vector<MoveArtifactInfo> & slots) -> void
  2269. {
  2270. assert(artifact);
  2271. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2272. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2273. {
  2274. artFittingSet.putArtifact(dstSlot, artifact);
  2275. slots.emplace_back(srcSlot, dstSlot);
  2276. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2277. if(const auto * dstHero = gameInfo().getHero(dstId))
  2278. {
  2279. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2280. giveHeroNewArtifact(dstHero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2281. }
  2282. }
  2283. };
  2284. if(swap)
  2285. {
  2286. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<MoveArtifactInfo> & slots)
  2287. {
  2288. for(const auto & artifact : srcArtSet->artifactsWorn)
  2289. {
  2290. if(ArtifactUtils::isArtRemovable(artifact))
  2291. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2292. }
  2293. };
  2294. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2295. std::vector<MoveArtifactInfo> & slots) -> void
  2296. {
  2297. for(const auto & slotInfo : artSet->artifactsInBackpack)
  2298. {
  2299. auto slot = artSet->getArtPos(slotInfo.getArt());
  2300. slots.emplace_back(slot, slot);
  2301. }
  2302. };
  2303. if(equipped)
  2304. {
  2305. // Move over artifacts that are worn srcHero -> dstHero
  2306. moveArtsWorn(psrcSet, slotsSrcDst);
  2307. artFittingSet.artifactsWorn.clear();
  2308. // Move over artifacts that are worn dstHero -> srcHero
  2309. moveArtsWorn(pdstSet, slotsDstSrc);
  2310. }
  2311. if(backpack)
  2312. {
  2313. // Move over artifacts that are in backpack srcHero -> dstHero
  2314. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2315. // Move over artifacts that are in backpack dstHero -> srcHero
  2316. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2317. }
  2318. }
  2319. else
  2320. {
  2321. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2322. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2323. if(equipped)
  2324. {
  2325. // Move over artifacts that are worn
  2326. for(const auto & artInfo : psrcSet->artifactsWorn)
  2327. {
  2328. if(ArtifactUtils::isArtRemovable(artInfo))
  2329. {
  2330. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2331. }
  2332. }
  2333. }
  2334. if(backpack)
  2335. {
  2336. // Move over artifacts that are in backpack
  2337. for(const auto & slotInfo : psrcSet->artifactsInBackpack)
  2338. {
  2339. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.getArt())),
  2340. psrcSet->getArtPos(slotInfo.getArt()), slotsSrcDst);
  2341. }
  2342. }
  2343. }
  2344. sendAndApply(ma);
  2345. return true;
  2346. }
  2347. bool CGameHandler::manageBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID & heroID, const ManageBackpackArtifacts::ManageCmd & sortType)
  2348. {
  2349. const auto * artSet = gameState().getArtSet(heroID);
  2350. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "manageBackpackArtifacts: wrong hero's ID");
  2351. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2352. const auto makeSortBackpackRequest = [artSet, &bma](const std::function<int32_t(const ArtSlotInfo&)> & getSortId)
  2353. {
  2354. std::map<int32_t, std::vector<MoveArtifactInfo>> packsSorted;
  2355. ArtifactPosition backpackSlot = ArtifactPosition::BACKPACK_START;
  2356. for(const auto & backpackSlotInfo : artSet->artifactsInBackpack)
  2357. packsSorted.try_emplace(getSortId(backpackSlotInfo)).first->second.emplace_back(backpackSlot++, ArtifactPosition::PRE_FIRST);
  2358. for(auto & [sortId, pack] : packsSorted)
  2359. {
  2360. // Each pack of artifacts is also sorted by ArtifactID. Scrolls by SpellID
  2361. std::sort(pack.begin(), pack.end(), [artSet](const auto & slots0, const auto & slots1) -> bool
  2362. {
  2363. const auto art0 = artSet->getArt(slots0.srcPos);
  2364. const auto art1 = artSet->getArt(slots1.srcPos);
  2365. if(art0->isScroll() && art1->isScroll())
  2366. return art0->getScrollSpellID() > art1->getScrollSpellID();
  2367. return art0->getTypeId().num > art1->getTypeId().num;
  2368. });
  2369. bma.artsPack0.insert(bma.artsPack0.end(), pack.begin(), pack.end());
  2370. }
  2371. backpackSlot = ArtifactPosition::BACKPACK_START;
  2372. for(auto & slots : bma.artsPack0)
  2373. slots.dstPos = backpackSlot++;
  2374. };
  2375. if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_SLOT)
  2376. {
  2377. makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
  2378. {
  2379. auto possibleSlots = inf.getArt()->getType()->getPossibleSlots();
  2380. if (possibleSlots.find(ArtBearer::CREATURE) != possibleSlots.end() && !possibleSlots.at(ArtBearer::CREATURE).empty())
  2381. {
  2382. return -2;
  2383. }
  2384. else if (possibleSlots.find(ArtBearer::COMMANDER) != possibleSlots.end() && !possibleSlots.at(ArtBearer::COMMANDER).empty())
  2385. {
  2386. return -1;
  2387. }
  2388. else if (possibleSlots.find(ArtBearer::HERO) != possibleSlots.end() && !possibleSlots.at(ArtBearer::HERO).empty())
  2389. {
  2390. return inf.getArt()->getType()->getPossibleSlots().at(ArtBearer::HERO).front().num;
  2391. }
  2392. else
  2393. {
  2394. // for grail
  2395. return -3;
  2396. }
  2397. });
  2398. }
  2399. else if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_COST)
  2400. {
  2401. makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
  2402. {
  2403. return inf.getArt()->getType()->getPrice();
  2404. });
  2405. }
  2406. else if(sortType == ManageBackpackArtifacts::ManageCmd::SORT_BY_CLASS)
  2407. {
  2408. makeSortBackpackRequest([](const ArtSlotInfo & inf) -> int32_t
  2409. {
  2410. return static_cast<int32_t>(inf.getArt()->getType()->aClass);
  2411. });
  2412. }
  2413. else
  2414. {
  2415. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2416. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2417. {
  2418. if(sortType == ManageBackpackArtifacts::ManageCmd::SCROLL_LEFT)
  2419. bma.artsPack0.emplace_back(backpackEnd, ArtifactPosition::BACKPACK_START);
  2420. else
  2421. bma.artsPack0.emplace_back(ArtifactPosition::BACKPACK_START, backpackEnd);
  2422. }
  2423. }
  2424. sendAndApply(bma);
  2425. return true;
  2426. }
  2427. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID & heroID, uint32_t costumeIdx)
  2428. {
  2429. const auto * artSet = gameState().getArtSet(heroID);
  2430. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2431. ChangeArtifactsCostume costume(player, costumeIdx);
  2432. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2433. {
  2434. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2435. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2436. }
  2437. sendAndApply(costume);
  2438. return true;
  2439. }
  2440. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID & heroID, uint32_t costumeIdx)
  2441. {
  2442. const auto * artSet = gameState().getArtSet(heroID);
  2443. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2444. const auto * playerState = gameInfo().getPlayerState(player);
  2445. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2446. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2447. {
  2448. CArtifactFittingSet artFittingSet(*artSet);
  2449. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2450. auto costumeArtMap = costume->second;
  2451. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2452. // First, find those artifacts that are already in place
  2453. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2454. {
  2455. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2456. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2457. {
  2458. costumeArtMap.erase(artPos);
  2459. artFittingSet.removeArtifact(slot);
  2460. }
  2461. }
  2462. // Second, find the necessary artifacts for the costume
  2463. for(const auto & artPos : costumeArtMap)
  2464. {
  2465. if(const auto slot = artFittingSet.getArtPos(artPos.second, false, false); slot != ArtifactPosition::PRE_FIRST)
  2466. {
  2467. bma.artsPack0.emplace_back(artSet->getArtPos(artFittingSet.getArt(slot)), artPos.first);
  2468. artFittingSet.removeArtifact(slot);
  2469. if(ArtifactUtils::isSlotBackpack(slot))
  2470. estimateBackpackSize--;
  2471. }
  2472. }
  2473. // Third, put unnecessary artifacts into backpack
  2474. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2475. if(artFittingSet.getArt(slot))
  2476. {
  2477. bma.artsPack0.emplace_back(slot, ArtifactPosition::BACKPACK_START);
  2478. estimateBackpackSize++;
  2479. }
  2480. const auto backpackCap = gameInfo().getSettings().getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2481. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2482. sendAndApply(bma);
  2483. }
  2484. return true;
  2485. }
  2486. /**
  2487. * Assembles or disassembles a combination artifact.
  2488. * @param heroID ID of hero holding the artifact(s).
  2489. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2490. * @param assemble True for assembly operation, false for disassembly.
  2491. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2492. * artifact to assemble to. Otherwise it's not used.
  2493. */
  2494. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2495. {
  2496. const CGHeroInstance * hero = gameInfo().getHero(heroID);
  2497. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2498. if(!destArtifact)
  2499. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2500. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2501. if(assemble)
  2502. {
  2503. const CArtifact * combinedArt = assembleTo.toArtifact();
  2504. if(!combinedArt->isCombined())
  2505. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2506. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2507. {
  2508. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2509. }
  2510. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2511. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2512. {
  2513. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2514. }
  2515. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2516. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2517. AssembledArtifact aa;
  2518. aa.al = dstLoc;
  2519. aa.artId = assembleTo;
  2520. sendAndApply(aa);
  2521. }
  2522. else
  2523. {
  2524. if(!destArtifact->isCombined())
  2525. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2526. if(!destArtifact->hasParts())
  2527. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is fused combined artifact!");
  2528. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2529. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->getType()->getConstituents().size() - 1))
  2530. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2531. DisassembledArtifact da;
  2532. da.al = dstLoc;
  2533. sendAndApply(da);
  2534. }
  2535. return true;
  2536. }
  2537. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2538. {
  2539. const auto * hero = gameInfo().getHero(al.artHolder);
  2540. if(hero == nullptr)
  2541. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2542. const auto * art = hero->getArt(al.slot);
  2543. if(art == nullptr)
  2544. COMPLAIN_RET("Cannot remove artifact!");
  2545. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2546. COMPLAIN_RET("Illegal artifact removal request");
  2547. removeArtifact(al);
  2548. return true;
  2549. }
  2550. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2551. {
  2552. const CGHeroInstance * hero = gameInfo().getHero(hid);
  2553. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2554. const CGTownInstance * town = hero->getVisitedTown();
  2555. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2556. if (aid==ArtifactID::SPELLBOOK)
  2557. {
  2558. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2559. || (gameInfo().getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2560. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2561. )
  2562. return false;
  2563. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2564. giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
  2565. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2566. giveSpells(town,hero);
  2567. return true;
  2568. }
  2569. else
  2570. {
  2571. const CArtifact * art = aid.toArtifact();
  2572. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2573. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2574. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2575. const int price = art->getPrice();
  2576. COMPLAIN_RET_FALSE_IF(gameInfo().getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2577. if(town->isWarMachineAvailable(aid))
  2578. {
  2579. bool hasFreeSlot = false;
  2580. for(auto slot : art->getPossibleSlots().at(ArtBearer::HERO))
  2581. if (hero->getArt(slot) == nullptr)
  2582. hasFreeSlot = true;
  2583. if (!hasFreeSlot)
  2584. {
  2585. auto slot = art->getPossibleSlots().at(ArtBearer::HERO).front();
  2586. removeArtifact(ArtifactLocation(hero->id, slot));
  2587. }
  2588. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2589. return giveHeroNewArtifact(hero, aid, ArtifactPosition::FIRST_AVAILABLE);
  2590. }
  2591. else
  2592. COMPLAIN_RET("This machine is unavailable here!");
  2593. }
  2594. }
  2595. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2596. {
  2597. if(!h)
  2598. COMPLAIN_RET("Only hero can buy artifacts!");
  2599. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2600. COMPLAIN_RET("That artifact is unavailable!");
  2601. int b1;
  2602. int b2;
  2603. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2604. if (gameInfo().getResource(h->tempOwner, rid) < b1)
  2605. COMPLAIN_RET("You can't afford to buy this artifact!");
  2606. giveResource(h->tempOwner, rid, -b1);
  2607. SetAvailableArtifacts saa;
  2608. if(dynamic_cast<const CGTownInstance *>(m))
  2609. {
  2610. saa.id = ObjectInstanceID::NONE;
  2611. saa.arts = gameState().getMap().townMerchantArtifacts;
  2612. }
  2613. else if(const auto *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2614. {
  2615. saa.id = bm->id;
  2616. saa.arts = bm->artifacts;
  2617. }
  2618. else
  2619. COMPLAIN_RET("Wrong marktet...");
  2620. bool found = false;
  2621. for (ArtifactID & art : saa.arts)
  2622. {
  2623. if (art == aid)
  2624. {
  2625. art = ArtifactID();
  2626. found = true;
  2627. break;
  2628. }
  2629. }
  2630. if (!found)
  2631. COMPLAIN_RET("Cannot find selected artifact on the list");
  2632. sendAndApply(saa);
  2633. giveHeroNewArtifact(h, aid, ArtifactPosition::FIRST_AVAILABLE);
  2634. return true;
  2635. }
  2636. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2637. {
  2638. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2639. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2640. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2641. COMPLAIN_RET_FALSE_IF((!art->getType()->isTradable()), "Cannot sell a war machine or spellbook!");
  2642. int resVal = 0;
  2643. int dump = 1;
  2644. m->getOffer(art->getType()->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2645. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2646. giveResource(h->tempOwner, rid, resVal);
  2647. return true;
  2648. }
  2649. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2650. {
  2651. if (!h)
  2652. COMPLAIN_RET("You need hero to buy a skill!");
  2653. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2654. COMPLAIN_RET("Hero already know this skill");
  2655. if (!h->canLearnSkill())
  2656. COMPLAIN_RET("Hero can't learn any more skills");
  2657. if (!h->canLearnSkill(skill))
  2658. COMPLAIN_RET("The hero can't learn this skill!");
  2659. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2660. COMPLAIN_RET("That skill is unavailable!");
  2661. if (gameInfo().getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2662. COMPLAIN_RET("You can't afford to buy this skill");
  2663. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2664. changeSecSkill(h, skill, 1, ChangeValueMode::ABSOLUTE);
  2665. return true;
  2666. }
  2667. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2668. {
  2669. TResourceCap haveToSell = gameInfo().getPlayerState(player)->resources[toSell];
  2670. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2671. int b1; //base quantities for trade
  2672. int b2;
  2673. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2674. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2675. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2676. {
  2677. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2678. }
  2679. giveResource(player, toSell, -b1 * amountToBoy);
  2680. giveResource(player, toBuy, b2 * amountToBoy);
  2681. statistics->accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
  2682. statistics->accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
  2683. return true;
  2684. }
  2685. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2686. {
  2687. if(!hero)
  2688. COMPLAIN_RET("Only hero can sell creatures!");
  2689. if (!vstd::contains(hero->Slots(), slot))
  2690. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2691. const CStackInstance &s = hero->getStack(slot);
  2692. if (s.getCount() < static_cast<TQuantity>(count) //can't sell more creatures than have
  2693. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.getCount() == count)) //can't sell last stack
  2694. {
  2695. COMPLAIN_RET("Not enough creatures in army!");
  2696. }
  2697. int b1; //base quantities for trade
  2698. int b2;
  2699. market->getOffer(s.getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2700. int units = count / b1; //how many base quantities we trade
  2701. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2702. {
  2703. //TODO: complain?
  2704. assert(0);
  2705. }
  2706. changeStackCount(StackLocation(hero->id, slot), -static_cast<int>(count), ChangeValueMode::RELATIVE);
  2707. giveResource(hero->tempOwner, resourceID, b2 * units);
  2708. return true;
  2709. }
  2710. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2711. {
  2712. const CArmedInstance *army = nullptr;
  2713. if (hero)
  2714. army = hero;
  2715. else
  2716. army = dynamic_cast<const CGTownInstance *>(market);
  2717. if (!army)
  2718. COMPLAIN_RET("Incorrect call to transform in undead!");
  2719. if (!army->hasStackAtSlot(slot))
  2720. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2721. const CStackInstance &s = army->getStack(slot);
  2722. //resulting creature - bone dragons or skeletons
  2723. CreatureID resCreature = CreatureID::SKELETON;
  2724. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2725. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2726. || (s.getCreatureID() == CreatureID::HYDRA)
  2727. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2728. resCreature = CreatureID::BONE_DRAGON;
  2729. changeStackType(StackLocation(army->id, slot), resCreature.toCreature());
  2730. return true;
  2731. }
  2732. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2733. {
  2734. const PlayerState *p2 = gameInfo().getPlayerState(r2, false);
  2735. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2736. {
  2737. complain("Dest player must be in game!");
  2738. return false;
  2739. }
  2740. TResourceCap curRes1 = gameInfo().getPlayerState(player)->resources[r1];
  2741. vstd::amin(val, curRes1);
  2742. giveResource(player, r1, -static_cast<int>(val));
  2743. giveResource(r2, r1, val);
  2744. return true;
  2745. }
  2746. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2747. {
  2748. const CGHeroInstance *h = gameInfo().getHero(hid);
  2749. if (!h)
  2750. {
  2751. logGlobal->error("Hero doesn't exist!");
  2752. return false;
  2753. }
  2754. ChangeFormation cf;
  2755. cf.hid = hid;
  2756. cf.formation = formation;
  2757. sendAndApply(cf);
  2758. return true;
  2759. }
  2760. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2761. {
  2762. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2763. if (answer)
  2764. logGlobal->trace("%d", *answer);
  2765. auto topQuery = queries->topQuery(player);
  2766. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2767. if(topQuery->queryID != qid)
  2768. {
  2769. auto currentQuery = queries->getQuery(qid);
  2770. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2771. currentQuery->setReply(answer);
  2772. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2773. }
  2774. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2775. topQuery->setReply(answer);
  2776. queries->popQuery(topQuery);
  2777. return true;
  2778. }
  2779. bool CGameHandler::complain(const std::string &problem)
  2780. {
  2781. #ifndef ENABLE_GOLDMASTER
  2782. MetaString str;
  2783. str.appendTextID("vcmi.broadcast.serverProblem");
  2784. str.appendRawString(": ");
  2785. str.appendRawString(problem);
  2786. playerMessages->broadcastSystemMessage(str);
  2787. #endif
  2788. logGlobal->error(problem);
  2789. return true;
  2790. }
  2791. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  2792. {
  2793. const auto * upperArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(upobj));
  2794. const auto * lowerArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(hid));
  2795. assert(lowerArmy);
  2796. assert(upperArmy);
  2797. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  2798. queries->addQuery(garrisonQuery);
  2799. GarrisonDialog gd;
  2800. gd.hid = hid;
  2801. gd.objid = upobj;
  2802. gd.removableUnits = removableUnits;
  2803. gd.queryID = garrisonQuery->queryID;
  2804. sendAndApply(gd);
  2805. }
  2806. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  2807. {
  2808. OpenWindow pack;
  2809. pack.window = window;
  2810. pack.object = object->id;
  2811. pack.visitor = visitor->id;
  2812. if (addQuery)
  2813. {
  2814. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  2815. pack.queryID = windowQuery->queryID;
  2816. queries->addQuery(windowQuery);
  2817. }
  2818. sendAndApply(pack);
  2819. }
  2820. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  2821. {
  2822. if (id1 == id2)
  2823. return true;
  2824. const CGObjectInstance *o1 = gameInfo().getObj(id1);
  2825. const CGObjectInstance *o2 = gameInfo().getObj(id2);
  2826. if (!o1 || !o2)
  2827. return true; //arranging stacks within an object should be always allowed
  2828. if (o1 && o2)
  2829. {
  2830. if (o1->ID == Obj::TOWN)
  2831. {
  2832. const auto *t = dynamic_cast<const CGTownInstance*>(o1);
  2833. if (t->getVisitingHero() == o2 || t->getGarrisonHero() == o2)
  2834. return true;
  2835. }
  2836. if (o2->ID == Obj::TOWN)
  2837. {
  2838. const auto *t = dynamic_cast<const CGTownInstance*>(o2);
  2839. if (t->getVisitingHero() == o1 || t->getGarrisonHero() == o1)
  2840. return true;
  2841. }
  2842. const auto * market = gameState().getMarket(id1);
  2843. if(market == nullptr)
  2844. market = gameState().getMarket(id2);
  2845. if(market)
  2846. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  2847. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  2848. {
  2849. const auto *h1 = dynamic_cast<const CGHeroInstance*>(o1);
  2850. const auto *h2 = dynamic_cast<const CGHeroInstance*>(o2);
  2851. // two heroes in same town (garrisoned and visiting)
  2852. if (h1->getVisitedTown() != nullptr && h2->getVisitedTown() != nullptr && h1->getVisitedTown() == h2->getVisitedTown())
  2853. return true;
  2854. }
  2855. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  2856. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  2857. if (!dialog)
  2858. {
  2859. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  2860. }
  2861. if (dialog)
  2862. {
  2863. const auto * topArmy = dialog->exchangingArmies.at(0);
  2864. const auto * bottomArmy = dialog->exchangingArmies.at(1);
  2865. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  2866. return true;
  2867. }
  2868. }
  2869. return false;
  2870. }
  2871. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  2872. {
  2873. using events::ObjectVisitStarted;
  2874. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  2875. if (getVisitingHero(obj) != nullptr)
  2876. {
  2877. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  2878. throw std::runtime_error("Can not visit object that is being visited");
  2879. }
  2880. std::shared_ptr<MapObjectVisitQuery> visitQuery;
  2881. auto startVisit = [&](ObjectVisitStarted & event)
  2882. {
  2883. const auto * visitedObject = obj;
  2884. if(obj->ID == Obj::HERO)
  2885. {
  2886. const auto * visitedHero = dynamic_cast<const CGHeroInstance *>(obj);
  2887. const auto * visitedTown = visitedHero->getVisitedTown();
  2888. if(visitedTown)
  2889. {
  2890. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  2891. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  2892. visitedObject = visitedTown;
  2893. }
  2894. }
  2895. visitQuery = std::make_shared<MapObjectVisitQuery>(this, visitedObject, h);
  2896. queries->addQuery(visitQuery); //TODO real visit pos
  2897. HeroVisit hv;
  2898. hv.objId = obj->id;
  2899. hv.heroId = h->id;
  2900. hv.player = h->tempOwner;
  2901. hv.starting = true;
  2902. sendAndApply(hv);
  2903. obj->onHeroVisit(*this, h);
  2904. };
  2905. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  2906. if(visitQuery)
  2907. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  2908. }
  2909. void CGameHandler::objectVisitEnded(const ObjectInstanceID & heroObjectID, PlayerColor player)
  2910. {
  2911. using events::ObjectVisitEnded;
  2912. auto endVisit = [&](ObjectVisitEnded & event)
  2913. {
  2914. HeroVisit hv;
  2915. hv.player = event.getPlayer();
  2916. hv.heroId = event.getHero();
  2917. hv.starting = false;
  2918. sendAndApply(hv);
  2919. };
  2920. //TODO: ObjectVisitEnded should also have id of visited object,
  2921. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  2922. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, player, heroObjectID);
  2923. }
  2924. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  2925. {
  2926. const auto *obj = dynamic_cast<const IShipyard *>(gameInfo().getObj(objid));
  2927. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2928. {
  2929. complain("Cannot build boat in this shipyard!");
  2930. return false;
  2931. }
  2932. TResources boatCost;
  2933. obj->getBoatCost(boatCost);
  2934. TResources available = gameInfo().getPlayerState(playerID)->resources;
  2935. if (!available.canAfford(boatCost))
  2936. {
  2937. complain("Not enough resources to build a boat!");
  2938. return false;
  2939. }
  2940. int3 tile = obj->bestLocation();
  2941. if (!gameState().getMap().isInTheMap(tile))
  2942. {
  2943. complain("Cannot find appropriate tile for a boat!");
  2944. return false;
  2945. }
  2946. giveResources(playerID, -boatCost);
  2947. createBoat(tile, obj->getBoatType(), playerID);
  2948. return true;
  2949. }
  2950. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  2951. {
  2952. for (auto playerColor : playerColors)
  2953. {
  2954. if (gameInfo().getPlayerState(playerColor, false))
  2955. checkVictoryLossConditionsForPlayer(playerColor);
  2956. }
  2957. }
  2958. void CGameHandler::checkVictoryLossConditionsForAll()
  2959. {
  2960. std::set<PlayerColor> playerColors;
  2961. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  2962. {
  2963. playerColors.insert(PlayerColor(i));
  2964. }
  2965. checkVictoryLossConditions(playerColors);
  2966. }
  2967. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  2968. {
  2969. const PlayerState * p = gameInfo().getPlayerState(player);
  2970. if(!p || p->status != EPlayerStatus::INGAME) return;
  2971. auto victoryLossCheckResult = gameState().checkForVictoryAndLoss(player);
  2972. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  2973. {
  2974. InfoWindow iw;
  2975. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  2976. sendAndApply(iw);
  2977. PlayerEndsGame peg;
  2978. peg.player = player;
  2979. peg.victoryLossCheckResult = victoryLossCheckResult;
  2980. peg.statistic = *statistics;
  2981. addStatistics(peg.statistic); // add last turn befor win / loss
  2982. sendAndApply(peg);
  2983. if (victoryLossCheckResult.victory())
  2984. {
  2985. //one player won -> all enemies lost
  2986. for (const auto & playerIt : gameState().players)
  2987. {
  2988. if (playerIt.first != player && gameInfo().getPlayerState(playerIt.first)->status == EPlayerStatus::INGAME)
  2989. {
  2990. peg.player = playerIt.first;
  2991. peg.victoryLossCheckResult = gameInfo().getPlayerRelations(player, playerIt.first) == PlayerRelations::ALLIES ?
  2992. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  2993. InfoWindow iwOthers;
  2994. getVictoryLossMessage(player, peg.victoryLossCheckResult, iwOthers);
  2995. iwOthers.player = playerIt.first;
  2996. sendAndApply(iwOthers);
  2997. sendAndApply(peg);
  2998. }
  2999. }
  3000. if(p->human)
  3001. {
  3002. gameLobby().setState(EServerState::SHUTDOWN);
  3003. }
  3004. }
  3005. else
  3006. {
  3007. // give turn to next player(s)
  3008. turnOrder->onPlayerEndsGame(player);
  3009. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3010. auto hlp = p->getHeroes();
  3011. for (const auto * h : hlp) //eliminate heroes
  3012. {
  3013. if (h)
  3014. removeObject(h, player);
  3015. }
  3016. //player lost -> all his objects become unflagged (neutral)
  3017. for (const auto * obj : gameState().getMap().getObjects()) //unflag objs
  3018. {
  3019. if (obj && obj->tempOwner == player)
  3020. setOwner(obj, PlayerColor::NEUTRAL);
  3021. }
  3022. //eliminating one player may cause victory of another:
  3023. std::set<PlayerColor> playerColors;
  3024. //do not copy player state (CBonusSystemNode) by value
  3025. for (const auto &playerState : gameState().players) //players may have different colors, iterate over players and not integers
  3026. {
  3027. if (playerState.first != player)
  3028. playerColors.insert(playerState.first);
  3029. }
  3030. //notify all players
  3031. for (auto pc : playerColors)
  3032. {
  3033. if (gameInfo().getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3034. {
  3035. InfoWindow iwOthers;
  3036. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iwOthers);
  3037. iwOthers.player = pc;
  3038. sendAndApply(iwOthers);
  3039. }
  3040. }
  3041. checkVictoryLossConditions(playerColors);
  3042. }
  3043. }
  3044. }
  3045. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3046. {
  3047. out.player = player;
  3048. out.text = victoryLossCheckResult.messageToSelf;
  3049. out.text.replaceName(player);
  3050. out.components.emplace_back(ComponentType::FLAG, player);
  3051. }
  3052. bool CGameHandler::dig(const CGHeroInstance *h)
  3053. {
  3054. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3055. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3056. createHole(h->visitablePos(), h->getOwner());
  3057. //take MPs
  3058. SetMovePoints smp;
  3059. smp.hid = h->id;
  3060. smp.val = 0;
  3061. sendAndApply(smp);
  3062. InfoWindow iw;
  3063. iw.type = EInfoWindowMode::AUTO;
  3064. iw.player = h->tempOwner;
  3065. if (gameState().getMap().grailPos == h->visitablePos())
  3066. {
  3067. ArtifactID grail = ArtifactID::GRAIL;
  3068. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  3069. iw.text.appendName(grail); // ... " The Grail"
  3070. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3071. giveHeroNewArtifact(h, grail, ArtifactPosition::FIRST_AVAILABLE); //give grail
  3072. sendAndApply(iw);
  3073. iw.soundID = soundBase::invalid;
  3074. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3075. iw.text.clear();
  3076. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3077. sendAndApply(iw);
  3078. }
  3079. else
  3080. {
  3081. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3082. iw.soundID = soundBase::Dig;
  3083. sendAndApply(iw);
  3084. }
  3085. return true;
  3086. }
  3087. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3088. {
  3089. if (!t.visitableObjects.empty())
  3090. {
  3091. //to prevent self-visiting heroes on space press
  3092. if (t.visitableObjects.back() != h->id)
  3093. objectVisited(gameState().getObjInstance(t.visitableObjects.back()), h);
  3094. else if (t.visitableObjects.size() > 1)
  3095. objectVisited(gameState().getObjInstance(*(t.visitableObjects.end()-2)),h);
  3096. }
  3097. }
  3098. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3099. {
  3100. if (!hero)
  3101. COMPLAIN_RET("You need hero to sacrifice creature!");
  3102. int expSum = 0;
  3103. auto finish = [this, &hero, &expSum]()
  3104. {
  3105. giveExperience(hero, hero->calculateXp(expSum));
  3106. };
  3107. for(int i = 0; i < slot.size(); ++i)
  3108. {
  3109. int oldCount = hero->getStackCount(slot[i]);
  3110. if(oldCount < static_cast<int>(count[i]))
  3111. {
  3112. finish();
  3113. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3114. }
  3115. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3116. {
  3117. finish();
  3118. COMPLAIN_RET("Cannot sacrifice last creature!");
  3119. }
  3120. int crid = hero->getStack(slot[i]).getId();
  3121. changeStackCount(StackLocation(hero->id, slot[i]), -(TQuantity)count[i], ChangeValueMode::RELATIVE);
  3122. int dump;
  3123. int exp;
  3124. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3125. exp *= count[i];
  3126. expSum += exp;
  3127. }
  3128. finish();
  3129. return true;
  3130. }
  3131. bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3132. {
  3133. if (!hero)
  3134. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3135. if(hero->getAlignment() == EAlignment::EVIL)
  3136. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3137. assert(market);
  3138. const auto * artSet = market->getArtifactsStorage();
  3139. int expSum = 0;
  3140. std::vector<ArtifactPosition> artPack;
  3141. auto finish = [this, &hero, &expSum, &artPack, market]()
  3142. {
  3143. removeArtifact(market->getObjInstanceID(), artPack);
  3144. giveExperience(hero, hero->calculateXp(expSum));
  3145. };
  3146. for(const auto & artInstId : arts)
  3147. {
  3148. if(const auto * art = artSet->getArtByInstanceId(artInstId))
  3149. {
  3150. if(art->getType()->isTradable())
  3151. {
  3152. int dmp;
  3153. int expToGive;
  3154. market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3155. expSum += expToGive;
  3156. artPack.push_back(artSet->getArtPos(art));
  3157. }
  3158. else
  3159. {
  3160. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3161. }
  3162. }
  3163. else
  3164. {
  3165. finish();
  3166. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3167. }
  3168. }
  3169. finish();
  3170. return true;
  3171. }
  3172. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3173. {
  3174. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
  3175. if (army->hasStackAtSlot(sl.slot))
  3176. COMPLAIN_RET("Slot is already taken!");
  3177. if (!sl.slot.validSlot())
  3178. COMPLAIN_RET("Cannot insert stack to that slot!");
  3179. InsertNewStack ins;
  3180. ins.army = army->id;
  3181. ins.slot = sl.slot;
  3182. ins.type = c->getId();
  3183. ins.count = count;
  3184. sendAndApply(ins);
  3185. return true;
  3186. }
  3187. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3188. {
  3189. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
  3190. if (!army->hasStackAtSlot(sl.slot))
  3191. COMPLAIN_RET("Cannot find a stack to erase");
  3192. if (army->stacksCount() == 1 //from the last stack
  3193. && army->needsLastStack() //that must be left
  3194. && !forceRemoval) //ignore above conditions if we are forcing removal
  3195. {
  3196. COMPLAIN_RET("Cannot erase the last stack!");
  3197. }
  3198. EraseStack es;
  3199. es.army = army->id;
  3200. es.slot = sl.slot;
  3201. sendAndApply(es);
  3202. return true;
  3203. }
  3204. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, ChangeValueMode mode)
  3205. {
  3206. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
  3207. TQuantity currentCount = army->getStackCount(sl.slot);
  3208. if ((mode == ChangeValueMode::ABSOLUTE && count < 0)
  3209. || (mode == ChangeValueMode::RELATIVE && -count > currentCount))
  3210. {
  3211. COMPLAIN_RET("Cannot take more stacks than present!");
  3212. }
  3213. if ((currentCount == -count && mode == ChangeValueMode::RELATIVE)
  3214. || (count == 0 && mode == ChangeValueMode::ABSOLUTE))
  3215. {
  3216. eraseStack(sl);
  3217. }
  3218. else
  3219. {
  3220. ChangeStackCount csc;
  3221. csc.army = army->id;
  3222. csc.slot = sl.slot;
  3223. csc.count = count;
  3224. csc.mode = mode;
  3225. sendAndApply(csc);
  3226. }
  3227. return true;
  3228. }
  3229. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3230. {
  3231. const auto * army = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl.army));
  3232. const CCreature *slotC = army->getCreature(sl.slot);
  3233. if (!slotC) //slot is empty
  3234. insertNewStack(sl, c, count);
  3235. else if (c == slotC)
  3236. changeStackCount(sl, count, ChangeValueMode::RELATIVE);
  3237. else
  3238. {
  3239. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3240. }
  3241. return true;
  3242. }
  3243. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3244. {
  3245. if (removeObjWhenFinished)
  3246. removeAfterVisit(src->id);
  3247. if (!src->canBeMergedWith(*dst, allowMerging))
  3248. {
  3249. if (allowMerging) //do that, add all matching creatures.
  3250. {
  3251. bool cont = true;
  3252. while (cont)
  3253. {
  3254. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3255. {
  3256. SlotID pos = dst->getSlotFor(i->second->getCreature());
  3257. if (pos.validSlot())
  3258. {
  3259. moveStack(StackLocation(src->id, i->first), StackLocation(dst->id, pos));
  3260. cont = true;
  3261. break; //or iterator crashes
  3262. }
  3263. cont = false;
  3264. }
  3265. }
  3266. }
  3267. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3268. }
  3269. else //merge
  3270. {
  3271. moveArmy(src, dst, allowMerging);
  3272. }
  3273. }
  3274. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3275. {
  3276. const auto * srcArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(src.army));
  3277. const auto * dstArmy = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(dst.army));
  3278. if (!srcArmy->hasStackAtSlot(src.slot))
  3279. COMPLAIN_RET("No stack to move!");
  3280. if (dstArmy->hasStackAtSlot(dst.slot) && dstArmy->getCreature(dst.slot) != srcArmy->getCreature(src.slot))
  3281. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3282. if (!dst.slot.validSlot())
  3283. COMPLAIN_RET("Cannot move stack to that slot!");
  3284. if (count == -1)
  3285. {
  3286. count = srcArmy->getStackCount(src.slot);
  3287. }
  3288. if (srcArmy != dstArmy //moving away
  3289. && count == srcArmy->getStackCount(src.slot) //all creatures
  3290. && srcArmy->stacksCount() == 1 //from the last stack
  3291. && srcArmy->needsLastStack()) //that must be left
  3292. {
  3293. COMPLAIN_RET("Cannot move away the last creature!");
  3294. }
  3295. RebalanceStacks rs;
  3296. rs.srcArmy = srcArmy->id;
  3297. rs.dstArmy = dstArmy->id;
  3298. rs.srcSlot = src.slot;
  3299. rs.dstSlot = dst.slot;
  3300. rs.count = count;
  3301. sendAndApply(rs);
  3302. return true;
  3303. }
  3304. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3305. {
  3306. if (!spellID.hasValue())
  3307. return;
  3308. AdventureSpellCastParameters p;
  3309. p.caster = caster;
  3310. p.pos = pos;
  3311. const CSpell * s = spellID.toSpell();
  3312. s->adventureCast(spellEnv.get(), p);
  3313. if(const auto * hero = caster->getHeroCaster())
  3314. useChargedArtifactUsed(hero->id, spellID);
  3315. }
  3316. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3317. {
  3318. const auto * army1 = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl1.army));
  3319. const auto * army2 = dynamic_cast<const CArmedInstance*>(gameInfo().getObj(sl2.army));
  3320. if(!army1->hasStackAtSlot(sl1.slot))
  3321. {
  3322. return moveStack(sl2, sl1);
  3323. }
  3324. else if(!army2->hasStackAtSlot(sl2.slot))
  3325. {
  3326. return moveStack(sl1, sl2);
  3327. }
  3328. else
  3329. {
  3330. SwapStacks ss;
  3331. ss.srcArmy = army1->id;
  3332. ss.dstArmy = army2->id;
  3333. ss.srcSlot = sl1.slot;
  3334. ss.dstSlot = sl2.slot;
  3335. sendAndApply(ss);
  3336. return true;
  3337. }
  3338. }
  3339. bool CGameHandler::putArtifact(const ArtifactLocation & al, const ArtifactInstanceID & id, std::optional<bool> askAssemble)
  3340. {
  3341. const auto * artInst = gameInfo().getArtInstance(id);
  3342. assert(artInst && artInst->getType());
  3343. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3344. dst.creature = al.creature;
  3345. const auto * putTo = gameState().getArtSet(al);
  3346. assert(putTo);
  3347. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3348. {
  3349. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, artInst->getTypeId());
  3350. }
  3351. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3352. {
  3353. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, artInst->getTypeId());
  3354. }
  3355. else
  3356. {
  3357. dst.slot = al.slot;
  3358. }
  3359. if(!askAssemble.has_value())
  3360. {
  3361. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3362. askAssemble = true;
  3363. else
  3364. askAssemble = false;
  3365. }
  3366. if(artInst->canBePutAt(putTo, dst.slot))
  3367. {
  3368. PutArtifact pa(id, dst, askAssemble.value());
  3369. sendAndApply(pa);
  3370. return true;
  3371. }
  3372. else
  3373. {
  3374. return false;
  3375. }
  3376. }
  3377. bool CGameHandler::giveHeroNewArtifact(
  3378. const CGHeroInstance * h, const CArtifact * artType, const SpellID & spellId, const ArtifactPosition & pos)
  3379. {
  3380. assert(artType);
  3381. NewArtifact na;
  3382. na.artHolder = h->id;
  3383. na.artId = artType->getId();
  3384. na.spellId = spellId;
  3385. na.pos = pos;
  3386. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3387. {
  3388. na.pos = ArtifactUtils::getArtAnyPosition(h, artType->getId());
  3389. if(!artType->canBePutAt(h, na.pos))
  3390. COMPLAIN_RET("Cannot put artifact in that slot!");
  3391. }
  3392. else if(ArtifactUtils::isSlotBackpack(pos))
  3393. {
  3394. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3395. COMPLAIN_RET("Cannot put artifact in that slot!");
  3396. }
  3397. else
  3398. {
  3399. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3400. }
  3401. sendAndApply(na);
  3402. return true;
  3403. }
  3404. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const ArtifactID & artId, const ArtifactPosition & pos)
  3405. {
  3406. return giveHeroNewArtifact(h, artId.toArtifact(), SpellID::NONE, pos);
  3407. }
  3408. bool CGameHandler::giveHeroNewScroll(const CGHeroInstance * h, const SpellID & spellId, const ArtifactPosition & pos)
  3409. {
  3410. return giveHeroNewArtifact(h, ArtifactID(ArtifactID::SPELL_SCROLL).toArtifact(), spellId, pos);
  3411. }
  3412. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3413. {
  3414. std::vector<int3>::iterator tile;
  3415. std::vector<int3> tiles;
  3416. gameState().getFreeTiles(tiles);
  3417. ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
  3418. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3419. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3420. const CCreature *cre = creatureID.toCreature();
  3421. for (int i = 0; i < amount; ++i)
  3422. {
  3423. tile = tiles.begin();
  3424. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3425. auto count = cre->getRandomAmount(getRandomGenerator());
  3426. createWanderingMonster(*tile, creatureID, count);
  3427. tiles.erase(tile); //not use it again
  3428. }
  3429. }
  3430. bool CGameHandler::isBlockedByQueries(const CPackForServer *pack, PlayerColor player)
  3431. {
  3432. if (dynamic_cast<const PlayerMessage *>(pack) != nullptr)
  3433. return false;
  3434. if (dynamic_cast<const SaveLocalState *>(pack) != nullptr)
  3435. return false;
  3436. auto query = queries->topQuery(player);
  3437. if (query && query->blocksPack(pack))
  3438. {
  3439. complain(boost::str(boost::format(
  3440. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3441. % boost::to_upper_copy<std::string>(player.toString())
  3442. % query->toString()
  3443. ));
  3444. return true;
  3445. }
  3446. return false;
  3447. }
  3448. void CGameHandler::removeAfterVisit(const ObjectInstanceID & id)
  3449. {
  3450. //If the object is being visited, there must be a matching query
  3451. for (const auto &query : queries->allQueries())
  3452. {
  3453. if (auto someVistQuery = std::dynamic_pointer_cast<MapObjectVisitQuery>(query))
  3454. {
  3455. if (someVistQuery->visitedObject == id)
  3456. {
  3457. someVistQuery->removeObjectAfterVisit = true;
  3458. return;
  3459. }
  3460. }
  3461. }
  3462. //If we haven't returned so far, there is no query and no visit, call was wrong
  3463. throw std::runtime_error("This function needs to be called during the object visit!");
  3464. }
  3465. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3466. {
  3467. std::unordered_set<int3> tiles;
  3468. if (mode == ETileVisibility::HIDDEN)
  3469. {
  3470. gameInfo().getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3471. }
  3472. else
  3473. {
  3474. gameInfo().getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3475. }
  3476. changeFogOfWar(tiles, player, mode);
  3477. }
  3478. void CGameHandler::changeFogOfWar(const std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3479. {
  3480. if (tiles.empty())
  3481. return;
  3482. FoWChange fow;
  3483. fow.tiles = tiles;
  3484. fow.player = player;
  3485. fow.mode = mode;
  3486. if (mode == ETileVisibility::HIDDEN)
  3487. {
  3488. // do not hide tiles observed by owned objects. May lead to disastrous AI problems
  3489. // FIXME: this leads to a bug - shroud of darkness from Necropolis does can not override Skyship from Tower
  3490. std::unordered_set<int3> observedTiles;
  3491. const auto * p = gameInfo().getPlayerState(player);
  3492. for (const auto * obj : p->getOwnedObjects())
  3493. gameInfo().getTilesInRange(observedTiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::REVEALED, obj->getOwner());
  3494. for (auto tile : observedTiles)
  3495. vstd::erase_if_present (fow.tiles, tile);
  3496. }
  3497. if (!fow.tiles.empty())
  3498. sendAndApply(fow);
  3499. }
  3500. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3501. {
  3502. assert(obj);
  3503. for(const auto & query : queries->allQueries())
  3504. {
  3505. auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
  3506. if (visit && visit->visitedObject == obj->id)
  3507. return gameInfo().getHero(visit->visitingHero);
  3508. }
  3509. return nullptr;
  3510. }
  3511. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3512. {
  3513. assert(hero);
  3514. for(const auto & query : queries->allQueries())
  3515. {
  3516. auto visit = std::dynamic_pointer_cast<const VisitQuery>(query);
  3517. if (visit && visit->visitingHero == hero->id)
  3518. return gameInfo().getObjInstance(visit->visitedObject);
  3519. }
  3520. return nullptr;
  3521. }
  3522. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3523. {
  3524. assert(obj);
  3525. assert(hero);
  3526. assert(getVisitingHero(obj) == hero);
  3527. // Check top query of targeted player:
  3528. // If top query is NOT visit to targeted object then we assume that
  3529. // visitation query is covered by other query that must be answered first
  3530. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3531. if (auto visit = std::dynamic_pointer_cast<const VisitQuery>(topQuery))
  3532. return !(visit->visitedObject == obj->id && visit->visitingHero == hero->id);
  3533. return true;
  3534. }
  3535. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3536. {
  3537. SetObjectProperty sob;
  3538. sob.id = objid;
  3539. sob.what = prop;
  3540. sob.identifier = NumericID(value);
  3541. sendAndApply(sob);
  3542. }
  3543. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3544. {
  3545. SetObjectProperty sob;
  3546. sob.id = objid;
  3547. sob.what = prop;
  3548. sob.identifier = identifier;
  3549. sendAndApply(sob);
  3550. }
  3551. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
  3552. {
  3553. SetRewardableConfiguration srb;
  3554. srb.objectID = objid;
  3555. srb.configuration = configuration;
  3556. sendAndApply(srb);
  3557. }
  3558. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
  3559. {
  3560. SetRewardableConfiguration srb;
  3561. srb.objectID = townInstanceID;
  3562. srb.buildingID = buildingID;
  3563. srb.configuration = configuration;
  3564. sendAndApply(srb);
  3565. }
  3566. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3567. {
  3568. sendAndApply(*iw);
  3569. }
  3570. vstd::RNG & CGameHandler::getRandomGenerator()
  3571. {
  3572. return randomizer->getDefault();
  3573. }
  3574. //#if SCRIPTING_ENABLED
  3575. //scripting::Pool * CGameHandler::getGlobalContextPool() const
  3576. //{
  3577. // return serverScripts.get();
  3578. //}
  3579. //scripting::Pool * CGameHandler::getContextPool() const
  3580. //{
  3581. // return serverScripts.get();
  3582. //}
  3583. //#endif
  3584. std::shared_ptr<CGObjectInstance> CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
  3585. {
  3586. TerrainId terrainType = ETerrainId::NONE;
  3587. if (!gameState().isInTheMap(visitablePosition))
  3588. throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
  3589. const TerrainTile & t = gameState().getMap().getTile(visitablePosition);
  3590. terrainType = t.getTerrainID();
  3591. auto handler = LIBRARY->objtypeh->getHandlerFor(objectID, subID);
  3592. auto o = handler->create(&gameInfo(), nullptr);
  3593. handler->configureObject(o.get(), *randomizer);
  3594. assert(o->ID == objectID);
  3595. gs->getMap().generateUniqueInstanceName(o.get());
  3596. assert(!handler->getTemplates(terrainType).empty());
  3597. if (handler->getTemplates().empty())
  3598. throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
  3599. if (!handler->getTemplates(terrainType).empty())
  3600. o->appearance = handler->getTemplates(terrainType).front();
  3601. else
  3602. o->appearance = handler->getTemplates().front();
  3603. if (o->isVisitable())
  3604. o->setAnchorPos(visitablePosition + o->getVisitableOffset());
  3605. else
  3606. o->setAnchorPos(visitablePosition);
  3607. return o;
  3608. }
  3609. void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature, int unitSize)
  3610. {
  3611. auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
  3612. auto cre = std::dynamic_pointer_cast<CGCreature>(createdObject);
  3613. assert(cre);
  3614. cre->notGrowingTeam = cre->neverFlees = false;
  3615. cre->character = 2;
  3616. cre->gainedArtifact = ArtifactID::NONE;
  3617. cre->identifier = -1;
  3618. cre->temppower = static_cast<int64_t>(unitSize) * 1000;
  3619. cre->addToSlot(SlotID(0), std::make_unique<CStackInstance>(&gameInfo(), creature, unitSize));
  3620. newObject(createdObject, PlayerColor::NEUTRAL);
  3621. }
  3622. void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
  3623. {
  3624. auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
  3625. newObject(createdObject, initiator);
  3626. }
  3627. void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
  3628. {
  3629. auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
  3630. newObject(createdObject, initiator);
  3631. }
  3632. void CGameHandler::newObject(std::shared_ptr<CGObjectInstance> object, PlayerColor initiator)
  3633. {
  3634. object->initObj(*randomizer);
  3635. NewObject no;
  3636. no.newObject = object;
  3637. no.initiator = initiator;
  3638. sendAndApply(no);
  3639. }
  3640. void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
  3641. {
  3642. battles->startBattle(army1, army2, tile, hero1, hero2, layout, town);
  3643. }
  3644. void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2 )
  3645. {
  3646. battles->startBattle(army1, army2);
  3647. }
  3648. void CGameHandler::useChargedArtifactUsed(const ObjectInstanceID & heroObjectID, const SpellID & spellID)
  3649. {
  3650. const auto * hero = gameInfo().getHero(heroObjectID);
  3651. assert(hero);
  3652. assert(hero->canCastThisSpell(spellID.toSpell()));
  3653. if(vstd::contains(hero->getSpellsInSpellbook(), spellID))
  3654. return;
  3655. std::vector<std::pair<ArtifactPosition, ArtifactInstanceID>> chargedArts;
  3656. for(const auto & [slot, slotInfo] : hero->artifactsWorn)
  3657. {
  3658. const auto * artInst = slotInfo.getArt();
  3659. const auto * artType = artInst->getType();
  3660. if(artType->getDischargeCondition() == DischargeArtifactCondition::SPELLCAST)
  3661. {
  3662. chargedArts.emplace_back(slot, artInst->getId());
  3663. }
  3664. else
  3665. {
  3666. if(const auto bonuses = artInst->getBonusesOfType(BonusType::SPELL, spellID); !bonuses->empty())
  3667. return;
  3668. }
  3669. }
  3670. assert(!chargedArts.empty());
  3671. DischargeArtifact msg(chargedArts.front().second, 1);
  3672. msg.artLoc.emplace(hero->id, chargedArts.front().first);
  3673. sendAndApply(msg);
  3674. }