CGameHandler.cpp 135 KB

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  1. /*
  2. * CGameHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGameHandler.h"
  12. #include "CVCMIServer.h"
  13. #include "TurnTimerHandler.h"
  14. #include "ServerNetPackVisitors.h"
  15. #include "ServerSpellCastEnvironment.h"
  16. #include "battles/BattleProcessor.h"
  17. #include "processors/HeroPoolProcessor.h"
  18. #include "processors/PlayerMessageProcessor.h"
  19. #include "processors/TurnOrderProcessor.h"
  20. #include "queries/QueriesProcessor.h"
  21. #include "queries/MapQueries.h"
  22. #include "../lib/ArtifactUtils.h"
  23. #include "../lib/CArtHandler.h"
  24. #include "../lib/CConfigHandler.h"
  25. #include "../lib/CCreatureHandler.h"
  26. #include "../lib/CCreatureSet.h"
  27. #include "../lib/texts/CGeneralTextHandler.h"
  28. #include "../lib/CHeroHandler.h"
  29. #include "../lib/CPlayerState.h"
  30. #include "../lib/CRandomGenerator.h"
  31. #include "../lib/CSoundBase.h"
  32. #include "../lib/CThreadHelper.h"
  33. #include "../lib/GameConstants.h"
  34. #include "../lib/UnlockGuard.h"
  35. #include "../lib/GameSettings.h"
  36. #include "../lib/ScriptHandler.h"
  37. #include "../lib/StartInfo.h"
  38. #include "../lib/TerrainHandler.h"
  39. #include "../lib/VCMIDirs.h"
  40. #include "../lib/VCMI_Lib.h"
  41. #include "../lib/int3.h"
  42. #include "../lib/battle/BattleInfo.h"
  43. #include "../lib/entities/building/CBuilding.h"
  44. #include "../lib/entities/faction/CTownHandler.h"
  45. #include "../lib/filesystem/FileInfo.h"
  46. #include "../lib/filesystem/Filesystem.h"
  47. #include "../lib/gameState/CGameState.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/CGTownInstance.h"
  53. #include "../lib/mapObjects/MiscObjects.h"
  54. #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
  55. #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
  56. #include "../lib/modding/ModIncompatibility.h"
  57. #include "../lib/networkPacks/StackLocation.h"
  58. #include "../lib/pathfinder/CPathfinder.h"
  59. #include "../lib/pathfinder/PathfinderOptions.h"
  60. #include "../lib/pathfinder/TurnInfo.h"
  61. #include "../lib/registerTypes/RegisterTypesServerPacks.h"
  62. #include "../lib/rmg/CMapGenOptions.h"
  63. #include "../lib/serializer/CSaveFile.h"
  64. #include "../lib/serializer/CLoadFile.h"
  65. #include "../lib/serializer/Connection.h"
  66. #include "../lib/spells/CSpellHandler.h"
  67. #include <vstd/RNG.h>
  68. #include <vstd/CLoggerBase.h>
  69. #include <vcmi/events/EventBus.h>
  70. #include <vcmi/events/GenericEvents.h>
  71. #include <vcmi/events/AdventureEvents.h>
  72. #define COMPLAIN_RET_IF(cond, txt) do {if (cond){complain(txt); return;}} while(0)
  73. #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){complain(txt); return false;}} while(0)
  74. #define COMPLAIN_RET(txt) {complain(txt); return false;}
  75. #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
  76. template <typename T> class CApplyOnGH;
  77. class CBaseForGHApply
  78. {
  79. public:
  80. virtual bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const =0;
  81. virtual ~CBaseForGHApply(){}
  82. template<typename U> static CBaseForGHApply *getApplier(const U * t=nullptr)
  83. {
  84. return new CApplyOnGH<U>();
  85. }
  86. };
  87. template <typename T> class CApplyOnGH : public CBaseForGHApply
  88. {
  89. public:
  90. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  91. {
  92. T *ptr = static_cast<T*>(pack);
  93. try
  94. {
  95. ApplyGhNetPackVisitor applier(*gh);
  96. ptr->visit(applier);
  97. return applier.getResult();
  98. }
  99. catch(ExceptionNotAllowedAction & e)
  100. {
  101. (void)e;
  102. return false;
  103. }
  104. }
  105. };
  106. template <>
  107. class CApplyOnGH<CPack> : public CBaseForGHApply
  108. {
  109. public:
  110. bool applyOnGH(CGameHandler * gh, CGameState * gs, CPack * pack) const override
  111. {
  112. logGlobal->error("Cannot apply on GH plain CPack!");
  113. assert(0);
  114. return false;
  115. }
  116. };
  117. static inline double distance(int3 a, int3 b)
  118. {
  119. return std::sqrt((double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
  120. }
  121. template <typename T>
  122. void callWith(std::vector<T> args, std::function<void(T)> fun, ui32 which)
  123. {
  124. fun(args[which]);
  125. }
  126. const Services * CGameHandler::services() const
  127. {
  128. return VLC;
  129. }
  130. const CGameHandler::BattleCb * CGameHandler::battle(const BattleID & battleID) const
  131. {
  132. return gs->getBattle(battleID);
  133. }
  134. const CGameHandler::GameCb * CGameHandler::game() const
  135. {
  136. return this;
  137. }
  138. vstd::CLoggerBase * CGameHandler::logger() const
  139. {
  140. return logGlobal;
  141. }
  142. events::EventBus * CGameHandler::eventBus() const
  143. {
  144. return serverEventBus.get();
  145. }
  146. CVCMIServer * CGameHandler::gameLobby() const
  147. {
  148. return lobby;
  149. }
  150. void CGameHandler::levelUpHero(const CGHeroInstance * hero, SecondarySkill skill)
  151. {
  152. changeSecSkill(hero, skill, 1, 0);
  153. expGiven(hero);
  154. }
  155. void CGameHandler::levelUpHero(const CGHeroInstance * hero)
  156. {
  157. // required exp for at least 1 lvl-up hasn't been reached
  158. if (!hero->gainsLevel())
  159. {
  160. return;
  161. }
  162. // give primary skill
  163. logGlobal->trace("%s got level %d", hero->getNameTranslated(), hero->level);
  164. auto primarySkill = hero->nextPrimarySkill(getRandomGenerator());
  165. SetPrimSkill sps;
  166. sps.id = hero->id;
  167. sps.which = primarySkill;
  168. sps.abs = false;
  169. sps.val = 1;
  170. sendAndApply(&sps);
  171. HeroLevelUp hlu;
  172. hlu.player = hero->tempOwner;
  173. hlu.heroId = hero->id;
  174. hlu.primskill = primarySkill;
  175. hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType()));
  176. if (hlu.skills.size() == 0)
  177. {
  178. sendAndApply(&hlu);
  179. levelUpHero(hero);
  180. }
  181. else if (hlu.skills.size() == 1 || !hero->getOwner().isValidPlayer())
  182. {
  183. sendAndApply(&hlu);
  184. levelUpHero(hero, hlu.skills.front());
  185. }
  186. else if (hlu.skills.size() > 1)
  187. {
  188. auto levelUpQuery = std::make_shared<CHeroLevelUpDialogQuery>(this, hlu, hero);
  189. hlu.queryID = levelUpQuery->queryID;
  190. queries->addQuery(levelUpQuery);
  191. sendAndApply(&hlu);
  192. //level up will be called on query reply
  193. }
  194. }
  195. void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
  196. {
  197. SetCommanderProperty scp;
  198. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  199. if (hero)
  200. scp.heroid = hero->id;
  201. else
  202. {
  203. complain ("Commander is not led by hero!");
  204. return;
  205. }
  206. scp.accumulatedBonus.additionalInfo = 0;
  207. scp.accumulatedBonus.duration = BonusDuration::PERMANENT;
  208. scp.accumulatedBonus.turnsRemain = 0;
  209. scp.accumulatedBonus.source = BonusSource::COMMANDER;
  210. scp.accumulatedBonus.valType = BonusValueType::BASE_NUMBER;
  211. if (skill <= ECommander::SPELL_POWER)
  212. {
  213. scp.which = SetCommanderProperty::BONUS;
  214. auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
  215. {
  216. int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
  217. return skillLevels.at(skill).at(secondarySkills.at(s)) - (secondarySkills.at(s) ? skillLevels.at(skill).at(secondarySkills.at(s)-1) : 0);
  218. };
  219. switch (skill)
  220. {
  221. case ECommander::ATTACK:
  222. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  223. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::ATTACK);
  224. break;
  225. case ECommander::DEFENSE:
  226. scp.accumulatedBonus.type = BonusType::PRIMARY_SKILL;
  227. scp.accumulatedBonus.subtype = BonusSubtypeID(PrimarySkill::DEFENSE);
  228. break;
  229. case ECommander::HEALTH:
  230. scp.accumulatedBonus.type = BonusType::STACK_HEALTH;
  231. 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.
  232. break;
  233. case ECommander::DAMAGE:
  234. scp.accumulatedBonus.type = BonusType::CREATURE_DAMAGE;
  235. scp.accumulatedBonus.subtype = BonusCustomSubtype::creatureDamageBoth;
  236. scp.accumulatedBonus.valType = BonusValueType::PERCENT_TO_ALL;
  237. break;
  238. case ECommander::SPEED:
  239. scp.accumulatedBonus.type = BonusType::STACKS_SPEED;
  240. break;
  241. case ECommander::SPELL_POWER:
  242. scp.accumulatedBonus.type = BonusType::MAGIC_RESISTANCE;
  243. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
  244. sendAndApply (&scp); //additional pack
  245. scp.accumulatedBonus.type = BonusType::CREATURE_SPELL_POWER;
  246. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::SPELL_POWER) * 100; //like hero with spellpower = ability level
  247. sendAndApply (&scp); //additional pack
  248. scp.accumulatedBonus.type = BonusType::CASTS;
  249. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
  250. sendAndApply (&scp); //additional pack
  251. scp.accumulatedBonus.type = BonusType::CREATURE_ENCHANT_POWER; //send normally
  252. break;
  253. }
  254. scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
  255. sendAndApply (&scp);
  256. scp.which = SetCommanderProperty::SECONDARY_SKILL;
  257. scp.additionalInfo = skill;
  258. scp.amount = c->secondarySkills.at(skill) + 1;
  259. sendAndApply (&scp);
  260. }
  261. else if (skill >= 100)
  262. {
  263. scp.which = SetCommanderProperty::SPECIAL_SKILL;
  264. scp.accumulatedBonus = *VLC->creh->skillRequirements.at(skill-100).first;
  265. scp.additionalInfo = skill; //unnormalized
  266. sendAndApply (&scp);
  267. }
  268. expGiven(hero);
  269. }
  270. void CGameHandler::levelUpCommander(const CCommanderInstance * c)
  271. {
  272. if (!c->gainsLevel())
  273. {
  274. return;
  275. }
  276. CommanderLevelUp clu;
  277. auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
  278. if(hero)
  279. {
  280. clu.heroId = hero->id;
  281. clu.player = hero->tempOwner;
  282. }
  283. else
  284. {
  285. complain ("Commander is not led by hero!");
  286. return;
  287. }
  288. //picking sec. skills for choice
  289. for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
  290. {
  291. if (c->secondarySkills.at(i) < ECommander::MAX_SKILL_LEVEL)
  292. clu.skills.push_back(i);
  293. }
  294. int i = 100;
  295. for (auto specialSkill : VLC->creh->skillRequirements)
  296. {
  297. if (c->secondarySkills.at(specialSkill.second.first) >= ECommander::MAX_SKILL_LEVEL - 1
  298. && c->secondarySkills.at(specialSkill.second.second) >= ECommander::MAX_SKILL_LEVEL - 1
  299. && !vstd::contains (c->specialSkills, i))
  300. clu.skills.push_back (i);
  301. ++i;
  302. }
  303. int skillAmount = static_cast<int>(clu.skills.size());
  304. if (!skillAmount)
  305. {
  306. sendAndApply(&clu);
  307. levelUpCommander(c);
  308. }
  309. else if (skillAmount == 1 || hero->tempOwner == PlayerColor::NEUTRAL) //choose skill automatically
  310. {
  311. sendAndApply(&clu);
  312. levelUpCommander(c, *RandomGeneratorUtil::nextItem(clu.skills, getRandomGenerator()));
  313. }
  314. else if (skillAmount > 1) //apply and ask for secondary skill
  315. {
  316. auto commanderLevelUp = std::make_shared<CCommanderLevelUpDialogQuery>(this, clu, hero);
  317. clu.queryID = commanderLevelUp->queryID;
  318. queries->addQuery(commanderLevelUp);
  319. sendAndApply(&clu);
  320. }
  321. }
  322. void CGameHandler::expGiven(const CGHeroInstance *hero)
  323. {
  324. if (hero->gainsLevel())
  325. levelUpHero(hero);
  326. else if (hero->commander && hero->commander->gainsLevel())
  327. levelUpCommander(hero->commander);
  328. //if (hero->commander && hero->level > hero->commander->level && hero->commander->gainsLevel())
  329. // levelUpCommander(hero->commander);
  330. // else
  331. // levelUpHero(hero);
  332. }
  333. void CGameHandler::giveExperience(const CGHeroInstance * hero, TExpType amountToGain)
  334. {
  335. TExpType maxExp = VLC->heroh->reqExp(VLC->heroh->maxSupportedLevel());
  336. TExpType currExp = hero->exp;
  337. if (gs->map->levelLimit != 0)
  338. maxExp = VLC->heroh->reqExp(gs->map->levelLimit);
  339. TExpType canGainExp = 0;
  340. if (maxExp > currExp)
  341. canGainExp = maxExp - currExp;
  342. if (amountToGain > canGainExp)
  343. {
  344. // set given experience to max possible, but don't decrease if hero already over top
  345. amountToGain = canGainExp;
  346. InfoWindow iw;
  347. iw.player = hero->tempOwner;
  348. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 1); //can gain no more XP
  349. iw.text.replaceTextID(hero->getNameTextID());
  350. sendAndApply(&iw);
  351. }
  352. SetPrimSkill sps;
  353. sps.id = hero->id;
  354. sps.which = PrimarySkill::EXPERIENCE;
  355. sps.abs = false;
  356. sps.val = amountToGain;
  357. sendAndApply(&sps);
  358. //hero may level up
  359. if (hero->commander && hero->commander->alive)
  360. {
  361. //FIXME: trim experience according to map limit?
  362. SetCommanderProperty scp;
  363. scp.heroid = hero->id;
  364. scp.which = SetCommanderProperty::EXPERIENCE;
  365. scp.amount = amountToGain;
  366. sendAndApply (&scp);
  367. CBonusSystemNode::treeHasChanged();
  368. }
  369. expGiven(hero);
  370. }
  371. void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs)
  372. {
  373. SetPrimSkill sps;
  374. sps.id = hero->id;
  375. sps.which = which;
  376. sps.abs = abs;
  377. sps.val = val;
  378. sendAndApply(&sps);
  379. }
  380. void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
  381. {
  382. if(!hero)
  383. {
  384. logGlobal->error("changeSecSkill provided no hero");
  385. return;
  386. }
  387. SetSecSkill sss;
  388. sss.id = hero->id;
  389. sss.which = which;
  390. sss.val = val;
  391. sss.abs = abs;
  392. sendAndApply(&sss);
  393. if (hero->visitedTown)
  394. giveSpells(hero->visitedTown, hero);
  395. // Our scouting range may have changed - update it
  396. if (hero->getOwner().isValidPlayer())
  397. changeFogOfWar(hero->getSightCenter(), hero->getSightRadius(), hero->getOwner(), ETileVisibility::REVEALED);
  398. }
  399. void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
  400. {
  401. if(lobby->getState() == EServerState::SHUTDOWN || !gs || !gs->scenarioOps)
  402. {
  403. assert(0); // game should have shut down before reaching this point!
  404. return;
  405. }
  406. for(auto & playerConnections : connections)
  407. {
  408. PlayerColor playerId = playerConnections.first;
  409. auto * playerSettings = gs->scenarioOps->getPlayersSettings(playerId.getNum());
  410. if(!playerSettings)
  411. continue;
  412. auto playerConnection = vstd::find(playerConnections.second, c);
  413. if(playerConnection != playerConnections.second.end())
  414. {
  415. std::string messageText = boost::str(boost::format("%s (cid %d) was disconnected") % playerSettings->name % c->connectionID);
  416. playerMessages->broadcastMessage(playerId, messageText);
  417. }
  418. }
  419. }
  420. void CGameHandler::handleReceivedPack(CPackForServer * pack)
  421. {
  422. //prepare struct informing that action was applied
  423. auto sendPackageResponse = [&](bool successfullyApplied)
  424. {
  425. PackageApplied applied;
  426. applied.player = pack->player;
  427. applied.result = successfullyApplied;
  428. applied.packType = CTypeList::getInstance().getTypeID(pack);
  429. applied.requestID = pack->requestID;
  430. pack->c->sendPack(&applied);
  431. };
  432. CBaseForGHApply * apply = applier->getApplier(CTypeList::getInstance().getTypeID(pack)); //and appropriate applier object
  433. if(isBlockedByQueries(pack, pack->player))
  434. {
  435. sendPackageResponse(false);
  436. }
  437. else if(apply)
  438. {
  439. const bool result = apply->applyOnGH(this, this->gs, pack);
  440. if(result)
  441. logGlobal->trace("Message %s successfully applied!", typeid(*pack).name());
  442. else
  443. complain((boost::format("Got false in applying %s... that request must have been fishy!")
  444. % typeid(*pack).name()).str());
  445. sendPackageResponse(true);
  446. }
  447. else
  448. {
  449. logGlobal->error("Message cannot be applied, cannot find applier (unregistered type)!");
  450. sendPackageResponse(false);
  451. }
  452. vstd::clear_pointer(pack);
  453. }
  454. CGameHandler::CGameHandler(CVCMIServer * lobby)
  455. : lobby(lobby)
  456. , heroPool(std::make_unique<HeroPoolProcessor>(this))
  457. , battles(std::make_unique<BattleProcessor>(this))
  458. , turnOrder(std::make_unique<TurnOrderProcessor>(this))
  459. , queries(std::make_unique<QueriesProcessor>())
  460. , playerMessages(std::make_unique<PlayerMessageProcessor>(this))
  461. , randomNumberGenerator(std::make_unique<CRandomGenerator>())
  462. , complainNoCreatures("No creatures to split")
  463. , complainNotEnoughCreatures("Cannot split that stack, not enough creatures!")
  464. , complainInvalidSlot("Invalid slot accessed!")
  465. , turnTimerHandler(std::make_unique<TurnTimerHandler>(*this))
  466. {
  467. QID = 1;
  468. applier = std::make_shared<CApplier<CBaseForGHApply>>();
  469. registerTypesServerPacks(*applier);
  470. spellEnv = new ServerSpellCastEnvironment(this);
  471. }
  472. CGameHandler::~CGameHandler()
  473. {
  474. delete spellEnv;
  475. delete gs;
  476. gs = nullptr;
  477. }
  478. void CGameHandler::reinitScripting()
  479. {
  480. serverEventBus = std::make_unique<events::EventBus>();
  481. #if SCRIPTING_ENABLED
  482. serverScripts.reset(new scripting::PoolImpl(this, spellEnv));
  483. #endif
  484. }
  485. void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTracking)
  486. {
  487. int requestedSeed = settings["server"]["seed"].Integer();
  488. if (requestedSeed != 0)
  489. randomNumberGenerator->setSeed(requestedSeed);
  490. logGlobal->info("Using random seed: %d", randomNumberGenerator->nextInt());
  491. CMapService mapService;
  492. gs = new CGameState();
  493. gs->preInit(VLC, this);
  494. logGlobal->info("Gamestate created!");
  495. gs->init(&mapService, si, progressTracking);
  496. logGlobal->info("Gamestate initialized!");
  497. for (auto & elem : gs->players)
  498. turnOrder->addPlayer(elem.first);
  499. for (auto & elem : gs->map->allHeroes)
  500. {
  501. if(elem)
  502. heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed
  503. }
  504. reinitScripting();
  505. }
  506. static bool evntCmp(const CMapEvent &a, const CMapEvent &b)
  507. {
  508. return a.earlierThan(b);
  509. }
  510. void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
  511. {// bool forced = true - if creature should be replaced, if false - only if no creature was set
  512. const PlayerState * p = getPlayerState(town->tempOwner);
  513. if (!p)
  514. {
  515. assert(town->tempOwner == PlayerColor::NEUTRAL);
  516. return;
  517. }
  518. if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature
  519. {
  520. SetAvailableCreatures ssi;
  521. ssi.tid = town->id;
  522. ssi.creatures = town->creatures;
  523. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
  524. const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
  525. if (dwellings.empty())//no dwellings - just remove
  526. {
  527. sendAndApply(&ssi);
  528. return;
  529. }
  530. auto dwelling = *RandomGeneratorUtil::nextItem(dwellings, getRandomGenerator());
  531. // for multi-creature dwellings like Golem Factory
  532. auto creatureId = RandomGeneratorUtil::nextItem(dwelling->creatures, getRandomGenerator())->second[0];
  533. if (clear)
  534. {
  535. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
  536. }
  537. else
  538. {
  539. ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth();
  540. }
  541. ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId);
  542. sendAndApply(&ssi);
  543. }
  544. }
  545. void CGameHandler::onPlayerTurnStarted(PlayerColor which)
  546. {
  547. events::PlayerGotTurn::defaultExecute(serverEventBus.get(), which);
  548. turnTimerHandler->onPlayerGetTurn(which);
  549. }
  550. void CGameHandler::onPlayerTurnEnded(PlayerColor which)
  551. {
  552. const auto * playerState = gs->getPlayerState(which);
  553. assert(playerState->status == EPlayerStatus::INGAME);
  554. if (playerState->towns.empty())
  555. {
  556. DaysWithoutTown pack;
  557. pack.player = which;
  558. pack.daysWithoutCastle = playerState->daysWithoutCastle.value_or(0) + 1;
  559. sendAndApply(&pack);
  560. }
  561. else
  562. {
  563. if (playerState->daysWithoutCastle.has_value())
  564. {
  565. DaysWithoutTown pack;
  566. pack.player = which;
  567. pack.daysWithoutCastle = std::nullopt;
  568. sendAndApply(&pack);
  569. }
  570. }
  571. // check for 7 days without castle
  572. checkVictoryLossConditionsForPlayer(which);
  573. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; // end of 7th day
  574. if (newWeek) //new heroes in tavern
  575. heroPool->onNewWeek(which);
  576. }
  577. void CGameHandler::addStatistics()
  578. {
  579. for (auto & elem : gs->players)
  580. {
  581. if (elem.first == PlayerColor::NEUTRAL || !elem.first.isValidPlayer())
  582. continue;
  583. auto data = StatisticDataSet::createEntry(&elem.second, gs);
  584. gameState()->statistic.add(data);
  585. }
  586. }
  587. void CGameHandler::onNewTurn()
  588. {
  589. logGlobal->trace("Turn %d", gs->day+1);
  590. NewTurn n;
  591. n.specialWeek = NewTurn::NO_ACTION;
  592. n.creatureid = CreatureID::NONE;
  593. n.day = gs->day + 1;
  594. bool firstTurn = !getDate(Date::DAY);
  595. bool newWeek = getDate(Date::DAY_OF_WEEK) == 7; //day numbers are confusing, as day was not yet switched
  596. bool newMonth = getDate(Date::DAY_OF_MONTH) == 28;
  597. std::map<PlayerColor, si32> hadGold;//starting gold - for buildings like dwarven treasury
  598. if (firstTurn)
  599. {
  600. for (auto obj : gs->map->objects)
  601. {
  602. if (obj && obj->ID == Obj::PRISON) //give imprisoned hero 0 exp to level him up. easiest to do at this point
  603. {
  604. giveExperience(getHero(obj->id), 0);
  605. }
  606. }
  607. }
  608. if (newWeek && !firstTurn)
  609. {
  610. n.specialWeek = NewTurn::NORMAL;
  611. bool deityOfFireBuilt = false;
  612. for (const CGTownInstance *t : gs->map->towns)
  613. {
  614. if (t->hasBuilt(BuildingID::GRAIL, ETownType::INFERNO))
  615. {
  616. deityOfFireBuilt = true;
  617. break;
  618. }
  619. }
  620. if (deityOfFireBuilt)
  621. {
  622. n.specialWeek = NewTurn::DEITYOFFIRE;
  623. n.creatureid = CreatureID::IMP;
  624. }
  625. else if(VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS))
  626. {
  627. int monthType = getRandomGenerator().nextInt(99);
  628. if (newMonth) //new month
  629. {
  630. if (monthType < 40) //double growth
  631. {
  632. n.specialWeek = NewTurn::DOUBLE_GROWTH;
  633. if (VLC->settings()->getBoolean(EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH))
  634. {
  635. n.creatureid = VLC->creh->pickRandomMonster(getRandomGenerator());
  636. }
  637. else if (VLC->creh->doubledCreatures.size())
  638. {
  639. n.creatureid = *RandomGeneratorUtil::nextItem(VLC->creh->doubledCreatures, getRandomGenerator());
  640. }
  641. else
  642. {
  643. complain("Cannot find creature that can be spawned!");
  644. n.specialWeek = NewTurn::NORMAL;
  645. }
  646. }
  647. else if (monthType < 50)
  648. n.specialWeek = NewTurn::PLAGUE;
  649. }
  650. else //it's a week, but not full month
  651. {
  652. if (monthType < 25)
  653. {
  654. n.specialWeek = NewTurn::BONUS_GROWTH; //+5
  655. std::pair<int, CreatureID> newMonster(54, CreatureID());
  656. do
  657. {
  658. newMonster.second = VLC->creh->pickRandomMonster(getRandomGenerator());
  659. } while (VLC->creh->objects[newMonster.second] &&
  660. (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
  661. n.creatureid = newMonster.second;
  662. }
  663. }
  664. }
  665. }
  666. for (auto & elem : gs->players)
  667. {
  668. if (elem.first == PlayerColor::NEUTRAL)
  669. continue;
  670. assert(elem.first.isValidPlayer());//illegal player number!
  671. auto playerSettings = gameState()->scenarioOps->getIthPlayersSettings(elem.first);
  672. std::pair<PlayerColor, si32> playerGold(elem.first, elem.second.resources[EGameResID::GOLD]);
  673. hadGold.insert(playerGold);
  674. if (firstTurn)
  675. heroPool->onNewWeek(elem.first);
  676. n.res[elem.first] = elem.second.resources;
  677. if(!firstTurn)
  678. {
  679. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  680. {
  681. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_CONSTANT_BOOST, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
  682. n.res[elem.first][k] += elem.second.valOfBonuses(BonusType::RESOURCES_TOWN_MULTIPLYING_BOOST, BonusSubtypeID(k)) * elem.second.towns.size() * playerSettings.handicap.percentIncome / 100;
  683. }
  684. if(newWeek) //weekly crystal generation if 1 or more crystal dragons in any hero army or town garrison
  685. {
  686. bool hasCrystalGenCreature = false;
  687. for(CGHeroInstance * hero : elem.second.heroes)
  688. {
  689. for(auto stack : hero->stacks)
  690. {
  691. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  692. {
  693. hasCrystalGenCreature = true;
  694. break;
  695. }
  696. }
  697. }
  698. if(!hasCrystalGenCreature) //not found in armies, check towns
  699. {
  700. for(CGTownInstance * town : elem.second.towns)
  701. {
  702. for(auto stack : town->stacks)
  703. {
  704. if(stack.second->hasBonusOfType(BonusType::SPECIAL_CRYSTAL_GENERATION))
  705. {
  706. hasCrystalGenCreature = true;
  707. break;
  708. }
  709. }
  710. }
  711. }
  712. if(hasCrystalGenCreature)
  713. n.res[elem.first][EGameResID::CRYSTAL] += 3 * playerSettings.handicap.percentIncome / 100;
  714. }
  715. }
  716. for (CGHeroInstance *h : (elem).second.heroes)
  717. {
  718. if (h->visitedTown)
  719. giveSpells(h->visitedTown, h);
  720. NewTurn::Hero hth;
  721. hth.id = h->id;
  722. auto ti = std::make_unique<TurnInfo>(h, 1);
  723. // TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
  724. hth.move = h->movementPointsLimitCached(gs->map->getTile(h->visitablePos()).terType->isLand(), ti.get());
  725. hth.mana = h->getManaNewTurn();
  726. n.heroes.insert(hth);
  727. if (!firstTurn) //not first day
  728. {
  729. for (GameResID k = GameResID::WOOD; k < GameResID::COUNT; k++)
  730. {
  731. n.res[elem.first][k] += h->valOfBonuses(BonusType::GENERATE_RESOURCE, BonusSubtypeID(k)) * playerSettings.handicap.percentIncome / 100;
  732. }
  733. }
  734. }
  735. }
  736. for (CGTownInstance *t : gs->map->towns)
  737. {
  738. PlayerColor player = t->tempOwner;
  739. handleTownEvents(t, n);
  740. if (newWeek) //first day of week
  741. {
  742. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  743. setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
  744. if (!firstTurn)
  745. if (t->hasBuilt(BuildingSubID::TREASURY) && player.isValidPlayer())
  746. n.res[player][EGameResID::GOLD] += hadGold.at(player)/10; //give 10% of starting gold
  747. if (!vstd::contains(n.cres, t->id))
  748. {
  749. n.cres[t->id].tid = t->id;
  750. n.cres[t->id].creatures = t->creatures;
  751. }
  752. auto & sac = n.cres.at(t->id);
  753. for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
  754. {
  755. if (!t->creatures.at(k).second.empty()) // there are creatures at this level
  756. {
  757. ui32 &availableCount = sac.creatures.at(k).first;
  758. const CCreature *cre = t->creatures.at(k).second.back().toCreature();
  759. if (n.specialWeek == NewTurn::PLAGUE)
  760. availableCount = t->creatures.at(k).first / 2; //halve their number, no growth
  761. else
  762. {
  763. if (firstTurn) //first day of game: use only basic growths
  764. availableCount = cre->getGrowth();
  765. else
  766. availableCount += t->creatureGrowth(k);
  767. //Deity of fire week - upgrade both imps and upgrades
  768. if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures.at(k).second, n.creatureid))
  769. availableCount += 15;
  770. if (cre->getId() == n.creatureid) //bonus week, effect applies only to identical creatures
  771. {
  772. if (n.specialWeek == NewTurn::DOUBLE_GROWTH)
  773. availableCount *= 2;
  774. else if (n.specialWeek == NewTurn::BONUS_GROWTH)
  775. availableCount += 5;
  776. }
  777. }
  778. }
  779. }
  780. }
  781. if (!firstTurn && player.isValidPlayer())//not the first day and town not neutral
  782. {
  783. n.res[player] = n.res[player] + t->dailyIncome();
  784. }
  785. if(t->hasBuilt(BuildingID::GRAIL)
  786. && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP)
  787. {
  788. // Skyship, probably easier to handle same as Veil of darkness
  789. //do it every new day after veils apply
  790. if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
  791. {
  792. FoWChange fw;
  793. fw.mode = ETileVisibility::REVEALED;
  794. fw.player = player;
  795. // find all hidden tiles
  796. const auto & fow = getPlayerTeam(player)->fogOfWarMap;
  797. auto shape = fow.shape();
  798. for(size_t z = 0; z < shape[0]; z++)
  799. for(size_t x = 0; x < shape[1]; x++)
  800. for(size_t y = 0; y < shape[2]; y++)
  801. if (!fow[z][x][y])
  802. fw.tiles.insert(int3(x, y, z));
  803. sendAndApply (&fw);
  804. }
  805. }
  806. if (t->hasBonusOfType (BonusType::DARKNESS))
  807. {
  808. for (auto & player : gs->players)
  809. {
  810. if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
  811. getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
  812. changeFogOfWar(t->getSightCenter(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
  813. }
  814. }
  815. }
  816. if (newWeek)
  817. n.newRumor = gameState()->pickNewRumor();
  818. if (newMonth)
  819. {
  820. SetAvailableArtifacts saa;
  821. saa.id = ObjectInstanceID::NONE;
  822. pickAllowedArtsSet(saa.arts, getRandomGenerator());
  823. sendAndApply(&saa);
  824. }
  825. sendAndApply(&n);
  826. if (newWeek)
  827. {
  828. //spawn wandering monsters
  829. if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
  830. {
  831. spawnWanderingMonsters(n.creatureid);
  832. }
  833. //new week info popup
  834. if (!firstTurn)
  835. {
  836. InfoWindow iw;
  837. switch (n.specialWeek)
  838. {
  839. case NewTurn::DOUBLE_GROWTH:
  840. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 131);
  841. iw.text.replaceNameSingular(n.creatureid);
  842. iw.text.replaceNameSingular(n.creatureid);
  843. break;
  844. case NewTurn::PLAGUE:
  845. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 132);
  846. break;
  847. case NewTurn::BONUS_GROWTH:
  848. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 134);
  849. iw.text.replaceNameSingular(n.creatureid);
  850. iw.text.replaceNameSingular(n.creatureid);
  851. break;
  852. case NewTurn::DEITYOFFIRE:
  853. iw.text.appendLocalString(EMetaText::ARRAY_TXT, 135);
  854. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  855. iw.text.replaceNameSingular(CreatureID::IMP); //%s imp
  856. iw.text.replacePositiveNumber(15);//%+d 15
  857. iw.text.replaceNameSingular(CreatureID::FAMILIAR); //%s familiar
  858. iw.text.replacePositiveNumber(15);//%+d 15
  859. break;
  860. default:
  861. if (newMonth)
  862. {
  863. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (130));
  864. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(32, 41));
  865. }
  866. else
  867. {
  868. iw.text.appendLocalString(EMetaText::ARRAY_TXT, (133));
  869. iw.text.replaceLocalString(EMetaText::ARRAY_TXT, getRandomGenerator().nextInt(43, 57));
  870. }
  871. }
  872. for (auto & elem : gs->players)
  873. {
  874. iw.player = elem.first;
  875. sendAndApply(&iw);
  876. }
  877. }
  878. }
  879. if (!firstTurn)
  880. checkVictoryLossConditionsForAll(); // check for map turn limit
  881. logGlobal->trace("Info about turn %d has been sent!", n.day);
  882. handleTimeEvents();
  883. //call objects
  884. for (auto & elem : gs->map->objects)
  885. {
  886. if (elem)
  887. elem->newTurn(getRandomGenerator());
  888. }
  889. synchronizeArtifactHandlerLists(); //new day events may have changed them. TODO better of managing that
  890. addStatistics();
  891. }
  892. void CGameHandler::start(bool resume)
  893. {
  894. LOG_TRACE_PARAMS(logGlobal, "resume=%d", resume);
  895. for (auto cc : lobby->activeConnections)
  896. {
  897. auto players = lobby->getAllClientPlayers(cc->connectionID);
  898. std::stringstream sbuffer;
  899. sbuffer << "Connection " << cc->connectionID << " will handle " << players.size() << " player: ";
  900. for (PlayerColor color : players)
  901. {
  902. sbuffer << color << " ";
  903. connections[color].insert(cc);
  904. }
  905. logGlobal->info(sbuffer.str());
  906. }
  907. #if SCRIPTING_ENABLED
  908. services()->scripts()->run(serverScripts);
  909. #endif
  910. if (!resume)
  911. {
  912. onNewTurn();
  913. events::TurnStarted::defaultExecute(serverEventBus.get());
  914. for(auto & player : gs->players)
  915. turnTimerHandler->onGameplayStart(player.first);
  916. }
  917. else
  918. events::GameResumed::defaultExecute(serverEventBus.get());
  919. turnOrder->onGameStarted();
  920. }
  921. void CGameHandler::tick(int millisecondsPassed)
  922. {
  923. turnTimerHandler->update(millisecondsPassed);
  924. }
  925. void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
  926. {
  927. if (!h->hasSpellbook())
  928. return; //hero hasn't spellbook
  929. ChangeSpells cs;
  930. cs.hid = h->id;
  931. cs.learn = true;
  932. if (t->hasBuilt(BuildingID::GRAIL, ETownType::CONFLUX) && t->hasBuilt(BuildingID::MAGES_GUILD_1))
  933. {
  934. // Aurora Borealis give spells of all levels even if only level 1 mages guild built
  935. for (int i = 0; i < h->maxSpellLevel(); i++)
  936. {
  937. std::vector<SpellID> spells;
  938. getAllowedSpells(spells, i+1);
  939. for (auto & spell : spells)
  940. cs.spells.insert(spell);
  941. }
  942. }
  943. else
  944. {
  945. for (int i = 0; i < std::min(t->mageGuildLevel(), h->maxSpellLevel()); i++)
  946. {
  947. for (int j = 0; j < t->spellsAtLevel(i+1, true) && j < t->spells.at(i).size(); j++)
  948. {
  949. if (!h->spellbookContainsSpell(t->spells.at(i).at(j)))
  950. cs.spells.insert(t->spells.at(i).at(j));
  951. }
  952. }
  953. }
  954. if (!cs.spells.empty())
  955. sendAndApply(&cs);
  956. }
  957. bool CGameHandler::removeObject(const CGObjectInstance * obj, const PlayerColor & initiator)
  958. {
  959. if (!obj || !getObj(obj->id))
  960. {
  961. logGlobal->error("Something wrong, that object already has been removed or hasn't existed!");
  962. return false;
  963. }
  964. RemoveObject ro;
  965. ro.objectID = obj->id;
  966. ro.initiator = initiator;
  967. sendAndApply(&ro);
  968. checkVictoryLossConditionsForAll(); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
  969. return true;
  970. }
  971. bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit, PlayerColor asker)
  972. {
  973. const CGHeroInstance *h = getHero(hid);
  974. // not turn of that hero or player can't simply teleport hero (at least not with this function)
  975. if(!h || (asker != PlayerColor::NEUTRAL && movementMode != EMovementMode::STANDARD))
  976. {
  977. if(h && getStartInfo()->turnTimerInfo.isEnabled() && gs->players[h->getOwner()].turnTimer.turnTimer == 0)
  978. return true; //timer expired, no error
  979. logGlobal->error("Illegal call to move hero!");
  980. return false;
  981. }
  982. logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.toString(), hid.getNum(), h->pos.toString(), dst.toString());
  983. const int3 hmpos = h->convertToVisitablePos(dst);
  984. if (!gs->map->isInTheMap(hmpos))
  985. {
  986. logGlobal->error("Destination tile is outside the map!");
  987. return false;
  988. }
  989. const TerrainTile t = *getTile(hmpos);
  990. const int3 guardPos = gs->guardingCreaturePosition(hmpos);
  991. CGObjectInstance * objectToVisit = nullptr;
  992. CGObjectInstance * guardian = nullptr;
  993. if (!t.visitableObjects.empty())
  994. objectToVisit = t.visitableObjects.back();
  995. if (isInTheMap(guardPos))
  996. {
  997. for (auto const & object : getTile(guardPos)->visitableObjects)
  998. if (object->ID == MapObjectID::MONSTER) // exclude other objects, such as hero flying above monster
  999. guardian = object;
  1000. }
  1001. const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
  1002. const bool disembarking = h->boat
  1003. && t.terType->isLand()
  1004. && (dst == h->pos
  1005. || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
  1006. //result structure for start - movement failed, no move points used
  1007. TryMoveHero tmh;
  1008. tmh.id = hid;
  1009. tmh.start = h->pos;
  1010. tmh.end = dst;
  1011. tmh.result = TryMoveHero::FAILED;
  1012. tmh.movePoints = h->movementPointsRemaining();
  1013. //check if destination tile is available
  1014. auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
  1015. auto ti = pathfinderHelper->getTurnInfo();
  1016. const bool canFly = pathfinderHelper->hasBonusOfType(BonusType::FLYING_MOVEMENT) || (h->boat && h->boat->layer == EPathfindingLayer::AIR);
  1017. const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
  1018. const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
  1019. const bool movingOntoObstacle = t.blocked && !t.visitable;
  1020. const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
  1021. const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
  1022. const auto complainRet = [&](const std::string & message)
  1023. {
  1024. //send info about movement failure
  1025. complain(message);
  1026. sendAndApply(&tmh);
  1027. return false;
  1028. };
  1029. if (guardian && getVisitingHero(guardian) != nullptr)
  1030. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this wandering monster!");
  1031. if (objectToVisit && getVisitingHero(objectToVisit) != nullptr && getVisitingHero(objectToVisit) != h)
  1032. return complainRet("You cannot move your hero there. Simultaneous turns are active and another player is interacting with this map object!");
  1033. if (objectToVisit &&
  1034. objectToVisit->getOwner().isValidPlayer() &&
  1035. getPlayerRelations(objectToVisit->getOwner(), h->getOwner()) == PlayerRelations::ENEMIES &&
  1036. !turnOrder->isContactAllowed(objectToVisit->getOwner(), h->getOwner()))
  1037. return complainRet("You cannot move your hero there. This object belongs to another player and simultaneous turns are still active!");
  1038. //it's a rock or blocked and not visitable tile
  1039. //OR hero is on land and dest is water and (there is not present only one object - boat)
  1040. if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
  1041. return complainRet("Cannot move hero, destination tile is blocked!");
  1042. //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)
  1043. if(movingOntoWater && !canFly && !canWalkOnSea)
  1044. return complainRet("Cannot move hero, destination tile is on water!");
  1045. if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
  1046. return complainRet("Cannot disembark hero, tile is blocked!");
  1047. if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
  1048. return complainRet("Tiles are not neighboring!");
  1049. if(h->inTownGarrison)
  1050. return complainRet("Can not move garrisoned hero!");
  1051. if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
  1052. return complainRet("Hero doesn't have any movement points left!");
  1053. if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
  1054. return complainRet("Hero cannot transit over this tile!");
  1055. //several generic blocks of code
  1056. // should be called if hero changes tile but before applying TryMoveHero package
  1057. auto leaveTile = [&]()
  1058. {
  1059. for (CGObjectInstance *obj : gs->map->getTile(int3(h->pos.x-1, h->pos.y, h->pos.z)).visitableObjects)
  1060. {
  1061. obj->onHeroLeave(h);
  1062. }
  1063. this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
  1064. };
  1065. auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
  1066. EVisitDest visitDest, ELEaveTile leavingTile) -> bool
  1067. {
  1068. LOG_TRACE_PARAMS(logGlobal, "Hero %s starts movement from %s to %s", h->getNameTranslated() % tmh.start.toString() % tmh.end.toString());
  1069. auto moveQuery = std::make_shared<CHeroMovementQuery>(this, tmh, h);
  1070. queries->addQuery(moveQuery);
  1071. if (leavingTile == LEAVING_TILE)
  1072. leaveTile();
  1073. if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1074. tmh.attackedFrom = std::make_optional(guardPos);
  1075. tmh.result = result;
  1076. sendAndApply(&tmh);
  1077. if (visitDest == VISIT_DEST && objectToVisit && objectToVisit->id == h->id)
  1078. { // Hero should be always able to visit any object he is staying on even if there are guards around
  1079. visitObjectOnTile(t, h);
  1080. }
  1081. else if (lookForGuards == CHECK_FOR_GUARDS && isInTheMap(guardPos))
  1082. {
  1083. objectVisited(guardian, h);
  1084. moveQuery->visitDestAfterVictory = visitDest==VISIT_DEST;
  1085. }
  1086. else if (visitDest == VISIT_DEST)
  1087. {
  1088. visitObjectOnTile(t, h);
  1089. }
  1090. queries->popIfTop(moveQuery);
  1091. logGlobal->trace("Hero %s ends movement", h->getNameTranslated());
  1092. return result != TryMoveHero::FAILED;
  1093. };
  1094. //interaction with blocking object (like resources)
  1095. auto blockingVisit = [&]() -> bool
  1096. {
  1097. for (CGObjectInstance *obj : t.visitableObjects)
  1098. {
  1099. if(h->boat && !obj->isBlockedVisitable() && !h->boat->onboardVisitAllowed)
  1100. return doMove(TryMoveHero::SUCCESS, this->IGNORE_GUARDS, DONT_VISIT_DEST, REMAINING_ON_TILE);
  1101. if (obj != h && obj->isBlockedVisitable() && !obj->passableFor(h->tempOwner))
  1102. {
  1103. EVisitDest visitDest = VISIT_DEST;
  1104. if(h->boat && !h->boat->onboardVisitAllowed)
  1105. visitDest = DONT_VISIT_DEST;
  1106. return doMove(TryMoveHero::BLOCKING_VISIT, this->IGNORE_GUARDS, visitDest, REMAINING_ON_TILE);
  1107. }
  1108. }
  1109. return false;
  1110. };
  1111. if (!transit && embarking)
  1112. {
  1113. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, false, ti);
  1114. return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
  1115. // In H3 embark ignore guards
  1116. }
  1117. if (disembarking)
  1118. {
  1119. tmh.movePoints = h->movementPointsAfterEmbark(h->movementPointsRemaining(), cost, true, ti);
  1120. return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
  1121. }
  1122. if (movementMode != EMovementMode::STANDARD)
  1123. {
  1124. if (blockingVisit()) // e.g. hero on the other side of teleporter
  1125. return true;
  1126. EGuardLook guardsCheck = (VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && movementMode == EMovementMode::DIMENSION_DOOR)
  1127. ? CHECK_FOR_GUARDS
  1128. : IGNORE_GUARDS;
  1129. doMove(TryMoveHero::TELEPORTATION, guardsCheck, DONT_VISIT_DEST, LEAVING_TILE);
  1130. // visit town for town portal \ castle gates
  1131. // do not use generic visitObjectOnTile to avoid double-teleporting
  1132. // if this moveHero call was triggered by teleporter
  1133. if (objectToVisit)
  1134. {
  1135. if (CGTownInstance * town = dynamic_cast<CGTownInstance *>(objectToVisit))
  1136. town->onHeroVisit(h);
  1137. }
  1138. return true;
  1139. }
  1140. //still here? it is standard movement!
  1141. {
  1142. tmh.movePoints = (int)h->movementPointsRemaining() >= cost
  1143. ? h->movementPointsRemaining() - cost
  1144. : 0;
  1145. EGuardLook lookForGuards = CHECK_FOR_GUARDS;
  1146. EVisitDest visitDest = VISIT_DEST;
  1147. if (transit)
  1148. {
  1149. if (CGTeleport::isTeleport(objectToVisit))
  1150. visitDest = DONT_VISIT_DEST;
  1151. if (canFly || (canWalkOnSea && t.terType->isWater()))
  1152. {
  1153. lookForGuards = IGNORE_GUARDS;
  1154. visitDest = DONT_VISIT_DEST;
  1155. }
  1156. }
  1157. else if (blockingVisit())
  1158. return true;
  1159. if(h->boat && !h->boat->onboardAssaultAllowed)
  1160. lookForGuards = IGNORE_GUARDS;
  1161. turnTimerHandler->setEndTurnAllowed(h->getOwner(), !movingOntoWater && !movingOntoObstacle);
  1162. doMove(TryMoveHero::SUCCESS, lookForGuards, visitDest, LEAVING_TILE);
  1163. gs->statistic.accumulatedValues[asker].movementPointsUsed += tmh.movePoints;
  1164. return true;
  1165. }
  1166. }
  1167. bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
  1168. {
  1169. const CGHeroInstance *h = getHero(hid);
  1170. const CGTownInstance *t = getTown(dstid);
  1171. if (!h || !t)
  1172. COMPLAIN_RET("Invalid call to teleportHero!");
  1173. const CGTownInstance *from = h->visitedTown;
  1174. if (((h->getOwner() != t->getOwner())
  1175. && complain("Cannot teleport hero to another player"))
  1176. || (from->town->faction->getId() != t->town->faction->getId()
  1177. && complain("Source town and destination town should belong to the same faction"))
  1178. || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE))
  1179. && complain("Hero must be in town with Castle gate for teleporting"))
  1180. || (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
  1181. && complain("Cannot teleport hero to town without Castle gate in it")))
  1182. return false;
  1183. int3 pos = h->convertFromVisitablePos(t->visitablePos());
  1184. moveHero(hid,pos,EMovementMode::CASTLE_GATE);
  1185. return true;
  1186. }
  1187. void CGameHandler::setOwner(const CGObjectInstance * obj, const PlayerColor owner)
  1188. {
  1189. PlayerColor oldOwner = getOwner(obj->id);
  1190. setObjPropertyID(obj->id, ObjProperty::OWNER, owner);
  1191. std::set<PlayerColor> playerColors = {owner, oldOwner};
  1192. checkVictoryLossConditions(playerColors);
  1193. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
  1194. if (town) //town captured
  1195. {
  1196. if (owner.isValidPlayer()) //new owner is real player
  1197. {
  1198. if (town->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1199. setPortalDwelling(town, true, false);
  1200. }
  1201. if (oldOwner.isValidPlayer()) //old owner is real player
  1202. {
  1203. if (getPlayerState(oldOwner)->towns.empty() && getPlayerState(oldOwner)->status != EPlayerStatus::LOSER) //previous player lost last town
  1204. {
  1205. InfoWindow iw;
  1206. iw.player = oldOwner;
  1207. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
  1208. iw.text.replaceName(oldOwner);
  1209. sendAndApply(&iw);
  1210. }
  1211. }
  1212. }
  1213. const PlayerState * p = getPlayerState(owner);
  1214. if ((obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4) && p && p->dwellings.size()==1)//first dwelling captured
  1215. {
  1216. for (const CGTownInstance * t : getPlayerState(owner)->towns)
  1217. {
  1218. if (t->hasBuilt(BuildingSubID::PORTAL_OF_SUMMONING))
  1219. setPortalDwelling(t);//set initial creatures for all portals of summoning
  1220. }
  1221. }
  1222. }
  1223. void CGameHandler::showBlockingDialog(BlockingDialog *iw)
  1224. {
  1225. auto dialogQuery = std::make_shared<CBlockingDialogQuery>(this, *iw);
  1226. queries->addQuery(dialogQuery);
  1227. iw->queryID = dialogQuery->queryID;
  1228. sendToAllClients(iw);
  1229. }
  1230. void CGameHandler::showTeleportDialog(TeleportDialog *iw)
  1231. {
  1232. auto dialogQuery = std::make_shared<CTeleportDialogQuery>(this, *iw);
  1233. queries->addQuery(dialogQuery);
  1234. iw->queryID = dialogQuery->queryID;
  1235. sendToAllClients(iw);
  1236. }
  1237. void CGameHandler::giveResource(PlayerColor player, GameResID which, int val) //TODO: cap according to Bersy's suggestion
  1238. {
  1239. if (!val) return; //don't waste time on empty call
  1240. TResources resources;
  1241. resources[which] = val;
  1242. giveResources(player, resources);
  1243. }
  1244. void CGameHandler::giveResources(PlayerColor player, TResources resources)
  1245. {
  1246. SetResources sr;
  1247. sr.abs = false;
  1248. sr.player = player;
  1249. sr.res = resources;
  1250. sendAndApply(&sr);
  1251. }
  1252. void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
  1253. {
  1254. COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
  1255. COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
  1256. COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
  1257. //first we move creatures to give to make them army of object-source
  1258. for (auto & elem : creatures.Slots())
  1259. {
  1260. addToSlot(StackLocation(obj, obj->getSlotFor(elem.second->type)), elem.second->type, elem.second->count);
  1261. }
  1262. tryJoiningArmy(obj, h, remove, true);
  1263. }
  1264. void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
  1265. {
  1266. std::vector<CStackBasicDescriptor> cres = creatures;
  1267. if (cres.size() <= 0)
  1268. return;
  1269. const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
  1270. for (CStackBasicDescriptor &sbd : cres)
  1271. {
  1272. TQuantity collected = 0;
  1273. while(collected < sbd.count)
  1274. {
  1275. bool foundSth = false;
  1276. for (auto i = obj->Slots().begin(); i != obj->Slots().end(); i++)
  1277. {
  1278. if (i->second->type == sbd.type)
  1279. {
  1280. TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
  1281. changeStackCount(StackLocation(obj, i->first), -take, false);
  1282. collected += take;
  1283. foundSth = true;
  1284. break;
  1285. }
  1286. }
  1287. if (!foundSth) //we went through the whole loop and haven't found appropriate cres
  1288. {
  1289. complain("Unexpected failure during taking creatures!");
  1290. return;
  1291. }
  1292. }
  1293. }
  1294. }
  1295. void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1296. {
  1297. HeroVisitCastle vc;
  1298. vc.hid = hero->id;
  1299. vc.tid = obj->id;
  1300. vc.flags |= 1;
  1301. sendAndApply(&vc);
  1302. visitCastleObjects(obj, hero);
  1303. giveSpells (obj, hero);
  1304. if (obj->visitingHero && obj->garrisonHero)
  1305. useScholarSkill(obj->visitingHero->id, obj->garrisonHero->id);
  1306. checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
  1307. }
  1308. void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
  1309. {
  1310. for (auto building : t->bonusingBuildings)
  1311. building->onHeroVisit(h);
  1312. }
  1313. void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)
  1314. {
  1315. HeroVisitCastle vc;
  1316. vc.hid = hero->id;
  1317. vc.tid = obj->id;
  1318. sendAndApply(&vc);
  1319. }
  1320. void CGameHandler::removeArtifact(const ArtifactLocation &al)
  1321. {
  1322. EraseArtifact ea;
  1323. ea.al = al;
  1324. sendAndApply(&ea);
  1325. }
  1326. void CGameHandler::changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)
  1327. {
  1328. ChangeSpells cs;
  1329. cs.hid = hero->id;
  1330. cs.spells = spells;
  1331. cs.learn = give;
  1332. sendAndApply(&cs);
  1333. }
  1334. void CGameHandler::giveHeroBonus(GiveBonus * bonus)
  1335. {
  1336. sendAndApply(bonus);
  1337. }
  1338. void CGameHandler::setMovePoints(SetMovePoints * smp)
  1339. {
  1340. sendAndApply(smp);
  1341. }
  1342. void CGameHandler::setMovePoints(ObjectInstanceID hid, int val, bool absolute)
  1343. {
  1344. SetMovePoints smp;
  1345. smp.hid = hid;
  1346. smp.val = val;
  1347. smp.absolute = absolute;
  1348. sendAndApply(&smp);
  1349. }
  1350. void CGameHandler::setManaPoints(ObjectInstanceID hid, int val)
  1351. {
  1352. SetMana sm;
  1353. sm.hid = hid;
  1354. sm.val = val;
  1355. sm.absolute = true;
  1356. sendAndApply(&sm);
  1357. }
  1358. void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInstanceID boatId)
  1359. {
  1360. GiveHero gh;
  1361. gh.id = id;
  1362. gh.player = player;
  1363. gh.boatId = boatId;
  1364. sendAndApply(&gh);
  1365. //Reveal fow around new hero, especially released from Prison
  1366. auto h = getHero(id);
  1367. changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
  1368. }
  1369. void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
  1370. {
  1371. ChangeObjPos cop;
  1372. cop.objid = objid;
  1373. cop.nPos = newPos;
  1374. cop.initiator = initiator;
  1375. sendAndApply(&cop);
  1376. }
  1377. void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
  1378. {
  1379. const CGHeroInstance * h1 = getHero(fromHero);
  1380. const CGHeroInstance * h2 = getHero(toHero);
  1381. int h1_scholarSpellLevel = h1->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1382. int h2_scholarSpellLevel = h2->valOfBonuses(BonusType::LEARN_MEETING_SPELL_LIMIT);
  1383. if (h1_scholarSpellLevel < h2_scholarSpellLevel)
  1384. {
  1385. std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
  1386. std::swap(fromHero, toHero);
  1387. }
  1388. int ScholarSpellLevel = std::max(h1_scholarSpellLevel, h2_scholarSpellLevel);//heroes can trade up to this level
  1389. if (!ScholarSpellLevel || !h1->hasSpellbook() || !h2->hasSpellbook())
  1390. return;//no scholar skill or no spellbook
  1391. int h1Lvl = std::min(ScholarSpellLevel, h1->maxSpellLevel());//heroes can receive these levels
  1392. int h2Lvl = std::min(ScholarSpellLevel, h2->maxSpellLevel());
  1393. ChangeSpells cs1;
  1394. cs1.learn = true;
  1395. cs1.hid = toHero;//giving spells to first hero
  1396. for (auto it : h1->getSpellsInSpellbook())
  1397. if (h2Lvl >= it.toSpell()->getLevel() && !h2->spellbookContainsSpell(it))//hero can learn it and don't have it yet
  1398. cs1.spells.insert(it);//spell to learn
  1399. ChangeSpells cs2;
  1400. cs2.learn = true;
  1401. cs2.hid = fromHero;
  1402. for (auto it : h2->getSpellsInSpellbook())
  1403. if (h1Lvl >= it.toSpell()->getLevel() && !h1->spellbookContainsSpell(it))
  1404. cs2.spells.insert(it);
  1405. if (!cs1.spells.empty() || !cs2.spells.empty())//create a message
  1406. {
  1407. SecondarySkill scholarSkill = SecondarySkill::SCHOLAR;
  1408. int scholarSkillLevel = std::max(h1->getSecSkillLevel(scholarSkill), h2->getSecSkillLevel(scholarSkill));
  1409. InfoWindow iw;
  1410. iw.player = h1->tempOwner;
  1411. iw.components.emplace_back(ComponentType::SEC_SKILL, scholarSkill, scholarSkillLevel);
  1412. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
  1413. iw.text.replaceTextID(h1->getNameTextID());
  1414. if (!cs2.spells.empty())//if found new spell - apply
  1415. {
  1416. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 140);//learns
  1417. int size = static_cast<int>(cs2.spells.size());
  1418. for (auto it : cs2.spells)
  1419. {
  1420. iw.components.emplace_back(ComponentType::SPELL, it);
  1421. iw.text.appendName(it);
  1422. switch (size--)
  1423. {
  1424. case 2:
  1425. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1426. case 1:
  1427. break;
  1428. default:
  1429. iw.text.appendRawString(", ");
  1430. }
  1431. }
  1432. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 142);//from %s
  1433. iw.text.replaceTextID(h2->getNameTextID());
  1434. sendAndApply(&cs2);
  1435. }
  1436. if (!cs1.spells.empty() && !cs2.spells.empty())
  1437. {
  1438. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);//and
  1439. }
  1440. if (!cs1.spells.empty())
  1441. {
  1442. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 147);//teaches
  1443. int size = static_cast<int>(cs1.spells.size());
  1444. for (auto it : cs1.spells)
  1445. {
  1446. iw.components.emplace_back(ComponentType::SPELL, it);
  1447. iw.text.appendName(it);
  1448. switch (size--)
  1449. {
  1450. case 2:
  1451. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 141);
  1452. case 1:
  1453. break;
  1454. default:
  1455. iw.text.appendRawString(", ");
  1456. }
  1457. }
  1458. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 148);//from %s
  1459. iw.text.replaceTextID(h2->getNameTextID());
  1460. sendAndApply(&cs1);
  1461. }
  1462. sendAndApply(&iw);
  1463. }
  1464. }
  1465. void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
  1466. {
  1467. auto h1 = getHero(hero1);
  1468. auto h2 = getHero(hero2);
  1469. if (getPlayerRelations(h1->getOwner(), h2->getOwner()) != PlayerRelations::ENEMIES)
  1470. {
  1471. auto exchange = std::make_shared<CGarrisonDialogQuery>(this, h1, h2);
  1472. ExchangeDialog hex;
  1473. hex.queryID = exchange->queryID;
  1474. hex.player = h1->getOwner();
  1475. hex.hero1 = hero1;
  1476. hex.hero2 = hero2;
  1477. sendAndApply(&hex);
  1478. useScholarSkill(hero1,hero2);
  1479. queries->addQuery(exchange);
  1480. }
  1481. }
  1482. void CGameHandler::sendToAllClients(CPackForClient * pack)
  1483. {
  1484. logNetwork->trace("\tSending to all clients: %s", typeid(*pack).name());
  1485. for (auto c : lobby->activeConnections)
  1486. c->sendPack(pack);
  1487. }
  1488. void CGameHandler::sendAndApply(CPackForClient * pack)
  1489. {
  1490. sendToAllClients(pack);
  1491. gs->apply(pack);
  1492. logNetwork->trace("\tApplied on gs: %s", typeid(*pack).name());
  1493. }
  1494. void CGameHandler::sendAndApply(CGarrisonOperationPack * pack)
  1495. {
  1496. sendAndApply(static_cast<CPackForClient *>(pack));
  1497. checkVictoryLossConditionsForAll();
  1498. }
  1499. void CGameHandler::sendAndApply(SetResources * pack)
  1500. {
  1501. sendAndApply(static_cast<CPackForClient *>(pack));
  1502. checkVictoryLossConditionsForPlayer(pack->player);
  1503. }
  1504. void CGameHandler::sendAndApply(NewStructures * pack)
  1505. {
  1506. sendAndApply(static_cast<CPackForClient *>(pack));
  1507. checkVictoryLossConditionsForPlayer(getTown(pack->tid)->tempOwner);
  1508. }
  1509. bool CGameHandler::isPlayerOwns(CPackForServer * pack, ObjectInstanceID id)
  1510. {
  1511. return pack->player == getOwner(id) && hasPlayerAt(getOwner(id), pack->c);
  1512. }
  1513. void CGameHandler::throwNotAllowedAction(CPackForServer * pack)
  1514. {
  1515. if(pack->c)
  1516. playerMessages->sendSystemMessage(pack->c, "You are not allowed to perform this action!");
  1517. logNetwork->error("Player is not allowed to perform this action!");
  1518. throw ExceptionNotAllowedAction();
  1519. }
  1520. void CGameHandler::wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer)
  1521. {
  1522. std::ostringstream oss;
  1523. oss << "You were identified as player " << pack->player << " while expecting " << expectedplayer;
  1524. logNetwork->error(oss.str());
  1525. if(pack->c)
  1526. playerMessages->sendSystemMessage(pack->c, oss.str());
  1527. }
  1528. void CGameHandler::throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id)
  1529. {
  1530. if(!isPlayerOwns(pack, id))
  1531. {
  1532. wrongPlayerMessage(pack, getOwner(id));
  1533. throwNotAllowedAction(pack);
  1534. }
  1535. }
  1536. void CGameHandler::throwIfPlayerNotActive(CPackForServer * pack)
  1537. {
  1538. if (!turnOrder->isPlayerMakingTurn(pack->player))
  1539. throwNotAllowedAction(pack);
  1540. }
  1541. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack)
  1542. {
  1543. throwIfWrongPlayer(pack, pack->player);
  1544. }
  1545. void CGameHandler::throwIfWrongPlayer(CPackForServer * pack, PlayerColor player)
  1546. {
  1547. if(!hasPlayerAt(player, pack->c) || pack->player != player)
  1548. {
  1549. wrongPlayerMessage(pack, player);
  1550. throwNotAllowedAction(pack);
  1551. }
  1552. }
  1553. void CGameHandler::throwAndComplain(CPackForServer * pack, std::string txt)
  1554. {
  1555. complain(txt);
  1556. throwNotAllowedAction(pack);
  1557. }
  1558. void CGameHandler::save(const std::string & filename)
  1559. {
  1560. logGlobal->info("Saving to %s", filename);
  1561. const auto stem = FileInfo::GetPathStem(filename);
  1562. const auto savefname = stem.to_string() + ".vsgm1";
  1563. ResourcePath savePath(stem.to_string(), EResType::SAVEGAME);
  1564. CResourceHandler::get("local")->createResource(savefname);
  1565. try
  1566. {
  1567. {
  1568. CSaveFile save(*CResourceHandler::get("local")->getResourceName(savePath));
  1569. saveCommonState(save);
  1570. logGlobal->info("Saving server state");
  1571. save << *this;
  1572. }
  1573. logGlobal->info("Game has been successfully saved!");
  1574. }
  1575. catch(std::exception &e)
  1576. {
  1577. logGlobal->error("Failed to save game: %s", e.what());
  1578. }
  1579. }
  1580. bool CGameHandler::load(const std::string & filename)
  1581. {
  1582. logGlobal->info("Loading from %s", filename);
  1583. const auto stem = FileInfo::GetPathStem(filename);
  1584. reinitScripting();
  1585. try
  1586. {
  1587. {
  1588. CLoadFile lf(*CResourceHandler::get()->getResourceName(ResourcePath(stem.to_string(), EResType::SAVEGAME)), ESerializationVersion::MINIMAL);
  1589. lf.serializer.cb = this;
  1590. loadCommonState(lf);
  1591. logGlobal->info("Loading server state");
  1592. lf >> *this;
  1593. }
  1594. logGlobal->info("Game has been successfully loaded!");
  1595. }
  1596. catch(const ModIncompatibility & e)
  1597. {
  1598. logGlobal->error("Failed to load game: %s", e.what());
  1599. std::string errorMsg;
  1600. if(!e.whatMissing().empty())
  1601. {
  1602. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToEnable") + '\n';
  1603. errorMsg += e.whatMissing();
  1604. }
  1605. if(!e.whatExcessive().empty())
  1606. {
  1607. errorMsg += VLC->generaltexth->translate("vcmi.server.errors.modsToDisable") + '\n';
  1608. errorMsg += e.whatExcessive();
  1609. }
  1610. lobby->announceMessage(errorMsg);
  1611. return false;
  1612. }
  1613. catch(const IdentifierResolutionException & e)
  1614. {
  1615. logGlobal->error("Failed to load game: %s", e.what());
  1616. MetaString errorMsg;
  1617. errorMsg.appendTextID("vcmi.server.errors.unknownEntity");
  1618. errorMsg.replaceRawString(e.identifierName);
  1619. lobby->announceMessage(errorMsg.toString());//FIXME: should be localized on client side
  1620. return false;
  1621. }
  1622. catch(const std::exception & e)
  1623. {
  1624. logGlobal->error("Failed to load game: %s", e.what());
  1625. lobby->announceMessage(std::string("Failed to load game: ") + e.what());
  1626. return false;
  1627. }
  1628. gs->preInit(VLC, this);
  1629. gs->updateOnLoad(lobby->si.get());
  1630. return true;
  1631. }
  1632. bool CGameHandler::bulkSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner, si32 howMany)
  1633. {
  1634. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1635. return false;
  1636. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1637. const CCreatureSet & creatureSet = *army;
  1638. if((!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1639. || (howMany < 1 && complain("Invalid split parameter!")))
  1640. {
  1641. return false;
  1642. }
  1643. auto actualAmount = army->getStackCount(slotSrc);
  1644. if(actualAmount <= howMany && complain(complainNotEnoughCreatures)) // '<=' because it's not intended just for moving a stack
  1645. return false;
  1646. auto freeSlots = creatureSet.getFreeSlots();
  1647. if(freeSlots.empty() && complain("No empty stacks"))
  1648. return false;
  1649. BulkRebalanceStacks bulkRS;
  1650. for(auto slot : freeSlots)
  1651. {
  1652. RebalanceStacks rs;
  1653. rs.srcArmy = army->id;
  1654. rs.dstArmy = army->id;
  1655. rs.srcSlot = slotSrc;
  1656. rs.dstSlot = slot;
  1657. rs.count = howMany;
  1658. bulkRS.moves.push_back(rs);
  1659. actualAmount -= howMany;
  1660. if(actualAmount <= howMany)
  1661. break;
  1662. }
  1663. sendAndApply(&bulkRS);
  1664. return true;
  1665. }
  1666. bool CGameHandler::bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner)
  1667. {
  1668. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1669. return false;
  1670. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1671. const CCreatureSet & creatureSet = *army;
  1672. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1673. return false;
  1674. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1675. if(actualAmount < 1 && complain(complainNoCreatures))
  1676. return false;
  1677. auto currentCreature = creatureSet.getCreature(slotSrc);
  1678. if(!currentCreature && complain(complainNoCreatures))
  1679. return false;
  1680. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, slotSrc);
  1681. if(!creatureSlots.size())
  1682. return false;
  1683. BulkRebalanceStacks bulkRS;
  1684. for(auto slot : creatureSlots)
  1685. {
  1686. RebalanceStacks rs;
  1687. rs.srcArmy = army->id;
  1688. rs.dstArmy = army->id;
  1689. rs.srcSlot = slot;
  1690. rs.dstSlot = slotSrc;
  1691. rs.count = creatureSet.getStackCount(slot);
  1692. bulkRS.moves.push_back(rs);
  1693. }
  1694. sendAndApply(&bulkRS);
  1695. return true;
  1696. }
  1697. bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot)
  1698. {
  1699. if(!srcSlot.validSlot() && complain(complainInvalidSlot))
  1700. return false;
  1701. const CArmedInstance * armySrc = static_cast<const CArmedInstance*>(getObjInstance(srcArmy));
  1702. const CCreatureSet & setSrc = *armySrc;
  1703. if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures))
  1704. return false;
  1705. const CArmedInstance * armyDest = static_cast<const CArmedInstance*>(getObjInstance(destArmy));
  1706. const CCreatureSet & setDest = *armyDest;
  1707. auto freeSlots = setDest.getFreeSlotsQueue();
  1708. typedef std::map<SlotID, std::pair<SlotID, TQuantity>> TRebalanceMap;
  1709. TRebalanceMap moves;
  1710. auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last
  1711. auto slotsLeft = setSrc.stacksCount();
  1712. auto destMap = setDest.getCreatureMap();
  1713. TMapCreatureSlot::key_compare keyComp = destMap.key_comp();
  1714. while(!srcQueue.empty())
  1715. {
  1716. auto pair = srcQueue.top();
  1717. srcQueue.pop();
  1718. auto currCreature = pair.first;
  1719. auto currSlot = pair.second;
  1720. const auto quantity = setSrc.getStackCount(currSlot);
  1721. TMapCreatureSlot::iterator lb = destMap.lower_bound(currCreature);
  1722. const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first)));
  1723. if(!alreadyExists)
  1724. {
  1725. if(freeSlots.empty())
  1726. continue;
  1727. auto currFreeSlot = freeSlots.front();
  1728. freeSlots.pop();
  1729. destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot));
  1730. }
  1731. moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity)));
  1732. slotsLeft--;
  1733. }
  1734. if(slotsLeft == 1)
  1735. {
  1736. auto lastCreature = setSrc.getCreature(srcSlot);
  1737. auto slotToMove = SlotID();
  1738. // Try to find a slot for last creature
  1739. if(destMap.find(lastCreature) == destMap.end())
  1740. {
  1741. if(!freeSlots.empty())
  1742. slotToMove = freeSlots.front();
  1743. }
  1744. else
  1745. {
  1746. slotToMove = destMap[lastCreature];
  1747. }
  1748. if(slotToMove != SlotID())
  1749. {
  1750. const bool needsLastStack = armySrc->needsLastStack();
  1751. const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0);
  1752. 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
  1753. moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity)));
  1754. }
  1755. }
  1756. BulkRebalanceStacks bulkRS;
  1757. for(auto & move : moves)
  1758. {
  1759. RebalanceStacks rs;
  1760. rs.srcArmy = armySrc->id;
  1761. rs.dstArmy = armyDest->id;
  1762. rs.srcSlot = move.first;
  1763. rs.dstSlot = move.second.first;
  1764. rs.count = move.second.second;
  1765. bulkRS.moves.push_back(rs);
  1766. }
  1767. sendAndApply(&bulkRS);
  1768. return true;
  1769. }
  1770. bool CGameHandler::bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner)
  1771. {
  1772. if(!slotSrc.validSlot() && complain(complainInvalidSlot))
  1773. return false;
  1774. const CArmedInstance * army = static_cast<const CArmedInstance*>(getObjInstance(srcOwner));
  1775. const CCreatureSet & creatureSet = *army;
  1776. if(!vstd::contains(creatureSet.stacks, slotSrc) && complain(complainNoCreatures))
  1777. return false;
  1778. auto actualAmount = creatureSet.getStackCount(slotSrc);
  1779. if(actualAmount <= 1 && complain(complainNoCreatures))
  1780. return false;
  1781. auto freeSlot = creatureSet.getFreeSlot();
  1782. auto currentCreature = creatureSet.getCreature(slotSrc);
  1783. if(freeSlot == SlotID() && creatureSet.isCreatureBalanced(currentCreature))
  1784. return true;
  1785. auto creatureSlots = creatureSet.getCreatureSlots(currentCreature, SlotID(-1), 1); // Ignore slots where's only 1 creature, don't ignore slotSrc
  1786. TQuantity totalCreatures = 0;
  1787. for(auto slot : creatureSlots)
  1788. totalCreatures += creatureSet.getStackCount(slot);
  1789. if(totalCreatures <= 1 && complain("Total creatures number is invalid"))
  1790. return false;
  1791. if(freeSlot != SlotID())
  1792. creatureSlots.push_back(freeSlot);
  1793. if(creatureSlots.empty() && complain("No available slots for smart rebalancing"))
  1794. return false;
  1795. const auto totalCreatureSlots = creatureSlots.size();
  1796. const auto rem = totalCreatures % totalCreatureSlots;
  1797. const auto quotient = totalCreatures / totalCreatureSlots;
  1798. // totalCreatures == rem * (quotient + 1) + (totalCreatureSlots - rem) * quotient;
  1799. // Proof: r(q+1)+(s-r)q = rq+r+qs-rq = r+qs = total, where total/s = q+r/s
  1800. BulkSmartRebalanceStacks bulkSRS;
  1801. if(freeSlot != SlotID())
  1802. {
  1803. RebalanceStacks rs;
  1804. rs.srcArmy = rs.dstArmy = army->id;
  1805. rs.srcSlot = slotSrc;
  1806. rs.dstSlot = freeSlot;
  1807. rs.count = 1;
  1808. bulkSRS.moves.push_back(rs);
  1809. }
  1810. auto currSlot = 0;
  1811. auto check = 0;
  1812. for(auto slot : creatureSlots)
  1813. {
  1814. ChangeStackCount csc;
  1815. csc.army = army->id;
  1816. csc.slot = slot;
  1817. csc.count = (currSlot < rem)
  1818. ? quotient + 1
  1819. : quotient;
  1820. csc.absoluteValue = true;
  1821. bulkSRS.changes.push_back(csc);
  1822. currSlot++;
  1823. check += csc.count;
  1824. }
  1825. if(check != totalCreatures)
  1826. {
  1827. complain((boost::format("Failure: totalCreatures=%d but check=%d") % totalCreatures % check).str());
  1828. return false;
  1829. }
  1830. sendAndApply(&bulkSRS);
  1831. return true;
  1832. }
  1833. bool CGameHandler::arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player)
  1834. {
  1835. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id1));
  1836. const CArmedInstance * s2 = static_cast<const CArmedInstance *>(getObjInstance(id2));
  1837. const CCreatureSet & S1 = *s1;
  1838. const CCreatureSet & S2 = *s2;
  1839. StackLocation sl1(s1, p1);
  1840. StackLocation sl2(s2, p2);
  1841. if (s1 == nullptr || s2 == nullptr)
  1842. {
  1843. complain("Cannot exchange stacks between non-existing objects!!\n");
  1844. return false;
  1845. }
  1846. if (!sl1.slot.validSlot() || !sl2.slot.validSlot())
  1847. {
  1848. complain(complainInvalidSlot);
  1849. return false;
  1850. }
  1851. if (!isAllowedExchange(id1,id2))
  1852. {
  1853. complain("Cannot exchange stacks between these two objects!\n");
  1854. return false;
  1855. }
  1856. // We can always put stacks into locked garrison, but not take them out of it
  1857. auto notRemovable = [&](const CArmedInstance * army)
  1858. {
  1859. if (id1 != id2) // Stack arrangement inside locked garrison is allowed
  1860. {
  1861. auto g = dynamic_cast<const CGGarrison *>(army);
  1862. if (g && !g->removableUnits)
  1863. {
  1864. complain("Stacks in this garrison are not removable!\n");
  1865. return true;
  1866. }
  1867. }
  1868. return false;
  1869. };
  1870. if (what==1) //swap
  1871. {
  1872. if (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s1->getStackCount(p1))
  1873. || ((s2->tempOwner != player && s2->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)))
  1874. {
  1875. complain("Can't take troops from another player!");
  1876. return false;
  1877. }
  1878. if (sl1.army == sl2.army && sl1.slot == sl2.slot)
  1879. {
  1880. complain("Cannot swap stacks - slots are the same!");
  1881. return false;
  1882. }
  1883. if (!s1->slotEmpty(p1) && !s2->slotEmpty(p2))
  1884. {
  1885. if (notRemovable(sl1.army) || notRemovable(sl2.army))
  1886. return false;
  1887. }
  1888. if (s1->slotEmpty(p1) && notRemovable(sl2.army))
  1889. return false;
  1890. else if (s2->slotEmpty(p2) && notRemovable(sl1.army))
  1891. return false;
  1892. swapStacks(sl1, sl2);
  1893. }
  1894. else if (what==2)//merge
  1895. {
  1896. if ((s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
  1897. || (((s1->tempOwner != player && s1->tempOwner != PlayerColor::UNFLAGGABLE) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
  1898. return false;
  1899. if (s1->slotEmpty(p1) || s2->slotEmpty(p2))
  1900. {
  1901. complain("Cannot merge empty stack!");
  1902. return false;
  1903. }
  1904. else if (notRemovable(sl1.army))
  1905. return false;
  1906. moveStack(sl1, sl2);
  1907. }
  1908. else if (what==3) //split
  1909. {
  1910. const int countToMove = val - s2->getStackCount(p2);
  1911. const int countLeftOnSrc = s1->getStackCount(p1) - countToMove;
  1912. if ( (s1->tempOwner != player && countLeftOnSrc < s1->getStackCount(p1))
  1913. || (s2->tempOwner != player && val < s2->getStackCount(p2)))
  1914. {
  1915. complain("Can't move troops of another player!");
  1916. return false;
  1917. }
  1918. //general conditions checking
  1919. if ((!vstd::contains(S1.stacks,p1) && complain(complainNoCreatures))
  1920. || (val<1 && complain(complainNoCreatures)) )
  1921. {
  1922. return false;
  1923. }
  1924. if (vstd::contains(S2.stacks,p2)) //dest. slot not free - it must be "rebalancing"...
  1925. {
  1926. int total = s1->getStackCount(p1) + s2->getStackCount(p2);
  1927. if ((total < val && complain("Cannot split that stack, not enough creatures!"))
  1928. || (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
  1929. )
  1930. {
  1931. return false;
  1932. }
  1933. if (notRemovable(sl1.army))
  1934. {
  1935. if (s1->getStackCount(p1) > countLeftOnSrc)
  1936. return false;
  1937. }
  1938. else if (notRemovable(sl2.army))
  1939. {
  1940. if (s2->getStackCount(p1) < countLeftOnSrc)
  1941. return false;
  1942. }
  1943. moveStack(sl1, sl2, countToMove);
  1944. //S2.slots[p2]->count = val;
  1945. //S1.slots[p1]->count = total - val;
  1946. }
  1947. else //split one stack to the two
  1948. {
  1949. if (s1->getStackCount(p1) < val)//not enough creatures
  1950. {
  1951. complain(complainNotEnoughCreatures);
  1952. return false;
  1953. }
  1954. if (notRemovable(sl1.army))
  1955. return false;
  1956. moveStack(sl1, sl2, val);
  1957. }
  1958. }
  1959. return true;
  1960. }
  1961. bool CGameHandler::hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const
  1962. {
  1963. return connections.count(player) && connections.at(player).count(c);
  1964. }
  1965. bool CGameHandler::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  1966. {
  1967. return connections.count(left) && connections.count(right) && connections.at(left) == connections.at(right);
  1968. }
  1969. bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
  1970. {
  1971. const CArmedInstance * s1 = static_cast<const CArmedInstance *>(getObjInstance(id));
  1972. if (!vstd::contains(s1->stacks,pos))
  1973. {
  1974. complain("Illegal call to disbandCreature - no such stack in army!");
  1975. return false;
  1976. }
  1977. eraseStack(StackLocation(s1, pos));
  1978. return true;
  1979. }
  1980. bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
  1981. {
  1982. const CGTownInstance * t = getTown(tid);
  1983. if(!t)
  1984. COMPLAIN_RETF("No such town (ID=%s)!", tid);
  1985. if(!t->town->buildings.count(requestedID))
  1986. COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID);
  1987. if(t->hasBuilt(requestedID))
  1988. COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
  1989. const CBuilding * requestedBuilding = t->town->buildings.at(requestedID);
  1990. //Vector with future list of built building and buildings in auto-mode that are not yet built.
  1991. std::vector<const CBuilding*> remainingAutoBuildings;
  1992. std::set<BuildingID> buildingsThatWillBe;
  1993. //Check validity of request
  1994. if(!force)
  1995. {
  1996. switch(requestedBuilding->mode)
  1997. {
  1998. case CBuilding::BUILD_NORMAL :
  1999. if (canBuildStructure(t, requestedID) != EBuildingState::ALLOWED)
  2000. COMPLAIN_RET("Cannot build that building!");
  2001. break;
  2002. case CBuilding::BUILD_AUTO :
  2003. case CBuilding::BUILD_SPECIAL:
  2004. COMPLAIN_RET("This building can not be constructed normally!");
  2005. case CBuilding::BUILD_GRAIL :
  2006. if(requestedBuilding->mode == CBuilding::BUILD_GRAIL) //needs grail
  2007. {
  2008. if(!t->visitingHero || !t->visitingHero->hasArt(ArtifactID::GRAIL))
  2009. COMPLAIN_RET("Cannot build this without grail!")
  2010. else
  2011. removeArtifact(ArtifactLocation(t->visitingHero->id, t->visitingHero->getArtPos(ArtifactID::GRAIL, false)));
  2012. }
  2013. break;
  2014. }
  2015. }
  2016. //Performs stuff that has to be done before new building is built
  2017. auto processBeforeBuiltStructure = [t, this](const BuildingID buildingID)
  2018. {
  2019. if(buildingID >= BuildingID::DWELL_FIRST) //dwelling
  2020. {
  2021. int level = (buildingID - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
  2022. int upgradeNumber = (buildingID - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
  2023. if(upgradeNumber >= t->town->creatures.at(level).size())
  2024. {
  2025. complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
  2026. "no creature found (upgrade number %d, level %d!")
  2027. % buildingID % upgradeNumber % level));
  2028. return;
  2029. }
  2030. const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature();
  2031. SetAvailableCreatures ssi;
  2032. ssi.tid = t->id;
  2033. ssi.creatures = t->creatures;
  2034. if (ssi.creatures[level].second.empty()) // first creature in a dwelling
  2035. ssi.creatures[level].first = crea->getGrowth();
  2036. ssi.creatures[level].second.push_back(crea->getId());
  2037. sendAndApply(&ssi);
  2038. }
  2039. if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING)
  2040. {
  2041. setPortalDwelling(t);
  2042. }
  2043. };
  2044. //Performs stuff that has to be done after new building is built
  2045. auto processAfterBuiltStructure = [t, this](const BuildingID buildingID)
  2046. {
  2047. auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1);
  2048. auto isLibrary = isMageGuild ? false
  2049. : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY;
  2050. if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL))
  2051. {
  2052. if(t->visitingHero)
  2053. giveSpells(t,t->visitingHero);
  2054. if(t->garrisonHero)
  2055. giveSpells(t,t->garrisonHero);
  2056. }
  2057. };
  2058. //Checks if all requirements will be met with expected building list "buildingsThatWillBe"
  2059. auto areRequirementsFulfilled = [&](const BuildingID & buildID)
  2060. {
  2061. return buildingsThatWillBe.count(buildID);
  2062. };
  2063. //Init the vectors
  2064. for(auto & build : t->town->buildings)
  2065. {
  2066. if(t->hasBuilt(build.first))
  2067. {
  2068. buildingsThatWillBe.insert(build.first);
  2069. }
  2070. else
  2071. {
  2072. if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
  2073. remainingAutoBuildings.push_back(build.second);
  2074. }
  2075. }
  2076. //Prepare structure (list of building ids will be filled later)
  2077. NewStructures ns;
  2078. ns.tid = tid;
  2079. ns.built = force ? t->built : (t->built+1);
  2080. std::queue<const CBuilding*> buildingsToAdd;
  2081. buildingsToAdd.push(requestedBuilding);
  2082. while(!buildingsToAdd.empty())
  2083. {
  2084. auto b = buildingsToAdd.front();
  2085. buildingsToAdd.pop();
  2086. ns.bid.insert(b->bid);
  2087. buildingsThatWillBe.insert(b->bid);
  2088. remainingAutoBuildings -= b;
  2089. for(auto autoBuilding : remainingAutoBuildings)
  2090. {
  2091. auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
  2092. if(actualRequirements.test(areRequirementsFulfilled))
  2093. buildingsToAdd.push(autoBuilding);
  2094. }
  2095. }
  2096. // 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.
  2097. for(auto builtID : ns.bid)
  2098. processBeforeBuiltStructure(builtID);
  2099. //Take cost
  2100. if(!force)
  2101. {
  2102. giveResources(t->tempOwner, -requestedBuilding->resources);
  2103. gs->statistic.accumulatedValues[t->tempOwner].spentResourcesForBuildings += requestedBuilding->resources;
  2104. }
  2105. //We know what has been built, apply changes. Do this as final step to properly update town window
  2106. sendAndApply(&ns);
  2107. //Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
  2108. for(auto builtID : ns.bid)
  2109. processAfterBuiltStructure(builtID);
  2110. // now when everything is built - reveal tiles for lookout tower
  2111. changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
  2112. if(t->garrisonHero) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
  2113. visitCastleObjects(t, t->garrisonHero);
  2114. if(t->visitingHero)
  2115. visitCastleObjects(t, t->visitingHero);
  2116. checkVictoryLossConditionsForPlayer(t->tempOwner);
  2117. return true;
  2118. }
  2119. bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
  2120. {
  2121. ///incomplete, simply erases target building
  2122. const CGTownInstance * t = getTown(tid);
  2123. if (!vstd::contains(t->builtBuildings, bid))
  2124. return false;
  2125. RazeStructures rs;
  2126. rs.tid = tid;
  2127. rs.bid.insert(bid);
  2128. rs.destroyed = t->destroyed + 1;
  2129. sendAndApply(&rs);
  2130. //TODO: Remove dwellers
  2131. // if (t->subID == 4 && bid == 17) //Veil of Darkness
  2132. // {
  2133. // RemoveBonus rb(RemoveBonus::TOWN);
  2134. // rb.whoID = t->id;
  2135. // rb.source = BonusSource::TOWN_STRUCTURE;
  2136. // rb.id = 17;
  2137. // sendAndApply(&rb);
  2138. // }
  2139. return true;
  2140. }
  2141. bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl, PlayerColor player)
  2142. {
  2143. const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(getObj(objid));
  2144. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(getObj(objid));
  2145. const CArmedInstance * army = dynamic_cast<const CArmedInstance *>(getObj(dstid));
  2146. const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(getObj(dstid));
  2147. const CCreature * c = crid.toCreature();
  2148. const bool warMachine = c->warMachine != ArtifactID::NONE;
  2149. //TODO: check if hero is actually visiting object
  2150. COMPLAIN_RET_FALSE_IF(!dwelling || !army, "Cannot recruit: invalid object!");
  2151. COMPLAIN_RET_FALSE_IF(dwelling->getOwner() != player && dwelling->getOwner() != PlayerColor::UNFLAGGABLE, "Cannot recruit: dwelling not owned!");
  2152. if (town)
  2153. {
  2154. COMPLAIN_RET_FALSE_IF(town != army && !hero, "Cannot recruit: invalid destination!");
  2155. COMPLAIN_RET_FALSE_IF(hero != town->garrisonHero && hero != town->visitingHero, "Cannot recruit: can only recruit to town or hero in town!!");
  2156. }
  2157. else
  2158. {
  2159. COMPLAIN_RET_FALSE_IF(getVisitingHero(dwelling) != hero, "Cannot recruit: can only recruit by visiting hero!");
  2160. COMPLAIN_RET_FALSE_IF(!hero || hero->getOwner() != player, "Cannot recruit: can only recruit to owned hero!");
  2161. }
  2162. //verify
  2163. bool found = false;
  2164. int level = 0;
  2165. for (; level < dwelling->creatures.size(); level++) //iterate through all levels
  2166. {
  2167. if ((fromLvl != -1) && (level !=fromLvl))
  2168. continue;
  2169. const auto &cur = dwelling->creatures.at(level); //current level info <amount, list of cr. ids>
  2170. int i = 0;
  2171. for (; i < cur.second.size(); i++) //look for crid among available creatures list on current level
  2172. if (cur.second.at(i) == crid)
  2173. break;
  2174. if (i < cur.second.size())
  2175. {
  2176. found = true;
  2177. cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
  2178. break;
  2179. }
  2180. }
  2181. SlotID slot = army->getSlotFor(crid);
  2182. if ((!found && complain("Cannot recruit: no such creatures!"))
  2183. || ((si32)cram > VLC->creh->objects.at(crid)->maxAmount(getPlayerState(army->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
  2184. || (cram<=0 && complain("Cannot recruit: cram <= 0!"))
  2185. || (!slot.validSlot() && !warMachine && complain("Cannot recruit: no available slot!")))
  2186. {
  2187. return false;
  2188. }
  2189. //recruit
  2190. TResources cost = (c->getFullRecruitCost() * cram);
  2191. giveResources(army->tempOwner, -cost);
  2192. gs->statistic.accumulatedValues[army->tempOwner].spentResourcesForArmy += cost;
  2193. SetAvailableCreatures sac;
  2194. sac.tid = objid;
  2195. sac.creatures = dwelling->creatures;
  2196. sac.creatures[level].first -= cram;
  2197. sendAndApply(&sac);
  2198. if (warMachine)
  2199. {
  2200. ArtifactID artId = c->warMachine;
  2201. const CArtifact * art = artId.toArtifact();
  2202. COMPLAIN_RET_FALSE_IF(!hero, "Only hero can buy war machines");
  2203. COMPLAIN_RET_FALSE_IF(artId == ArtifactID::CATAPULT, "Catapult cannot be recruited!");
  2204. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid war machine artifact");
  2205. return giveHeroNewArtifact(hero, art);
  2206. }
  2207. else
  2208. {
  2209. addToSlot(StackLocation(army, slot), c, cram);
  2210. }
  2211. return true;
  2212. }
  2213. bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID)
  2214. {
  2215. const CArmedInstance * obj = static_cast<const CArmedInstance *>(getObjInstance(objid));
  2216. if (!obj->hasStackAtSlot(pos))
  2217. {
  2218. COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
  2219. }
  2220. UpgradeInfo ui;
  2221. fillUpgradeInfo(obj, pos, ui);
  2222. PlayerColor player = obj->tempOwner;
  2223. const PlayerState *p = getPlayerState(player);
  2224. int crQuantity = obj->stacks.at(pos)->count;
  2225. int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
  2226. //check if upgrade is possible
  2227. if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
  2228. {
  2229. return false;
  2230. }
  2231. TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
  2232. //check if player has enough resources
  2233. if (!p->resources.canAfford(totalCost))
  2234. COMPLAIN_RET("Cannot upgrade, not enough resources!");
  2235. //take resources
  2236. giveResources(player, -totalCost);
  2237. gs->statistic.accumulatedValues[player].spentResourcesForArmy += totalCost;
  2238. //upgrade creature
  2239. changeStackType(StackLocation(obj, pos), upgID.toCreature());
  2240. return true;
  2241. }
  2242. bool CGameHandler::changeStackType(const StackLocation &sl, const CCreature *c)
  2243. {
  2244. if (!sl.army->hasStackAtSlot(sl.slot))
  2245. COMPLAIN_RET("Cannot find a stack to change type");
  2246. SetStackType sst;
  2247. sst.army = sl.army->id;
  2248. sst.slot = sl.slot;
  2249. sst.type = c->getId();
  2250. sendAndApply(&sst);
  2251. return true;
  2252. }
  2253. void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
  2254. {
  2255. assert(src->canBeMergedWith(*dst, allowMerging));
  2256. while(src->stacksCount())//while there are unmoved creatures
  2257. {
  2258. auto i = src->Slots().begin(); //iterator to stack to move
  2259. StackLocation sl(src, i->first); //location of stack to move
  2260. SlotID pos = dst->getSlotFor(i->second->type);
  2261. if (!pos.validSlot())
  2262. {
  2263. //try to merge two other stacks to make place
  2264. std::pair<SlotID, SlotID> toMerge;
  2265. if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
  2266. {
  2267. moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
  2268. assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
  2269. moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
  2270. }
  2271. else
  2272. {
  2273. complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
  2274. return;
  2275. }
  2276. }
  2277. else
  2278. {
  2279. moveStack(sl, StackLocation(dst, pos));
  2280. }
  2281. }
  2282. }
  2283. bool CGameHandler::swapGarrisonOnSiege(ObjectInstanceID tid)
  2284. {
  2285. const CGTownInstance * town = getTown(tid);
  2286. if(!town->garrisonHero == !town->visitingHero)
  2287. return false;
  2288. SetHeroesInTown intown;
  2289. intown.tid = tid;
  2290. if(town->garrisonHero) //garrison -> vising
  2291. {
  2292. intown.garrison = ObjectInstanceID();
  2293. intown.visiting = town->garrisonHero->id;
  2294. }
  2295. else //visiting -> garrison
  2296. {
  2297. if(town->armedGarrison())
  2298. town->mergeGarrisonOnSiege();
  2299. intown.visiting = ObjectInstanceID();
  2300. intown.garrison = town->visitingHero->id;
  2301. }
  2302. sendAndApply(&intown);
  2303. return true;
  2304. }
  2305. bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
  2306. {
  2307. const CGTownInstance * town = getTown(tid);
  2308. if (!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
  2309. {
  2310. if (!town->visitingHero->canBeMergedWith(*town))
  2311. {
  2312. complain("Cannot make garrison swap, not enough free slots!");
  2313. return false;
  2314. }
  2315. moveArmy(town, town->visitingHero, true);
  2316. SetHeroesInTown intown;
  2317. intown.tid = tid;
  2318. intown.visiting = ObjectInstanceID();
  2319. intown.garrison = town->visitingHero->id;
  2320. sendAndApply(&intown);
  2321. return true;
  2322. }
  2323. else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
  2324. {
  2325. //check if moving hero out of town will break 8 wandering heroes limit
  2326. if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
  2327. {
  2328. complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
  2329. return false;
  2330. }
  2331. SetHeroesInTown intown;
  2332. intown.tid = tid;
  2333. intown.garrison = ObjectInstanceID();
  2334. intown.visiting = town->garrisonHero->id;
  2335. sendAndApply(&intown);
  2336. return true;
  2337. }
  2338. else if (!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
  2339. {
  2340. SetHeroesInTown intown;
  2341. intown.tid = tid;
  2342. intown.garrison = town->visitingHero->id;
  2343. intown.visiting = town->garrisonHero->id;
  2344. sendAndApply(&intown);
  2345. return true;
  2346. }
  2347. else
  2348. {
  2349. complain("Cannot swap garrison hero!");
  2350. return false;
  2351. }
  2352. }
  2353. // With the amount of changes done to the function, it's more like transferArtifacts.
  2354. // 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.
  2355. bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocation & src, const ArtifactLocation & dst)
  2356. {
  2357. const auto srcArtSet = getArtSet(src);
  2358. const auto dstArtSet = getArtSet(dst);
  2359. assert(srcArtSet);
  2360. assert(dstArtSet);
  2361. // Make sure exchange is even possible between the two heroes.
  2362. if(!isAllowedExchange(src.artHolder, dst.artHolder))
  2363. COMPLAIN_RET("That heroes cannot make any exchange!");
  2364. COMPLAIN_RET_FALSE_IF(!ArtifactUtils::checkIfSlotValid(*srcArtSet, src.slot), "moveArtifact: wrong artifact source slot");
  2365. const auto srcArtifact = srcArtSet->getArt(src.slot);
  2366. auto dstSlot = dst.slot;
  2367. if(dstSlot == ArtifactPosition::FIRST_AVAILABLE)
  2368. dstSlot = ArtifactUtils::getArtAnyPosition(dstArtSet, srcArtifact->getTypeId());
  2369. if(!ArtifactUtils::checkIfSlotValid(*dstArtSet, dstSlot))
  2370. return true;
  2371. const auto dstArtifact = dstArtSet->getArt(dstSlot);
  2372. const bool isDstSlotOccupied = dstArtSet->bearerType() == ArtBearer::ALTAR ? false : dstArtifact != nullptr;
  2373. const bool isDstSlotBackpack = dstArtSet->bearerType() == ArtBearer::HERO ? ArtifactUtils::isSlotBackpack(dstSlot) : false;
  2374. if(srcArtifact == nullptr)
  2375. COMPLAIN_RET("No artifact to move!");
  2376. if(isDstSlotOccupied && getOwner(src.artHolder) != getOwner(dst.artHolder) && !isDstSlotBackpack)
  2377. COMPLAIN_RET("Can't touch artifact on hero of another player!");
  2378. // Check if src/dest slots are appropriate for the artifacts exchanged.
  2379. // Moving to the backpack is always allowed.
  2380. if((!srcArtifact || !isDstSlotBackpack) && !srcArtifact->canBePutAt(dstArtSet, dstSlot, true))
  2381. COMPLAIN_RET("Cannot move artifact!");
  2382. auto srcSlotInfo = srcArtSet->getSlot(src.slot);
  2383. auto dstSlotInfo = dstArtSet->getSlot(dstSlot);
  2384. if((srcSlotInfo && srcSlotInfo->locked) || (dstSlotInfo && dstSlotInfo->locked))
  2385. COMPLAIN_RET("Cannot move artifact locks.");
  2386. if(isDstSlotBackpack && srcArtifact->artType->isBig())
  2387. COMPLAIN_RET("Cannot put big artifacts in backpack!");
  2388. if(src.slot == ArtifactPosition::MACH4 || dstSlot == ArtifactPosition::MACH4)
  2389. COMPLAIN_RET("Cannot move catapult!");
  2390. if(isDstSlotBackpack && !ArtifactUtils::isBackpackFreeSlots(dstArtSet))
  2391. COMPLAIN_RET("Backpack is full!");
  2392. dstSlot = std::min(dstSlot, ArtifactPosition(ArtifactPosition::BACKPACK_START + dstArtSet->artifactsInBackpack.size()));
  2393. if(src.slot == dstSlot && src.artHolder == dst.artHolder)
  2394. COMPLAIN_RET("Won't move artifact: Dest same as source!");
  2395. BulkMoveArtifacts ma(player, src.artHolder, dst.artHolder, false);
  2396. ma.srcCreature = src.creature;
  2397. ma.dstCreature = dst.creature;
  2398. // Check if dst slot is occupied
  2399. if(!isDstSlotBackpack && isDstSlotOccupied)
  2400. {
  2401. // Previous artifact must be swapped
  2402. COMPLAIN_RET_FALSE_IF(!dstArtifact->canBePutAt(srcArtSet, src.slot, true), "Cannot swap artifacts!");
  2403. ma.artsPack1.push_back(BulkMoveArtifacts::LinkedSlots(dstSlot, src.slot));
  2404. }
  2405. auto hero = getHero(dst.artHolder);
  2406. if(ArtifactUtils::checkSpellbookIsNeeded(hero, srcArtifact->artType->getId(), dstSlot))
  2407. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2408. ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
  2409. if(src.artHolder != dst.artHolder)
  2410. ma.artsPack0.back().askAssemble = true;
  2411. sendAndApply(&ma);
  2412. return true;
  2413. }
  2414. bool CGameHandler::bulkMoveArtifacts(const PlayerColor & player, ObjectInstanceID srcId, ObjectInstanceID dstId, bool swap, bool equipped, bool backpack)
  2415. {
  2416. // Make sure exchange is even possible between the two heroes.
  2417. if(!isAllowedExchange(srcId, dstId))
  2418. COMPLAIN_RET("That heroes cannot make any exchange!");
  2419. auto psrcSet = getArtSet(srcId);
  2420. auto pdstSet = getArtSet(dstId);
  2421. if((!psrcSet) || (!pdstSet))
  2422. COMPLAIN_RET("bulkMoveArtifacts: wrong hero's ID");
  2423. BulkMoveArtifacts ma(player, srcId, dstId, swap);
  2424. auto & slotsSrcDst = ma.artsPack0;
  2425. auto & slotsDstSrc = ma.artsPack1;
  2426. // Temporary fitting set for artifacts. Used to select available slots before sending data.
  2427. CArtifactFittingSet artFittingSet(pdstSet->bearerType());
  2428. auto moveArtifact = [this, &artFittingSet, dstId](const CArtifactInstance * artifact,
  2429. ArtifactPosition srcSlot, std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2430. {
  2431. assert(artifact);
  2432. auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, artifact->getTypeId());
  2433. if(dstSlot != ArtifactPosition::PRE_FIRST)
  2434. {
  2435. artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
  2436. slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  2437. // TODO Shouldn't be here. Possibly in callback after equipping the artifact
  2438. if(auto dstHero = getHero(dstId))
  2439. {
  2440. if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->getTypeId(), dstSlot))
  2441. giveHeroNewArtifact(dstHero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2442. }
  2443. }
  2444. };
  2445. if(swap)
  2446. {
  2447. auto moveArtsWorn = [moveArtifact](const CArtifactSet * srcArtSet, std::vector<BulkMoveArtifacts::LinkedSlots> & slots)
  2448. {
  2449. for(auto & artifact : srcArtSet->artifactsWorn)
  2450. {
  2451. if(ArtifactUtils::isArtRemovable(artifact))
  2452. moveArtifact(artifact.second.getArt(), artifact.first, slots);
  2453. }
  2454. };
  2455. auto moveArtsInBackpack = [](const CArtifactSet * artSet,
  2456. std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
  2457. {
  2458. for(auto & slotInfo : artSet->artifactsInBackpack)
  2459. {
  2460. auto slot = artSet->getArtPos(slotInfo.artifact);
  2461. slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
  2462. }
  2463. };
  2464. if(equipped)
  2465. {
  2466. // Move over artifacts that are worn srcHero -> dstHero
  2467. moveArtsWorn(psrcSet, slotsSrcDst);
  2468. artFittingSet.artifactsWorn.clear();
  2469. // Move over artifacts that are worn dstHero -> srcHero
  2470. moveArtsWorn(pdstSet, slotsDstSrc);
  2471. }
  2472. if(backpack)
  2473. {
  2474. // Move over artifacts that are in backpack srcHero -> dstHero
  2475. moveArtsInBackpack(psrcSet, slotsSrcDst);
  2476. // Move over artifacts that are in backpack dstHero -> srcHero
  2477. moveArtsInBackpack(pdstSet, slotsDstSrc);
  2478. }
  2479. }
  2480. else
  2481. {
  2482. artFittingSet.artifactsInBackpack = pdstSet->artifactsInBackpack;
  2483. artFittingSet.artifactsWorn = pdstSet->artifactsWorn;
  2484. if(equipped)
  2485. {
  2486. // Move over artifacts that are worn
  2487. for(auto & artInfo : psrcSet->artifactsWorn)
  2488. {
  2489. if(ArtifactUtils::isArtRemovable(artInfo))
  2490. {
  2491. moveArtifact(psrcSet->getArt(artInfo.first), artInfo.first, slotsSrcDst);
  2492. }
  2493. }
  2494. }
  2495. if(backpack)
  2496. {
  2497. // Move over artifacts that are in backpack
  2498. for(auto & slotInfo : psrcSet->artifactsInBackpack)
  2499. {
  2500. moveArtifact(psrcSet->getArt(psrcSet->getArtPos(slotInfo.artifact)),
  2501. psrcSet->getArtPos(slotInfo.artifact), slotsSrcDst);
  2502. }
  2503. }
  2504. }
  2505. sendAndApply(&ma);
  2506. return true;
  2507. }
  2508. bool CGameHandler::scrollBackpackArtifacts(const PlayerColor & player, const ObjectInstanceID heroID, bool left)
  2509. {
  2510. const auto artSet = getArtSet(heroID);
  2511. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "scrollBackpackArtifacts: wrong hero's ID");
  2512. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2513. const auto backpackEnd = ArtifactPosition(ArtifactPosition::BACKPACK_START + artSet->artifactsInBackpack.size() - 1);
  2514. if(backpackEnd > ArtifactPosition::BACKPACK_START)
  2515. {
  2516. if(left)
  2517. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(backpackEnd, ArtifactPosition::BACKPACK_START));
  2518. else
  2519. bma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(ArtifactPosition::BACKPACK_START, backpackEnd));
  2520. sendAndApply(&bma);
  2521. }
  2522. return true;
  2523. }
  2524. bool CGameHandler::saveArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2525. {
  2526. auto artSet = getArtSet(heroID);
  2527. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "saveArtifactsCostume: wrong hero's ID");
  2528. ChangeArtifactsCostume costume(player, costumeIdx);
  2529. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2530. {
  2531. if(const auto slotInfo = artSet->getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2532. costume.costumeSet.emplace(slot, slotInfo->getArt()->getTypeId());
  2533. }
  2534. sendAndApply(&costume);
  2535. return true;
  2536. }
  2537. bool CGameHandler::switchArtifactsCostume(const PlayerColor & player, const ObjectInstanceID heroID, uint32_t costumeIdx)
  2538. {
  2539. const auto artSet = getArtSet(heroID);
  2540. COMPLAIN_RET_FALSE_IF(artSet == nullptr, "switchArtifactsCostume: wrong hero's ID");
  2541. const auto playerState = getPlayerState(player);
  2542. COMPLAIN_RET_FALSE_IF(playerState == nullptr, "switchArtifactsCostume: wrong player");
  2543. if(auto costume = playerState->costumesArtifacts.find(costumeIdx); costume != playerState->costumesArtifacts.end())
  2544. {
  2545. CArtifactFittingSet artFittingSet(*artSet);
  2546. BulkMoveArtifacts bma(player, heroID, heroID, false);
  2547. auto costumeArtMap = costume->second;
  2548. auto estimateBackpackSize = artSet->artifactsInBackpack.size();
  2549. // First, find those artifacts that are already in place
  2550. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2551. {
  2552. if(const auto * slotInfo = artFittingSet.getSlot(slot); slotInfo != nullptr && !slotInfo->locked)
  2553. if(const auto artPos = costumeArtMap.find(slot); artPos != costumeArtMap.end() && artPos->second == slotInfo->getArt()->getTypeId())
  2554. {
  2555. costumeArtMap.erase(artPos);
  2556. artFittingSet.removeArtifact(slot);
  2557. }
  2558. }
  2559. // Second, find the necessary artifacts for the costume
  2560. for(const auto & artPos : costumeArtMap)
  2561. {
  2562. if(const auto availableArts = artFittingSet.getAllArtPositions(artPos.second, false, false, false); !availableArts.empty())
  2563. {
  2564. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots
  2565. {
  2566. artSet->getArtPos(artFittingSet.getArt(availableArts.front())),
  2567. artPos.first
  2568. });
  2569. artFittingSet.removeArtifact(availableArts.front());
  2570. if(ArtifactUtils::isSlotBackpack(availableArts.front()))
  2571. estimateBackpackSize--;
  2572. }
  2573. }
  2574. // Third, put unnecessary artifacts into backpack
  2575. for(const auto & slot : ArtifactUtils::commonWornSlots())
  2576. if(artFittingSet.getArt(slot))
  2577. {
  2578. bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots{slot, ArtifactPosition::BACKPACK_START});
  2579. estimateBackpackSize++;
  2580. }
  2581. const auto backpackCap = VLC->settings()->getInteger(EGameSettings::HEROES_BACKPACK_CAP);
  2582. if((backpackCap < 0 || estimateBackpackSize <= backpackCap) && !bma.artsPack0.empty())
  2583. sendAndApply(&bma);
  2584. }
  2585. return true;
  2586. }
  2587. /**
  2588. * Assembles or disassembles a combination artifact.
  2589. * @param heroID ID of hero holding the artifact(s).
  2590. * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
  2591. * @param assemble True for assembly operation, false for disassembly.
  2592. * @param assembleTo If assemble is true, this represents the artifact ID of the combination
  2593. * artifact to assemble to. Otherwise it's not used.
  2594. */
  2595. bool CGameHandler::assembleArtifacts(ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)
  2596. {
  2597. const CGHeroInstance * hero = getHero(heroID);
  2598. const CArtifactInstance * destArtifact = hero->getArt(artifactSlot);
  2599. if(!destArtifact)
  2600. COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
  2601. const auto dstLoc = ArtifactLocation(hero->id, artifactSlot);
  2602. if(assemble)
  2603. {
  2604. const CArtifact * combinedArt = assembleTo.toArtifact();
  2605. if(!combinedArt->isCombined())
  2606. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
  2607. if(!vstd::contains(ArtifactUtils::assemblyPossibilities(hero, destArtifact->getTypeId()), combinedArt))
  2608. {
  2609. COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
  2610. }
  2611. if(!destArtifact->canBePutAt(hero, artifactSlot, true)
  2612. && !destArtifact->canBePutAt(hero, ArtifactPosition::BACKPACK_START, true))
  2613. {
  2614. COMPLAIN_RET("assembleArtifacts: It's impossible to give the artholder requested artifact!");
  2615. }
  2616. if(ArtifactUtils::checkSpellbookIsNeeded(hero, assembleTo, artifactSlot))
  2617. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2618. AssembledArtifact aa;
  2619. aa.al = dstLoc;
  2620. aa.builtArt = combinedArt;
  2621. sendAndApply(&aa);
  2622. }
  2623. else
  2624. {
  2625. if(!destArtifact->isCombined())
  2626. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
  2627. if(ArtifactUtils::isSlotBackpack(artifactSlot)
  2628. && !ArtifactUtils::isBackpackFreeSlots(hero, destArtifact->artType->getConstituents().size() - 1))
  2629. COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble but backpack is full!");
  2630. DisassembledArtifact da;
  2631. da.al = dstLoc;
  2632. sendAndApply(&da);
  2633. }
  2634. return true;
  2635. }
  2636. bool CGameHandler::eraseArtifactByClient(const ArtifactLocation & al)
  2637. {
  2638. const auto * hero = getHero(al.artHolder);
  2639. if(hero == nullptr)
  2640. COMPLAIN_RET("eraseArtifactByClient: wrong hero's ID");
  2641. const auto * art = hero->getArt(al.slot);
  2642. if(art == nullptr)
  2643. COMPLAIN_RET("Cannot remove artifact!");
  2644. if(art->canBePutAt(hero) || al.slot != ArtifactPosition::TRANSITION_POS)
  2645. COMPLAIN_RET("Illegal artifact removal request");
  2646. removeArtifact(al);
  2647. return true;
  2648. }
  2649. bool CGameHandler::buyArtifact(ObjectInstanceID hid, ArtifactID aid)
  2650. {
  2651. const CGHeroInstance * hero = getHero(hid);
  2652. COMPLAIN_RET_FALSE_IF(nullptr == hero, "Invalid hero index");
  2653. const CGTownInstance * town = hero->visitedTown;
  2654. COMPLAIN_RET_FALSE_IF(nullptr == town, "Hero not in town");
  2655. if (aid==ArtifactID::SPELLBOOK)
  2656. {
  2657. if ((!town->hasBuilt(BuildingID::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
  2658. || (getResource(hero->getOwner(), EGameResID::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!"))
  2659. || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
  2660. )
  2661. return false;
  2662. giveResource(hero->getOwner(),EGameResID::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
  2663. giveHeroNewArtifact(hero, ArtifactID(ArtifactID::SPELLBOOK).toArtifact(), ArtifactPosition::SPELLBOOK);
  2664. assert(hero->getArt(ArtifactPosition::SPELLBOOK));
  2665. giveSpells(town,hero);
  2666. return true;
  2667. }
  2668. else
  2669. {
  2670. const CArtifact * art = aid.toArtifact();
  2671. COMPLAIN_RET_FALSE_IF(nullptr == art, "Invalid artifact index to buy");
  2672. COMPLAIN_RET_FALSE_IF(art->getWarMachine() == CreatureID::NONE, "War machine artifact required");
  2673. COMPLAIN_RET_FALSE_IF(hero->hasArt(aid),"Hero already has this machine!");
  2674. const int price = art->getPrice();
  2675. COMPLAIN_RET_FALSE_IF(getPlayerState(hero->getOwner())->resources[EGameResID::GOLD] < price, "Not enough gold!");
  2676. if ((town->hasBuilt(BuildingID::BLACKSMITH) && town->town->warMachine == aid)
  2677. || (town->hasBuilt(BuildingSubID::BALLISTA_YARD) && aid == ArtifactID::BALLISTA))
  2678. {
  2679. giveResource(hero->getOwner(),EGameResID::GOLD,-price);
  2680. return giveHeroNewArtifact(hero, art);
  2681. }
  2682. else
  2683. COMPLAIN_RET("This machine is unavailable here!");
  2684. }
  2685. }
  2686. bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, GameResID rid, ArtifactID aid)
  2687. {
  2688. if(!h)
  2689. COMPLAIN_RET("Only hero can buy artifacts!");
  2690. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
  2691. COMPLAIN_RET("That artifact is unavailable!");
  2692. int b1;
  2693. int b2;
  2694. m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
  2695. if (getResource(h->tempOwner, rid) < b1)
  2696. COMPLAIN_RET("You can't afford to buy this artifact!");
  2697. giveResource(h->tempOwner, rid, -b1);
  2698. SetAvailableArtifacts saa;
  2699. if(dynamic_cast<const CGTownInstance *>(m))
  2700. {
  2701. saa.id = ObjectInstanceID::NONE;
  2702. saa.arts = gs->map->townMerchantArtifacts;
  2703. }
  2704. else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m)) //black market
  2705. {
  2706. saa.id = bm->id;
  2707. saa.arts = bm->artifacts;
  2708. }
  2709. else
  2710. COMPLAIN_RET("Wrong marktet...");
  2711. bool found = false;
  2712. for (const CArtifact *&art : saa.arts)
  2713. {
  2714. if (art && art->getId() == aid)
  2715. {
  2716. art = nullptr;
  2717. found = true;
  2718. break;
  2719. }
  2720. }
  2721. if (!found)
  2722. COMPLAIN_RET("Cannot find selected artifact on the list");
  2723. sendAndApply(&saa);
  2724. giveHeroNewArtifact(h, aid.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  2725. return true;
  2726. }
  2727. bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, GameResID rid)
  2728. {
  2729. COMPLAIN_RET_FALSE_IF((!h), "Only hero can sell artifacts!");
  2730. const CArtifactInstance *art = h->getArtByInstanceId(aid);
  2731. COMPLAIN_RET_FALSE_IF((!art), "There is no artifact to sell!");
  2732. COMPLAIN_RET_FALSE_IF((!art->artType->isTradable()), "Cannot sell a war machine or spellbook!");
  2733. int resVal = 0;
  2734. int dump = 1;
  2735. m->getOffer(art->artType->getId(), rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
  2736. removeArtifact(ArtifactLocation(h->id, h->getArtPos(art)));
  2737. giveResource(h->tempOwner, rid, resVal);
  2738. return true;
  2739. }
  2740. bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, SecondarySkill skill)
  2741. {
  2742. if (!h)
  2743. COMPLAIN_RET("You need hero to buy a skill!");
  2744. if (h->getSecSkillLevel(SecondarySkill(skill)))
  2745. COMPLAIN_RET("Hero already know this skill");
  2746. if (!h->canLearnSkill())
  2747. COMPLAIN_RET("Hero can't learn any more skills");
  2748. if (!h->canLearnSkill(skill))
  2749. COMPLAIN_RET("The hero can't learn this skill!");
  2750. if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
  2751. COMPLAIN_RET("That skill is unavailable!");
  2752. if (getResource(h->tempOwner, EGameResID::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
  2753. COMPLAIN_RET("You can't afford to buy this skill");
  2754. giveResource(h->tempOwner, EGameResID::GOLD, -GameConstants::SKILL_GOLD_COST);
  2755. changeSecSkill(h, skill, 1, true);
  2756. return true;
  2757. }
  2758. bool CGameHandler::tradeResources(const IMarket *market, ui32 amountToSell, PlayerColor player, GameResID toSell, GameResID toBuy)
  2759. {
  2760. TResourceCap haveToSell = getPlayerState(player)->resources[toSell];
  2761. vstd::amin(amountToSell, haveToSell); //can't trade more resources than have
  2762. int b1; //base quantities for trade
  2763. int b2;
  2764. market->getOffer(toSell, toBuy, b1, b2, EMarketMode::RESOURCE_RESOURCE);
  2765. int amountToBoy = amountToSell / b1; //how many base quantities we trade
  2766. if (amountToSell % b1 != 0) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2767. {
  2768. COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
  2769. }
  2770. giveResource(player, toSell, -b1 * amountToBoy);
  2771. giveResource(player, toBuy, b2 * amountToBoy);
  2772. gs->statistic.accumulatedValues[player].tradeVolume[toSell] += -b1 * amountToBoy;
  2773. gs->statistic.accumulatedValues[player].tradeVolume[toBuy] += b2 * amountToBoy;
  2774. return true;
  2775. }
  2776. bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID resourceID)
  2777. {
  2778. if(!hero)
  2779. COMPLAIN_RET("Only hero can sell creatures!");
  2780. if (!vstd::contains(hero->Slots(), slot))
  2781. COMPLAIN_RET("Hero doesn't have any creature in that slot!");
  2782. const CStackInstance &s = hero->getStack(slot);
  2783. if (s.count < (TQuantity)count //can't sell more creatures than have
  2784. || (hero->stacksCount() == 1 && hero->needsLastStack() && s.count == count)) //can't sell last stack
  2785. {
  2786. COMPLAIN_RET("Not enough creatures in army!");
  2787. }
  2788. int b1; //base quantities for trade
  2789. int b2;
  2790. market->getOffer(s.type->getId(), resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
  2791. int units = count / b1; //how many base quantities we trade
  2792. if (count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
  2793. {
  2794. //TODO: complain?
  2795. assert(0);
  2796. }
  2797. changeStackCount(StackLocation(hero, slot), -(TQuantity)count);
  2798. giveResource(hero->tempOwner, resourceID, b2 * units);
  2799. return true;
  2800. }
  2801. bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot)
  2802. {
  2803. const CArmedInstance *army = nullptr;
  2804. if (hero)
  2805. army = hero;
  2806. else
  2807. army = dynamic_cast<const CGTownInstance *>(market);
  2808. if (!army)
  2809. COMPLAIN_RET("Incorrect call to transform in undead!");
  2810. if (!army->hasStackAtSlot(slot))
  2811. COMPLAIN_RET("Army doesn't have any creature in that slot!");
  2812. const CStackInstance &s = army->getStack(slot);
  2813. //resulting creature - bone dragons or skeletons
  2814. CreatureID resCreature = CreatureID::SKELETON;
  2815. if ((s.hasBonusOfType(BonusType::DRAGON_NATURE)
  2816. && !(s.hasBonusOfType(BonusType::UNDEAD)))
  2817. || (s.getCreatureID() == CreatureID::HYDRA)
  2818. || (s.getCreatureID() == CreatureID::CHAOS_HYDRA))
  2819. resCreature = CreatureID::BONE_DRAGON;
  2820. changeStackType(StackLocation(army, slot), resCreature.toCreature());
  2821. return true;
  2822. }
  2823. bool CGameHandler::sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2)
  2824. {
  2825. const PlayerState *p2 = getPlayerState(r2, false);
  2826. if (!p2 || p2->status != EPlayerStatus::INGAME)
  2827. {
  2828. complain("Dest player must be in game!");
  2829. return false;
  2830. }
  2831. TResourceCap curRes1 = getPlayerState(player)->resources[r1];
  2832. vstd::amin(val, curRes1);
  2833. giveResource(player, r1, -(int)val);
  2834. giveResource(r2, r1, val);
  2835. return true;
  2836. }
  2837. bool CGameHandler::setFormation(ObjectInstanceID hid, EArmyFormation formation)
  2838. {
  2839. const CGHeroInstance *h = getHero(hid);
  2840. if (!h)
  2841. {
  2842. logGlobal->error("Hero doesn't exist!");
  2843. return false;
  2844. }
  2845. ChangeFormation cf;
  2846. cf.hid = hid;
  2847. cf.formation = formation;
  2848. sendAndApply(&cf);
  2849. return true;
  2850. }
  2851. bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, PlayerColor player)
  2852. {
  2853. logGlobal->trace("Player %s attempts answering query %d with answer:", player, qid);
  2854. if (answer)
  2855. logGlobal->trace("%d", *answer);
  2856. auto topQuery = queries->topQuery(player);
  2857. COMPLAIN_RET_FALSE_IF(!topQuery, "This player doesn't have any queries!");
  2858. if(topQuery->queryID != qid)
  2859. {
  2860. auto currentQuery = queries->getQuery(qid);
  2861. if(currentQuery != nullptr && currentQuery->endsByPlayerAnswer())
  2862. currentQuery->setReply(answer);
  2863. COMPLAIN_RET("This player top query has different ID!"); //topQuery->queryID != qid
  2864. }
  2865. COMPLAIN_RET_FALSE_IF(!topQuery->endsByPlayerAnswer(), "This query cannot be ended by player's answer!");
  2866. topQuery->setReply(answer);
  2867. queries->popQuery(topQuery);
  2868. return true;
  2869. }
  2870. void CGameHandler::handleTimeEvents()
  2871. {
  2872. gs->map->events.sort(evntCmp);
  2873. while(gs->map->events.size() && gs->map->events.front().firstOccurrence+1 == gs->day)
  2874. {
  2875. CMapEvent ev = gs->map->events.front();
  2876. for (int player = 0; player < PlayerColor::PLAYER_LIMIT_I; player++)
  2877. {
  2878. auto color = PlayerColor(player);
  2879. const PlayerState * pinfo = getPlayerState(color, false); //do not output error if player does not exist
  2880. if (pinfo //player exists
  2881. && (ev.players & 1<<player) //event is enabled to this player
  2882. && ((ev.computerAffected && !pinfo->human)
  2883. || (ev.humanAffected && pinfo->human)
  2884. )
  2885. )
  2886. {
  2887. //give resources
  2888. giveResources(color, ev.resources);
  2889. //prepare dialog
  2890. InfoWindow iw;
  2891. iw.player = color;
  2892. iw.text = ev.message;
  2893. for (GameResID i : GameResID::ALL_RESOURCES())
  2894. {
  2895. if (ev.resources[i]) //if resource is changed, we add it to the dialog
  2896. iw.components.emplace_back(ComponentType::RESOURCE, i, ev.resources[i]);
  2897. }
  2898. sendAndApply(&iw); //show dialog
  2899. }
  2900. } //PLAYERS LOOP
  2901. if (ev.nextOccurrence)
  2902. {
  2903. gs->map->events.pop_front();
  2904. ev.firstOccurrence += ev.nextOccurrence;
  2905. auto it = gs->map->events.begin();
  2906. while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
  2907. it++;
  2908. gs->map->events.insert(it, ev);
  2909. }
  2910. else
  2911. {
  2912. gs->map->events.pop_front();
  2913. }
  2914. }
  2915. //TODO send only if changed
  2916. UpdateMapEvents ume;
  2917. ume.events = gs->map->events;
  2918. sendAndApply(&ume);
  2919. }
  2920. void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
  2921. {
  2922. town->events.sort(evntCmp);
  2923. while(town->events.size() && town->events.front().firstOccurrence == gs->day)
  2924. {
  2925. PlayerColor player = town->tempOwner;
  2926. CCastleEvent ev = town->events.front();
  2927. const PlayerState * pinfo = getPlayerState(player, false);
  2928. if (pinfo //player exists
  2929. && (ev.players & 1<<player.getNum()) //event is enabled to this player
  2930. && ((ev.computerAffected && !pinfo->human)
  2931. || (ev.humanAffected && pinfo->human)))
  2932. {
  2933. // dialog
  2934. InfoWindow iw;
  2935. iw.player = player;
  2936. iw.text = ev.message;
  2937. if (ev.resources.nonZero())
  2938. {
  2939. TResources was = n.res[player];
  2940. n.res[player] += ev.resources;
  2941. n.res[player].amax(0);
  2942. for (GameResID i : GameResID::ALL_RESOURCES())
  2943. if (ev.resources[i] && pinfo->resources[i] != n.res.at(player)[i]) //if resource had changed, we add it to the dialog
  2944. iw.components.emplace_back(ComponentType::RESOURCE, i, n.res.at(player)[i] - was[i]);
  2945. }
  2946. for (auto & i : ev.buildings)
  2947. {
  2948. // Only perform action if:
  2949. // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
  2950. // 2. Building was not built yet
  2951. // othervice, silently ignore / skip it
  2952. if (town->town->buildings.count(i) && !town->hasBuilt(i))
  2953. {
  2954. buildStructure(town->id, i, true);
  2955. iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
  2956. }
  2957. }
  2958. if (!ev.creatures.empty() && !vstd::contains(n.cres, town->id))
  2959. {
  2960. n.cres[town->id].tid = town->id;
  2961. n.cres[town->id].creatures = town->creatures;
  2962. }
  2963. auto & sac = n.cres[town->id];
  2964. for (si32 i=0;i<ev.creatures.size();i++) //creature growths
  2965. {
  2966. if (!town->creatures.at(i).second.empty() && ev.creatures.at(i) > 0)//there is dwelling
  2967. {
  2968. sac.creatures[i].first += ev.creatures.at(i);
  2969. iw.components.emplace_back(ComponentType::CREATURE, town->creatures.at(i).second.back(), ev.creatures.at(i));
  2970. }
  2971. }
  2972. sendAndApply(&iw); //show dialog
  2973. }
  2974. if (ev.nextOccurrence)
  2975. {
  2976. town->events.pop_front();
  2977. ev.firstOccurrence += ev.nextOccurrence;
  2978. auto it = town->events.begin();
  2979. while(it != town->events.end() && it->earlierThanOrEqual(ev))
  2980. it++;
  2981. town->events.insert(it, ev);
  2982. }
  2983. else
  2984. {
  2985. town->events.pop_front();
  2986. }
  2987. }
  2988. //TODO send only if changed
  2989. UpdateCastleEvents uce;
  2990. uce.town = town->id;
  2991. uce.events = town->events;
  2992. sendAndApply(&uce);
  2993. }
  2994. bool CGameHandler::complain(const std::string &problem)
  2995. {
  2996. #ifndef ENABLE_GOLDMASTER
  2997. playerMessages->broadcastSystemMessage("Server encountered a problem: " + problem);
  2998. #endif
  2999. logGlobal->error(problem);
  3000. return true;
  3001. }
  3002. void CGameHandler::showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits)
  3003. {
  3004. //PlayerColor player = getOwner(hid);
  3005. auto upperArmy = dynamic_cast<const CArmedInstance*>(getObj(upobj));
  3006. auto lowerArmy = dynamic_cast<const CArmedInstance*>(getObj(hid));
  3007. assert(lowerArmy);
  3008. assert(upperArmy);
  3009. auto garrisonQuery = std::make_shared<CGarrisonDialogQuery>(this, upperArmy, lowerArmy);
  3010. queries->addQuery(garrisonQuery);
  3011. GarrisonDialog gd;
  3012. gd.hid = hid;
  3013. gd.objid = upobj;
  3014. gd.removableUnits = removableUnits;
  3015. gd.queryID = garrisonQuery->queryID;
  3016. sendAndApply(&gd);
  3017. }
  3018. void CGameHandler::showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery)
  3019. {
  3020. OpenWindow pack;
  3021. pack.window = window;
  3022. pack.object = object->id;
  3023. pack.visitor = visitor->id;
  3024. if (addQuery)
  3025. {
  3026. auto windowQuery = std::make_shared<OpenWindowQuery>(this, visitor, window);
  3027. pack.queryID = windowQuery->queryID;
  3028. queries->addQuery(windowQuery);
  3029. }
  3030. sendAndApply(&pack);
  3031. }
  3032. bool CGameHandler::isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2)
  3033. {
  3034. if (id1 == id2)
  3035. return true;
  3036. const CGObjectInstance *o1 = getObj(id1);
  3037. const CGObjectInstance *o2 = getObj(id2);
  3038. if (!o1 || !o2)
  3039. return true; //arranging stacks within an object should be always allowed
  3040. if (o1 && o2)
  3041. {
  3042. if (o1->ID == Obj::TOWN)
  3043. {
  3044. const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
  3045. if (t->visitingHero == o2 || t->garrisonHero == o2)
  3046. return true;
  3047. }
  3048. if (o2->ID == Obj::TOWN)
  3049. {
  3050. const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
  3051. if (t->visitingHero == o1 || t->garrisonHero == o1)
  3052. return true;
  3053. }
  3054. auto market = dynamic_cast<const IMarket*>(o1);
  3055. if(market == nullptr)
  3056. market = dynamic_cast<const IMarket*>(o2);
  3057. if(market)
  3058. return market->allowsTrade(EMarketMode::ARTIFACT_EXP);
  3059. if (o1->ID == Obj::HERO && o2->ID == Obj::HERO)
  3060. {
  3061. const CGHeroInstance *h1 = static_cast<const CGHeroInstance*>(o1);
  3062. const CGHeroInstance *h2 = static_cast<const CGHeroInstance*>(o2);
  3063. // two heroes in same town (garrisoned and visiting)
  3064. if (h1->visitedTown != nullptr && h2->visitedTown != nullptr && h1->visitedTown == h2->visitedTown)
  3065. return true;
  3066. }
  3067. //Ongoing garrison exchange - usually picking from top garison (from o1 to o2), but who knows
  3068. auto dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o1->tempOwner));
  3069. if (!dialog)
  3070. {
  3071. dialog = std::dynamic_pointer_cast<CGarrisonDialogQuery>(queries->topQuery(o2->tempOwner));
  3072. }
  3073. if (dialog)
  3074. {
  3075. auto topArmy = dialog->exchangingArmies.at(0);
  3076. auto bottomArmy = dialog->exchangingArmies.at(1);
  3077. if ((topArmy == o1 && bottomArmy == o2) || (bottomArmy == o1 && topArmy == o2))
  3078. return true;
  3079. }
  3080. }
  3081. return false;
  3082. }
  3083. void CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h)
  3084. {
  3085. using events::ObjectVisitStarted;
  3086. logGlobal->debug("%s visits %s (%d)", h->nodeName(), obj->getObjectName(), obj->ID);
  3087. if (getVisitingHero(obj) != nullptr)
  3088. {
  3089. logGlobal->error("Attempt to visit object that is being visited by another hero!");
  3090. throw std::runtime_error("Can not visit object that is being visited");
  3091. }
  3092. std::shared_ptr<CObjectVisitQuery> visitQuery;
  3093. auto startVisit = [&](ObjectVisitStarted & event)
  3094. {
  3095. auto visitedObject = obj;
  3096. if(obj->ID == Obj::HERO)
  3097. {
  3098. auto visitedHero = static_cast<const CGHeroInstance *>(obj);
  3099. const auto visitedTown = visitedHero->visitedTown;
  3100. if(visitedTown)
  3101. {
  3102. const bool isEnemy = visitedHero->getOwner() != h->getOwner();
  3103. if(isEnemy && !visitedTown->isBattleOutsideTown(visitedHero))
  3104. visitedObject = visitedTown;
  3105. }
  3106. }
  3107. visitQuery = std::make_shared<CObjectVisitQuery>(this, visitedObject, h, visitedObject->visitablePos());
  3108. queries->addQuery(visitQuery); //TODO real visit pos
  3109. HeroVisit hv;
  3110. hv.objId = obj->id;
  3111. hv.heroId = h->id;
  3112. hv.player = h->tempOwner;
  3113. hv.starting = true;
  3114. sendAndApply(&hv);
  3115. obj->onHeroVisit(h);
  3116. };
  3117. ObjectVisitStarted::defaultExecute(serverEventBus.get(), startVisit, h->tempOwner, h->id, obj->id);
  3118. if(visitQuery)
  3119. queries->popIfTop(visitQuery); //visit ends here if no queries were created
  3120. }
  3121. void CGameHandler::objectVisitEnded(const CObjectVisitQuery & query)
  3122. {
  3123. using events::ObjectVisitEnded;
  3124. logGlobal->debug("%s visit ends.\n", query.visitingHero->nodeName());
  3125. auto endVisit = [&](ObjectVisitEnded & event)
  3126. {
  3127. HeroVisit hv;
  3128. hv.player = event.getPlayer();
  3129. hv.heroId = event.getHero();
  3130. hv.starting = false;
  3131. sendAndApply(&hv);
  3132. };
  3133. //TODO: ObjectVisitEnded should also have id of visited object,
  3134. //but this requires object being deleted only by `removeAfterVisit()` but not `removeObject()`
  3135. ObjectVisitEnded::defaultExecute(serverEventBus.get(), endVisit, query.players.front(), query.visitingHero->id);
  3136. }
  3137. bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
  3138. {
  3139. const auto *obj = dynamic_cast<const IShipyard *>(getObj(objid));
  3140. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  3141. {
  3142. complain("Cannot build boat in this shipyard!");
  3143. return false;
  3144. }
  3145. TResources boatCost;
  3146. obj->getBoatCost(boatCost);
  3147. TResources available = getPlayerState(playerID)->resources;
  3148. if (!available.canAfford(boatCost))
  3149. {
  3150. complain("Not enough resources to build a boat!");
  3151. return false;
  3152. }
  3153. int3 tile = obj->bestLocation();
  3154. if (!gs->map->isInTheMap(tile))
  3155. {
  3156. complain("Cannot find appropriate tile for a boat!");
  3157. return false;
  3158. }
  3159. giveResources(playerID, -boatCost);
  3160. createBoat(tile, obj->getBoatType(), playerID);
  3161. return true;
  3162. }
  3163. void CGameHandler::checkVictoryLossConditions(const std::set<PlayerColor> & playerColors)
  3164. {
  3165. for (auto playerColor : playerColors)
  3166. {
  3167. if (getPlayerState(playerColor, false))
  3168. checkVictoryLossConditionsForPlayer(playerColor);
  3169. }
  3170. }
  3171. void CGameHandler::checkVictoryLossConditionsForAll()
  3172. {
  3173. std::set<PlayerColor> playerColors;
  3174. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  3175. {
  3176. playerColors.insert(PlayerColor(i));
  3177. }
  3178. checkVictoryLossConditions(playerColors);
  3179. }
  3180. void CGameHandler::checkVictoryLossConditionsForPlayer(PlayerColor player)
  3181. {
  3182. const PlayerState * p = getPlayerState(player);
  3183. if(!p || p->status != EPlayerStatus::INGAME) return;
  3184. auto victoryLossCheckResult = gs->checkForVictoryAndLoss(player);
  3185. if (victoryLossCheckResult.victory() || victoryLossCheckResult.loss())
  3186. {
  3187. InfoWindow iw;
  3188. getVictoryLossMessage(player, victoryLossCheckResult, iw);
  3189. sendAndApply(&iw);
  3190. PlayerEndsGame peg;
  3191. peg.player = player;
  3192. peg.victoryLossCheckResult = victoryLossCheckResult;
  3193. sendAndApply(&peg);
  3194. turnOrder->onPlayerEndsGame(player);
  3195. if (victoryLossCheckResult.victory())
  3196. {
  3197. //one player won -> all enemies lost
  3198. for (auto i = gs->players.cbegin(); i!=gs->players.cend(); i++)
  3199. {
  3200. if (i->first != player && getPlayerState(i->first)->status == EPlayerStatus::INGAME)
  3201. {
  3202. peg.player = i->first;
  3203. peg.victoryLossCheckResult = getPlayerRelations(player, i->first) == PlayerRelations::ALLIES ?
  3204. victoryLossCheckResult : victoryLossCheckResult.invert(); // ally of winner
  3205. InfoWindow iw;
  3206. getVictoryLossMessage(player, peg.victoryLossCheckResult, iw);
  3207. iw.player = i->first;
  3208. sendAndApply(&iw);
  3209. sendAndApply(&peg);
  3210. }
  3211. }
  3212. if(p->human)
  3213. {
  3214. lobby->setState(EServerState::SHUTDOWN);
  3215. }
  3216. }
  3217. else
  3218. {
  3219. //copy heroes vector to avoid iterator invalidation as removal change PlayerState
  3220. auto hlp = p->heroes;
  3221. for (auto h : hlp) //eliminate heroes
  3222. {
  3223. if (h.get())
  3224. removeObject(h, player);
  3225. }
  3226. //player lost -> all his objects become unflagged (neutral)
  3227. for (auto obj : gs->map->objects) //unflag objs
  3228. {
  3229. if (obj.get() && obj->tempOwner == player)
  3230. setOwner(obj, PlayerColor::NEUTRAL);
  3231. }
  3232. //eliminating one player may cause victory of another:
  3233. std::set<PlayerColor> playerColors;
  3234. //do not copy player state (CBonusSystemNode) by value
  3235. for (auto &p : gs->players) //players may have different colors, iterate over players and not integers
  3236. {
  3237. if (p.first != player)
  3238. playerColors.insert(p.first);
  3239. }
  3240. //notify all players
  3241. for (auto pc : playerColors)
  3242. {
  3243. if (getPlayerState(pc)->status == EPlayerStatus::INGAME)
  3244. {
  3245. InfoWindow iw;
  3246. getVictoryLossMessage(player, victoryLossCheckResult.invert(), iw);
  3247. iw.player = pc;
  3248. sendAndApply(&iw);
  3249. }
  3250. }
  3251. checkVictoryLossConditions(playerColors);
  3252. }
  3253. }
  3254. }
  3255. void CGameHandler::getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const
  3256. {
  3257. out.player = player;
  3258. out.text = victoryLossCheckResult.messageToSelf;
  3259. out.text.replaceName(player);
  3260. out.components.emplace_back(ComponentType::FLAG, player);
  3261. }
  3262. bool CGameHandler::dig(const CGHeroInstance *h)
  3263. {
  3264. if (h->diggingStatus() != EDiggingStatus::CAN_DIG) //checks for terrain and movement
  3265. COMPLAIN_RETF("Hero cannot dig (error code %d)!", static_cast<int>(h->diggingStatus()));
  3266. createHole(h->visitablePos(), h->getOwner());
  3267. //take MPs
  3268. SetMovePoints smp;
  3269. smp.hid = h->id;
  3270. smp.val = 0;
  3271. sendAndApply(&smp);
  3272. InfoWindow iw;
  3273. iw.type = EInfoWindowMode::AUTO;
  3274. iw.player = h->tempOwner;
  3275. if (gs->map->grailPos == h->visitablePos())
  3276. {
  3277. ArtifactID grail = ArtifactID::GRAIL;
  3278. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the " ...
  3279. iw.text.appendName(grail); // ... " The Grail"
  3280. iw.soundID = soundBase::ULTIMATEARTIFACT;
  3281. giveHeroNewArtifact(h, grail.toArtifact(), ArtifactPosition::FIRST_AVAILABLE); //give grail
  3282. sendAndApply(&iw);
  3283. iw.soundID = soundBase::invalid;
  3284. iw.components.emplace_back(ComponentType::ARTIFACT, grail);
  3285. iw.text.clear();
  3286. iw.text.appendTextID(grail.toArtifact()->getDescriptionTextID());
  3287. sendAndApply(&iw);
  3288. }
  3289. else
  3290. {
  3291. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
  3292. iw.soundID = soundBase::Dig;
  3293. sendAndApply(&iw);
  3294. }
  3295. return true;
  3296. }
  3297. void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
  3298. {
  3299. if (!t.visitableObjects.empty())
  3300. {
  3301. //to prevent self-visiting heroes on space press
  3302. if (t.visitableObjects.back() != h)
  3303. objectVisited(t.visitableObjects.back(), h);
  3304. else if (t.visitableObjects.size() > 1)
  3305. objectVisited(*(t.visitableObjects.end()-2),h);
  3306. }
  3307. }
  3308. bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, const std::vector<SlotID> & slot, const std::vector<ui32> & count)
  3309. {
  3310. if (!hero)
  3311. COMPLAIN_RET("You need hero to sacrifice creature!");
  3312. int expSum = 0;
  3313. auto finish = [this, &hero, &expSum]()
  3314. {
  3315. giveExperience(hero, hero->calculateXp(expSum));
  3316. };
  3317. for(int i = 0; i < slot.size(); ++i)
  3318. {
  3319. int oldCount = hero->getStackCount(slot[i]);
  3320. if(oldCount < (int)count[i])
  3321. {
  3322. finish();
  3323. COMPLAIN_RET("Not enough creatures to sacrifice!")
  3324. }
  3325. else if(oldCount == count[i] && hero->stacksCount() == 1 && hero->needsLastStack())
  3326. {
  3327. finish();
  3328. COMPLAIN_RET("Cannot sacrifice last creature!");
  3329. }
  3330. int crid = hero->getStack(slot[i]).type->getId();
  3331. changeStackCount(StackLocation(hero, slot[i]), -(TQuantity)count[i]);
  3332. int dump;
  3333. int exp;
  3334. market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
  3335. exp *= count[i];
  3336. expSum += exp;
  3337. }
  3338. finish();
  3339. return true;
  3340. }
  3341. bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
  3342. {
  3343. if (!hero)
  3344. COMPLAIN_RET("You need hero to sacrifice artifact!");
  3345. if(hero->getAlignment() == EAlignment::EVIL)
  3346. COMPLAIN_RET("Evil hero can't sacrifice artifact!");
  3347. assert(m);
  3348. auto altarObj = dynamic_cast<const CGArtifactsAltar*>(m);
  3349. int expSum = 0;
  3350. auto finish = [this, &hero, &expSum]()
  3351. {
  3352. giveExperience(hero, hero->calculateXp(expSum));
  3353. };
  3354. for(const auto & artInstId : arts)
  3355. {
  3356. if(auto art = altarObj->getArtByInstanceId(artInstId))
  3357. {
  3358. if(art->artType->isTradable())
  3359. {
  3360. int dmp;
  3361. int expToGive;
  3362. m->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
  3363. expSum += expToGive;
  3364. removeArtifact(ArtifactLocation(altarObj->id, altarObj->getArtPos(art)));
  3365. }
  3366. else
  3367. {
  3368. COMPLAIN_RET("Cannot sacrifice not tradable artifact!");
  3369. }
  3370. }
  3371. else
  3372. {
  3373. finish();
  3374. COMPLAIN_RET("Cannot find artifact to sacrifice!");
  3375. }
  3376. }
  3377. finish();
  3378. return true;
  3379. }
  3380. bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
  3381. {
  3382. if (sl.army->hasStackAtSlot(sl.slot))
  3383. COMPLAIN_RET("Slot is already taken!");
  3384. if (!sl.slot.validSlot())
  3385. COMPLAIN_RET("Cannot insert stack to that slot!");
  3386. InsertNewStack ins;
  3387. ins.army = sl.army->id;
  3388. ins.slot = sl.slot;
  3389. ins.type = c->getId();
  3390. ins.count = count;
  3391. sendAndApply(&ins);
  3392. return true;
  3393. }
  3394. bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
  3395. {
  3396. if (!sl.army->hasStackAtSlot(sl.slot))
  3397. COMPLAIN_RET("Cannot find a stack to erase");
  3398. if (sl.army->stacksCount() == 1 //from the last stack
  3399. && sl.army->needsLastStack() //that must be left
  3400. && !forceRemoval) //ignore above conditions if we are forcing removal
  3401. {
  3402. COMPLAIN_RET("Cannot erase the last stack!");
  3403. }
  3404. EraseStack es;
  3405. es.army = sl.army->id;
  3406. es.slot = sl.slot;
  3407. sendAndApply(&es);
  3408. return true;
  3409. }
  3410. bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
  3411. {
  3412. TQuantity currentCount = sl.army->getStackCount(sl.slot);
  3413. if ((absoluteValue && count < 0)
  3414. || (!absoluteValue && -count > currentCount))
  3415. {
  3416. COMPLAIN_RET("Cannot take more stacks than present!");
  3417. }
  3418. if ((currentCount == -count && !absoluteValue)
  3419. || (!count && absoluteValue))
  3420. {
  3421. eraseStack(sl);
  3422. }
  3423. else
  3424. {
  3425. ChangeStackCount csc;
  3426. csc.army = sl.army->id;
  3427. csc.slot = sl.slot;
  3428. csc.count = count;
  3429. csc.absoluteValue = absoluteValue;
  3430. sendAndApply(&csc);
  3431. }
  3432. return true;
  3433. }
  3434. bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
  3435. {
  3436. const CCreature *slotC = sl.army->getCreature(sl.slot);
  3437. if (!slotC) //slot is empty
  3438. insertNewStack(sl, c, count);
  3439. else if (c == slotC)
  3440. changeStackCount(sl, count);
  3441. else
  3442. {
  3443. COMPLAIN_RET("Cannot add " + c->getNamePluralTranslated() + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
  3444. }
  3445. return true;
  3446. }
  3447. void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
  3448. {
  3449. if (removeObjWhenFinished)
  3450. removeAfterVisit(src);
  3451. if (!src->canBeMergedWith(*dst, allowMerging))
  3452. {
  3453. if (allowMerging) //do that, add all matching creatures.
  3454. {
  3455. bool cont = true;
  3456. while (cont)
  3457. {
  3458. for (auto i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
  3459. {
  3460. SlotID pos = dst->getSlotFor(i->second->type);
  3461. if (pos.validSlot())
  3462. {
  3463. moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
  3464. cont = true;
  3465. break; //or iterator crashes
  3466. }
  3467. cont = false;
  3468. }
  3469. }
  3470. }
  3471. showGarrisonDialog(src->id, dst->id, true); //show garrison window and optionally remove ourselves from map when player ends
  3472. }
  3473. else //merge
  3474. {
  3475. moveArmy(src, dst, allowMerging);
  3476. }
  3477. }
  3478. bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
  3479. {
  3480. if (!src.army->hasStackAtSlot(src.slot))
  3481. COMPLAIN_RET("No stack to move!");
  3482. if (dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
  3483. COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
  3484. if (!dst.slot.validSlot())
  3485. COMPLAIN_RET("Cannot move stack to that slot!");
  3486. if (count == -1)
  3487. {
  3488. count = src.army->getStackCount(src.slot);
  3489. }
  3490. if (src.army != dst.army //moving away
  3491. && count == src.army->getStackCount(src.slot) //all creatures
  3492. && src.army->stacksCount() == 1 //from the last stack
  3493. && src.army->needsLastStack()) //that must be left
  3494. {
  3495. COMPLAIN_RET("Cannot move away the last creature!");
  3496. }
  3497. RebalanceStacks rs;
  3498. rs.srcArmy = src.army->id;
  3499. rs.dstArmy = dst.army->id;
  3500. rs.srcSlot = src.slot;
  3501. rs.dstSlot = dst.slot;
  3502. rs.count = count;
  3503. sendAndApply(&rs);
  3504. return true;
  3505. }
  3506. void CGameHandler::castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos)
  3507. {
  3508. if (!spellID.hasValue())
  3509. return;
  3510. AdventureSpellCastParameters p;
  3511. p.caster = caster;
  3512. p.pos = pos;
  3513. const CSpell * s = spellID.toSpell();
  3514. s->adventureCast(spellEnv, p);
  3515. }
  3516. bool CGameHandler::swapStacks(const StackLocation & sl1, const StackLocation & sl2)
  3517. {
  3518. if(!sl1.army->hasStackAtSlot(sl1.slot))
  3519. {
  3520. return moveStack(sl2, sl1);
  3521. }
  3522. else if(!sl2.army->hasStackAtSlot(sl2.slot))
  3523. {
  3524. return moveStack(sl1, sl2);
  3525. }
  3526. else
  3527. {
  3528. SwapStacks ss;
  3529. ss.srcArmy = sl1.army->id;
  3530. ss.dstArmy = sl2.army->id;
  3531. ss.srcSlot = sl1.slot;
  3532. ss.dstSlot = sl2.slot;
  3533. sendAndApply(&ss);
  3534. return true;
  3535. }
  3536. }
  3537. bool CGameHandler::putArtifact(const ArtifactLocation & al, const CArtifactInstance * art, std::optional<bool> askAssemble)
  3538. {
  3539. assert(art && art->artType);
  3540. ArtifactLocation dst(al.artHolder, ArtifactPosition::PRE_FIRST);
  3541. dst.creature = al.creature;
  3542. auto putTo = getArtSet(al);
  3543. assert(putTo);
  3544. if(al.slot == ArtifactPosition::FIRST_AVAILABLE)
  3545. {
  3546. dst.slot = ArtifactUtils::getArtAnyPosition(putTo, art->getTypeId());
  3547. }
  3548. else if(ArtifactUtils::isSlotBackpack(al.slot) && !al.creature.has_value())
  3549. {
  3550. dst.slot = ArtifactUtils::getArtBackpackPosition(putTo, art->getTypeId());
  3551. }
  3552. else
  3553. {
  3554. dst.slot = al.slot;
  3555. }
  3556. if(!askAssemble.has_value())
  3557. {
  3558. if(!dst.creature.has_value() && ArtifactUtils::isSlotEquipment(dst.slot))
  3559. askAssemble = true;
  3560. else
  3561. askAssemble = false;
  3562. }
  3563. if(art->canBePutAt(putTo, dst.slot))
  3564. {
  3565. PutArtifact pa(dst, askAssemble.value());
  3566. pa.art = art;
  3567. sendAndApply(&pa);
  3568. return true;
  3569. }
  3570. else
  3571. {
  3572. return false;
  3573. }
  3574. }
  3575. bool CGameHandler::giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * artType, ArtifactPosition pos)
  3576. {
  3577. assert(artType);
  3578. if(pos == ArtifactPosition::FIRST_AVAILABLE)
  3579. {
  3580. if(!artType->canBePutAt(h, ArtifactUtils::getArtAnyPosition(h, artType->getId())))
  3581. COMPLAIN_RET("Cannot put artifact in that slot!");
  3582. }
  3583. else if(ArtifactUtils::isSlotBackpack(pos))
  3584. {
  3585. if(!artType->canBePutAt(h, ArtifactUtils::getArtBackpackPosition(h, artType->getId())))
  3586. COMPLAIN_RET("Cannot put artifact in that slot!");
  3587. }
  3588. else
  3589. {
  3590. COMPLAIN_RET_FALSE_IF(!artType->canBePutAt(h, pos, false), "Cannot put artifact in that slot!");
  3591. }
  3592. auto * newArtInst = new CArtifactInstance();
  3593. newArtInst->artType = artType; // *NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
  3594. NewArtifact na;
  3595. na.art = newArtInst;
  3596. sendAndApply(&na); // -> updates newArtInst!!!
  3597. if(putArtifact(ArtifactLocation(h->id, pos), newArtInst, false))
  3598. return true;
  3599. else
  3600. return false;
  3601. }
  3602. void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
  3603. {
  3604. std::vector<int3>::iterator tile;
  3605. std::vector<int3> tiles;
  3606. getFreeTiles(tiles);
  3607. ui32 amount = (ui32)tiles.size() / 200; //Chance is 0.5% for each tile
  3608. RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
  3609. logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
  3610. const CCreature *cre = creatureID.toCreature();
  3611. for (int i = 0; i < (int)amount; ++i)
  3612. {
  3613. tile = tiles.begin();
  3614. logGlobal->trace("\tSpawning monster at %s", tile->toString());
  3615. {
  3616. auto count = cre->getRandomAmount(std::rand);
  3617. createWanderingMonster(*tile, creatureID);
  3618. auto monsterId = getTopObj(*tile)->id;
  3619. setObjPropertyValue(monsterId, ObjProperty::MONSTER_COUNT, count);
  3620. setObjPropertyValue(monsterId, ObjProperty::MONSTER_POWER, (si64)1000*count);
  3621. }
  3622. tiles.erase(tile); //not use it again
  3623. }
  3624. }
  3625. void CGameHandler::synchronizeArtifactHandlerLists()
  3626. {
  3627. UpdateArtHandlerLists uahl;
  3628. uahl.allocatedArtifacts = gs->allocatedArtifacts;
  3629. sendAndApply(&uahl);
  3630. }
  3631. bool CGameHandler::isValidObject(const CGObjectInstance *obj) const
  3632. {
  3633. return vstd::contains(gs->map->objects, obj);
  3634. }
  3635. bool CGameHandler::isBlockedByQueries(const CPack *pack, PlayerColor player)
  3636. {
  3637. if (!strcmp(typeid(*pack).name(), typeid(PlayerMessage).name()))
  3638. return false;
  3639. auto query = queries->topQuery(player);
  3640. if (query && query->blocksPack(pack))
  3641. {
  3642. complain(boost::str(boost::format(
  3643. "\r\n| Player \"%s\" has to answer queries before attempting any further actions.\r\n| Top Query: \"%s\"\r\n")
  3644. % boost::to_upper_copy<std::string>(player.toString())
  3645. % query->toString()
  3646. ));
  3647. return true;
  3648. }
  3649. return false;
  3650. }
  3651. void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
  3652. {
  3653. //If the object is being visited, there must be a matching query
  3654. for (const auto &query : queries->allQueries())
  3655. {
  3656. if (auto someVistQuery = std::dynamic_pointer_cast<CObjectVisitQuery>(query))
  3657. {
  3658. if (someVistQuery->visitedObject == object)
  3659. {
  3660. someVistQuery->removeObjectAfterVisit = true;
  3661. return;
  3662. }
  3663. }
  3664. }
  3665. //If we haven't returned so far, there is no query and no visit, call was wrong
  3666. assert("This function needs to be called during the object visit!");
  3667. }
  3668. void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
  3669. {
  3670. std::unordered_set<int3> tiles;
  3671. if (mode == ETileVisibility::HIDDEN)
  3672. {
  3673. getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
  3674. std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
  3675. auto p = getPlayerState(player);
  3676. for (auto h : p->heroes)
  3677. {
  3678. getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
  3679. }
  3680. for (auto t : p->towns)
  3681. {
  3682. getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
  3683. }
  3684. for (auto tile : observedTiles)
  3685. vstd::erase_if_present (tiles, tile);
  3686. }
  3687. else
  3688. {
  3689. getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
  3690. }
  3691. changeFogOfWar(tiles, player, mode);
  3692. }
  3693. void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
  3694. {
  3695. if (tiles.empty())
  3696. return;
  3697. FoWChange fow;
  3698. fow.tiles = tiles;
  3699. fow.player = player;
  3700. fow.mode = mode;
  3701. sendAndApply(&fow);
  3702. }
  3703. const CGHeroInstance * CGameHandler::getVisitingHero(const CGObjectInstance *obj)
  3704. {
  3705. assert(obj);
  3706. for(const auto & query : queries->allQueries())
  3707. {
  3708. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3709. if (visit && visit->visitedObject == obj)
  3710. return visit->visitingHero;
  3711. }
  3712. return nullptr;
  3713. }
  3714. const CGObjectInstance * CGameHandler::getVisitingObject(const CGHeroInstance *hero)
  3715. {
  3716. assert(hero);
  3717. for(const auto & query : queries->allQueries())
  3718. {
  3719. auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(query);
  3720. if (visit && visit->visitingHero == hero)
  3721. return visit->visitedObject;
  3722. }
  3723. return nullptr;
  3724. }
  3725. bool CGameHandler::isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero)
  3726. {
  3727. assert(obj);
  3728. assert(hero);
  3729. assert(getVisitingHero(obj) == hero);
  3730. // Check top query of targeted player:
  3731. // If top query is NOT visit to targeted object then we assume that
  3732. // visitation query is covered by other query that must be answered first
  3733. if (auto topQuery = queries->topQuery(hero->getOwner()))
  3734. if (auto visit = std::dynamic_pointer_cast<const CObjectVisitQuery>(topQuery))
  3735. return !(visit->visitedObject == obj && visit->visitingHero == hero);
  3736. return true;
  3737. }
  3738. void CGameHandler::setObjPropertyValue(ObjectInstanceID objid, ObjProperty prop, int32_t value)
  3739. {
  3740. SetObjectProperty sob;
  3741. sob.id = objid;
  3742. sob.what = prop;
  3743. sob.identifier = NumericID(value);
  3744. sendAndApply(&sob);
  3745. }
  3746. void CGameHandler::setObjPropertyID(ObjectInstanceID objid, ObjProperty prop, ObjPropertyID identifier)
  3747. {
  3748. SetObjectProperty sob;
  3749. sob.id = objid;
  3750. sob.what = prop;
  3751. sob.identifier = identifier;
  3752. sendAndApply(&sob);
  3753. }
  3754. void CGameHandler::setBankObjectConfiguration(ObjectInstanceID objid, const BankConfig & configuration)
  3755. {
  3756. SetBankConfiguration srb;
  3757. srb.objectID = objid;
  3758. srb.configuration = configuration;
  3759. sendAndApply(&srb);
  3760. }
  3761. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID objid, const Rewardable::Configuration & configuration)
  3762. {
  3763. SetRewardableConfiguration srb;
  3764. srb.objectID = objid;
  3765. srb.configuration = configuration;
  3766. sendAndApply(&srb);
  3767. }
  3768. void CGameHandler::setRewardableObjectConfiguration(ObjectInstanceID townInstanceID, BuildingID buildingID, const Rewardable::Configuration & configuration)
  3769. {
  3770. SetRewardableConfiguration srb;
  3771. srb.objectID = townInstanceID;
  3772. srb.buildingID = buildingID;
  3773. srb.configuration = configuration;
  3774. sendAndApply(&srb);
  3775. }
  3776. void CGameHandler::showInfoDialog(InfoWindow * iw)
  3777. {
  3778. sendAndApply(iw);
  3779. }
  3780. vstd::RNG & CGameHandler::getRandomGenerator()
  3781. {
  3782. return *randomNumberGenerator;
  3783. }
  3784. #if SCRIPTING_ENABLED
  3785. scripting::Pool * CGameHandler::getGlobalContextPool() const
  3786. {
  3787. return serverScripts.get();
  3788. }
  3789. //scripting::Pool * CGameHandler::getContextPool() const
  3790. //{
  3791. // return serverScripts.get();
  3792. //}
  3793. #endif
  3794. CGObjectInstance * CGameHandler::createNewObject(const int3 & visitablePosition, MapObjectID objectID, MapObjectSubID subID)
  3795. {
  3796. TerrainId terrainType = ETerrainId::NONE;
  3797. if (!gs->isInTheMap(visitablePosition))
  3798. throw std::runtime_error("Attempt to create object outside map at " + visitablePosition.toString());
  3799. const TerrainTile & t = gs->map->getTile(visitablePosition);
  3800. terrainType = t.terType->getId();
  3801. auto handler = VLC->objtypeh->getHandlerFor(objectID, subID);
  3802. CGObjectInstance * o = handler->create(gs->callback, nullptr);
  3803. handler->configureObject(o, getRandomGenerator());
  3804. assert(o->ID == objectID);
  3805. assert(!handler->getTemplates(terrainType).empty());
  3806. if (handler->getTemplates().empty())
  3807. throw std::runtime_error("Attempt to create object (" + std::to_string(objectID) + ", " + std::to_string(subID.getNum()) + ") with no templates!");
  3808. if (!handler->getTemplates(terrainType).empty())
  3809. o->appearance = handler->getTemplates(terrainType).front();
  3810. else
  3811. o->appearance = handler->getTemplates().front();
  3812. o->pos = visitablePosition + o->getVisitableOffset();
  3813. return o;
  3814. }
  3815. void CGameHandler::createWanderingMonster(const int3 & visitablePosition, CreatureID creature)
  3816. {
  3817. auto createdObject = createNewObject(visitablePosition, Obj::MONSTER, creature);
  3818. auto * cre = dynamic_cast<CGCreature *>(createdObject);
  3819. assert(cre);
  3820. cre->notGrowingTeam = cre->neverFlees = false;
  3821. cre->character = 2;
  3822. cre->gainedArtifact = ArtifactID::NONE;
  3823. cre->identifier = -1;
  3824. cre->addToSlot(SlotID(0), new CStackInstance(creature, -1)); //add placeholder stack
  3825. newObject(createdObject, PlayerColor::NEUTRAL);
  3826. }
  3827. void CGameHandler::createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator)
  3828. {
  3829. auto createdObject = createNewObject(visitablePosition, Obj::BOAT, type);
  3830. newObject(createdObject, initiator);
  3831. }
  3832. void CGameHandler::createHole(const int3 & visitablePosition, PlayerColor initiator)
  3833. {
  3834. auto createdObject = createNewObject(visitablePosition, Obj::HOLE, 0);
  3835. newObject(createdObject, initiator);
  3836. }
  3837. void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
  3838. {
  3839. object->initObj(gs->getRandomGenerator());
  3840. NewObject no;
  3841. no.newObject = object;
  3842. no.initiator = initiator;
  3843. sendAndApply(&no);
  3844. }
  3845. void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
  3846. {
  3847. battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  3848. }
  3849. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
  3850. {
  3851. battles->startBattleI(army1, army2, tile, creatureBank);
  3852. }
  3853. void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
  3854. {
  3855. battles->startBattleI(army1, army2, creatureBank);
  3856. }