GameStatePackVisitor.cpp 48 KB

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  1. /*
  2. * GameStatePackVisitor.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 "GameStatePackVisitor.h"
  12. #include "CGameState.h"
  13. #include "TavernHeroesPool.h"
  14. #include "../CPlayerState.h"
  15. #include "../CStack.h"
  16. #include "../IGameSettings.h"
  17. #include "../campaign/CampaignState.h"
  18. #include "../entities/artifact/ArtifactUtils.h"
  19. #include "../entities/artifact/CArtifact.h"
  20. #include "../entities/artifact/CArtifactFittingSet.h"
  21. #include "../mapObjects/CGHeroInstance.h"
  22. #include "../mapObjects/CGMarket.h"
  23. #include "../mapObjects/CGTownInstance.h"
  24. #include "../mapObjects/CQuest.h"
  25. #include "../mapObjects/FlaggableMapObject.h"
  26. #include "../mapObjects/MiscObjects.h"
  27. #include "../mapObjects/TownBuildingInstance.h"
  28. #include "../mapping/CMap.h"
  29. #include "../networkPacks/StackLocation.h"
  30. VCMI_LIB_NAMESPACE_BEGIN
  31. void GameStatePackVisitor::visitSetResources(SetResources & pack)
  32. {
  33. assert(pack.player.isValidPlayer());
  34. if(pack.mode == ChangeValueMode::ABSOLUTE)
  35. gs.getPlayerState(pack.player)->resources = pack.res;
  36. else
  37. gs.getPlayerState(pack.player)->resources += pack.res;
  38. gs.getPlayerState(pack.player)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  39. //just ensure that player resources are not negative
  40. //server is responsible to check if player can afford deal
  41. //but events on server side are allowed to take more than player have
  42. gs.getPlayerState(pack.player)->resources.positive();
  43. }
  44. void GameStatePackVisitor::visitSetPrimarySkill(SetPrimarySkill & pack)
  45. {
  46. CGHeroInstance * hero = gs.getHero(pack.id);
  47. assert(hero);
  48. hero->setPrimarySkill(pack.which, pack.val, pack.mode);
  49. }
  50. void GameStatePackVisitor::visitSetHeroExperience(SetHeroExperience & pack)
  51. {
  52. CGHeroInstance * hero = gs.getHero(pack.id);
  53. assert(hero);
  54. hero->setExperience(pack.val, pack.mode);
  55. }
  56. void GameStatePackVisitor::visitGiveStackExperience(GiveStackExperience & pack)
  57. {
  58. auto * army = gs.getArmyInstance(pack.id);
  59. for (const auto & slot : pack.val)
  60. army->getStackPtr(slot.first)->giveAverageStackExperience(slot.second);
  61. army->nodeHasChanged();
  62. }
  63. void GameStatePackVisitor::visitSetSecSkill(SetSecSkill & pack)
  64. {
  65. CGHeroInstance *hero = gs.getHero(pack.id);
  66. hero->setSecSkillLevel(pack.which, pack.val, pack.mode);
  67. }
  68. void GameStatePackVisitor::visitSetCommanderProperty(SetCommanderProperty & pack)
  69. {
  70. const auto & commander = gs.getHero(pack.heroid)->getCommander();
  71. assert (commander);
  72. switch (pack.which)
  73. {
  74. case SetCommanderProperty::BONUS:
  75. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  76. break;
  77. case SetCommanderProperty::SPECIAL_SKILL:
  78. commander->accumulateBonus (std::make_shared<Bonus>(pack.accumulatedBonus));
  79. commander->specialSkills.insert (pack.additionalInfo);
  80. break;
  81. case SetCommanderProperty::SECONDARY_SKILL:
  82. commander->secondarySkills[pack.additionalInfo] = static_cast<ui8>(pack.amount);
  83. break;
  84. case SetCommanderProperty::ALIVE:
  85. if (pack.amount)
  86. commander->setAlive(true);
  87. else
  88. commander->setAlive(false);
  89. break;
  90. case SetCommanderProperty::EXPERIENCE:
  91. commander->giveTotalStackExperience(pack.amount);
  92. commander->nodeHasChanged();
  93. break;
  94. }
  95. }
  96. void GameStatePackVisitor::visitAddQuest(AddQuest & pack)
  97. {
  98. assert(vstd::contains(gs.players, pack.player));
  99. auto * vec = &gs.players.at(pack.player).quests;
  100. if (!vstd::contains(*vec, pack.quest))
  101. vec->push_back(pack.quest);
  102. else
  103. logNetwork->warn("Warning! Attempt to add duplicated quest");
  104. }
  105. void GameStatePackVisitor::visitChangeFormation(ChangeFormation & pack)
  106. {
  107. gs.getHero(pack.hid)->setFormation(pack.formation);
  108. }
  109. void GameStatePackVisitor::visitChangeTownName(ChangeTownName & pack)
  110. {
  111. gs.getTown(pack.tid)->setCustomName(pack.name);
  112. }
  113. void GameStatePackVisitor::visitHeroVisitCastle(HeroVisitCastle & pack)
  114. {
  115. CGHeroInstance *h = gs.getHero(pack.hid);
  116. CGTownInstance *t = gs.getTown(pack.tid);
  117. assert(h);
  118. assert(t);
  119. if(pack.start())
  120. t->setVisitingHero(h);
  121. else
  122. t->setVisitingHero(nullptr);
  123. }
  124. void GameStatePackVisitor::visitChangeSpells(ChangeSpells & pack)
  125. {
  126. CGHeroInstance *hero = gs.getHero(pack.hid);
  127. if(pack.learn)
  128. for(const auto & sid : pack.spells)
  129. hero->addSpellToSpellbook(sid);
  130. else
  131. for(const auto & sid : pack.spells)
  132. hero->removeSpellFromSpellbook(sid);
  133. }
  134. void GameStatePackVisitor::visitSetResearchedSpells(SetResearchedSpells & pack)
  135. {
  136. CGTownInstance *town = gs.getTown(pack.tid);
  137. town->spells[pack.level] = pack.spells;
  138. town->spellResearchCounterDay++;
  139. if(pack.accepted)
  140. town->spellResearchAcceptedCounter++;
  141. }
  142. void GameStatePackVisitor::visitSetMana(SetMana & pack)
  143. {
  144. CGHeroInstance * hero = gs.getHero(pack.hid);
  145. assert(hero);
  146. if(pack.mode == ChangeValueMode::ABSOLUTE)
  147. hero->mana = pack.val;
  148. else
  149. hero->mana += pack.val;
  150. vstd::amax(hero->mana, 0); //not less than 0
  151. }
  152. void GameStatePackVisitor::visitSetMovePoints(SetMovePoints & pack)
  153. {
  154. CGHeroInstance *hero = gs.getHero(pack.hid);
  155. assert(hero);
  156. hero->setMovementPoints(pack.val);
  157. }
  158. void GameStatePackVisitor::visitFoWChange(FoWChange & pack)
  159. {
  160. TeamState * team = gs.getPlayerTeam(pack.player);
  161. auto & fogOfWarMap = team->fogOfWarMap;
  162. for(const int3 & t : pack.tiles)
  163. fogOfWarMap[t.z][t.x][t.y] = pack.mode != ETileVisibility::HIDDEN;
  164. if (pack.mode == ETileVisibility::HIDDEN) //do not hide too much
  165. {
  166. FowTilesType tilesRevealed;
  167. for (auto & o : gs.getMap().getObjects())
  168. {
  169. if (o->asOwnable())
  170. {
  171. if(vstd::contains(team->players, o->getOwner())) //check owned observators
  172. gs.getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
  173. }
  174. }
  175. for(const int3 & t : tilesRevealed) //probably not the most optimal solution ever
  176. fogOfWarMap[t.z][t.x][t.y] = 1;
  177. }
  178. }
  179. void GameStatePackVisitor::visitSetAvailableHero(SetAvailableHero & pack)
  180. {
  181. gs.heroesPool->setHeroForPlayer(pack.player, pack.slotID, pack.hid, pack.army, pack.roleID, pack.replenishPoints);
  182. }
  183. void GameStatePackVisitor::visitGiveBonus(GiveBonus & pack)
  184. {
  185. CBonusSystemNode *cbsn = nullptr;
  186. switch(pack.who)
  187. {
  188. case GiveBonus::ETarget::OBJECT:
  189. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.id.as<ObjectInstanceID>()));
  190. break;
  191. case GiveBonus::ETarget::HERO_COMMANDER:
  192. cbsn = gs.getHero(pack.id.as<ObjectInstanceID>())->getCommander();
  193. break;
  194. case GiveBonus::ETarget::PLAYER:
  195. cbsn = gs.getPlayerState(pack.id.as<PlayerColor>());
  196. break;
  197. case GiveBonus::ETarget::BATTLE:
  198. assert(Bonus::OneBattle(&pack.bonus));
  199. cbsn = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.id.as<BattleID>()));
  200. break;
  201. }
  202. assert(cbsn);
  203. if(Bonus::OneWeek(&pack.bonus))
  204. pack.bonus.turnsRemain = 8 - gs.getDate(Date::DAY_OF_WEEK); // set correct number of days before adding bonus
  205. auto b = std::make_shared<Bonus>(pack.bonus);
  206. cbsn->addNewBonus(b);
  207. }
  208. void GameStatePackVisitor::visitChangeObjPos(ChangeObjPos & pack)
  209. {
  210. CGObjectInstance *obj = gs.getObjInstance(pack.objid);
  211. if(!obj)
  212. {
  213. logNetwork->error("Wrong ChangeObjPos: object %d doesn't exist!", pack.objid.getNum());
  214. return;
  215. }
  216. gs.getMap().moveObject(pack.objid, pack.nPos + obj->getVisitableOffset());
  217. }
  218. void GameStatePackVisitor::visitChangeObjectVisitors(ChangeObjectVisitors & pack)
  219. {
  220. auto objectPtr = gs.getObjInstance(pack.object);
  221. switch (pack.mode)
  222. {
  223. case ChangeObjectVisitors::VISITOR_ADD_HERO:
  224. gs.getHero(pack.hero)->visitedObjects.insert(pack.object);
  225. [[fallthrough]];
  226. case ChangeObjectVisitors::VISITOR_ADD_PLAYER:
  227. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  228. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjects.insert(pack.object);
  229. gs.getPlayerState(gs.getHero(pack.hero)->tempOwner)->visitedObjectsGlobal.insert({objectPtr->ID, objectPtr->subID});
  230. break;
  231. case ChangeObjectVisitors::VISITOR_CLEAR:
  232. // remove visit info from all heroes, including those that are not present on map
  233. for (auto heroID : gs.getMap().getHeroesOnMap())
  234. gs.getHero(heroID)->visitedObjects.erase(pack.object);
  235. for (auto heroID : gs.getMap().getHeroesInPool())
  236. gs.getMap().tryGetFromHeroPool(heroID)->visitedObjects.erase(pack.object);
  237. for(auto &elem : gs.players)
  238. elem.second.visitedObjects.erase(pack.object);
  239. for(auto &elem : gs.teams)
  240. elem.second.scoutedObjects.erase(pack.object);
  241. break;
  242. case ChangeObjectVisitors::VISITOR_SCOUTED:
  243. gs.getPlayerTeam(gs.getHero(pack.hero)->tempOwner)->scoutedObjects.insert(pack.object);
  244. break;
  245. }
  246. }
  247. void GameStatePackVisitor::visitChangeArtifactsCostume(ChangeArtifactsCostume & pack)
  248. {
  249. auto & allCostumes = gs.getPlayerState(pack.player)->costumesArtifacts;
  250. if(const auto & costume = allCostumes.find(pack.costumeIdx); costume != allCostumes.end())
  251. costume->second = pack.costumeSet;
  252. else
  253. allCostumes.try_emplace(pack.costumeIdx, pack.costumeSet);
  254. }
  255. void GameStatePackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack)
  256. {
  257. PlayerState *p = gs.getPlayerState(pack.player);
  258. if(pack.victoryLossCheckResult.victory())
  259. {
  260. p->status = EPlayerStatus::WINNER;
  261. // TODO: Campaign-specific code might as well go somewhere else
  262. // keep all heroes from the winning player
  263. if(p->human && gs.getStartInfo()->campState)
  264. {
  265. std::vector<CGHeroInstance *> crossoverHeroes;
  266. for (auto hero : p->getHeroes())
  267. if (hero->tempOwner == pack.player)
  268. crossoverHeroes.push_back(hero);
  269. gs.getStartInfo()->campState->setCurrentMapAsConquered(crossoverHeroes);
  270. }
  271. }
  272. else
  273. {
  274. p->status = EPlayerStatus::LOSER;
  275. }
  276. // defeated player may be making turn right now
  277. gs.actingPlayers.erase(pack.player);
  278. }
  279. void GameStatePackVisitor::visitRemoveBonus(RemoveBonus & pack)
  280. {
  281. CBonusSystemNode *node = nullptr;
  282. switch(pack.who)
  283. {
  284. case GiveBonus::ETarget::OBJECT:
  285. node = dynamic_cast<CBonusSystemNode*>(gs.getObjInstance(pack.whoID.as<ObjectInstanceID>()));
  286. break;
  287. case GiveBonus::ETarget::PLAYER:
  288. node = gs.getPlayerState(pack.whoID.as<PlayerColor>());
  289. break;
  290. case GiveBonus::ETarget::BATTLE:
  291. assert(Bonus::OneBattle(&pack.bonus));
  292. node = dynamic_cast<CBonusSystemNode*>(gs.getBattle(pack.whoID.as<BattleID>()));
  293. break;
  294. }
  295. BonusList &bonuses = node->getExportedBonusList();
  296. for(const auto & b : bonuses)
  297. {
  298. if(b->source == pack.source && b->sid == pack.id)
  299. {
  300. pack.bonus = *b; //backup bonus (to show to interfaces later)
  301. node->removeBonus(b);
  302. break;
  303. }
  304. }
  305. }
  306. void GameStatePackVisitor::visitRemoveObject(RemoveObject & pack)
  307. {
  308. CGObjectInstance *obj = gs.getObjInstance(pack.objectID);
  309. logGlobal->debug("removing object id=%d; address=%x; name=%s", pack.objectID, (intptr_t)obj, obj->getObjectName());
  310. if (pack.initiator.isValidPlayer())
  311. gs.getPlayerState(pack.initiator)->destroyedObjects.insert(pack.objectID);
  312. if(obj->getOwner().isValidPlayer())
  313. gs.getPlayerState(obj->getOwner())->removeOwnedObject(obj); //object removed via map event or hero got beaten
  314. if(obj->ID == Obj::HERO) //remove beaten hero
  315. {
  316. auto beatenHero = dynamic_cast<CGHeroInstance*>(obj);
  317. assert(beatenHero);
  318. vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
  319. {
  320. return asi.getArt()->getTypeId() == ArtifactID::GRAIL;
  321. });
  322. if(beatenHero->getVisitedTown())
  323. {
  324. if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
  325. beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
  326. else
  327. beatenHero->getVisitedTown()->setVisitingHero(nullptr);
  328. beatenHero->setVisitedTown(nullptr, false);
  329. }
  330. //If hero on Boat is removed, the Boat disappears
  331. if(beatenHero->inBoat())
  332. {
  333. auto boat = beatenHero->getBoat();
  334. beatenHero->setBoat(nullptr);
  335. gs.getMap().eraseObject(boat->id);
  336. }
  337. beatenHero->detachFromBonusSystem(gs);
  338. beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
  339. auto beatenObject = gs.getMap().eraseObject(obj->id);
  340. //return hero to the pool, so he may reappear in tavern
  341. gs.heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
  342. gs.getMap().addToHeroPool(std::dynamic_pointer_cast<CGHeroInstance>(beatenObject));
  343. return;
  344. }
  345. if(obj->ID == Obj::TOWN)
  346. {
  347. auto * town = dynamic_cast<CGTownInstance *>(obj);
  348. town->setVisitingHero(nullptr);
  349. if (town->getGarrisonHero())
  350. {
  351. gs.getMap().showObject(gs.getHero(town->getGarrisonHero()->id));
  352. town->setGarrisonedHero(nullptr);
  353. }
  354. }
  355. const auto * quest = dynamic_cast<const IQuestObject *>(obj);
  356. if (quest)
  357. {
  358. for (auto &player : gs.players)
  359. {
  360. vstd::erase_if(player.second.quests, [obj](const QuestInfo & q){
  361. return q.obj == obj->id;
  362. });
  363. }
  364. }
  365. obj->detachFromBonusSystem(gs);
  366. gs.getMap().eraseObject(pack.objectID);
  367. gs.getMap().calculateGuardingGreaturePositions();//FIXME: excessive, update only affected tiles
  368. }
  369. static int getDir(const int3 & src, const int3 & dst)
  370. {
  371. int ret = -1;
  372. if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
  373. {
  374. ret = 1;
  375. }
  376. else if(dst.x == src.x && dst.y+1 == src.y) //t
  377. {
  378. ret = 2;
  379. }
  380. else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
  381. {
  382. ret = 3;
  383. }
  384. else if(dst.x-1 == src.x && dst.y == src.y) //r
  385. {
  386. ret = 4;
  387. }
  388. else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
  389. {
  390. ret = 5;
  391. }
  392. else if(dst.x == src.x && dst.y-1 == src.y) //b
  393. {
  394. ret = 6;
  395. }
  396. else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
  397. {
  398. ret = 7;
  399. }
  400. else if(dst.x+1 == src.x && dst.y == src.y) //l
  401. {
  402. ret = 8;
  403. }
  404. return ret;
  405. }
  406. void GameStatePackVisitor::visitTryMoveHero(TryMoveHero & pack)
  407. {
  408. CGHeroInstance *h = gs.getHero(pack.id);
  409. if (!h)
  410. {
  411. logGlobal->error("Attempt ot move unavailable hero %d", pack.id.getNum());
  412. return;
  413. }
  414. const TerrainTile & fromTile = gs.getMap().getTile(h->convertToVisitablePos(pack.start));
  415. const TerrainTile & destTile = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  416. h->setMovementPoints(pack.movePoints);
  417. if((pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::BLOCKING_VISIT || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK) && pack.start != pack.end)
  418. {
  419. auto dir = getDir(pack.start, pack.end);
  420. if(dir > 0 && dir <= 8)
  421. h->moveDir = dir;
  422. //else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
  423. }
  424. if(pack.result == TryMoveHero::EMBARK) //hero enters boat at destination tile
  425. {
  426. const TerrainTile &tt = gs.getMap().getTile(h->convertToVisitablePos(pack.end));
  427. ObjectInstanceID topObjectID = tt.visitableObjects.back();
  428. CGObjectInstance * topObject = gs.getObjInstance(topObjectID);
  429. assert(tt.visitableObjects.size() >= 1 && topObject->ID == Obj::BOAT); //the only visitable object at destination is Boat
  430. auto * boat = dynamic_cast<CGBoat *>(topObject);
  431. assert(boat);
  432. gs.getMap().hideObject(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
  433. h->setBoat(boat);
  434. }
  435. else if(pack.result == TryMoveHero::DISEMBARK) //hero leaves boat to destination tile
  436. {
  437. auto * b = h->getBoat();
  438. b->direction = h->moveDir;
  439. b->pos = pack.start;
  440. gs.getMap().showObject(b);
  441. h->setBoat(nullptr);
  442. }
  443. if(pack.start != pack.end && (pack.result == TryMoveHero::SUCCESS || pack.result == TryMoveHero::TELEPORTATION || pack.result == TryMoveHero::EMBARK || pack.result == TryMoveHero::DISEMBARK))
  444. {
  445. gs.getMap().hideObject(h);
  446. h->setAnchorPos(pack.end);
  447. if(auto * b = h->getBoat())
  448. b->setAnchorPos(pack.end);
  449. gs.getMap().showObject(h);
  450. }
  451. auto & fogOfWarMap = gs.getPlayerTeam(h->getOwner())->fogOfWarMap;
  452. for(const int3 & t : pack.fowRevealed)
  453. fogOfWarMap[t.z][t.x][t.y] = 1;
  454. if (fromTile.getTerrainID() != destTile.getTerrainID())
  455. h->nodeHasChanged(); // update bonuses with terrain limiter
  456. }
  457. void GameStatePackVisitor::visitNewStructures(NewStructures & pack)
  458. {
  459. CGTownInstance *t = gs.getTown(pack.tid);
  460. for(const auto & id : pack.bid)
  461. {
  462. assert(t->getTown()->buildings.at(id) != nullptr);
  463. t->addBuilding(id);
  464. }
  465. t->updateAppearance();
  466. t->built = pack.built;
  467. t->recreateBuildingsBonuses();
  468. }
  469. void GameStatePackVisitor::visitRazeStructures(RazeStructures & pack)
  470. {
  471. CGTownInstance *t = gs.getTown(pack.tid);
  472. for(const auto & id : pack.bid)
  473. {
  474. t->removeBuilding(id);
  475. t->updateAppearance();
  476. }
  477. t->destroyed = pack.destroyed; //yeaha
  478. t->recreateBuildingsBonuses();
  479. }
  480. void GameStatePackVisitor::visitSetAvailableCreatures(SetAvailableCreatures & pack)
  481. {
  482. auto * dw = dynamic_cast<CGDwelling *>(gs.getObjInstance(pack.tid));
  483. assert(dw);
  484. dw->creatures = pack.creatures;
  485. }
  486. void GameStatePackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack)
  487. {
  488. CGTownInstance *t = gs.getTown(pack.tid);
  489. CGHeroInstance * v = gs.getHero(pack.visiting);
  490. CGHeroInstance * g = gs.getHero(pack.garrison);
  491. bool newVisitorComesFromGarrison = v && v == t->getGarrisonHero();
  492. bool newGarrisonComesFromVisiting = g && g == t->getVisitingHero();
  493. if(newVisitorComesFromGarrison)
  494. t->setGarrisonedHero(nullptr);
  495. if(newGarrisonComesFromVisiting)
  496. t->setVisitingHero(nullptr);
  497. if(!newGarrisonComesFromVisiting || v)
  498. t->setVisitingHero(v);
  499. if(!newVisitorComesFromGarrison || g)
  500. t->setGarrisonedHero(g);
  501. if(v)
  502. gs.getMap().showObject(v);
  503. if(g)
  504. gs.getMap().hideObject(g);
  505. }
  506. void GameStatePackVisitor::visitHeroRecruited(HeroRecruited & pack)
  507. {
  508. auto h = gs.heroesPool->takeHeroFromPool(pack.hid);
  509. CGTownInstance *t = gs.getTown(pack.tid);
  510. PlayerState *p = gs.getPlayerState(pack.player);
  511. if (pack.boatId.hasValue())
  512. {
  513. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  514. auto * boat = dynamic_cast<CGBoat *>(obj);
  515. if (boat)
  516. {
  517. gs.getMap().hideObject(boat);
  518. h->setBoat(boat);
  519. }
  520. }
  521. h->setOwner(pack.player);
  522. h->pos = pack.tile;
  523. h->updateAppearance();
  524. assert(h->id.hasValue());
  525. gs.getMap().addNewObject(h);
  526. p->addOwnedObject(h.get());
  527. h->attachToBonusSystem(gs);
  528. if(t)
  529. t->setVisitingHero(h.get());
  530. }
  531. void GameStatePackVisitor::visitGiveHero(GiveHero & pack)
  532. {
  533. CGHeroInstance *h = gs.getHero(pack.id);
  534. if (pack.boatId.hasValue())
  535. {
  536. CGObjectInstance *obj = gs.getObjInstance(pack.boatId);
  537. auto * boat = dynamic_cast<CGBoat *>(obj);
  538. if (boat)
  539. {
  540. gs.getMap().hideObject(boat);
  541. h->setBoat(boat);
  542. }
  543. }
  544. //bonus system
  545. h->detachFrom(gs.globalEffects);
  546. h->attachTo(*gs.getPlayerState(pack.player));
  547. auto oldVisitablePos = h->visitablePos();
  548. gs.getMap().hideObject(h);
  549. h->updateAppearance();
  550. h->setOwner(pack.player);
  551. h->setMovementPoints(h->movementPointsLimit(true));
  552. h->setAnchorPos(h->convertFromVisitablePos(oldVisitablePos));
  553. gs.getMap().heroAddedToMap(h);
  554. gs.getPlayerState(h->getOwner())->addOwnedObject(h);
  555. gs.getMap().showObject(h);
  556. h->setVisitedTown(nullptr, false);
  557. }
  558. void GameStatePackVisitor::visitNewObject(NewObject & pack)
  559. {
  560. gs.getMap().addNewObject(pack.newObject);
  561. gs.getMap().calculateGuardingGreaturePositions();
  562. // attach newly spawned wandering monster to global bonus system node
  563. auto newArmy = std::dynamic_pointer_cast<CArmedInstance>(pack.newObject);
  564. if (newArmy)
  565. newArmy->attachToBonusSystem(gs);
  566. logGlobal->debug("Added object id=%d; name=%s", pack.newObject->id, pack.newObject->getObjectName());
  567. }
  568. void GameStatePackVisitor::visitNewArtifact(NewArtifact & pack)
  569. {
  570. auto art = gs.createArtifact(pack.artId, pack.spellId);
  571. PutArtifact pa(art->getId(), ArtifactLocation(pack.artHolder, pack.pos), false);
  572. pa.visit(*this);
  573. }
  574. void GameStatePackVisitor::visitChangeStackCount(ChangeStackCount & pack)
  575. {
  576. auto * srcObj = gs.getArmyInstance(pack.army);
  577. if(!srcObj)
  578. throw std::runtime_error("ChangeStackCount: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  579. if(pack.mode == ChangeValueMode::ABSOLUTE)
  580. srcObj->setStackCount(pack.slot, pack.count);
  581. else
  582. srcObj->changeStackCount(pack.slot, pack.count);
  583. }
  584. void GameStatePackVisitor::visitSetStackType(SetStackType & pack)
  585. {
  586. auto * srcObj = gs.getArmyInstance(pack.army);
  587. if(!srcObj)
  588. throw std::runtime_error("SetStackType: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  589. srcObj->setStackType(pack.slot, pack.type);
  590. }
  591. void GameStatePackVisitor::visitEraseStack(EraseStack & pack)
  592. {
  593. auto * srcObj = gs.getArmyInstance(pack.army);
  594. if(!srcObj)
  595. throw std::runtime_error("EraseStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  596. srcObj->eraseStack(pack.slot);
  597. }
  598. void GameStatePackVisitor::visitSwapStacks(SwapStacks & pack)
  599. {
  600. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  601. if(!srcObj)
  602. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  603. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  604. if(!dstObj)
  605. throw std::runtime_error("SwapStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  606. auto s1 = srcObj->detachStack(pack.srcSlot);
  607. auto s2 = dstObj->detachStack(pack.dstSlot);
  608. srcObj->putStack(pack.srcSlot, std::move(s2));
  609. dstObj->putStack(pack.dstSlot, std::move(s1));
  610. }
  611. void GameStatePackVisitor::visitInsertNewStack(InsertNewStack & pack)
  612. {
  613. if(auto * obj = gs.getArmyInstance(pack.army))
  614. obj->putStack(pack.slot, std::make_unique<CStackInstance>(&gs, pack.type, pack.count));
  615. else
  616. throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(pack.army.getNum()) + ", possible game state corruption.");
  617. }
  618. void GameStatePackVisitor::visitRebalanceStacks(RebalanceStacks & pack)
  619. {
  620. auto * srcObj = gs.getArmyInstance(pack.srcArmy);
  621. if(!srcObj)
  622. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.srcArmy.getNum()) + ", possible game state corruption.");
  623. auto * dstObj = gs.getArmyInstance(pack.dstArmy);
  624. if(!dstObj)
  625. throw std::runtime_error("RebalanceStacks: invalid army object " + std::to_string(pack.dstArmy.getNum()) + ", possible game state corruption.");
  626. StackLocation src(srcObj->id, pack.srcSlot);
  627. StackLocation dst(dstObj->id, pack.dstSlot);
  628. [[maybe_unused]] const CCreature * srcType = srcObj->getCreature(src.slot);
  629. const CCreature * dstType = dstObj->getCreature(dst.slot);
  630. TQuantity srcCount = srcObj->getStackCount(src.slot);
  631. if(srcCount == pack.count) //moving whole stack
  632. {
  633. if(dstType) //stack at dest -> merge
  634. {
  635. assert(dstType == srcType);
  636. const auto srcHero = dynamic_cast<CGHeroInstance*>(srcObj);
  637. const auto dstHero = dynamic_cast<CGHeroInstance*>(dstObj);
  638. auto srcStack = const_cast<CStackInstance*>(srcObj->getStackPtr(src.slot));
  639. auto dstStack = const_cast<CStackInstance*>(dstObj->getStackPtr(dst.slot));
  640. if(srcStack->getArt(ArtifactPosition::CREATURE_SLOT))
  641. {
  642. if(auto dstArt = dstStack->getArt(ArtifactPosition::CREATURE_SLOT))
  643. {
  644. bool artifactIsLost = true;
  645. if(srcHero)
  646. {
  647. auto dstSlot = ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId());
  648. if (dstSlot != ArtifactPosition::PRE_FIRST)
  649. {
  650. gs.getMap().moveArtifactInstance(*dstStack, ArtifactPosition::CREATURE_SLOT, *srcHero, dstSlot);
  651. artifactIsLost = false;
  652. }
  653. }
  654. if (artifactIsLost)
  655. {
  656. BulkEraseArtifacts ea;
  657. ea.artHolder = dstHero->id;
  658. ea.posPack.emplace_back(ArtifactPosition::CREATURE_SLOT);
  659. ea.creature = dst.slot;
  660. ea.visit(*this);
  661. logNetwork->warn("Cannot move artifact! No free slots");
  662. }
  663. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  664. //TODO: choose from dialog
  665. }
  666. else //just move to the other slot before stack gets erased
  667. {
  668. gs.getMap().moveArtifactInstance(*srcStack, ArtifactPosition::CREATURE_SLOT, *dstStack, ArtifactPosition::CREATURE_SLOT);
  669. }
  670. }
  671. auto movedStack = srcObj->detachStack(src.slot);
  672. dstObj->joinStack(dst.slot, std::move(movedStack));
  673. }
  674. else
  675. {
  676. auto movedStack = srcObj->detachStack(src.slot);
  677. dstObj->putStack(dst.slot, std::move(movedStack));
  678. }
  679. }
  680. else
  681. {
  682. auto movedStack = srcObj->splitStack(src.slot, pack.count);
  683. if(dstType) //stack at dest -> rebalance
  684. {
  685. assert(dstType == srcType);
  686. dstObj->joinStack(dst.slot, std::move(movedStack));
  687. }
  688. else //move new stack to an empty slot
  689. {
  690. dstObj->putStack(dst.slot, std::move(movedStack));
  691. }
  692. }
  693. srcObj->nodeHasChanged();
  694. if (srcObj != dstObj)
  695. dstObj->nodeHasChanged();
  696. }
  697. void GameStatePackVisitor::visitBulkRebalanceStacks(BulkRebalanceStacks & pack)
  698. {
  699. for(auto & move : pack.moves)
  700. move.visit(*this);
  701. }
  702. void GameStatePackVisitor::visitGrowUpArtifact(GrowUpArtifact & pack)
  703. {
  704. auto artInst = gs.getArtInstance(pack.id);
  705. assert(artInst);
  706. artInst->growingUp();
  707. }
  708. void GameStatePackVisitor::visitPutArtifact(PutArtifact & pack)
  709. {
  710. auto art = gs.getArtInstance(pack.id);
  711. assert(!art->getParentNodes().empty());
  712. auto hero = gs.getHero(pack.al.artHolder);
  713. assert(hero);
  714. assert(art && art->canBePutAt(hero, pack.al.slot));
  715. assert(ArtifactUtils::checkIfSlotValid(*hero, pack.al.slot));
  716. gs.getMap().putArtifactInstance(*hero, art->getId(), pack.al.slot);
  717. }
  718. void GameStatePackVisitor::visitBulkEraseArtifacts(BulkEraseArtifacts & pack)
  719. {
  720. const auto artSet = gs.getArtSet(pack.artHolder);
  721. assert(artSet);
  722. std::sort(pack.posPack.begin(), pack.posPack.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  723. {
  724. return slot0.num > slot1.num;
  725. });
  726. for(const auto & slot : pack.posPack)
  727. {
  728. const auto slotInfo = artSet->getSlot(slot);
  729. const ArtifactInstanceID artifactID = slotInfo->artifactID;
  730. const CArtifactInstance * artifact = gs.getArtInstance(artifactID);
  731. if(slotInfo->locked)
  732. {
  733. logGlobal->debug("Erasing locked artifact: %s", artifact->getType()->getNameTranslated());
  734. DisassembledArtifact dis;
  735. dis.al.artHolder = pack.artHolder;
  736. for(auto & slotInfoWorn : artSet->artifactsWorn)
  737. {
  738. auto art = slotInfoWorn.second.getArt();
  739. if(art->isCombined() && art->isPart(artifact))
  740. {
  741. dis.al.slot = artSet->getArtPos(art);
  742. break;
  743. }
  744. }
  745. assert((dis.al.slot != ArtifactPosition::PRE_FIRST) && "Failed to determine the assembly this locked artifact belongs to");
  746. logGlobal->debug("Found the corresponding assembly: %s", artSet->getArt(dis.al.slot)->getType()->getNameTranslated());
  747. dis.visit(*this);
  748. }
  749. else
  750. {
  751. logGlobal->debug("Erasing artifact %s", artifact->getType()->getNameTranslated());
  752. }
  753. gs.getMap().removeArtifactInstance(*artSet, slot);
  754. }
  755. }
  756. void GameStatePackVisitor::visitBulkMoveArtifacts(BulkMoveArtifacts & pack)
  757. {
  758. const auto bulkArtsRemove = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & artSet)
  759. {
  760. std::vector<ArtifactPosition> packToRemove;
  761. for(const auto & slotsPair : artsPack)
  762. packToRemove.push_back(slotsPair.srcPos);
  763. std::sort(packToRemove.begin(), packToRemove.end(), [](const ArtifactPosition & slot0, const ArtifactPosition & slot1) -> bool
  764. {
  765. return slot0.num > slot1.num;
  766. });
  767. for(const auto & slot : packToRemove)
  768. gs.getMap().removeArtifactInstance(artSet, slot);
  769. };
  770. const auto bulkArtsPut = [this](std::vector<MoveArtifactInfo> & artsPack, CArtifactSet & initArtSet, CArtifactSet & dstArtSet)
  771. {
  772. for(const auto & slotsPair : artsPack)
  773. {
  774. auto * art = initArtSet.getArt(slotsPair.srcPos);
  775. assert(art);
  776. gs.getMap().putArtifactInstance(dstArtSet, art->getId(), slotsPair.dstPos);
  777. }
  778. };
  779. auto * leftSet = gs.getArtSet(ArtifactLocation(pack.srcArtHolder, pack.srcCreature));
  780. assert(leftSet);
  781. auto * rightSet = gs.getArtSet(ArtifactLocation(pack.dstArtHolder, pack.dstCreature));
  782. assert(rightSet);
  783. CArtifactFittingSet artInitialSetLeft(*leftSet);
  784. bulkArtsRemove(pack.artsPack0, *leftSet);
  785. if(!pack.artsPack1.empty())
  786. {
  787. CArtifactFittingSet artInitialSetRight(*rightSet);
  788. bulkArtsRemove(pack.artsPack1, *rightSet);
  789. bulkArtsPut(pack.artsPack1, artInitialSetRight, *leftSet);
  790. }
  791. bulkArtsPut(pack.artsPack0, artInitialSetLeft, *rightSet);
  792. }
  793. void GameStatePackVisitor::visitDischargeArtifact(DischargeArtifact & pack)
  794. {
  795. auto artInst = gs.getArtInstance(pack.id);
  796. assert(artInst);
  797. artInst->discharge(pack.charges);
  798. if(artInst->getType()->getRemoveOnDepletion() && artInst->getCharges() == 0 && pack.artLoc.has_value())
  799. {
  800. BulkEraseArtifacts ePack;
  801. ePack.artHolder = pack.artLoc.value().artHolder;
  802. ePack.creature = pack.artLoc.value().creature;
  803. ePack.posPack.push_back(pack.artLoc.value().slot);
  804. ePack.visit(*this);
  805. }
  806. // Workaround to inform hero bonus node about changes. Obviously this has to be done somehow differently.
  807. if(pack.artLoc.has_value())
  808. gs.getHero(pack.artLoc.value().artHolder)->nodeHasChanged();
  809. }
  810. void GameStatePackVisitor::visitAssembledArtifact(AssembledArtifact & pack)
  811. {
  812. auto artSet = gs.getArtSet(pack.al.artHolder);
  813. assert(artSet);
  814. const auto transformedArt = artSet->getArt(pack.al.slot);
  815. assert(transformedArt);
  816. const auto builtArt = pack.artId.toArtifact();
  817. assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
  818. {
  819. return art->getId() == builtArt->getId();
  820. }));
  821. auto * combinedArt = gs.getMap().createArtifactComponent(pack.artId);
  822. // Find slots for all involved artifacts
  823. std::set<ArtifactPosition, std::greater<>> slotsInvolved = { pack.al.slot };
  824. CArtifactFittingSet fittingSet(*artSet);
  825. auto parts = builtArt->getConstituents();
  826. parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
  827. for(const auto constituent : parts)
  828. {
  829. const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
  830. fittingSet.lockSlot(slot);
  831. assert(slot != ArtifactPosition::PRE_FIRST);
  832. slotsInvolved.insert(slot);
  833. }
  834. // Find a slot for combined artifact
  835. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
  836. {
  837. pack.al.slot = ArtifactPosition::BACKPACK_START;
  838. }
  839. else if(ArtifactUtils::isSlotBackpack(pack.al.slot))
  840. {
  841. for(const auto & slot : slotsInvolved)
  842. if(ArtifactUtils::isSlotBackpack(slot))
  843. pack.al.slot = slot;
  844. }
  845. else
  846. {
  847. for(const auto & slot : slotsInvolved)
  848. if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), pack.al.slot)
  849. && vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
  850. {
  851. pack.al.slot = slot;
  852. break;
  853. }
  854. }
  855. // Delete parts from hero
  856. for(const auto & slot : slotsInvolved)
  857. {
  858. const auto constituentInstance = artSet->getArt(slot);
  859. gs.getMap().removeArtifactInstance(*artSet, slot);
  860. if(!combinedArt->getType()->isFused())
  861. {
  862. if(ArtifactUtils::isSlotEquipment(pack.al.slot) && slot != pack.al.slot)
  863. combinedArt->addPart(constituentInstance, slot);
  864. else
  865. combinedArt->addPart(constituentInstance, ArtifactPosition::PRE_FIRST);
  866. }
  867. }
  868. // Put new combined artifacts
  869. gs.getMap().putArtifactInstance(*artSet, combinedArt->getId(), pack.al.slot);
  870. }
  871. void GameStatePackVisitor::visitDisassembledArtifact(DisassembledArtifact & pack)
  872. {
  873. auto hero = gs.getHero(pack.al.artHolder);
  874. assert(hero);
  875. auto disassembledArtID = hero->getArtID(pack.al.slot);
  876. auto disassembledArt = gs.getArtInstance(disassembledArtID);
  877. assert(disassembledArt);
  878. const auto parts = disassembledArt->getPartsInfo();
  879. gs.getMap().removeArtifactInstance(*hero, pack.al.slot);
  880. for(auto & part : parts)
  881. {
  882. // ArtifactPosition::PRE_FIRST is value of main part slot -> it'll replace combined artifact in its pos
  883. auto slot = (ArtifactUtils::isSlotEquipment(part.slot) ? part.slot : pack.al.slot);
  884. disassembledArt->detachFromSource(*part.getArtifact());
  885. gs.getMap().putArtifactInstance(*hero, part.getArtifact()->getId(), slot);
  886. }
  887. gs.getMap().eraseArtifactInstance(disassembledArt->getId());
  888. }
  889. void GameStatePackVisitor::visitHeroVisit(HeroVisit & pack)
  890. {
  891. }
  892. void GameStatePackVisitor::visitSetAvailableArtifacts(SetAvailableArtifacts & pack)
  893. {
  894. if(pack.id != ObjectInstanceID::NONE)
  895. {
  896. if(auto * bm = dynamic_cast<CGBlackMarket *>(gs.getObjInstance(pack.id)))
  897. {
  898. bm->artifacts = pack.arts;
  899. }
  900. else
  901. {
  902. logNetwork->error("Wrong black market id!");
  903. }
  904. }
  905. else
  906. {
  907. gs.getMap().townMerchantArtifacts = pack.arts;
  908. }
  909. }
  910. void GameStatePackVisitor::visitNewTurn(NewTurn & pack)
  911. {
  912. gs.day = pack.day;
  913. // Update bonuses before doing anything else so hero don't get more MP than needed
  914. gs.globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
  915. gs.globalEffects.reduceBonusDurations(Bonus::NDays);
  916. gs.globalEffects.reduceBonusDurations(Bonus::OneWeek);
  917. //TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
  918. for(auto & manaPack : pack.heroesMana)
  919. manaPack.visit(*this);
  920. for(auto & movePack : pack.heroesMovement)
  921. movePack.visit(*this);
  922. gs.heroesPool->onNewDay();
  923. for(auto & entry : pack.playerIncome)
  924. {
  925. gs.getPlayerState(entry.first)->resources += entry.second;
  926. gs.getPlayerState(entry.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
  927. }
  928. for(auto & creatureSet : pack.availableCreatures) //set available creatures in towns
  929. creatureSet.visit(*this);
  930. for (const auto & townID : gs.getMap().getAllTowns())
  931. {
  932. auto t = gs.getTown(townID);
  933. t->built = 0;
  934. t->spellResearchCounterDay = 0;
  935. }
  936. if(pack.newRumor)
  937. gs.currentRumor = *pack.newRumor;
  938. }
  939. void GameStatePackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
  940. {
  941. CGObjectInstance *obj = gs.getObjInstance(pack.id);
  942. if(!obj)
  943. {
  944. logNetwork->error("Wrong object ID - property cannot be set!");
  945. return;
  946. }
  947. if(pack.what == ObjProperty::OWNER && obj->asOwnable())
  948. {
  949. PlayerColor oldOwner = obj->getOwner();
  950. PlayerColor newOwner = pack.identifier.as<PlayerColor>();
  951. if(oldOwner.isValidPlayer())
  952. gs.getPlayerState(oldOwner)->removeOwnedObject(obj);
  953. if(newOwner.isValidPlayer())
  954. gs.getPlayerState(newOwner)->addOwnedObject(obj);
  955. }
  956. if(pack.what == ObjProperty::OWNER)
  957. {
  958. if(obj->ID == Obj::TOWN)
  959. {
  960. auto * t = dynamic_cast<CGTownInstance *>(obj);
  961. assert(t);
  962. PlayerColor oldOwner = t->tempOwner;
  963. if(oldOwner.isValidPlayer())
  964. {
  965. auto * state = gs.getPlayerState(oldOwner);
  966. if(state->getTowns().empty())
  967. state->daysWithoutCastle = 0;
  968. }
  969. if(pack.identifier.as<PlayerColor>().isValidPlayer())
  970. {
  971. //reset counter before NewTurn to avoid no town message if game loaded at turn when one already captured
  972. PlayerState * p = gs.getPlayerState(pack.identifier.as<PlayerColor>());
  973. if(p->daysWithoutCastle)
  974. p->daysWithoutCastle = std::nullopt;
  975. }
  976. }
  977. obj->detachFromBonusSystem(gs);
  978. obj->setProperty(pack.what, pack.identifier);
  979. obj->attachToBonusSystem(gs);
  980. }
  981. else //not an armed instance
  982. {
  983. obj->setProperty(pack.what, pack.identifier);
  984. }
  985. }
  986. void GameStatePackVisitor::visitHeroLevelUp(HeroLevelUp & pack)
  987. {
  988. auto * hero = gs.getHero(pack.heroId);
  989. assert(hero);
  990. hero->levelUp();
  991. }
  992. void GameStatePackVisitor::visitCommanderLevelUp(CommanderLevelUp & pack)
  993. {
  994. auto * hero = gs.getHero(pack.heroId);
  995. assert(hero);
  996. const auto & commander = hero->getCommander();
  997. assert(commander);
  998. commander->levelUp();
  999. }
  1000. void GameStatePackVisitor::visitBattleStart(BattleStart & pack)
  1001. {
  1002. assert(pack.battleID == gs.nextBattleID);
  1003. pack.info->battleID = gs.nextBattleID;
  1004. pack.info->localInit();
  1005. if (pack.info->getDefendedTown() && pack.info->getSide(BattleSide::DEFENDER).heroID.hasValue())
  1006. {
  1007. CGTownInstance * town = gs.getTown(pack.info->townID);
  1008. CGHeroInstance * hero = gs.getHero(pack.info->getSideHero(BattleSide::DEFENDER)->id);
  1009. if (hero)
  1010. {
  1011. hero->detachFrom(town->townAndVis);
  1012. hero->attachTo(*town);
  1013. }
  1014. }
  1015. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  1016. {
  1017. if (pack.info->getSide(i).heroID.hasValue())
  1018. {
  1019. CGHeroInstance * hero = gs.getHero(pack.info->getSideHero(i)->id);
  1020. hero->mana = pack.info->getSide(i).initialMana + pack.info->getSide(i).additionalMana;
  1021. }
  1022. }
  1023. gs.currentBattles.push_back(std::move(pack.info));
  1024. gs.nextBattleID = BattleID(gs.nextBattleID.getNum() + 1);
  1025. }
  1026. void GameStatePackVisitor::visitBattleNextRound(BattleNextRound & pack)
  1027. {
  1028. gs.getBattle(pack.battleID)->nextRound();
  1029. }
  1030. void GameStatePackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack)
  1031. {
  1032. gs.getBattle(pack.battleID)->nextTurn(pack.stack, pack.reason);
  1033. }
  1034. void GameStatePackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack)
  1035. {
  1036. CStack * st = gs.getBattle(pack.battleID)->getStack(pack.stackID);
  1037. assert(st);
  1038. switch(pack.effect)
  1039. {
  1040. case BonusType::HP_REGENERATION:
  1041. {
  1042. int64_t toHeal = pack.val;
  1043. st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
  1044. break;
  1045. }
  1046. case BonusType::MANA_DRAIN:
  1047. {
  1048. CGHeroInstance * h = gs.getHero(ObjectInstanceID(pack.additionalInfo));
  1049. st->drainedMana = true;
  1050. h->mana -= pack.val;
  1051. vstd::amax(h->mana, 0);
  1052. break;
  1053. }
  1054. case BonusType::POISON:
  1055. {
  1056. auto b = st->getLocalBonus(Selector::source(BonusSource::SPELL_EFFECT, SpellID(SpellID::POISON))
  1057. .And(Selector::type()(BonusType::STACK_HEALTH)));
  1058. if (b)
  1059. b->val = pack.val;
  1060. break;
  1061. }
  1062. case BonusType::ENCHANTER:
  1063. case BonusType::MORALE:
  1064. break;
  1065. case BonusType::FEARFUL:
  1066. st->fear = true;
  1067. break;
  1068. default:
  1069. logNetwork->error("Unrecognized trigger effect type %d", static_cast<int>(pack.effect));
  1070. }
  1071. }
  1072. void GameStatePackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack)
  1073. {
  1074. if(gs.getBattle(pack.battleID))
  1075. gs.getBattle(pack.battleID)->si.gateState = pack.state;
  1076. }
  1077. void GameStatePackVisitor::visitBattleResultAccepted(BattleResultAccepted & pack)
  1078. {
  1079. // Remove any "until next battle" bonuses
  1080. if(const auto attackerHero = gs.getHero(pack.heroResult[BattleSide::ATTACKER].heroID))
  1081. attackerHero->removeBonusesRecursive(Bonus::OneBattle);
  1082. if(const auto defenderHero = gs.getHero(pack.heroResult[BattleSide::DEFENDER].heroID))
  1083. defenderHero->removeBonusesRecursive(Bonus::OneBattle);
  1084. }
  1085. void GameStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1086. {
  1087. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1088. pack.visitTyped(battleVisitor);
  1089. }
  1090. void GameStatePackVisitor::visitBattleAttack(BattleAttack & pack)
  1091. {
  1092. CStack * attacker = gs.getBattle(pack.battleID)->getStack(pack.stackAttacking);
  1093. assert(attacker);
  1094. pack.attackerChanges.visit(*this);
  1095. for(BattleStackAttacked & stack : pack.bsa)
  1096. gs.getBattle(pack.battleID)->setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1097. attacker->removeBonusesRecursive(Bonus::UntilAttack);
  1098. if(!pack.counter())
  1099. attacker->removeBonusesRecursive(Bonus::UntilOwnAttack);
  1100. }
  1101. void GameStatePackVisitor::visitStartAction(StartAction & pack)
  1102. {
  1103. CStack *st = gs.getBattle(pack.battleID)->getStack(pack.ba.stackNumber);
  1104. if(pack.ba.actionType == EActionType::END_TACTIC_PHASE)
  1105. {
  1106. gs.getBattle(pack.battleID)->tacticDistance = 0;
  1107. return;
  1108. }
  1109. if(gs.getBattle(pack.battleID)->tacticDistance)
  1110. {
  1111. // moves in tactics phase do not affect creature status
  1112. // (tactics stack queue is managed by client)
  1113. return;
  1114. }
  1115. if (pack.ba.isUnitAction())
  1116. {
  1117. assert(st); // stack must exists for all non-hero actions
  1118. switch(pack.ba.actionType)
  1119. {
  1120. case EActionType::DEFEND:
  1121. st->waiting = false;
  1122. st->defending = true;
  1123. st->defendingAnim = true;
  1124. break;
  1125. case EActionType::WAIT:
  1126. st->defendingAnim = false;
  1127. st->waiting = true;
  1128. st->waitedThisTurn = true;
  1129. break;
  1130. case EActionType::HERO_SPELL: //no change in current stack state
  1131. break;
  1132. default: //any active stack action - attack, catapult, heal, spell...
  1133. st->waiting = false;
  1134. st->defendingAnim = false;
  1135. st->movedThisRound = true;
  1136. st->castSpellThisTurn = pack.ba.actionType == EActionType::MONSTER_SPELL;
  1137. break;
  1138. }
  1139. }
  1140. else
  1141. {
  1142. if(pack.ba.actionType == EActionType::HERO_SPELL)
  1143. gs.getBattle(pack.battleID)->getSide(pack.ba.side).usedSpellsHistory.push_back(pack.ba.spell);
  1144. }
  1145. }
  1146. void GameStatePackVisitor::visitBattleSpellCast(BattleSpellCast & pack)
  1147. {
  1148. if(pack.castByHero && pack.side != BattleSide::NONE)
  1149. gs.getBattle(pack.battleID)->getSide(pack.side).castSpellsCount++;
  1150. }
  1151. void GameStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1152. {
  1153. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1154. pack.visitTyped(battleVisitor);
  1155. }
  1156. void GameStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1157. {
  1158. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1159. pack.visitTyped(battleVisitor);
  1160. }
  1161. void GameStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1162. {
  1163. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1164. pack.visitTyped(battleVisitor);
  1165. }
  1166. void GameStatePackVisitor::restorePreBattleState(BattleID battleID)
  1167. {
  1168. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1169. {
  1170. return battle->battleID == battleID;
  1171. });
  1172. const auto & currentBattle = **battleIter;
  1173. if (currentBattle.getDefendedTown() && currentBattle.getSideHero(BattleSide::DEFENDER))
  1174. {
  1175. CGTownInstance * town = gs.getTown(currentBattle.townID);
  1176. CGHeroInstance * hero = gs.getHero(currentBattle.getSideHero(BattleSide::DEFENDER)->id);
  1177. if (hero)
  1178. {
  1179. hero->detachFrom(*town);
  1180. hero->attachTo(town->townAndVis);
  1181. }
  1182. }
  1183. }
  1184. void GameStatePackVisitor::visitBattleCancelled(BattleCancelled & pack)
  1185. {
  1186. restorePreBattleState(pack.battleID);
  1187. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1188. {
  1189. return battle->battleID == pack.battleID;
  1190. });
  1191. const auto & currentBattle = **battleIter;
  1192. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  1193. {
  1194. if (currentBattle.getSide(i).heroID.hasValue())
  1195. {
  1196. CGHeroInstance * hero = gs.getHero(currentBattle.getSideHero(i)->id);
  1197. hero->mana = currentBattle.getSide(i).initialMana;
  1198. }
  1199. }
  1200. assert(battleIter != gs.currentBattles.end());
  1201. gs.currentBattles.erase(battleIter);
  1202. }
  1203. void GameStatePackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack)
  1204. {
  1205. restorePreBattleState(pack.battleID);
  1206. pack.learnedSpells.visit(*this);
  1207. for(auto & discharging : pack.dischargingArtifacts)
  1208. discharging.visit(*this);
  1209. for(auto & growing : pack.growingArtifacts)
  1210. growing.visit(*this);
  1211. for(auto & movingPack : pack.movingArtifacts)
  1212. movingPack.visit(*this);
  1213. auto battleIter = boost::range::find_if(gs.currentBattles, [&](const auto & battle)
  1214. {
  1215. return battle->battleID == pack.battleID;
  1216. });
  1217. const auto & currentBattle = **battleIter;
  1218. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  1219. {
  1220. if (currentBattle.getSide(i).heroID.hasValue())
  1221. {
  1222. CGHeroInstance * hero = gs.getHero(currentBattle.getSideHero(i)->id);
  1223. hero->mana = std::min(hero->mana, currentBattle.getSide(i).initialMana);
  1224. }
  1225. }
  1226. assert(battleIter != gs.currentBattles.end());
  1227. gs.currentBattles.erase(battleIter);
  1228. }
  1229. void GameStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1230. {
  1231. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1232. pack.visitTyped(battleVisitor);
  1233. }
  1234. void GameStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1235. {
  1236. BattleStatePackVisitor battleVisitor(*gs.getBattle(pack.battleID));
  1237. pack.visitTyped(battleVisitor);
  1238. }
  1239. void GameStatePackVisitor::visitBattleSetStackProperty(BattleSetStackProperty & pack)
  1240. {
  1241. CStack * stack = gs.getBattle(pack.battleID)->getStack(pack.stackID, false);
  1242. switch(pack.which)
  1243. {
  1244. case BattleSetStackProperty::CASTS:
  1245. {
  1246. if(pack.absolute)
  1247. logNetwork->error("Can not change casts in absolute mode");
  1248. else
  1249. stack->casts.use(-pack.val);
  1250. break;
  1251. }
  1252. case BattleSetStackProperty::ENCHANTER_COUNTER:
  1253. {
  1254. auto & counter = gs.getBattle(pack.battleID)->getSide(gs.getBattle(pack.battleID)->whatSide(stack->unitOwner())).enchanterCounter;
  1255. if(pack.absolute)
  1256. counter = pack.val;
  1257. else
  1258. counter += pack.val;
  1259. vstd::amax(counter, 0);
  1260. break;
  1261. }
  1262. case BattleSetStackProperty::UNBIND:
  1263. {
  1264. stack->removeBonusesRecursive(Selector::type()(BonusType::BIND_EFFECT));
  1265. break;
  1266. }
  1267. case BattleSetStackProperty::CLONED:
  1268. {
  1269. stack->cloned = true;
  1270. break;
  1271. }
  1272. case BattleSetStackProperty::HAS_CLONE:
  1273. {
  1274. stack->cloneID = pack.val;
  1275. break;
  1276. }
  1277. }
  1278. }
  1279. void GameStatePackVisitor::visitPlayerCheated(PlayerCheated & pack)
  1280. {
  1281. assert(pack.player.isValidPlayer());
  1282. gs.getPlayerState(pack.player)->enteredLosingCheatCode = pack.losingCheatCode;
  1283. gs.getPlayerState(pack.player)->enteredWinningCheatCode = pack.winningCheatCode;
  1284. gs.getPlayerState(pack.player)->cheated = !pack.localOnlyCheat;
  1285. }
  1286. void GameStatePackVisitor::visitPlayerStartsTurn(PlayerStartsTurn & pack)
  1287. {
  1288. //assert(gs.actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
  1289. gs.actingPlayers.insert(pack.player);
  1290. }
  1291. void GameStatePackVisitor::visitPlayerEndsTurn(PlayerEndsTurn & pack)
  1292. {
  1293. assert(gs.actingPlayers.count(pack.player) == 1);
  1294. gs.actingPlayers.erase(pack.player);
  1295. }
  1296. void GameStatePackVisitor::visitDaysWithoutTown(DaysWithoutTown & pack)
  1297. {
  1298. auto & playerState = gs.players.at(pack.player);
  1299. playerState.daysWithoutCastle = pack.daysWithoutCastle;
  1300. }
  1301. void GameStatePackVisitor::visitTurnTimeUpdate(TurnTimeUpdate & pack)
  1302. {
  1303. auto & playerState = gs.players.at(pack.player);
  1304. playerState.turnTimer = pack.turnTimer;
  1305. }
  1306. void GameStatePackVisitor::visitEntitiesChanged(EntitiesChanged & pack)
  1307. {
  1308. for(const auto & change : pack.changes)
  1309. gs.updateEntity(change.metatype, change.entityIndex, change.data);
  1310. }
  1311. void GameStatePackVisitor::visitSetRewardableConfiguration(SetRewardableConfiguration & pack)
  1312. {
  1313. auto * objectPtr = gs.getObjInstance(pack.objectID);
  1314. if (!pack.buildingID.hasValue())
  1315. {
  1316. auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
  1317. assert(rewardablePtr);
  1318. rewardablePtr->configuration = pack.configuration;
  1319. rewardablePtr->initializeGuards();
  1320. }
  1321. else
  1322. {
  1323. auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
  1324. TownBuildingInstance * buildingPtr = nullptr;
  1325. for (auto & building : townPtr->rewardableBuildings)
  1326. if (building.second->getBuildingType() == pack.buildingID)
  1327. buildingPtr = building.second.get();
  1328. auto * rewardablePtr = dynamic_cast<TownRewardableBuildingInstance *>(buildingPtr);
  1329. assert(rewardablePtr);
  1330. rewardablePtr->configuration = pack.configuration;
  1331. }
  1332. }
  1333. void BattleStatePackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
  1334. {
  1335. battleState.moveUnit(pack.stack, pack.tilesToMove.back());
  1336. }
  1337. void BattleStatePackVisitor::visitCatapultAttack(CatapultAttack & pack)
  1338. {
  1339. const auto * town = battleState.getDefendedTown();
  1340. if(!town)
  1341. throw std::runtime_error("CatapultAttack without town!");
  1342. if(town->fortificationsLevel().wallsHealth == 0)
  1343. throw std::runtime_error("CatapultAttack without walls!");
  1344. for(const auto & part : pack.attackedParts)
  1345. {
  1346. auto newWallState = SiegeInfo::applyDamage(battleState.getWallState(part.attackedPart), part.damageDealt);
  1347. battleState.setWallState(part.attackedPart, newWallState);
  1348. }
  1349. }
  1350. void BattleStatePackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
  1351. {
  1352. for(const auto & change : pack.changes)
  1353. {
  1354. switch(change.operation)
  1355. {
  1356. case BattleChanges::EOperation::REMOVE:
  1357. battleState.removeObstacle(change.id);
  1358. break;
  1359. case BattleChanges::EOperation::ADD:
  1360. battleState.addObstacle(change);
  1361. break;
  1362. case BattleChanges::EOperation::UPDATE:
  1363. battleState.updateObstacle(change);
  1364. break;
  1365. default:
  1366. throw std::runtime_error("Unknown obstacle operation");
  1367. break;
  1368. }
  1369. }
  1370. }
  1371. void BattleStatePackVisitor::visitSetStackEffect(SetStackEffect & pack)
  1372. {
  1373. for(const auto & stackData : pack.toRemove)
  1374. battleState.removeUnitBonus(stackData.first, stackData.second);
  1375. for(const auto & stackData : pack.toUpdate)
  1376. battleState.updateUnitBonus(stackData.first, stackData.second);
  1377. for(const auto & stackData : pack.toAdd)
  1378. battleState.addUnitBonus(stackData.first, stackData.second);
  1379. }
  1380. void BattleStatePackVisitor::visitStacksInjured(StacksInjured & pack)
  1381. {
  1382. for(const BattleStackAttacked & stack : pack.stacks)
  1383. {
  1384. battleState.setUnitState(stack.newState.id, stack.newState.data, stack.newState.healthDelta);
  1385. }
  1386. }
  1387. void BattleStatePackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
  1388. {
  1389. for(auto & elem : pack.changedStacks)
  1390. {
  1391. switch(elem.operation)
  1392. {
  1393. case BattleChanges::EOperation::RESET_STATE:
  1394. battleState.setUnitState(elem.id, elem.data, elem.healthDelta);
  1395. break;
  1396. case BattleChanges::EOperation::REMOVE:
  1397. battleState.removeUnit(elem.id);
  1398. break;
  1399. case BattleChanges::EOperation::ADD:
  1400. battleState.addUnit(elem.id, elem.data);
  1401. break;
  1402. case BattleChanges::EOperation::UPDATE:
  1403. battleState.updateUnit(elem.id, elem.data);
  1404. break;
  1405. default:
  1406. throw std::runtime_error("Unknown unit operation");
  1407. break;
  1408. }
  1409. }
  1410. }
  1411. VCMI_LIB_NAMESPACE_END